Age: Over 100, physically 43 (20s HPME*), fully mature.
Profession: NO Lieutenant
Description: Kirk has plenty of the average features you'd expect of a drow elf. His eyes are a bright, striking red, his hair is white and cut short, his skin is a very dark grey/black, and of course, his ears are pointed. He’s rather short, as is typical for drow men where he comes from, standing about five feet six inches tall.
Beyond those obvious features, Kirk is a devilishly handsome man, both in physical appearance and in how he oozes confidence. By human standards, he's not overly masculine, though I would hesitate to call him feminine either. His jawline is strong, though on the narrow side and his chin is somewhat pointed. His lips are somewhat thin and his nose is straight and of average size. Overall his build is narrow and muscular, his shoulders are narrower than your average human's.
He frequently wears a variety of black suits with a white shirt underneath them. His tie is thin and black. On his head he wears a SRV hat, and the feather in it is a large, bird of paradise tail feather. Sometimes he may dress more casual, but you can rarely find him less than impeccably dressed.
Personality: Kirk is confident to a fault. He likes to take risks because he's sure he can handle the outcome. A gambling man through and through. He can be very suave and charming when he wants to. Kirk has quite a vicious streak, and he is more than willing to take advantage of anyone for personal gain. Couple this with his often cold hearted approach to other people, and you get a very uncaring person at best. It's generally hidden rather well, mostly due to him being a compulsive liar. He never hesitates to hide things he doesn't need to share.
An SRV hat that he received as a Thanksmas present from Moff Prime. He is almost never found without it.
A small silver pendant twisted in a swirling pattern. It protects his mind from attack as long as he's wearing it.
Ring of Mental Clarity. Protects you from being affected by mind altering substances. Most notably, alcohol. Also lets you verbally command/control the wearer of the spiked collar of endurance.
A number of different kind of knives. Some made for hand to hand fighting, some that were made to be thrown, some with more particular purposes. Some have some magical effects, including being able to be called to his hand and changing in length. It's hard to say what knife he'll use at any given time.
A saxophone that has obviously been well used and even better cared for. It has some wear, but it still looks beautiful and plays even more so.
Four poker chips marked with different glyphs to have different magic effects. Those being targeted paralysis, short range teleport, ten pound item creation, emotional dampening zone. Can be reused every thirty six hours.
Alien laser tommy gun. It was created using a recovered laser rifle from a UFO ajnd his old Tommy gun with magtok's help. It fires green lasers and never runs out of ammo.
A pendant with a stone coloured red with black swirls. Contains the essence of Diablo, but mostly just looks fancy.
Abilities: Kirk is skilled with knives, throwing or otherwise, and most other bladed weapons ranging from swords to daggers. He is able to manage with most other weapons.
He's a tad faster and stronger than he should be. It's not very significant, and someone would be hard pressed to notice a difference between him and a regular person.
Kirk was born and spent most of his early life in a drow city in the Underdark. He was the fourth son of the Matron mother of a minor House. He despised the culture of his people, but he survived in it well enough. One day, however, it all fell apart. He made a fatal mistake and he had to get out fast. He never left cleanly, though. Before he could leave, he put a knife in one of his older brothers and his mother.
He moved on tot he surface world and roamed for several years. He made a small name for himself as a thief and a sell sword. he got a taste for adventure then, and it wasn't so easily sated. He sought out a mage that could help him. he wanted to explore other worlds.
From that point on, he traveled to and within a number of worlds. He had a colourful life and many adventures. He met many people, but always left them behind when he traveled on, often with a number of people that were less than pleased with him.
Some time before he found himself in the Nexus, Kirk had a bad run in with a demon and made a bad deal. The result of which was, eventually, his near possession by demons. They had a significant effect on him, making him monstrous, and he never even realized it. This is the state he came tot he Nexus in, though he has since escaped their clutches.
Miscellaneous: As a cost to Which, Kirk had to give up his eternal youth and his regeneration. Furthermore, he cannot regain these traits.
Alias: Sir Cruss the Fair
Species: Kiroshandian (Humanoid)
Age: 21 Years Of Age Physically, 31 Years of Age Mentally
Alignment: Chaotic Good
Profession: Retired Combat Medic, Retired Smuggler, Current Knight
Power Rating: C+
Weight: 187.2 lbs
Eye Color: Deep Blue
Hair: A Mat Of Shaggy Blond Hair As Soft As Velvet
Skin Tone: A Dark Skin And Weathered Appearance
Hamnet is essentially a normal human with minor differences in his anatomy that barely set him apart from the average human. The differences include slightly more sensitive hearing, two organs which are the equivalent of hearts (and, by extension, a different circulatory system), a different blood type (slightly bluer than normal blood) due to a different element within the cells that binds to the oxygen in the air, different muscle groups and a different skeletal structure which merely is designed to compensate for his rather peculiar circulatory system. His brain also functions differently from that of humans. He has accurate vision so that he can perceive things both near and far, like a human. His arms, legs, and core are well developed from tedious days of practice with a weighted sword and lance. Hamnet is thin with broad shoulders. Additionally, he possesses high cheekbones, sideburns, and a chin cleft. No facial hair grows upon his face.
Personality: Hamnet could be described as extremely charming yet cunning. He is very kind and generous. He is also an eloquent speaker. He doesn’t believe in no win situations. He is quick to fight and even quicker to forgive, though he never will forget a transgression. He is eternally prepared to engage in a fight either to increase his honor or defend another's. He subconsciously examines the physical traits and psyche of other people for any apparent weaknesses to exploit if it becomes necessary. He enjoys being in his own company frequently, though calling him a loner would not be appropriate. Hamnet possesses high morals yet looks upon death as a resource to do away with those who would do evil, who he believes are worthless and don’t deserve a second chance. He will do anything in his power to protect those who he deems worthy of being his friends. Hamnet thoroughly enjoys physical exertion and attempts to expand his mind and body whenever there is a chance. Hamnet is a devout monotheist who engages in much introspection. It focuses on religion and the flow, which is a concept that states that destiny is like a river and that you can fight the current, but if you go with the current (which is to say, accept your destiny), then nothing can stop you like the water in said river. Hamnet’s mind also focuses on logic and largely ignores emotion except when he is overcome with passion, under which circumstances he loses all control of his emotion. He has sworn to dutifully protect the weak and all women and upholds his values with an unfaltering persistence.
-A White Charger
-A Coarse Tunic Of Leather
-Coarse Leather Pantaloons
-A Longsword Forged Of Silver
-A White Suit Of Armor That Is Designed to Glance Blows As Opposed To Absorb Them
-A Barren White Shield With No Device Upon It
-A Small Amount Of Gold (So Miniscule That It Requires That He Live Quite Frugally)
-A Saddlebag And Saddle
-A Pistol For Those Times When A Sword Just Won't Cut It
Abilities: Skilled parkour/free runner (a traceur); Combat Ability; Medical knowledge (field dressings, injuries, almost exclusively tailored for his specie but it could be altered to fit other species if he attained the basic knowledge about them); Indomitable courage; Versatile (quick to adapt to various situations); Sharp hearing (sharper than humans, but not by much); High Endurance; Strength; Acrobatics; Speed; Decent swimmer; Sensational dancer; Plays the ocarina; Can Wield Only Swords and Projectile Firing Weaponry In Addition To His Fists(He Has No Capability To Utilize Heavy Weaponry Or Blunt Weapons)
Name: Kohan Ganjji Hanorai
"Life might never end. That's what I'm here to prevent."
Alias: The Hatter, Hatty, Sir Hanorai the Mighty, The Mad Hatter
Species: Kiroshandian (Humanoid)
Alignment: Neurotic And Chaotic Evil
Profession: Temporal and Space Distortion Researcher, Geneticist, Cultist Leader
Power Rating: B-
Weight: 210 lbs
Eye Color: Hazel With A Touch Of Red Near The Pupil
Hair: Short, Charcoal Black
Skin Tone: Light Tan
Hanoria appears to be a normal human. From what can be seen, he appears to be a muscular Asian male. Of course, he is truly an alien being with inner anatomical differences such as more sensitive hearing, two organs which are the equivalent of hearts (thus a different circulatory system), a different blood type due to a different element within the cells that binds to the oxygen in the air (slightly bluer than normal blood), different muscle groups and a different skeletal structure. His brain also functions differently from that of humans. He has accurate vision so that he can perceive things both near and far. His arms, legs, and core are well developed but he isn’t overly muscular, only healthy and strong looking not bodybuilder or superhero strong looking. High cheekbones and sideburns. No facial hair.
Costume 1: Long, blood red, flowing robes that hide his figure. Black leather gloves with grips. Polished black militaristic boots. A black mask cut off under the nose so that it exposes the mouth and chin only. The eyes are covered in a hard, black, plastic substance that can be seen through from the inside only. The masks disguise the voice of the wearer with machinery located within the mask and the eyes are hidden.The substance is durable and strong and does not restrict movement. This traditional costume is not unlike a costume that a cultist would wear and it provides near complete anonymity.
Personality: Kohan is very distrustful and lies often in order to protect himself. He hides many self-doubts and is completely mad (the highest level of insanity, in this case, being total sanity). He has been holding in a secret which seems to have been eroding his very soul. He smiles often and seems open and friendly, but he is a killer who plans excessively and can overcome most problems which can be solved by use of the mind. He plays video games and manipulates peoples’ minds though his actions to test how they will react to the stimulus he provides. He is cruelly violent and manipulative, but this is only a method to keep him from being attached to people, who constantly die around him. He has become more sinister as time has passed.
-360 Gold Pieces
-A wicked, sharp, black dagger with menacing blood gutters that is durable and hard and used for rituals specially designed to prevent wounds from rapidly closing unlike traditional leaf-shaped blades
-3 medical syringes filled with a mixture of painkiller, adrenaline, and chemicals which promote healing
-A Black, Circular Communication Device
-Beakers, pipettes, tongs, and needles for the collection of specimen for experimentation
-A Large, Spiked Mallet Forged Of Silver The Height Of Which Is Around 5'
Abilities: Minor telekinesis (limited to moving objects by manipulating miniscule space; examples: throwing something and projecting a shield; Can create portals to allow himself to travel to other places/teleport (limited to self or small group and cannot be used in combat); Knowledge of genetics and energy; Logical (yet unstable); Combat Ability Focused On Use Of Blunt And Sharp But Not Ranged Weaponry; Intimidation; Humor; Decent cook; Devious schemer; Decent swimmer; Skilled conversationalist
Name: Doctor Heiden Yammicus Rossenrout
"I believe this is the part where you turn your back while I escape."
Weight: 213 lbs
Eye Color: Dark Bluish-Green
Hair: Short, Dark Brown
Skin Tone: Light Tan
Rossenrout appears to be a normal human. From what can be seen, he appears to be a muscular Austrian male. Of course, he is truly an alien being with inner anatomical differences such as more sensitive hearing, two organs which are the equivalent of hearts (thus a different circulatory system), a different blood type due to a different element within the cells that binds to the oxygen in the air (slightly bluer than normal blood), different muscle groups and a different skeletal structure. His brain also functions differently from that of humans. He has accurate vision so that he can perceive things both near and far. His arms, legs, and core are well developed but he isn’t overly muscular, only healthy and strong looking not bodybuilder or superhero strong looking. High cheekbones and a straight eyebrows with a mustache and beard combo.
Costume 1: A white dress shirt worn with a black tie and black button-up vest. Also features black jeans and polished boots with a rather stylish soft, black fedora with a white band wrapped around it.
Personality: Heiden is very logical and takes pride in the strides he has made in science. He thinks quite rationally and rarely allows emotion to cloud his emotions. Heiden focuses on doing what must be done to survive. He is an optimist who is obsessed with knowledge. He believes that knowledge equates power and that power can be used to accomplish his goals. He is a sensational conversationalist and is quite stubborn. Once he has resolved to do something, nothing can keep him from consistently attempting to accomplish that task.
-A wallet with 200 gold pieces
-A keycard to a building
-A black communications device
-A trench gun with superior rifling that allows it to be accurate at range and computerized thermal scanners with a handy zoom feature and modified quick loading clip
Abilities: Versatile; Knowledge of Mechanical Engineering (coupled with software design and structural design knowledge) and Biochemistry; Can create chemicals and some biological organisms (with lots of time and resources); Can create robots and upgrade weapons, create computers, and design armor (with proper time, resources, and planning); Combat Ability; Puzzle Solver; Superior Logic; Trap design knowledge and disarming ability; Assorted knowledge; Normal strength, endurance, and speed but increased dexterity levels; Escape Artist; Planner; Tactician; Skilled musician (can play the piano, guitar, and they lyre well)
Combined Backstory and Misc.:
Hamnet, Doc Rout, and Kohan are all from the same planet, Tersi. Their society was “utopian” until shortly after they were born. They were raised in slavery in service of an invading race whose name isn’t of any significant import. Each of their stories are different, but similar enough that their destinies are intertwined. Each was abused in their youth but excelled in this negative environment, learning and working until their skills surpassed those of the conquerors. They combined their skills to lead a valiant resistance against the conquerors, playing key roles in liberating their planet. They each were knighted and became known as the three sages of the planet after the rebellion they launched repelled the invaders from their homelands and freed their people. The society thrived and rebuilt their society for 50 years under this triumvirate’s watchful eyes. However, the “sun” of their galaxy was about to supernova, The three sages resolved to remain on the planet to allow the others to escape by coordinating the escape efforts. The spaceships roared away, but the nova didn’t destroy their planet! It merely impacted their planet and washed over it, ravaging everything, but destroying no life. It mutated the life instead. This is how Kohan and Hamnet received their powers, some of which have proved to be only temporary. Doc Rout was unaffected, though his retention of knowledge and logic improved significantly after this event. The others of their specie who rocketed away were not so lucky, and were exterminated by the cosmic event. Only Kohan knew of this, and this is the secret that pains him to this day. The effect of the cosmic event also rejuvenated the sages, altering their bodies, changing them back into their forms in youth. Hamnet was reverted to 16 while Kohan and Rout (being older) were reverted to 21. They spent some time defending themselves from the now mutated creatures on their planet while they engaged in research in long range teleportation from a mountainside base. Eventually they succeeded in establishing an uplink to the Nexus and sent two “guardians” (Alpha and Zeta) in to gather information on the area and whether or not it was habitable. These guardians were piloted by Rout and Hamnet, respectively, and were essentially carbon copies of the first organism they observed in the Nexus. After these two guardians (which were physical manifestations of energy) made it through without dying, they were left to their own devices and havoc ensued. Regardless, these scouts encouraged the sages to enter the Nexus, which they did though in different locations. Hamnet received amnesia from being the last person to enter the beam due to low energy remaining in it which caused it to flicker and negatively impact his mind.
Misc.: Their abilities are enhanced when they all work together, which will pretty much never occur unless the Nexus as a whole is threatened.
Theme Song: Feel Good Inc. (Gorillaz)
Saintly Spec Avatar (First Attempt) By Me
Peace is a lie, there is only passion. Through passion, I gain strength. Through strength, I gain power. Through power, I gain victory. Through victory, my chains are broken. The Force shall free me.
Last edited by The Alexandrian : 02-23-2011 at 08:03 PM.
Reason: Update Day
Description: Torpek isn't your average ogre. He does have typical ogre traits such as being huge, muscle ridden, and thick browed. As a result of being born with magical talent his skin is a pale blue colour. This is hardly noticeable though as his entire body is covered in a complex pattern of tattoos. His head is clean shaven. He stands about ten feet tall and can generally be found wearing a tattered suit of leather armor.
Personality: Torpek is slow. Not as slow as your average ogre, but definitely not the sharpest tool in the shed. Using the tool analogy he could be compared to a sledge hammer. Not because he can, and will, smash you to tiny pieces, but because he has no tact.
- A large staff topped with a large, uncut diamond.
Abilities: Besides his massive strength, Torpek is skilled with a few spells. He is capable of throwing fireballs, strengthening allies, and causing unthinking rage in his enemies.
Backstory: Torpek has lead a simple life. He was the chief magi of his tribe, mostly because he was the only magi. One day most his tribe was killed by a hungry dragon and the few survivors went their separate ways. He's had a strong hatred of dragons since then. He has made a name for himself as a caravan guard. Recently he was commissioned by a slave caravan coming to the Nexus.
Personality: All that remains of Frederick is his desire to cause suffering.
Backstory: "Coming soon"
Miscellaneous: The sliver of Frederick's consciousness that remains is currently dwelling in the mind of Lightning Lass. He has some minor influence over her actions. Usually those that cause suffering on some level.
Neutral Good; He abides by the rules, but will break them if necessary.
Profession: Warrior, I guess. His basic skills are for fighting, so I'm thinking he's a sort of mercenary.
PR: D-D+ by Neon Knight's scale.
Description: Very tall, about 6'4", around 17, with short blond hair. Has an old well-used sword, a cloak, and a backpack with some reality issues. Basically, he can reach in and pull out any food or drink. The weirdest part is that the stuff that comes out is always different, unless John specifically wants a certain thing. It's always non-poisonous as well. I'm taking this backpack idea from a character I had Improbable Island; it worked well there, so I'm hoping it'll be interesting here. John is basically just a competent warrior with some mental powers like minor telekinesis and mind reading and a wry sense of humour.
Personality: Sort of a jaded outlook on life, but still has a healthy sense of humour, even if it is a bit wry. He isn't the most talkative person, but if you strike up a conversation with him about something he is interested in he'll be more than chatty! He has a strong interior moral code; he naturally wants to be nice to people, and avoids being surly or dismissive. However, he will react if pushed and takes offense at any acts of violence, bullying or insulting behavior around him. Basically, it's hard to get on John's bad side, but you'll know when you do.
Equipment: Aforementioned backpack, normal sword, sleeved cloak.
Abilities: A competent swordsman, with minor mental abilities, such as telekinesis on smaller objects and minor mind reading, but that's about it. He's had these since birth, and has no idea where they came from. They are most definitely not normal where he comes from, but they seem almost quaint here...
Backstory: To be revealed later...
Really busy IRL, so if I don't respond in RP's... well, yell at me, but don't take it personally!
All credit to yldenfrei for my awesome avvie! Thanks!
Alias: Jumpin' Jack Snipes
Alignment: Chaotic Sneaky
Class/Profession: Thief/Thug/General Unsavory Fellow
Power Rating: 3. Not especially good in an upfront fight, but if he is allowed to plan before hand, or gets the element of surprise, don't expect things to end well. Or with an intact jugular.
He has some small skill in illusions and mysticism magic, and uses this to fool and track his victims.
Description: A tall, thin Khajiit with a laid back stance. His lower jaw is unusually large and robust for his type, but he enjoys the look. He is a light, tawny golden color, though he darkens to a rusty orange color along his spine and the top of his head. He keeps his tan hair up in a series of short braids held up by a messy brown headband.
Personality: Sneaky, promiscuous, and most definitely selfish. He knows his limits but he still loves to test them. He refuses to get into a fair fight, and likes to scout ahead so that he has time to set traps and get ready to fill the target's back with arrows. In battle he seems far too happy, and some people have called him a sadist.
Equipment: A well made composite longbow and a quiver of enchanted arrows.
A jambiya, a long, curved knife he hopes not to have to use in open combat.
Black leather armor.
A variety of small traps.
Lots of rope.
Abilities: Low level illusions and mysticism.
Too good at parkour for his own well being.
Quite the sneak.
Is a coward in open combat.
Flirts way too much.
Backstory: Grew up in a city based in the mountains, were agility was a must have. Took up thieving as part of a bet. When things went downhill in his hometown and he got caught wooing and stealing from the mayor's daughter, he jumped town and traveled with various bandit groups.
Miscellaneous: Hates seafood and ogres.
__________________ Sergeant Scrabble slowly snuck up behind the pants militia...
Commando Avvie by Savannah!
Originally Posted by Viper9090
My weirdest nightmare has just been replaced.
Declared terminal 24 December, 2013. Come and get me.
Alignment: Chaotic Neutral, with definite Evil tendencies
Class/Profession: Bandit, at the moment
Power Rating: 3 slash C
Description: Tallish, gangly, but a decent amount of athleticism rounds that out a bit, brown eyes that lack much fire, short and ruffly brown hair, some kind of black body sheath under generic brown leathers, two pairs of gloves, a black bandana that he thinks makes him look pretty cool, and a generally insolent and indolent vibe.
Personality: Well, insolent and indolent is right. Also, fairly unintelligent and uncreative. Lacks drive to do much beyond getting ordered around by someone who would better know how to utilize him, although he does love the idea of one day becoming an infamous villain. As long as it isn't too hard.
Equipment: As mentioned, a black body sheath under generic leathers, two pairs of gloves, and a bandana. Also, a longknife, a rope with a grappling hook, and a few little pieces of metal and wire that he was told equates to a thieves' kit but is probably just junk.
Abilities: No friction. He has to wear double layers and be very aware of his center of gravity, since anything he touches loses its friction for some unspecified amount of time (it wears off at the speed of plot, I figure). He mostly uses it to slide around and be difficult to catch, but he can also use it to make blows a lot more glancing, or as an attack to make people fall down. Since he's a dimwit, there are plenty of applications for this that he hasn't thought of, and I'm wanting his powers to develop into including lots of other things. He just needs to actually practice and such.
Backstory: Born in a random fantasy setting. Since I am not as familiar with this Nexus place as I'd like to be, he might even be from here, as long as his father could have been some random god who abandoned his mortal mother, as frisky gods ofttimes do. He was raised by this mother, who seemed to be less of an atheist and more of a, "Down with all gods!" type, in a hovel somewhere. She never told him who his father was, so he isn't arrogant about that. He has joined several little gangs, over the years. His mother is happy to have him out of her hair, although he sometimes drops in, hoping for a free meal or a place to stay, sometimes even to steal something. Most recently, he has happened upon and joined the Blackhallow Brigands.
Miscellaneous: For powers to be developed ---> Super friction, giving him the ability to slow himself down more easily, as well as to just stick people or things in place. Later, the ability to mess with other things from physics class. Decreasing something's mass, to pretend like he has super strength. Stuff like that.
You're either an Outcast, or you're in denial.
Strength and stupidity in numbers.
Free-Form Role-Playing Game Characters, because I got tired of sticking links in my posts --->
Gender: Male. Race/Species: Human Vampire. Age: 24 Alignment: Chaotic Neutral. Class/Profession: Rogue/Thief.
While he gets all the plusses of being a vampire, they're less visible in him. His strength is augmented, but not my much. His speed, however, is high and he has excellent night vision, as well as the ability to feel living beings approaching, as long as they have a beating heart. Power Rating:D Rank Description: The first thing that comestomind when seeing this person is "young". He is young and with a fit build, not too tall. His hair is silver, his eyes red, but not bright. Obviously, he has vampire fangs, but he retracts them. Dusk is very good at hiding the fact that he's a vampire. Personality: He seems to be friendly most of the time, and since he uses his vampiric seductive abilities coupled with being able to hide that he's a vampire, people will usually find him charismatic. There is, however, one problem with Dusk: He's a Kleptomaniac. Nail your valuables to the ground when the man is around. At times he appears to regret being a vampire, but he takes good advantage of his abilities. He's also made a good fortune... by stealing. Equipment: Dusk carries a shortsword, a dagger, and a lockpick. He also carries a bow and arrows. Wears a black hooded cloak. Abilities: Excellent Lock-picking abilities, as long as the lock isn't heavily fortified by magic (he can undo small fortifications). He practices magic, when said magic helps in things like sneaking and stealing, opening locks, and slight levitation of objects. His magical ability for offensive, defensive, or restorative purposes is null. He's also fairly proficient with a bow, though not expert enough to shoot from a long distance and hit the target. Unless there's a lot of luck involved. Backstory: Dusk was turned into a vampire when he was 20 years old, willingly. Having become engaged with a band of low-class criminals, one of whom was a vampire, he suddenly started to show interest in vampirism. After a while, the Vampire offered to turn him and Dusk accepted. At times he seems to regret it, but the prospect of an eternal life of acquiring wealth is still appealing to him. Miscellaneous: Dusk, like any vampire, relies on blood, but he does not require too much of it. He is perfectly capable of biting a person, drinking some blood, then leaving them alone. If done while the person sleeps, they might not even notice him, the sneaky bastard. This makes his tracks easier to cover.
He is... the most interesting Angel in the world.
"I don't always keep spreadsheets over crazy voting patterns on the first day. But when I do, I'm the one running the game."
~Credit to Skippy for second line.
Last edited by Haruki-kun : 12-12-2010 at 10:33 PM.
Hell of the Iron Queen
controlled by players Happyturtle and KidKris
(See also: Kris's Hell)
((Since all cosmologies are true, there are many hells. This is only one of them. You may send your character to this hell, or interact with its devils as you wish, but if you do, then HT or Kris control all of the npcs. If your hell works by different rules, then it is not this hell, and nothing here is applicable. ))
This Hell, populated by devils and ruled by the Iron Queen Persephone, is in a constant state of warfare against the demons of the Abyss*, ruled by the Storm Queen Lilith. It is structured similar to Dante, with nine circles, each of which is ruled by an Archdevil.
Circle 1: Lust [Archdevil: Morgana] (played by Kris) Circle 2: Pain [Archdevil: Morgana, formerly Semiazas] Circle 3: Greed (controlled by Jacklu)
At first glance, this level of hell could almost be mistaken for heaven. The very ground itself is mad of gold and diamonds and jewels and treasure as far as the eye can see, all leading to a massive fortress crafted from precious metals and gems in the very center. Ten rivers of gold and treasure flow from the outer edges of the circle into the center where they cascade down into a seemingly endless abyss in massive, stunning falls. The fortress is build upon an endless pile of treasure that rises out of the center of the abyss.
As the hell is for those who gave themselves over to greed in life, those who end up there are immediately swept up in the currents of the rivers and carried toward the fortress in the center, drowning in gold and riches the entire way. After going over the falls, they are eventually picked up by winged demons who carry them the fortress where they are made the personal possessions of the Lord of Greed and forced to live in service of him for all eternity, owning absolutely nothing and spending all time surrounded by splendors that they cannot ever possess. The Lord of Greed treats his possessions however he pleases, forcing them serve him seemingly endless feasts that they cannot touch. He even has them cast inside gold statues and put up around his fortress as decorations
Though the lower demons that inhabit the realm look similar to most other demons, the higher ranking ones could be described as shockingly beautiful. The higher a demon in the third circle advances in standing, the more beautiful they become, often even shedding their demonic traits and coming to look almost angelic. After all, greed and vanity go hand in hand. In fact, the Lord of Greed's queen is the archdevil of Vanity and many of her siren demons can be found inhabiting the circle as well.
Circle 4: Anger [Archdevil: ???] Circle 5: Cowardice [Archdevil: ???]
Outer ring: Cowardly failing family or comrades
Middle ring: Cowardly giving in to moral wrongs
Inner ring: Cowardly failing one's self
Circle 6: War [Archdevil: Baalthazaar] (played by HT) Circle 7: Pride [Archdevil: Lady Nemesis]
Outer Ring: Pride over Life
Middle Ring: Pride over Death
Inner Ring: Pride over Nature
Circle 8: Fraud [Archdevil: ???]
Bolgias 1-10: As Dante.
Circle 9: Treachery [Archdevil: The Iron Queen Persephone, formerly Hades(now deceased)] (played by HT)
The ones in red may or may not be changed if people think of better ideas for circles.
Lady Dekaros of the Sixth Circle, Marchesa of War - daughter of Baalthazar. In her current timeline is 19 years old, with the intention of making Kal, grandson of Morgana, her consort soon, and leading her father's armies. Since there is another Decker from the far future running around the Nexus, this version is known as "Decker the Younger" or "Devil Decker." She is evil and bloodthirsty and hates demons.
General Baalthazar - Decker's father, powerful diabolic general, servant of the Iron Queen (C)
Prioress Rosa - Consort to Baalthazar and high priestess of the Iron Queen (D)
The Iron Queen - Queen of the devils of Hell (A/S) Arranged to be 'kidnapped' by Hades to get out from under her mother's thumb, then 'accidentally' ate the seeds that cursed her to stay in the Underworld. After a few centuries that she used to set up her power base, Hades died of *cough* "natural causes."
Lilith - Storm demoness, archrival to The Iron Queen. Was once defeated by a kiss from Butler (A/S)
Morgana, Lady of Pleasure and Pain, Queen of Succubi, Archdevil of the First and Second Circles - Fond of elaborate titles. Servant of the Iron Queen, but less powerful than the other archfiends, and has weaker forces overall. Resides in the Clockwork Fortress, a construction of her own design. (D+) (Player: Kris)
Kal'selthezaar - A tiefling. Grandson of Lady Morgana, a spy/assassin/corrupter. Consort to Lady Decker. Immune to magic. (C-) (Player: Kris)
Ambrosius aka Face of the Masked Lady - brother of Morgana, great-uncle to Kal the PC (Player: Kris)
Lillanthil - daughter of Morgana, mother of Kal the PC (Player: Kris)
Jeanne-Antoinette "Jeannie" - great-grandaughter of Morgana > Ambrosius > Zabrigael - devil succubus and eldest daughter of Zabrigael. Named for her father, Jean-Antoine, who did not survive the encounter that resulted in her conception. (Player: HT)
Zabrigael - bog standard succubus/incubus - seduce and impregnant/get pregnant by mortals, killing the males. She takes male form as well, but tries to leave the females alive to give birth. She isn't always successful. She has quite a few children by now. The ones she gives birth to herself are in the First Circle, and the ones born to mortal women being raised by mortals with no real connection to Hell. Zabrigael occasionally checks on them, but not in any real attentive way. (npc)
Mercutio - A Shakespeare-loving minor devil from Pride over Life. Ascended to Planeswalker status but still carries out his duties in addition to his personal vendettas. Fond of using names from Romeo and Juliet as aliases. (played by Moon_Called / Sphinx of Magosi)
General Elshika - An ambitious general under Baalthazaar of the Sixth Circle (player: HT)
*The Abyss that the Iron Queen's Hell is at war with is controlled by the player Earl of Purple. As before, there may be many different Abysses. This Hell is not at war with all of them, though individual devils (*cough Decker cough* hate all demons equally.
Yigothians are one of many groups of demons spawned from Cuthun (also called the dreamer, the demon world and the demon world.)
Leader: Yigoth is said to be one of the more powerful demon lords which might just be rumors as Yigoth hardly makes an appearance at all. Yigoth's powers are unknown, but it's said that the demon lord have taken a break from reality due his inability to purge every world of the 'unpure'.
Ideology: Yigoth and his servants have one of the more extreme ideologies of the demons. They believe that only beings born from Cuthun are 'pure', all other beings are filthy disgusting creatures that should either be converted or put to death.
Yigothians often attack non-demons as well as demons supporting non-demons on sight. They do consider non-demons that willingly likes to be converted into demon-hood as worthy to be spared but lately they have begun force demon-hood upon mortals due their recent loses.
Yigothians especially hates children, mothers, people who show sexual attraction and demons that have 'betrayed' their true calling.
Organization: After their recent loses within one of the worlds, the Yigothians have retreated back to their core planes which are interconnected by summoning circles. Their drastically decreased numbers makes them unable to put anything more then a skeleton crew in their strongholds. But as these strongholds are interconnected, any force of demons can easily be transported between them.
Before the fall of the demon world (it fell asleep and was unable to spawn and re-spawn more demons) Yigothians were mostly focused on one mortals they came across, invade world after world to wipe of these 'unpure' beings.
After the loss of the demon world and their recent loses of most of their forces, Yigothians have become more focused on converting rather then killing, abducting mortals from various different planes of reality to convert into demons.
Race/Species: Halfling. Lightfoot subrace, with a bit of Tallfellow in the bloodline someplace.
Age: 22 human years, which is just barely adulthood for a halfling.
Alignment: Somewhere on the Good-Neutral end of the axis. Definitely Lawful, however, if only because of her strict personal disciplines.
Class/Profession: Street Fighter Monk.
Power-Rating: C, though I should hope a little scalable.
Description: Yenna's just under four feet tall. She appears to be made of steel and whipcord, her body rippling with hard-earned muscle. Typically wears rags she fashions from random odds and ends. A ruined pair of child's trousers, and several torn strips of cloth tied around her chest are fairly common. Her hands and feet are rough, callused, well suiting a martial artist.
Yenna's features are straight and hard, with deep-set brown eyes and a small nose. Her ears are of a vague rectangular shape as they taper out, yet another typical halfling feature. Her dark hair is braided and tied with a single string, sporting a wide pony-tail-esque style.
Personality: Typically soft-spoken, she's trained herself into a rather atypical disposition for a halfling. She tends to 'look before she leaps', erring on the side of caution and humbleness as life dictates. When called upon to fight, she takes up the duty modestly, but there's a definite satisfaction in her eyes after defeating any opponent. She has no qualms about beating those weaker than herself, and will often do her best to show them up.
Lives by a series of strict moral, physical and mental codes meant to keep her strong, conditioned, and emotionally collected. Though her family is an upper-middle-class one, Yenna chooses to live in squalor so that she might become stronger. More strict with her indulgent self. In some ways, she is a bit too devoted to her passion, so much that so that she foregoes things like friends and hobbies. At least, that's how she has been. Her parents visiting recently (begging her to come away from the slums, too) has shone some light on these issues. It worries them to see their daughter so... cut off from people, as it's not the halfling way. Yenna's making an effort to change this, for their sake.
Equipment: A sparing set of clothes.
Sometimes a bag of food or a staff.
Seals or blessings from her temple, which have become faded and worn.
Abilities: Martial arts student of two and a half years. Basically a monk. Possesses an inkling of The Symmetry, an all-encompassing sense of bonding with her surroundings. Basically, heightened senses and a sort of spiritual, almost magical grace when using her art. Also, excellent improvised weapons skill. As in, using broken glass as a throwing weapon. Her aim could do with some improving, however.
She used to be a good dancer, but hasn't done it in years. Other mundane skills include sowing, various forms of exercise, and meditation.
Her martial arts teaching allows her to create Seals, powered marks that produce spectacular effects when activated. These seals are often drawn on the ground or her body when she's anticipating a fight.
Echo Palm - Yenna slams the ground with one of her palms, creating a shockwave that slams foes backwards and deals moderate damage. Dual Skill: Rising Palm allows her to reverse this ability, pulling opponents toward her to set up combos.
Earthroar - Yenna slams the ground with both fists, sending a wave of force in one direction that shatters the ground. This broken ground bursts after a couple seconds, sending debris and a wave of force in all directions. Usually not used as part of a combo, except to clear room when Yenna needs mobility.
Twin Hammer - Yenna lunges forward and hits an opponent with both hands, curling her fingers at the last moment. This ability is usually reserved to shatter artificial foes or creatures with strong natural armor. The lunge is almost supernaturally swift, and may land her inside an armed creature's guard such that he can't swing to retaliate.
Knee-breaker - Yenna aims a kick at one of the tall folk's knees, not necessarily shattering it but attempting to knock them down. This is usually followed up with Earthsnarl or Launch to deal heavy damage. Usually preceded by Earthroar or Twin hammer to set up the move.
Launch - Yenna flips, landing on her hands, and kicks out with both feet. With strength that her small frame couldn't possibly contain, she attempts to knock an opponent upward. This works on creatures in any size category beneath Large, otherwise, they may simply find themselves staggered. Such opponents are simply too heavy for this move to handle. Usually preceded by Twin Hammer and followed by a more damaging move. Opponents set up by Launch are highly susceptible to combos.
Crippling Palm - Yenna aims two quick strikes at a foe's nerve endings, attempting to gimp them or incapacitate a specific limb. The strikes are both dealt with one fist, with only a short pull back, so they can be weaved in between other attacks.
More to come.
Backstory: I'll make it up as I go. As in, when another PC asks.
__________________ My avatar was done by Gulaghar. Thanks again!
In a dream I found a place
of rotting meat and eldritch grace
and looked upon his primordial face
and from my thoughts could not erase
that sense of time that sense of space
and my heart the darkness did embrace.
Alias: Arty Gender: None (Robotic Humanoid); Usually goes by Male nouns, however. Race/Species: None (Robotic Humanoid) Age: N/A, Machine (But was constructed just over eight months ago) Alignment: None, but leans towards Lawful Neutral Class/Profession: War robot, built to fight. Power Rating: B Rank Description: A humanoid robot, with a sleek, sophisticated design, overlaid with crude modifications and add-ons. His face is humanoid, as if emulating the ordinary people around him, but is incapable of expression. Personality: While robotic, Arty has achieved sentience, and so may develop opinions, even morales, of his own free will. He is loyal, to a point, though if his loyalties lead him somewhere against his self-imposed ethical code they are dismissed. He wishes to understand the Human point of view, and to find a place to belong. His personality reflects this, as he is very goal-oriented. Equipment: None. Abilities: Well-armoured and built for combat, Arty is presently equipped with a powerful wrist-mounted plasma weapon as his primary offensive measure. The weapon is fairly slow, however, and useless against large numbers. His left hand contains an acid-spray and liquid-nitrogen tube, but he doesn't use these often, having limited supplies of the two. His body is heavily armoured, designed to resist huge amounts of damage, but he is not very mobile, working best when he can remain stationary in battle.
Able to hover if need be, he can use the same technology for short-term flight, for emergencies. He is also equipped with a teleportaion matrix for easy transport, able to move between where he is and anywhere he has been or that can be accurately pinpointed to him. He is vulnerable to magical attacks, though only having a synthetic mind and therefore being immune to mental ones. His exposed acid and liquid nitrogen tanks are still heavily armoured, but are bulky and are fairly easy targets. He can, alongside his ordinary vision mode, use thermal vision and can register seismic movement. Backstory: Built by Sunny, a sweet-natured, emotionally damaged, agoraphobic, and technologically brilliant machine empath, for the fight against Reinholdt Prime. After he dissapeared, and Sunny began demobilizing her robot forces, giving each it's own mind and removing their weapons to refit them for other purposes, Arty chose to leave, dissapearing after getting his mind seated.
Retaining his fully functional war-built body, but confused as to his place in the world, Arty set out to find it, modifying himself to better allow him to complete his mission. Whatever that winds up being.
Awesome Avatars below thanks to the amazing Ceika!
Current Avatar done by me.
Originally Posted by kpenguin
I'm just the token penguin on the team.
If you think you know me well enough, or just want to chat, PM me for my Skype info sometime!
(formerly part of Erin Patricia O'Connell (I)
Alias: Erin Gender: Female Race: Human Metahuman/Ghost Hybrid Alignment: True Neutral Affiliation: None Age: 5 years (post-cloning, relativistic)/...coupla days.... Class (or approximation): Ghost hybrid; Rogue Profession: Arms dealer. Power Level: B+ Description:(NOTE: She has blue eyes. Tekteks are being fixed - slowly.) Dressed as Sept:
Tall and curvaceous, can change her clothes at will a khaki t-shirt, jeans, and sneakers (gray socks!). Or...er...nothing at all...
White hair, slightly glowing green eyes, and a noticably low body temperature. Bleeds green ectoplasm. Personality: Hot-headed, impulsive, extroverted, caring. Abilities: Ectoblasts, shielding, teleportation, etc. High level spells, too. Backstory:
...up until a few days ago WAS the Erin described here. with her backstory. But, torn with Mike's return, Erin dug out the Dup-o-Matic and zapped herself with it. 'Erin' stayed at HALO to be with Angela, while the 'new Erin', taking the name Aeryn, headed Inside, taking over the Emporium and, being rather less...wild...than the other Erin, is determined to forever be by Mike's side. Status: Active
Aliases: N/A Gender: Female Species:Demon "Eudai" Age: Classified Profession: Owner of Mallside, Lawyer Power Rating: C
Description: A well dressed woman with backswept horns, noticeably pink eyes, and three tails. Pink seems to be highlighted throughout her features and clothing, though it manages to look quite at home in her classy attire. Her age is extremely hard to pin down, though most people usually guess she is in her late twenties (at least in terms of how she appears).
Personality: Grace strives to be professional and polite, though she has some failings in the latter department, often letting her personal (and oft times blunt) opinion bleed through her more official presentation. Overall, however, she appears to be well mannered and thoughtful, though she errs on the side of formal. She is, however, quite prone to being short with those who do not attempt to return her politeness, specifically around the subjects of her employment and nature.
Equipment: Grace wears a well fitting suit bought and made for her by Celestial Dynamics. It is resistant to tears and punctures (though not enough to serve as decent armor, lamentably), impervious to stains, and will regenerate itself whenever it manages to be damaged, ensuring that it will always look new and fresh.
In addition, Grace carries around a small silver pen... or is a trident? It's kind of hard to tell, actually, as if existence can't quite keep its nature pinned down. The pen- trident- appears to be a fairly potent magic item. Among other things, it is capable of firing rays of energy, never runs out of ink, can create minor illusions, and also burns with an extraordinarily stubborn fire.
Abilities: Grace is a fairly skilled combatant, though she has yet to display any talents beyond mundane fighting. She prefers to fight with her trident, but may sharpen her fingers to claws and teeth to fangs as needed, and her three tails are quite strong and prehensile, which she takes advantage of.
Backstory: Grace is a former Executive Assistant of Celestial Dynamics, a relatively high ranking employee, though insignificant compared to the Arch Executives in charge of running and maintaining the universe. Life was going swell, but even the best employee will trip up somewhere, and in the crowded business of Celestial Dynamics, employee competition is to be expected. Utilizing one of the more arbitrary rules of employee leave, one of Grace's rivals managed to sign her up for a non-negotiable leave, using up all the time Grace had been idly saving away... which added up to a number of years.
With neither her employers or herself able to retract 'her' request for an extended leave, Grace decided to take a vacation on a more interesting corner of the multiverse, where she at least wouldn't have to worry about assassins attempting to make her leave permanent. She is currently attempting to turn the small investment Celestial Dynamics has in the Nexus become profitable, in the hopes that they'll allow her to take on a more active role, despite her 'on leave' status.
Grace has come to be a somewhat notable figure in Nexus. She reformed the organization LANTERN, eventually recreating it as Aurora. Though the organization has since faltered, it managed to create Aurora Air (a psychic radio station) and Riftline (a railway within Inside) before it ended. Grace also holds a position as a Council Member of Inside.
Recent evaluation of Grace's work and situation with Celestial Dynamics has led the company to lay her off, however, leaving her stranded in Nexus.
I am experiencing computer troubles. My posting may be infrequent.
Age: Appears to be in her 20s, but probably is not.
Weapons/Equipment/Items: Her clipboard and pen, which she can summon.
Abilities: Can summon some objects, including her clipboard and pen. Most summoning is done by pulling the object out of her frock coat, even if it would not fit within it without causing a notable bulge.
Magic extends mostly to various uses of impact aura, which is a grey lukewarm glow that strikes with minor concussive force---that is, an average impact bolt is equivalent to a decently-thrown brick, and a physical strike imbued with impact aura is akin to a swung brick in hand. The relationship between impact aura and bricks is something to be considered.
Hretka's ovipositor tail is capable of administering a venom that causes mild hallucinations, nausea, skewed balance, and a general lack of coordination for approximately an hour, though the effects and duration can vary.
Personality: Hretka is not a cuddly individual by any stretch of even the most elastic imagination. She has a rather low regard for the well-being of others (besides whomever she is serving at the time) though she does not go out of her way to make people miserable.
Her attitude toward anything sexual in nature is essentially "count me out"---if people intend to do that sort of thing, she generally is fine as long as they don't try to involve her.
She enjoys being able to work efficiently, and has been known to chitter quietly to herself after a particularly good bout of work.
~Can turn into a bat, a rat, a wolf, or a cloud of smoke at will. ~Has unnatural strength that exceeds that of a normal man.
~Can suck the blood of the living by biting them, and can choose to make her victims vampires or to just suck them dry.
~Can hypnotize someone if that person is weak minded enough, but only if she is able to stare them directly in the eye for about 3 seconds.
~Is allergic to garlic.
~Bursts into flames if exposed to the sun.
~Bursts into flames when in contact with anything holy. Only if there is a particularly strong belief in it that is close-by, so she's not going to be harmed by the "holy vampire cloak" of "hocus pocus religion on the other side of the world".
~Is paralyzed if a piece of wood (stake or not) goes through her heart. It won't kill her, but she won't be able to move, think, or do anything at all until some nice (re; stupid) passerby removes it.
~Can't cross running water.
~Can't enter a home uninvited.
Backstory: Rilayne was only a child when a newly turned vampire with poor control abused the hospitality of her parents and tried to omnomnom the little tyke. Of course Ghar showed up at once, murdered the killer, and then spent the next hundred years researching methods to magically age her to adulthood, physically and mentally. It was lucky he was a bit bored at the time and needed a challenge, or he'd probably have just recommending putting the helpless creature out of its misery.
His work was mostly successful, but Riley remains a bit off-kilter. She never took to hunting for herself, preferring the taste of bottled blood. She has (undefined for now) some natural powers which make her an asset to the family, despite her nuttiness. She's fond of children, and several generations of the family see her as a maternal figure. They all mostly refer to her as Aunt Riley, whether she's related to them or not. She usually keeps some dominated humans around as blood donors and servants, who she treats as beloved pets. She also has two higher ranking and well-trained servants that she would only allow to be eaten in extreme circumstances: Heidi (the blonde, who has especially tasty blood) and Jenny (the brunette, who is good at caring for the other servants).
Description: To say Ramiro is a large man would be an understatement. His girth is expansive. Yet, it does not suggest a life of indulgence, but a sense of power. He has pale skin and a clean shaven face and head. His fangs are prominent and his eyes are a deep red. He generally wears a black suit with a blood red handkerchief in the pocket.
Personality: Ramiro is an ambitious man, but possesses boundless patience. But when he does want something, he'll take it no matter who stands in his way. Ramiro is more often than not perfectly polite and cordial, but disrespect will not be tolerated. He is cold hearted and willing to use unsavory methods to get what he wants.
A ring that grows warm in the presence of magic. It can be directed to detect magic in a particular object.
Abilities: He possesses the typical abilities of a vampire found here and favours the Seducer path. In addition, Ramiro is incredibly strong, even for a vampire. He can break bones with little effort and can kill with a single mighty blow.
Backstory: Ramiro spent his life amassing his fortune and expanding his merchant company. Until recently it was the biggest in Gul-Thadar. The High Council resisted his company by setting up additional tariffs and tolls. Eventually his company was bankrupted. He came with Gabriel to the Nexus in order to escape the constraints of the High Council and reestablish himself.
Description: Samantha has incredibly pale skin, it almost seems like you should be able to see through her. She has long, black hair and jet black eyes. She looks quite delicate and slender. She wears the rope of her order. A headband with a red flower adorns her head.
Personality: Samantha is very shy and doesn't like to talk about herself, almost as if she is hiding something. She is quick to conform to others' ideas and opinions, likely because she has no past expirience to base her own opinions on. Of course as of her joining the faith of Dalachrech, she will more often than not take the opinions of the church first. Furthermore she is very strong in her faith.
Equipment: All of Samantha's possessions are incorporeal.
-Holy book of Dalachrech.
-Bow enchanted to freeze the target.
-Orb of brotherhood necklace. Allows her to communicate with anyone else touching an orb.
Abilities: Her touch will cause a chill in anything living.
By holding her hand within an object and concentrating Samantha can make the object incorporeal. This change is permanent. In addition to changing the object she gains knowledge from it. The knowledge doesn't immediately get revealed to her. Instead it will be sealed in her mind, like a forgotten memory. Then when she hears of it or learns it, it will be like recalling the memory.
Backstory: She has no memory of her past.
Miscellaneous: Cannot touch corporeal objects as well as vice-versa.
Titles: Slayer of Demons, Lord of Hell, Vanquisher of Hope, Enemy of Light, Conqueror of Death, and the owner of a small farm near the forest. Gender: Male Race/Species: Theoretical Lich Terry, what the Hell are you talking about?: Well, he would be a Lich, albeit, a 'half-lich'. Still owns a humanoid appearance, even though he's 'dead'. Age: 413 Human years. Alignment: Chaotic Evil. Class/Profession: Warlock. Power Rating: Rank B. Description: Metta is of an average height, about five foot nine, and is fairly thin. Due to him being dead 'in theory', he has an incredibly pale look to his skin, clashing deeply with his eyes, which glow a deep gold. Across his face is a single scar, slicing from his right eye to his left eye, right over his nose. He has thin cheekbones and a slightly pointed nose. He has thinly pointed eyebrows, that appear to be almost sculpted onto his face. In addition, he has some unruly black hair on top of his head, but it's cropped and is cut off around his ears. He usually wears a fairly intricately designed robe, with the sleeves cut off as to not catch his arms in them during combat. He almost always wears a hood over his head, as to not reveal his identity, and covers his face. His eyes and scar are always visible, but one of his eyes is covered by an eyepatch. He wears a pair of well-worn boots as well. Personality: Metta doesn't really mind other people, so long as they don't try. Anything. Ever. In addition, he sometimes act remarkably silly for someone so old, making people forget that he survived several wars. And caused several more, and he's incredibly cunning, manipulating people for sheer amusement. Equipment: His robe, and a interesting staff he carries on his back. The staff is etched with various spectral insignias, and when he makes a certain series of hand motions, it becomes a scythe. In addition, his eyepatch covers some of his various abilities, memories, and general persona, allowing him to transfer bodies if he 'dies'. Abilities: Metta has a general mastery over the arcane, in addition to a set of dangerous abilities involving fire and ice. Besides these skills, he can empower his staff with a variety of elementals, as well as blast his enemies with dark energy. His main weakness is all that is holy. Backstory: Metta was once human, but he fell from grace, becoming attached to dark magicks after a close friend died. These magicks eventually stole his humanity entirely, causing him to gain the abilities of a Lich, and raising his friend. But his friend was no longer as they were before, and the only words they said to Metta were two simple ones.
Metta, heartbroken by what he had done, obliged, and swore to never cause such a terrible thing to happen again. He lived through so much of humanity's arrogance, he became cynical, deeply unmoved. And eventually... he snapped, and began to become the one who started the wars, manipulated others. Like a true Warlock, like a true Lord.
Like a true Lich.
Age: Unfathomably old.
Alignment: True Neutral.
Power Rating: Rank S.
Description: A diety who does not exist, and merely communicates with his subjects, through papers, packages, and other such items.
Personality: The Messenger is a god. He regards his subjects with bemusement, and enjoys giving them tasks to accomplish, that will further their knowledge and wisdom.
Equipment: He is the concept of mail. He has none.
Abilities: Create letters and packages in front of those who need them, or who he chooses to.
Description: Simon is a pale human with green eyes. He is quite tall and lanky, but not athletic or muscular in build. He has black hair down to his shoulders, which is generally kept very neat. He constantly wears his Barik'egeria robes, which are black with a red hand emblazoned on the front, a pair of gloves of the same design, and a pair of sturdy black boots.
Personality: Through his training in Barik'egeria, Simon is supremely disciplined and focused, able to think about any problem analytically. He also has a strong sense of justice, following a strict code of right and wrong. However, his training has given him a tendency to be dogmatic about this, and he is often prepared to go to extreme lengths to uphold "right" and "wrong".
Equipment: He still possesses a set of Barik'egeria robes, which he wears all the time to avoid detection, protecting him from their spells. He also has a pair of their gloves, which have powers of telekinesis. The weapons he carries around are a longsword and two daggers.
Abilities: Simon is a Level 7 Cleric, and is capable of casting all spells available to a cleric of that level. He is somewhat proficient with wielding two daggers, or a longsword and shield. Aside from this, there is the powers derived from his Barik'egeria clothes - namely, being able to avoid detection by the cult's senior members and being able to fire telekinesis rays from his hands. However, he is clumsy with armor, and rarely wears it.
Backstory: Simon was formerly an initiate of a religion named Barik'egeria, in the eastern deserts of his homeworld. Their god, Barik, was a god of war and destruction, preaching the message that sinners can only be redeemed through fire and blood, and that their warriors had to follow a strict code. Simon was an eager follower of this, believing himself to be right, until he discovered how the high priests of the order maintained their eternal youth - through the blood sacrifices ever 100 years of young women with special magical power (aka "Lifebringers") whom they were taking from all over the world, supposedly to groom them as members of the religion. Horrified, Simon tried to attack the high priests, but they branded him with a curse that would allow them to find and kill him wherever he was if he ever removed his robe. Simon fled after this - since they had already sacrificed three of the twelve Lifebringers (one for each priest), he is hoping to find the remaining nine.
The below statement is true.
The above statement is false.
Figure that one out.
Alignment: Neutral (just cares about Boy) and Chaotic Good
Class/Profession: Giant amphibious monster and his pet human.
Power Rating: Boy is probably a 2 or a 3, while in terms of brute strength and survivability, Blue is around a 5 or 6. However, Blue has no powers (aside from his method of eating and his nematocysts) or anything and only fights to protect Boy.
Description: Blue appears to be a humanoid Glaucus Atlanticus. He is a bit bigger than an ogre. His very back fins and tail are prehensile, his middle fins have lengthened and grown wider to become large, clodding feet, and his front fins have lengthened to become large arms that hang from his shoulders like an ape's. He stands hunched over so that his head is only a foot or two above human eye level and his eyes can extend down to that level. It (why did I keep calling it 'he'?) has a broad back that Boy rides on, and carries a large knapsack made from assorted marine mammals that holds the jellyfish it eats. It is deep navy blue, almost black, and has silver stripes and tentacle tips, and little blue swirls all over its body. Eats by unzipping its body and covering the food with its stomach, then pulling it in.
Stands at five seven, and has light brown hair that has been bleached by the sun. He has a deep tan as if he's been outside all his life, though beneath his tattered brown trousers he's startlingly pale. He wears no shirt, and is covered in tiny scratches and bumps and sting scars from various sea critters, as well as one large half circle of tooth marks on his side. His eyes are brown and tend to shine with 'fun' ideas. He's well muscled, but not unsightly so or buff.
Personality: Blue: Calm, rested, and generally quiet. Loves to see Boy happy, and will do anything for Boy, as it has taken upon itself the job of protecting and raising Boy.
Boy: Fun loving, constantly excited, and rather innocent. Acts like a child due to being raised by creatures that live for thousands of years. Loves the outdoors, and water, and chasing things, and climbing, and people, and just about everything else that's interesting. Won't let anyone hurt Blue (not that anyone has tried. Blue's HUGE!).
Equipment: Boy carries about 30 ft of strong rope and a harpoon.
Abilities: Boy has no special abilities, but Blue can wrap things up in its stomach and inject poisonous nematocysts on contact. The microscopic beasties cause extreme pain and in some cases, paralysis.
Backstory: Blue (at the time nameless because its species doesn't name) was swimming around his home one day when he noticed sharks going about a feeding frenzy. Interested, he swam over to find a rapidly sinking vessel with several humans inside. The sharks were feeding on the panicking humans, and Blue grabbed as many as it could and swam to the surface. Unfortunately, the sharks would not give up. They tugged at the humans and one of them bit Boy's side. Boy's lung was punctured, and with no help or land for miles, Blue took the humans to its home where the other Glaucei performed strange surgeries that allowed the humans to breath underwater. Boy was six at the time, and was so frightened that he couldn't speak straight. The Glaucei just called him Boy, and the name stuck. Then, each of the Glaucei in that small coral village took one of the humans as its own, and Blue chose Boy, amused by the child's energy. Since then, the two have been inseparable.
__________________ Sergeant Scrabble slowly snuck up behind the pants militia...
Commando Avvie by Savannah!
Originally Posted by Viper9090
My weirdest nightmare has just been replaced.
Declared terminal 24 December, 2013. Come and get me.
Last edited by TechnoScrabble : 12-23-2010 at 03:03 AM.
Miscellaneous: The Puppy is a genius by human standards. The only reason why people think he is ordinary is because the lack of ability to talk on his part. His perception in addition to intelligence allows him to solve a wide range of problems
Name: Der Telekomm Konductor (DTK for short) Gender: Neuter Race: Presumably humanoid. Age: Enough. Alignment: Been around since vinyl. Description: DTK is not known to have a face. Presumably it might, but then again it might not.
It is always seen wearing a filtration mask with goggles. Attempts to remove them have gone very badly.
As for clothes, buckle your seatbelts.
A crisp white dress shirt with a black tie. Violet flared trousers, hemmed with black, held up by braces (that is, supsenders). A violet, black-trimmed waistcoat under a purple-lined black frock coat. Impeccably-shined black platform boots with spats. A black top hat with a silk violet ribbon around it. Aww yeah.
Oh, and amythyst cuff links and black gloves.
Equipment and Abilities:
Firstly, telecommunications. DTK can tap into radio waves and project its own creations in radio form; the same can be done with phones, but it takes more effort. The top hat is actually a focusing device.
DTK is actually quite fit despite not being fond of physical confrontations. You wouldn't think it, but it's quite capable of running in those boots, and has a fabulous knack for jumping high.
If necessary, DTK will bring into play its awesome cane of awesome. It's a cane and can hit things as well as turn spontaneously into an umbrella or certain other thingies.
Alias: Rommie, Andromeda Russkij Gender: Female Race: Human (mostly) Alignment: Neutral Good Affiliation: None Age: around 30? Class (or approximation): Bard Profession: Hunter, musician, Turducken rancher Power Level: C-? Description: Personality: TBD Abilities: TBD Backstory: Ask her and find out. But she doesn't know the truth. Mwahaha! Status: Active[/quote]
Alias: Crazy Rae, Crae
Race/Species: Half Angel, Half Human
Age: Body is aged 34 years, mind has been around for 12, and the body has been in existence for less than a year.
Alignment: Chaotic Neutral
Power Rating: A-
Description: 6'2". Brown hair Chopped off just above his shoulders. Green eyes. Thin, and not very well muscled, his features have come to look more delicate and angular, due to his lack of exercise and fully embracing his angelic nature. Wears black denim jeans, a long, blue denim jacket, and various different colored shirts. Has a pair of large, white angel wings, about a 14' wingspan. He's also sometimes an unassuming duck.
Personality: Normally quite unpredictable, he acts on instinct and impulse, doing whatever he feels like doing. Generally not mean-spirited. When drunk or sufficiently angry, he begins to be able to think clearly, and acts more like the original Rae, though he is more prone to violence.
Equipment: Crae normally wears a blue denim jacket which offers the same protection as Mythril chainmail and black denim pants that offer the same protection of steel chanimail. He can make various weapons with denimancy.
Abilities: Denimancy, channeling his holy energies, and healing quickly, though that last one doesn't always work. Oh, and he can turn into a duck that can lay eggs that hatch into things that start with the letter "B."
Backstory: Spent eleven years as one-third of Rae's consciousness, until Rae lost control one too many times. Rae decided to get the other two versions of himself out. He cloned himself twice and put the other hims in the bodies, killing one of them. Emily cured Crae of (most) of his suicidal and violent tendencies, and Crae has existed separate of the original since.
I made comics!
Crae is the bestest daddy,
I make avatars, all you have to do is ask, and I'll do it if I can. My Awards
I've got a Formspring, ask me questions if you want.
Last edited by Rae Artemi : 08-18-2011 at 01:30 AM.
Psychic aura: Xifra has an always-on psychic aura that causes her to be almost impossible for normal people to notice her, or remember her if they do. Anyone with a strong will, or any mind protecting ability can be immune if they choose. Also, once someone pays attention to her, it is easier for others to do so.
Magic: Training as an apprentice. Abilities will grow over time.
Backstory: Xifra's blood relatives are partially immune to her ability, which allowed her to survive infancy, but they never gave her very much attention. She is the youngest of three children. Her oldest brother Algu has the opposite psychic condition - an always on aura that makes him especially noticeable and beloved. The middle sister, so far unnamed, has no particular abilities.
Xifra, like everyone else, adored her brother, and did anything for attention, including stealing magic items for him. But occasionally, in a fit of independence, would leave for a while, trying to get by without being used by him, before her loneliness would drive her back. So desperate was she that when Algu whittled a ring out of wood as a gift for their middle sister, she stole it and pretended it had been a gift to her.
It was in one of her independent times that she ran into Jack Empty, who was able to see her and notice her, and started training as his apprentice.
Species: Human (Homo sapiens sapiens) Age: 34 Gender: Female Alignment: Neutral Class or Approximation: Paladin Description: Tall, serious looking. No shoes. One beaded necklace. One Holy Symbol (A feather and a candle) on a string. One opal necklace. One mithril-sapphire ring, left ring finger.
Powers: Ashna has slight powers granted by Timir: healing that would make a mortal wound merely very serious or undo a small cut. She would know if someone was lying directly to her.
More relevantly, there's the fire. Immunity to it, control over it, creating it. Her powers are nullified by the presence of a mime, and she is also vulnerable to water in greater concentrations than light rain.
The fire burns cold, when she has control of herself or sleeps peacefully, but it wishes freedom to burn, and waits where her feet fall, hoping that it might be free. However much it may like her, freedom would be better.
Furthermore, the lycanthropy. Transformation is required on the three nights closest to the full moon, and possible on night that are not the three closest to the new moon. As a wolf, does not quite remember who she is, or think clearly, but is rarely overly violent. Vulnerable always to silver and mountain ash trees.
Story: Ashna and her younger twin sister Luna were born in Keeriville, in Killissinni, in Droma, in one of many far-off fantasy worlds, named both after the characters from local fairy tales. Lived fairly happily for four or five years.
These being the last days of a Great War, this did not long last, as one side deployed a superweapon and the others, pushed so far, brought out mere nuclear missiles.
Even in a post-apocalyptic wasteland, though, there is hope. The flame spirit that was in her, previously quiet, saw her through it all. It said 'look here for food', and food was found. It said 'hide here from the ghosts in the fog', and they did not find her. It said, 'kill this intruder', and she did. In a while, some uncounted months or short years, for the seasons were unstable, a tribe of amoebakin took her in, and she stayed there for ten years or so, until the Battle of Cobbler Pass, where after holding off the Etran army's advance into the wasteland for several weeks, the four of them were driven out and fled south, into Tower Country.
Horrors from the wastelands were not welcome anywhere, but they eventually found work hunting lycanthropes for their old enemies in the northeast. Risen to positions of power, they pushed through a plan to exterminate the remnants of Machi, who had destroyed Droma on the Last Day.
The world being happily rebuilt, another apocaplot had to come to the NPCworld, and Ashna went forth with other heroes to stop it. The Dark Lord Teel struck them down without much effort, some killed, Ashna merely driven back to Etra with her mind in pieces. Cael sacrificed himself to end the threat, leaving her heart broken too, for he had been a good friend and rival. She spent her days working badly as a smith of dark metals.
A flock of cockatrice had taken to eating her customers, and she went to hunt them into the woods, and became lost, and wandered upon GLoG.
She was reminded that yes, once upon a time she had helped and protected people, and would try again. She spoke with robots and dealt mainly with prisoners. One, Raril, bit her and she saw this as a sign, for lycanthropy had never taken her before, in all the previous battles against the shapechangers in the eastern woods and deserts. Much of her time then went to practicing self-control, and baking. Became friends with Brendan and Runner, and became enemies with Magtok for his lies and kidnapping attempts. Other things happened, but they're down in the digest.
Originally Posted by Raz_Fox
He takes normality and reason and turns them UP TO 11!
Gender: Female Race: Human (Scion) Age: 26 Class (or approximation): Scion of Brigid Appearance:
Brianna has freckles, flame-orange hair, light skin, and gray eyes. She's quite pretty, but it's not divine beauty as some Scions have. Overall, while she's young, it's apparent once you look at her that she's both tough and intelligent, and she certainly is both. She generally wears a jacket and jeans while outdoors, and when it's socially appropriate, has a sheathed sword on her back. Equipment and Abilities:
In mundane areas, Brianna's a medical surgeon, with all that implies- she specialises in trauma surgery, but is starting to branch out into other fields- and she generally keeps a miniature First Aid kit on her person. In addition, she's quite good with a sword, and that's only increasing as she goes.
As a Scion, Brianna has a number of divine abilities. Firstly, she's tough. She can power through injuries that would leave most on the floor with pain, is resistant to damage in the first place (although not to a massive degree), and can self-heal to a limited extent (although not to the point of regenerating lost body parts). She's also stronger than she appears, and is very, very smart (with eidetic memory to go along).
Secondly, she has a number of Boons. Her general boons are in the areas of Fire (she is immune to fire, can remove a fire's need for both air and fuel (or create a small flame about equivalent to a candle) and see out of fire she can see or has bolstered using the previous ability) and Health (assess someone's health with a touch, restore or remove fertility (or ensure a healthy or sickly birth if used on a pregnant woman), and finally heal injuries (although only to a limited extent- she can reduce the severity of serious injuries, or heal lesser injuries entirely.)). Finally, as a Scion of the Tuatha de Dannan, she has several Boons of their Pantheon Specific Purview, Enech (Brianna can read someone's general nature, is bound by a Food-Geas prohibiting her from eating swan meat in exchange for more easily regaining divine power, and can call on Fate to lay a minor Geas on someone).
Originally Posted by Revlid
And so it was that Zaeed, Aang, Winry, Ezio, Sadoko and Snow White all set out on their epic journey to destroy The Empire.
Alias: Psi (the Greek letter in her name). Full name: Foreign Interaction Device Ψ, Serial Number 23. Gender: Female. Race/Species: Cyborg-ish. Appears human. Age: Irrelevant. Does not age. Alignment: True Neutral Class/Profession: Undefined. She is capable of manipulating energy waves and blasts, as well as resisting energy waves and blasts. She is also a skilled hand to hand fighter. Does not use weapons. Power Rating: B- Rank. Description: Appears to be a young female with waist-long hair. She wears an open helmet with a "No. 23" written on it. Her armor has a plastic/metallic appearance around her torso, boots, greaves and gauntlets, but it leaves her shoulders exposed. It appears to be mostly aesthetic. Personality: Null. Her speech patterns are usually assesment of the situation, suggesting course of action, and inquiries. She often makes comments when she can't understand something, but it's not very easy to hold a conversation with her. Equipment: Only her clothes and helmet. She uses no weapons. Abilities: Psi can create energy waves and energy blasts in the form of plasma or current. On occasions, these energy waves/blasts can take the form of something almost solid. Backstory: Not much is known about her mysterious past. What we know: She is part of a series of similar cyborgs. The people who created her are most likely gone, but their superiors aren't. It is unknown how many others like her still exist, but many must have been destroyed by now. For whatever reasons, Psi is no longer following the orders of the people who were in charge of her. Miscellaneous: Contrary to what may appear, Psi IS sentient.