Alias: Blind Monk that sees all Gender: Female Race/Species: Human Age: 24 Alignment: Lawful Good Class/Profession: Monk/Diviner Power Rating: Range: E to A+ Average:B- Description: A fairly average looking female that stands at about 5'6" with a slim build. At a distance could probably be mistaken for a boy with her short hair cut. From the looks of it her hair was completely shaved off and it's been a year since it was last cut. She is usually seen wearing some sort of white martial arts uniform along with a large white blindfold across her face with words written in a red ink. Personality: Devote to the ideas of justice and to a lesser extent peace. Beliefs that force is sometimes necessary to bring about such ideals. Is somewhat soft spoken and usually cautious when entering new situations but is quick to act. Equipment: Two short swords Abilities: A sixth sense granted to her by the all seeing god of sight Ziroku. Has the ability to 'see' things with her six sense but things such as fine detail, color, and what not are lost. Cecelia also has the ability to see into the very near future for a short period of time, about one to two seconds for about a minute at most. This however leaves her completely drained and blind for a while. Backstory: Was abounded at birth to a monastery of Ziroku, the all seeing god of sight, judgment, peace and games. Was raised as one of the monks there but eventually left when she felt that the ideas of the monastery and her own clashed too much. When Cecelia left to see the world there was no bad blood between her and her teachers or peers, in fact they gave her enough money to survive for a few months on her own when she did. For the past year she has been travelling around and seeing what the world has to offer. Miscellaneous:
"Insert some witty comment here"
Colonel Anitra Mindel
"You really think those aliens aren‘t going to stab you in the back?"
Alias: Heroine of the First Alien War Gender: Female Race/Species: Human Age: 37 Alignment: Lawful Good Class/Profession: X-COM Soldier Power Rating: C
Description: Anitra is 5’7’’, and a lean 168 lb. She has blonde hair, cropped fairly short. Her build is somewhat muscular, but she’s still quite attractive. Her eyes are emerald green, and she has a gaunt face.
Although she can be found in casual clothing, Anitra is usually found in her suit of Personal Armor. The armor consists of blue-toned plates built into a combat uniform. The plates are flexible and made to allow movement.
Personality: A combat veteran in just about every way. Anitra exudes an aura of command, probably one of the reasons that she made it to the rank of Colonel. She has weight to her words, and people usually listen to what she says.
The soldier does have a soft side, though. Among friends, she loosens up a little, and is a bit more friendly. Bottom line, though, she believes in always being prepared for attack, and is a little paranoid.
Anitra hates aliens, especially of the species that she’s fought. Her interpretation of alien, though, is basically non-human. It’s not necessarily prejudice as much as mistrust, though. She’s not going to parade about humanity’s superiority, but she also isn’t going to willingly talk to an troll. If she sees an alien of the war, though, she exercises a kill-on-sight policy.
-A suit of Personal Armor.
-A laser rifle that never needs to be reloaded.
-A stun bomb launcher.
-A Medi-Kit, capable of healing wounds, and applying stimulants and painkillers.
-A motion scanner worked into a visor.
Abilities: As ex-Delta Force and current X-COM, Anitra is a paramount soldier, which physical abilities that put just about anyone normal to shame. She easily breaks the four-minute mile limit, and can run a marathon is two hours. She also very-well trained in all firearms, though her favorite is her laser rifle. Anitra can also be a capable medic and scout.
Thanks to the Psionic Laboratories at X-COM, she is also resistant to all forms of psionics, though not by any means invincible to them.
Backstory: A member of the Extra-Terrestrial Combat Unit, Anitra fought in a long and bloody war between humanity and aliens. She’s the only soldier to have survived from First Contact all the way to the Battle of Cydonia, and is a worldwide heroine as a result. During the course of the war, her actions took her far up the chain of command, eventually landing her with her own unit and Skyranger ship.
Her most recent mission, believed to be a scouting run, took her to a new piece of alien technology. Upon activating it, however, she was taken to the Nexus. Her unit believes her to be KIA.
Gender: Male Race/Species: human Age: 14 Alignment: Hard to tell. Is largely self serving, but wants to be the good guy like every other kid his age and want to use his science for good. Lawful neutral-Good Class/Profession: Budding scientist Power Rating: E Description:Tall for his age, skinny, with slick black hair. Is usually dressed up in a well groomed suit. Large brown eyes, several acid burn marks on the left side of his neck and face and his left arm. His nose small, and has obviously been broken and didn't heal properly. His scars make him rather ugly. Personality: Narcissistic, hateful of most of those around him, hates being touched, despises his fathers, doesn't feel comfortable in crowds, dislikes talking about anything not on subject unless he learns something useful. Wants badly to outdo his fathers. Very self conscious, and worried that he has a mental disorder. Whether he does or not is hard to tell. Equipment: Several changes of clothes and a lab tool kit. Abilities: Nothing supernatural, he's just very intelligent, having been taught even whilst forming in the test tube he was made in. Backstory:Two rich scientists extracted their DNA and chose the more desirable traits (in their eyes) to make a clone son. He was raised by his robot nursemaid, Ms. Bee. When he was ten, there was an incident involving his fathers and a rival scientist he refuses to talk about. Since the recent disappearance of one of his fathers, he has been sent to PACK for protection.
Alias: None Gender: Male Race/Species: Human Age: 28 Alignment: Neutral Good or White Primary Red/Blue Secondary Class/Profession: Swordsman Power Rating: Quinsar's: 3 (Lv 7) // Neon Knight's: C-
Description: Daske is a Caucasian, human male, on the low end of average height and build, standing 5'8" and weighing 140lbs (though with a reputation of being tougher than men twice his size). In warmer weather he prefers to wear fashionable t-shirts and jeans, sometimes adorning himself with accessories such as bracelets or necklaces. In colder weather he takes on a dressy-but-messy approach, complimenting layers of formal shirts and jackets with old jeans, work boots, and tousled, unkempt hair. He is himself not terribly handsome, but certainly not ugly, leanly muscled, with a round but squared face, light stubble, and shaggy black hair that he prefers to leave in a tangle. His most striking features are his big, blue eyes with long, dark eyelashes, which women seem to find appealing.
He's an old-fashioned sort, chivalrous, with an intellect near as keen as his rapier, and a calculating, if sentimental mind. He is good-natured and kind, but also passionate and unforgiving. He believes in personal freedom as a natural right, a cosmic law above all others, and seeks always to protect his own freedom as well as that of those around him. He prefers to let his heart make his plans, acting almost exclusively on his emotions, while his reactions are highly analytical, enjoying his ability to think quickly on his feet and solve problems in the heat of the moment. As such, he is handy in stressful situations for his ability to adapt tactics and maintain a cool head when things seem out of control.
Equipment: He is never without a red bandanna tied somewhere on his person (only occasionally around his head) and his hand-made rapier, Coffin Nail, with its intricate swept-basket hilt and superbly dark Damascus steel blade. He is not possessed of any particular magical equipment, although his rapier has been fashioned with techniques that even his former blacksmith have been unable to replicate, granting it a near-indestructibility and peerlessly sharp edge. It is more than a match for your run of the mill steel blade, and despite its lack of bulk has cut cleanly through such inferior weapons when in rare form.
Abilities: An exceptional swordsman, Daske is possessed of all the skill and instinct you'd expect from one of the best non-magical human duelists around. He is an accomplished swashbuckler and a good teacher as well. Beyond his fighting talent, he's very intelligent, a problem solver, and something of an artist, skilled with pen, paint, song, and forgecraft. Aside from any of this, he has developed a potentially psionic talent that allows him to detect the presence of unseen creatures in ways he doesn't clearly understand. This ability seems to be linked to the fragments of memory from his time lost in subspace. It is likely that there is more to these memories and this psychic potential. Daske has only recently noticed it and has so far tried to avoid delving into it too deeply as it makes him uncomfortable.
Backstory: Daske has lived a hard, albeit extraordinarily normal life, by Nexus standards. As a child he was whisked from his home in a small-but-rather-cosmopolitan, pre-renaissance town on an Earth-like planet by a subspace rift. Conquering warlords from another dimension poured from the rift and their explosive technology sundered not only shield and stone but space and time as well.
Pulled into the vacuum of space/time, Daske found himself lost. For years. He awoke, having grown from an 8yr old boy to a 13yr old one, amidst the Nexus, a random collection of subspace detritus, flotsam, and lost souls. He had no idea what had happened, where he was, or how he had grown older (for he was now possessed of memories beyond his former life which came in flashes and which he could not explain), but at least he was alive.
He found work as a squire for an intrepid Knight in shining armor that was adventuring through the Nexus, and in his off-time he applied himself as an apprentice to an Inside blacksmith. As the years went on, Daske became a skilled warrior in his own right and began to look for adventuring work of his own. Soon, his skill with a blade, both in the field and in the forge, earned him a reputation and enough money to start a fencing studio outside the City Walls, but close enough, where he gave locals lessons in swordplay and also created swords here and there for special order.
However, mere days ago his studio was destroyed by another space/time rift, though this time without the cosmic ruffians. This time, a dimensional vortex simply opened its terrible maw and swallowed most of the studio up along with almost a dozen students. Daske was able to save himself and only three others, but everything he'd worked on for years had been stripped of him by the very same chaotic forces that had brought him to the Nexus. He was devastated and resolved to try and discover what caused all of these rifts and hopefully a way to prevent them from happening or at least to better protect himself and others from the destruction they cause.
Alias: Gender: Race/Species: Age: Alignment: Class/Profession: Power Rating:
I'm no optimizer, but here's an attempt at a Wizard built to handle all comers:
Legacy Champion - +1 level to existing Incantatrix class features (Legacy Champion), +2 levels to existing Spelldancer class features (Legacy Champion), Reduced Legacy Cost (Lesser), Bond of Lore, Replace Legacy Ability (Least), Extra Legacy Ability Use (Least), and Bonus Legacy Feat.
Fiske is actually the shared name of a hive-mind of ten Unbodied that share thoughts and experiences through an uninteruptable mental link. They generally just show up and swap places whenever it pleases them, and each has all of the knowledge of all of the others. While five of them are decidedly neutral, another four are evil and there is one who only does good deeds.
If taken as a whole, the Fiske family's power level is easily A+, if not S-. They very rarely collaborate on anything to that extent though.
The named Fiskes so far are: Celena: The only purely good Fiske, she still tolerates her more evil brothers, but generally won't directly aid them in their schemes unless they are about to die. (Sometimes disguises herself, but most of the time is upfront, deciding not to waste energy that could be used to help people.) Rocid: An Evil Fiske, not much of a schemer, likes to do things directly and often showing up in person to cause havoc. Pretty much a thug. (Often disguised as an innocent little girl, or a stereotypical Brooklyn ganger.) Ceres: -See Entry Waldorf: -See Entry- Rita: A matronly Neutral that spoils the rest rotten. Having no goals of her own, she just helps the others on any venture they begin, and generally flits about. (Frequently guised as a doting grandmother or school marm) Nathaniel: -See Entry- Julie: -See Entry- Jakob: -See Entry- Kharn: Kharn is the most obviously evil Fiske. Where Julie likes to toy with people, Rocid is a thug and Jakob has... morality issues, Kharn never hid his evil. He is the polar opposite of Celena, and doesn't provide much aid to the group for similar reasons that she doesn't. They simply aren't evil enough for him. He is ruler over a small country outside the Nexus, using enslaved police to keep order. He doesn't mistreat his thralls, but there is no doubt that he is in charge, and very little chance he will be dethroned. He is fairly dedicated to the group, as the powers and access to other minds is beneficial to him, so it is unlikely he would be convinced to turn against them despite their differences of opinion. Arkinos: -See Entry-
The Fiskes are not a cohesive unit, but they never turn against one another. In addition to their overarching goal (find things that corporeal beings take for granted and find ways to experience them themselves) each one has their own set of motives, which sometimes doesn't coincide with anothers.
That said, they have been linked for so long that they should be thought of more as a single creature with many heads than as a group. If viewed from the astral plane, They would best be described as a gaseous, multicoloured cloud with several darker splotches lurking within, as if a set of paints evaporated off their pallette into midair. If they wish, they can swap identities between their brains, Rita becoming Ceres becoming Rocid, so that each one can be anywhere any of the others is, so long as they all agree. One thing unique to them is their ability to "stretch" their collective mind, until one of them is isolated from all the others, and can act autonomously without actually leaving the group. The loner then becomes a sort of mental parasite while concentration is maintained, but the link is fragile during these points, and no brain swapping or power sharing can occur.
Besides their individual quirks, they share all their psionic powers between themselves, and if one isn't doing anything and agrees to it, he/she can transfer their power to another, giving a single Fiske anywhere from two to ten times the amount of strength a normal psion could hold. This ability puts alot of strain on their forms, and can sometimes leave them without even an ethereal shape, which would normally kill an Unbodied. Instead, their conciousness is transferred to the other nine until they have enough power to remanifest themselves.
Each Fiske named here expanded upon as I flesh out their characters.
Alias' Many and varied, a few include: Jezern de Monvernaign, Sersh Duon'rarph, and O'Harran. Gender Unspecified (Currently male) Race Unbodied Age Unknown (Most likely around 300) Alignment Chaotic Neutral Class/Profession Telepath/Comedian Power RatingC+/B- A- Description During casual conversation, he is taken to swapping constantly between one of three forms, a tall dashing human ponce with flowing black hair and a stereotypical mysterious dueling scar, a surly dwarf with an overblown accent and rather undefineable features to anyone who isn't an expert in dwarfology, and a sailor of undetermined race with a close shaven face bearing a constant leer. In his natural state he is simply an ethereal floating brain that emits a soft white light, which he can surpress at any time. Personality Outwardly he is very much the joker, tripping people up with a combination of telepathy, mind reading, his mutable form and a great sense of timing. However behind this is the tragedy that stirs deeply within the minds of all great comedians, and strives them to build walls of laughter about them to keep away their sordid history. Recently, Ceres' facade has begun to slip, starting with the brutal murder of a few npc's to protect someone and ending with him risking it all in a mad quest for an Object(Detailed Here.) He's still himself, but the insanity brewing beneath his smiling visage and the mad lust for Seeking he's only beginning to understand will take their toll. Equipment Only a beautiful old silver flask, as despite a very well refined telekinetic ability common to his race, carrying a pack doesn't suit him, and he wouldn't know what to do with a weapon to begin with. Does have quite alot of money though... Abilities In adition to his racial abilities it is fairly competent as a diplomat and prone to getting its way in a peaceful situation. In combat he is next to useless in a direct confrontation, instead attempting to catch enemies off-guard with mental attacks designed to disable or kill them without a fight. If this fails he relies on its natural defence of being able to fly the heck away. He recently became Object 440, Reverie, which boosted his ability to see into minds and gave him the ability to manifest what he sees in them in reality. This gives him a fairly high combat capability compared to the rest of the family, but it is rather wasted since it isn't often he could be convinced to fight. Mostly he'll use it to create bodies for himself and goof around in taverns. Backstory Cursing his ancestors for ascending to a higher state of being, this ephemeral thought-bubble has spent nearly its entire existence trying to experience the pleasures the material world takes for granted. Since he can (sometimes) interact with enchanted objects, he has taken up a hard fought quest to find the ultimate culinary magus, and he will stop at nothing until it is done. In the meantime he has stumbled across the one thing experience shared by all beings, solid or not, laughter and the joy it brings to those who have it. He has therefore endeavored to create laughter wherever he is, to feel more at home in a world he cannot touch. Misc. He will often let on that it is in disguise while amongst strangers, slipping from one form to another and letting his true form "leak" out of the back of its "head" for example, or attempting to grasp something only to have his hand slip through. Make no mistake, he can maintain a perfect disguise, but he prefers to let others think he is inept instead.
Alias' Wally Gender Unspecified (In a male form) Race Unbodied Age Unknown (Most likely around 1200) Alignment Chaotic Neutral Class/Profession Telepath/Archmage Power Rating B+ Description Waldorf stands at about 6 foot 5 inches, or he would if he wasn't hunched over constantly. He's a rather frail old man, completely bald except for a few wisps of yellowish hair off the top of his head. If one pays close attention, they might sense an air of... preserved decay about him, and he is clearly not in the best of health. Personality Waldorf is a cunning old man, and knows just how much to say to keep someone's interest. Other than that not much is known about him, by anyone other than the other Fiskes that is. Equipment A Serendipitous Wristwatch. This minor artefact allows him to be in the right place at the right time, no matter if it is past present or future. It is uncontrollable, but will never act against its wearer. He can resist its effects but because of his crippled figure, he relies on it to get to where he needs to be quickly. It also prints business cards. Backstory Waldorf was the first of the Fiskes to have gained a material body, and in fact accomplished this before Ceres ever approached him to join the group. He has supplanted his conciousness into the body of a brain dead man, allowing him to see and feel where most of the family cannot. However, he has been using this same body for centuries, and it has grown harder to control and maintain every year, leaving him slurring and hunched over. Abilities Waldorf is the only accomplished mage among the family, and is extremely talented and in possession of potent magic from beyond the edges of time. These days it takes him a rather long time to cast a spell, considering the many deficiencies of his body. He is also a rather exacting alchemist. Misc. Waldorf has a rather large sweet spot for children. He is also the only Fiske that cannot swap his mind between the other ten, although he shares the rest of the benefits of the mental link.
Alias' Gregorovich Gender Unspecified Race Unbodied Age Unknown (Most likely around 500) Alignment Chaotic Evil Class/Profession Telepath/Enforcer Power RatingB/B+ C-/C (thanks to a fairly harsh fight) Description A hulking monster of a man, with knotted arms each as thick as a hundred year old oak. This form is an illusion, but thanks to deals he made with the underworld it is as solid as diamond, and moves as fast as his will. Has an alternate form as a sliver. Personality Equipment A series of chains bite into his skin, wrapping around his arms and upper torso. Each link on each chain is the hardened essence of a sentient being he's killed, and each one increases his power and the solidity of his form by a minute amount. If they were destroyed, he would lose quite a bit of substance, becoming nothing more than a particularly large and angry man physically. Recently lost all but one of his links to the fight with Prometheus and Cyrus, and will soon be looking for additional power sources, as well as building up some new links with a few rampages. Backstory Jakob was one of the first of the Fiskes to achieve a solid form, coming in second after Waldorf. This says less about his resourcefulness than it does about his dogged determination and willingness to go to lengths that the others shunned. He bartered away his freedom with Cerberus at the gates of the underworld, pledging to serve for a hundred years holding back the gates of hell from overflowing. When Cerberus boasted that no one being could hold them, Jakob convinced Julie and Kharn to join him, saying, "Now we are three headed, as are you, show me your dead." For his services he was granted the ability to graft soul chains, and swiftly began using them to lend his disguises substance. However, when he decided to implant a link of soul into his ethereal being, his mind began rapidly degrading. The others managed to halt his deterioration, but he was left somewhat simplistic in the aftermath. He remains eternally greatful to all of them. Abilities Jakob punches things. With his fists. All of his bodies are simple illusions given solidity by the link of soul chain implanted in his brain, and are therefore more alike to meat golems than actual people. They don't really have much in the way of organs, just blood and muscle. In his sliver form, Jakob can control other mindless slivers, due to his mutation. Misc. His ability to use psionics was permanently damaged by his incident, and so he channels all of his mental might into his physical strength, amplifying his blows and causing him to shrug off all but the most apocalyptic of attacks. Despite his ineptitude, he is generally considered by the rest as the strongest among them when it comes to combat.
Alias' S'hel Nuba'reh Gender Unspecified Race Unbodied Age Unknown (Most likely around 600) Alignment Chaotic Evil Class/Profession Telepath/Seductress Power Rating C+ Description A beautiful and very seductive young woman, she walks with a confidence and grace that oozes sensuality. Her hair is long and left down, the purest of black, and her skin creamy white. Her eyes are a vibrant and piercing blue, and she wears clothing that accentuates every aspect of her form. Personality Julie is a tease, through and through. Nearly everything she says is dripping with innuendo, and every move she makes emphasizes her form. There isn't much under her vain exterior, but she has been known to do a good deed every now and then, and she gets along with Celena better than you'd think. Equipment An ethereal fencing foil that passes through matter to cut the soul. If it passes through an arm, then the arm becomes unusable and will begin to decay as its connections to the rest of the body fade. If it stabs someone through the center of their mass (usually just under the heart, in a humanoid it would be the diaphragm) then it can attempt to force a soul right out of their body. Stronger willed people can resist both effects. Since the nerves are still intact, the victim will be able to feel its flesh and muscle rot. Usually the soul will reconnect to any broken pieces within a few days, and then body parts can be healed and cleansed of the damage cause by gangreen. The foil does have a small physical blade extending from the hilt, which is the focus for the ethereal energy. Backstory While doing her time at the gates of the underworld alongside Jakob, Julie managed to capture a soul that had slipped past their vigilance and decided to keep it for herself, not telling the others about her new pet. For several decades she tormented this soul, bombarding its mind with pain and pleasure, hatred and lust, until a marvelous transformation overtook it. Without knowing it, Julie had fabricated a Succubus, and immediately bound it to her will. They are now lovers, and though the demon slipped its bonds early on they are completely inseperable. Abilities Julie is a skilled swordswoman, and is largely immune to fire, but not entirely. Some of the minor perks of being demonic include her ability to fly, and the somewhat uncontrollable power to eat men's souls should they fall behind the curtains with her. She's also a moderately powerful telepath and pyrokineticist, with most of her abilities affecting the emotions. Misc.Julie and the Succubus are not really one being, but you would be hard pressed to tell where one begins and another ends. The Succubus, S'hel Nuba'reh, is a being of pleasure, and is constantly sending Julie physical pleasures through their link, even as Julie sends mental ones back. Julie's reward for standing guard at the gates was a constant aura of pitiful souls, moaning and whimpering constantly to the souls of those nearby. This makes it very difficult for people to find the will to harm her, or even let her be harmed by other people or natural phenomena. (It also gives her a hint as to who among her enemies may be soulless, and therefore might be able to survive bedding her.) An Update! Julie has managed to get herself pregnant with half-starspawn children, and become one of the redeemees in GLoG, with a smattering of success in dealing with her addiction to evil. She has moved into Rowan Cabin with Eric, the father of her soon to be born children.
Alias' Arty Gender Unspecified Race Unbodied Age Unknown (Most likely around 800) Alignment Chaotic Neutral Class/Profession Telepath/Architect/Engineer Etc. Power Rating C/C+ Description Arkinos generally isn't seen by people, as he shies away from interaction, but back in his glory days when he drove men made with the urge to build he would visit their dreams as a ravishing muse. These days if he is dragged into the nexus by one of his brothers or sisters he will appear as an eccentric old man, mumbling to himself and being ill at ease. Personality Arkinos is extremely nervous around people these days. His mad passion for creation has burned more than a few bridges, both figurative and literal, so he is understandably not often seen outside his demi-plane. Unless one of the other Fiskes convince him to lend a hand, he will probably stay there indefinitely. Equipment Anything and Everything. One of his major issues over the years has been that because of his inability to deal with people, he doesn't have anyone to make things for. So for hundreds of years prior to joining the other Fiskes he was simply making things for himself, creating impossible mechanisms and feats of architecture that fly in the face of any notion of reality or physics. After joining them his one wish was that they would give him more ideas to create with, and afterwards they could have whatever they wanted. The objects he owns, though many and varied, don't hold any interest to him. Backstory Arkinos was once a man, and is the only Fiske to have ascended himself rather than be a descendant of another unbodied. In his time as a human, he devoted himself purely to the advancement of the human mind. He delved so deeply into his own psyche he became more brain than person. Upon meditating himself to a higher plane of existence he found his epiphany, only it wasn't the one he'd been hoping for. He was stricken with a passion, and from then on spent his time oberving the physical world, trying to break apart all the connections and see the strings that bound up the universe. Eventually the tools available to him were outstripped by his need to see deeper into the weft and weave of reality. He promptly began encouraging other men on the path to enlightenment so that they could invent the tools he so desperately desired. But as he coaxed and proded he began to change focus, seeing complex instruments put together from scraps of fluff and nothing excited him in a way nothing else could. To see his designs made real gave him a heady, unearthly freedom. From then on he lost track of himself for many dozens of years. Marvelous shining cities sprung up under his hand, even as engines of terrible destruction took shape in his mind to bringe them crashing into oblivion. It continued on like this until he met Waldorf and the other Fiskes, and found something he could never create for himself. Family. Abilities Arkinos' talents are most pronounced in the field of metacreation. He can practically create anything using only his force of will, even things out of normally impossible materials such as riverine. Misc. Arkinos enjoys a grand rapport with Waldorf, who often spends decades enchanting his marvelous devices and discussing new ideas for what next to build. They are also the eldest two Fiskes, and between them they managed to spend an entire century making Waldorf's Serendipitous Wristwatch, although they both claim to have no understanding of how it works. Arkinos has recently begun creating demiplanes bordering on the Outside of the nexus. No one is certain on what his plans for them are. Arkinos also suffers from an acute case of xenophobia, which keeps him from having meaningful interactions with anyone outside them family.
Alias' Nate Gender Unspecified Race Unbodied Age Unknown (Most likely around 700) Alignment Chaotic Neutral Class/Profession Telepath/Scholar Power Rating C Description Nathaniel is often disguised as either a rather normal looking teenage boy, with dark brown hair and eyes and ratty looking jeans and a t-shirt. Other times he appears as a venerable blind monk dressed in pauper's robes. Personality Nathaniel comes off as rather indifferent to most, but anyone that manages to have a long talk with him will find him a font of information, and fanatical about it. He considers books crude and biased ways to store knowledge, and will espouse this belief as often as possible to anyone who asks. Equipment The 4M (it's name changes often, but everyone agrees that there are more or less four M's in its name. Rita calls it Gordon) A massive machine built by Arkinos to hold the memories and skills of anyone it scans. Nathaniel uses it to run his business, but before he began marketing it he was constantly fine tuning the process it uses to allow people to take in more and more knowledge. He hopes one day to upload its entire databanks into the Fiske collective, but he's still a long way from achieving his goal. Gordon is one of the multiverse's foremost experts on gardening. Backstory Nathaniel has always had but one goal. The accumulation and distribution of all the knowledge in existence. He has been teacher and student to nearly all of the finest minds of his homeworld. When approached by Ceres to join the family, his response was as rapid as it was succinct. One emphatic yes later and he has never been happier. Abilities Besides being a psion like the rest, he doesn't really have much in the way of unique abilities. He is a fairly decent mechanic though. Misc. Nate doesn't entirely mesh with the goals of the rest of the family. He doesn't really care about finding a way to enjoy food or curtains, and is quite happy tinkering with his new toy. He is rather childish, but can be annoyingly wise and mystical when he wants to be.
Julie, everyone's nth favorite succubus, by Gulaghar. An amazing Misha, Mimi, and Riss painting done by Ofride.
For anyone in plots run by me, know that I always tailor solutions to those in the plot. The answer may not be obvious, but it's there, and doable by the displayed abilities of the present characters. If you need help or hints, I'll try to be available to provide them.
Last edited by Slii Arhem : 02-26-2012 at 11:48 PM.
Alignment : Chaotic Good
Appearance: An ill-dressed gentleman. Socks don’t match, coat a bit too small, a new, green hat.
His wagon, which he lives in burned by Cal. A few decks of trick cards, a pair of rigged dice, a locked chest, which he hasn’t gotten open yet.
Ebenezer is a conman, and for the most part, an unsuccessful conman. He was on his way to the next town, after being chased out of the last town, when Draken’s Blizzard hit, trapping him out in the middle of the ACROYM world. The most important thing to him right now is the chest, which he got in the last town. He knows there’s something special in there, but he has yet to open it. He opened the chest, revealing a book with a enormous amount of postive energy, which knocked him out. Cal found him, but was driven off by the book. In revenge, Cal burned the wagon, the book, and Marley to ashes. However, the energy of the book restored itself and Marley. Marley wandered to the Taverna Generica, where he met Butler, which led him to join GLoG, as a sort of member, as he still doesn't have the good mentally.
Now days, Marley having reformed a bit, spends his time at GLoG, doing various things to help out there.
Avatar by Emperor Ing
Last edited by ThePhantom : 09-11-2011 at 10:01 AM.
Alias: None, really, though Dani apparently calls her Kary.
Race/Species: Human Vampire
Age: 28 (Turned at 26, so when she's in her normal form she looks two years younger than she really is. However, her apparent age can be whatever she wants. See Abilities.)
Alignment: Neutral-ish. Mostly good, but she tends to be really, really, nasty if someone threatens her girlfriends.
Class/Profession: Blood Mage.
Description: Highly variable. She tends to be short, with yellow-orange, or pale purple, eyes, but everything else is subject to change.
Personality: Karyana tends to be quite nice... Until she ends up doing something like this:
Originally Posted by C'nor
[Lake of Dreams]
Karyana pretty much tries to rip the next two or three she kills apart, tearing out throats, shattering ribcages, etc..
Those after them, if there are any left, won't be as lucky. They'll probably end up dying from infections, as she's trying to crush arms, shatter knees and elbows, and splinter legs.
That's rare, though.
Equipment: Hooded cloak (dark green), grey shirt with slits in the back for when she has wings, grey jeans.
No weapons most of the time. Combat forms seem to work just fine for her.
Abilities: She's a blood mage, of the same type as Rael. Basically, shapeshifting, healing, clotting or boiling blood, etc.
She has the fairly standard vampire weaknesses of dying if you remove her head or destroy her heart. Of course, she has several hearts, so the latter isn't very easy, but it will work, and Nephrim has come very close at the moment.
She has her own dimension, which is imprinted on her.
Backstory: She actually does have a fairly detailed backstory, but it's buried in an old Home somewhere and I'm too lazy to dig it up and post it right now.
Miscellaneous: Karyana is in a relationship with Ashley and Zwei. Also, her dimension has imprinted on both of them, as well.
Plague Rat in the Playground
Originally Posted by Bad Apple (Tohou - English Version)
Maybe it's a dream; maybe nothing else is real
But it wouldn't mean a thing if I told you how I feel.
So I'm tired of all the pain, of the misery inside,
And I wish that I could live feeling nothing but the night...
Alias: Banclaw Gender: Male Race/Species: Grengarun Age: Middle aged, several hundred. Alignment: Something good. Class/Profession: Mechanic/bouncer Power Rating: C+ Description: A ten-foot-tall olive green crustacean-like creature, often seen in blue overalls. Not commonly missing limbs, he usually has two arms and two legs.
Grengaruns are large crustacean-like humanoids, and are some of the longest-lived and strongest beings known. No grengarun is on record having died of natural causes; they must be killed by some means. A typical adult grengarun stands about ten feet tall, but they continue to grow larger as they age. Grengaruns can regenerate most damage, and will re-grow lost limbs. A grengarun’s brain is located in its torso, so a head shot would only serve to blind and disable one’s voice box. Grengaruns also have a lamprey-like mouth in their neck, permitting them to eat even after the head is taken off. They have exoskeletons, providing natural armor. This armor is especially thick on the main body, so that armor-piercing rounds are often necessary to do any real harm. Grengaruns can also roll up into a ball, or worm along the ground if all their limbs are disabled. Grengaruns have a feudal system, based off of “honor and the knowledge that your peons could rip your limbs off.” They often have a sense of honor, remembering those who have helped or hurt one in the past. Some will fly into berserker rages, sacrificing care and subtly for sheer destruction and an aura of terror.
Personality: Not the surest with relationships, he prefers to work with machines and other things he can fix himself if he breaks them. Although he is shy, he does his best to help those around him. He also does not hesitate to strongly protect his interests and those around him. Equipment: A number of tools and devices to let him repair and maintain electronics, despite his large size and claws. Abilities: The main maintenance behind the Neon Coliseum, he works to keep the place and its games up and running. He spends a lot of time tweaking and fixing anything that goes wrong in the place, working to keep the games open. He also uses his size and armor to throw out (Literally, pick up and throw) any troublemakers. He likes playing catch with the Mall Kops.
Backstory: Later. Miscellaneous: Co-owner of the Neon Coliseum with Grace.
I decided to condense my Characters into one post, since my account weirdness prevents me from actually editing the originals anymore. I'd appreciate if the characters listed here were relinked from the OP to this post.
You are but clay, to be kneaded to my will.
Alias: The Blood Witch
Class/Profession: Rogue Blood Mage
Power Rating: C+
This actually sums it up pretty well. Though her eyes only start glowing red when she's using one of her less subtle powers. They're usually an Icy blue. In a more casual setting, she might be found appearing more like the image below.
Personality: Sarah tends to be abnormally cold, generally not very friendly, and has a fascination with Blood on par with most Vampires. She may get violent quickly, though she prefers not to end up in personal combat. In fact, she prefers to turn whomever is nearby into a puppet to fight at her whim.
Equipment: She has only her clothing, a dagger, a tome of occult lore, and a coinpurse without nearly enough money in it.
Abilities: I'm going to Spoiler this because it's a bit complex.
Sarah has an array of powers, that I'm going to separate into a few different categories. In addition to the magic described below, she can use a dagger, albeit rather poorly.
Augmentation magic was Sarah's official school of study, as she could never have openly studied Blood Magic in Starkhaven.
Heal: This simple spell stitches together torn flesh, repairs cracked bones, and generally puts things back together. If you aren't dead yet, this will help.
Rejuvenate: This spell makes fatigue and tiredness fade away in an instant, helping her allies stay in the fight. Or keep moving in the face of danger.
Ameliorating Aura: This spell releases a cloud of magical energy that, although it can be resisted, compels those in the vicinity to be a bit calmer, to stop fighting, and to just be friendly to each other. Doesn't get used much.
Blood Magic is Sarah's true school of study, and she has managed to master it so far rather than letting it master her. It allows her to trade her own vitality for power, as well as affecting the blood of others directly.
Hemokinesis: Pretty much self-explanatory.
Bloodstrike: Sarah uses some of her own blood as a series of projectiles. The expelled blood turns ridiculously acidic, and usually corrodes straight through anything short of steel.
Consumption: By magically draining blood from the fallen and the still-living in the area, Sarah can replace some of her lost blood. Some magical effect changes the blood type to hers, so she won't die from an impromptu transfusion. This works even on creatures that have extremely alien blood that by all rights shouldn't help her at all.
Cold as Ice: This ability freezes a person's blood in their arteries. This is usually not only excruciatingly painful, but paralyzing. On the upside, it's not usually lethal. Usually.
Puppets of her Will: By manipulating the blood in a person's body directly, Sarah has learned to literally take control of others' bodies. However, it doesn't work in the way one might think. Sarah has learned to raise efficiency by only affecting the blood in the brain, allowing her to take precise control of their motor functions. She can manipulate the recently dead in a similar manner, though in this case she manipulates the blood that exists in Bone Marrow instead. Manipulating the dead like this happens to be a very clumsy way to control a body, so her Pseudozombies aren't the best fighters.
Backstory: From a mysterious land, in the city of Starkhaven, where Mages are persecuted because they are considered dangerous and prone to Demonic Possession, Sarah grew up in a place so riddled with hatred between Mages and the local Chantry, that almost all of them turned to the forbidden school of Blood Magic in desperation. She had, of course, turned to Blood Magic long before the conflict came to a head, but the release of so much magic and Antimagic at once resulted in a tiny breach in reality. It only existed for a fraction of a second, but it was enough to draw her to a new land. Perhaps one where she could be accepted. She adopted a new surname, and began her foray into the Nexus. And yes I'm aware of how cheesy that sounded. Gotta love what amounts to a fanfic character.
Sarah was recently murdered by Prometheus. And then unMurdered by Cyrus, thank's to Rael's intervention.
"May you suffer an ironic fate."
Alias: The Fallen Man, the Exarch of the Crypt
Race/Species: Revenant. Unclear what previous species was.
Age: Who knows?
Alignment: Lawful Neutral
Class/Profession: Knight, though he knows some magic.
Power Rating: B- normally, D in an antimagic field or similar.
Description: Despair appears in a suit of armor, has glowing red eyes, and extremely rotted-looking flesh. In fact, here's a picture. Ignore the elf in the background. That's his squire.
Personality: Despair is extremely stoic, rarely saying anything at all unless necessary. It doesn't always want to fight, but refuses to back down if it happens, unless its entirely outclassed. He's ridiculously determined to succeed at what he does, and very few things can get in the way of that. And if he wants something, he can be ruthless in obtaining it.
Equipment: Despair always wears a magically hardened suit of armor, and carries an adamantine greatsword so large and heavy that it has no business being carried at all.
Abilities: The first of Despair's special abilities is fairly insidious. Hostile creatures within 10 feet or so of Despair must make a will save every round or have some of their energy sapped. This causes them to become fatigued and less able to go on. The second ability is a bit more direct, but also important: Despair is capable of a limited form of telekinesis, able to extend a magical claw, grappling and dragging its enemies within striking distance. It can only extend four of these at any one time, and the ability drains its energy pool. For more mundane abilities, Despair is incredibly strong, with a strength roughly equivalent to a '30' in D&D. It has strong armor, powerful defenses, and will regenerate over time. It cannot be knocked down, as some incredible supernatural force keeps it upright. It cannot even willingly lay down, though it can sit. Finally, Despair is skilled with a blade, and capable of using its sword to great effect in battle.
Backstory: Despair was raised from the dead by his own commitment to not staying down. Indeed, he fought his way out of limbo for the right to stand back up. Unfortunately, his rotting body and decaying form has eroded his skill and strength somewhat. As a consequence of this, however, he has no memories of his previous life or his name. This could be a problem, considering that he was somewhat attached to those. He was given his new name as part of the pact he made to free himself from the realm of chaos.
"Strategy without tactics is the slowest route to victory. Tactics without strategy is the noise before defeat."
Alias: "The Strategist" Gender: Male Race/Species: Human, though his enemies might profess otherwise. Age: 36 Alignment: Lawful Neutral, or Blue/White/Black, for all you other color wheel lovers. Class/Profession: Tactician/Strategist Power Rating: D+. Due to the nature of his abilities, however, he is far more dangerous than this ranking might suggest. He is a strategist first and foremost, so whatever allies he might have are going to be far more dangerous in contact with him than they otherwise would be. Still, he can aim a pistol well enough to deal significant damage. Description: He usually wears Civilian Clothing, with a holster attached to his belt. He wears a pair of glasses, as he is near-sighted. He has short, straight brown hair, and has a french accent. He is Caucasian, and of average height and weight. In fact, he looks average enough where most people would be utterly surprised when he utterly trounces them in a game of chess. Personality: He has a tendency to apply Sun Tzu's The Art of War to everything he says or does. That alone should tell you all you need to know. He is a thoughtful person, and genuinely interested in preserving life, though he can be incredibly ruthless in pursuing that goal. Equipment: He carries no notable equipment, other than his pistol and a few clips worth of ammunition. He also carries a pocketbook edition of Sun Tzu's The Art of War with him at all times, though he never references it. He has it memorized.
He has recently acquired a fairly large supply of ammunition, including Hollow Point, Armor-Piercing, and Thermonuclear .44 cal. Rounds.
Much more recently, he has acquired some actual combat equipment, including a suit of airtight bulletproof armor, a Military-Grade Semi-Automatic Shotgun, a mid-accuracy automatic Assault Rifle, and a number of Fragmentation Grenades.
Abilities: He has minimal ability in most combat areas, though he can use a firearm with astounding accuracy. However, his tactical and strategic sensibilities are ineffable, and he knows when and where best to apply any amount of force to make his enemies crack. He is also amazingly good at research, being able to figure out almost anything with access to enough resources. Finally, he plays a mean game of Chess. And by "mean," I mean "Cruelly play with your pieces until he gets bored, checkmates you, and then shows you how he could have done so in any of the ten preceding turns." Backstory: To Come Later.
Jakob, the Blade of Oblivion
I favor topsoil, actually. Evildoers never are willing to risk reliving that indignity.
Alias: Sometimes called "The Blade of Oblivion." He's stopped caring. Gender: Male. Race/Species: Mostly human, though parts of his body have been replaced with Etherium Grafts. Age: 21 years old. He insists. Alignment: Blue/White (Lawful Good) Class/Profession: Planeswalker. Also, Gish Extraordinaire! Power Rating: Roughly B+ to A-. Description: The man has an immaculately clean beard, blue eyes, and auburn hair. He's fairly muscular, though no more than is normal, and stands about 5'11". One of his arms has been replaced with an Etherium one, with what appears to be an array of Galvanic Sparks moving it around. Beyond that much, it's hard to tell due to his Plate Armor. Personality: He's basically a good person, and genuinely desires to help those in need. He also likes to learn new things and get rid of things that are not conducive to a friendly environment. Equipment: He wears a suit of armor, even when sleeping. It's actually made from Etherium, so it can reshape itself to better resist blows and to be comfortable. He carries ridiculous supplies of potions and such under the armor as well, and the armor can actually physically move them into his hands. He wields both sword and spell into battle. The sword is made of Etherium as well, so it reshapes itself to stay ridiculously sharp and with just the right amount of weight being carried. Abilities: Jakob is a planeswalker, a rare being capable of naturally traversing the planes of reality. He is talented in the use of the sword, though it's unclear just how much of this is his sword messing around with its shape and weight to help him out. He wields spells as well, being a skilled practitioner of Transmutative magic. He mostly uses his spells defensively, however, using magic to put up wards and shields. He also is able to use said magic to improve the combat capabilities of his allies, making them immune to fatigue and resistant to damage. He's also pretty darned good at both fixing and placing transmutative curses. If you want your friend who's been turned into a newt to get better, he's your man. If you want an annoyance converted into a rabbit, he's also your man. Backstory: To come later. Misc: He has a Formspring Account.
Cyrus Ahu, the Heart of Iniquity
I don't know how to tell you this, lass, but I don't need ye anymore. Yer a liability now. (*Cue Fireball*)
Alias: He is called the "Heart of Iniquity" as his primary alias, due to his hedonistic nature and cruelty. Gender: Male. Race/Species: Human Age: 35 Alignment: Red/Black (Chaotic Evil) Class/Profession: Planeswalker. Also, Cult Leader and Sociopath. Power Rating: Roughly A to A+ Description: Cyrus speaks with a mild Gaelic Accent, and has a head of black hair in addition to an EVIL! Goatee. He has an oddly pale complexion, and no irises around the pupils of his eyes. He wears a suit of leather armor, due to his value on mobility, and looks generally like someone you would avoid in the street. His clothes are black and red, and his magical aura varies between Black and Red, depending on exactly what he's casting. Personality: He's hopelessly hedonistic, filled with hate, hot-tempered, foul-tempered, evil, elegant, classy, soulless, and... ...you get the idea. Equipment: He wears a suit of leather armor specially enchanted to inflict horrible curses on people who touch it. It sets them on fire, electrocutes them, knocks them a good distance away, and scourges the mind. It's not pleasant. He also carries a crossbow, along with a truly ridiculous number of enchanted bolts, with effects ranging from fireballs and acid to disintegration and amnesia. Abilities: Cyrus is a planeswalker, a rare being capable of naturally traversing the planes of reality. He is talented in the use of a crossbow, and can fire with immense precision and speed. He wields spells as well, being a powerful Evoker and Enchanter. Cyrus is completely immune to compulsion effects. He has no qualms about harming innocents with his spells, though he doesn't randomly murder civilians for no reason. That would be stupid. Backstory: To come later.
Grandiose Possessions: Cyrus now controls a large fortress known as the Ebon Citadel, and controls the Forest of Silence around it as his personal domain. He seeks a number of things for the fortress, as well:
1.) Some decent magical defenses.
2.) Soldiers to man the keep. He'd prefer something brand new and completely loyal, since that means he'd have his own unique army of terrifying, uniform Soldiers. As part of the deal he struck using Rael and Sarah's lives as bargaining chips, Cyrus has obtained his soldiers from the Nest.
3.) Competent Lieutenants to actually lead these soldiers into battle.
4.) Artifacts to add to his collection.
5.) A half-decent magical armory for said soldiers.
Normal Avatar by Thormag!
As of 3/8/14, give or take a few days, I will not have any internet connection at home for an indefinite period! Do not be surprised if I suddenly disappear for a long period of time.
Last edited by BladeofObliviom : 10-05-2011 at 10:36 PM.
Alias: Eliza. Not ‘robot!’ Gender: Female. Not a genderless robot! Race/Species: Human. Not a robot! Age: About 25. Not an ageless robot! Alignment: Neural helpful! Not robotic! Class/Profession: Shopkeeper! Not a robot! Power Rating: D+ ish, but not because she’s a robot! Description: A young woman with short brown hair and hazel eyes, she often seems to be completely zoned out behind her large, thick glasses. She commonly wears slacks and an Electronics Asylum T-shirt, but will wear a red sweater in the winter. Note that she uses glasses and a sweater; these are obvious evidence that she is not a robot. Personality: Somewhat ditzy, she has an amazing memory but can have trouble connecting cause and effect over time. Her personality is somewhat confusing; she may react to situations that are exactly alike in very different ways. When confused or in a very awkward situation, she may stop making sense entirely. Is sure she is not a robot. Equipment: The owner, proprietor, and employee of Electronics Asylum. She has a great abundance of technological items of varying sophistication and technological styles. Does not have anything installed in her, because she would have to be a robot to do that. Abilities: Very good with technology, and surprisingly organized despite her ditzy demeanor. Almost perfect memory, but has difficulty with recall. She is a good bit faster, stronger, tougher, and heavier than she seems to be. This is not because she is a robot! Backstory: She does not talk about it much, but she certainly is not a robot. Miscellaneous: (Is totally a robot)
Alias: Lillanthil, Evaine Prince Gender: Female Race: Half-(Devil)Succubus Age: 314 Class: Wizard Power Rating: B-
Not as full-figured and voluptuous as her mother, nor as lean and tight-bodied as her son, Evaine is nevertheless an extraordinary beauty, one who has only been enhanced, not muted by age. Her face is dominated by a pair of gently glowing orange eyes, and indeed she tends to present and carry herself as a beauty of warmth and boundless generosity, completely unlike (as Evaine would probably insist), the poisonous beauty of Morgana, which, like the Botanist's Doom Orchid, slays you even as you admire it, despite sharing in her mother's soft, caramel colored skin, lustrous waves of dark (if generously streaked with white) hair, and inviting curves.
For practicality's sake, Evaine tends to hide her more diabolical features using her shapeshifting during day-to-day affairs. A tail is an inconvenience, horns can be awkward, and wings are too large do anything but get caught in doorways and be a hindrance indoors, though she tends to keep her dresses backless (quite, quite backless), in case such things suddenly have a reason for existing.
Not much beyond jewelry. As a retired adventurer, it's likely that she possesses many relics from her adventurer days, which she might still be able to use if the situation ever calls for it. However, she considers those days to be largely behind her, so she will rarely, if ever, have significant magical artifacts or weapons on her person.
As a half-succubus, Evaine has a large number of inborn powers, courtesy of her fiendish heritage. She can change her appearance at whim, charm with her mere presence, hypnotize with a suggestion, and, in a pinch, shoot bolts of raw hellfire from her hands.
In addition to her innate powers, Evaine is a powerful wizard specializing in enchantment and deception. Centuries of experience have honed her magical prowess, making her a formidable mage with a deep knowledge of many forms of arcana.
Owner of Restaurante Enchante, in Mallside.
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.
Last edited by Kris on a Stick : 01-04-2014 at 04:52 PM.
Aliases: N/A Gender: Female Species: Human Profession: None Power Rating: E+
Description: Aleph is a short, thin teenager who looks a few years younger than she actually is. Her hair is of about shoulder length, and is a very pale brown, as if it were slightly bleached, and her eyes are of similar coloration, and slightly wide in shape. She tends to wear clothing of stark coloration, largely monochrome, with high preference towards white, gray, and brown. Altogether, her appearance makes her seem a little strange, perhaps not quite all there.
Personality: Her personality does nothing to help the impression that her appearance gives. While in many ways she seems to be a normal, if shy, girl, in others she seems quite unusual. She has a certain level of paranoia which manifests as a strong desire for her own safety, and a certain obsession with simplicity and absolutes when it comes to aesthetics. In combination with her extraordinarily precise memory and mathematical talents, Aleph is certainly an unusual person.
Equipment: Aleph owns little besides the clothes she wears, and does not rely on equipment.
Abilities: Aleph's main capabilities stem from her eidetic memory and the celerity and precision of her cognition. While her past makes it seem possible that she has other powers, so far she has displayed none.
Backstory: Largely vague, due to the bizarre lack in Aleph's usually perfect memory, which seems to indicate that her amnesia is psychological in nature. What she does recall clearly is her early life in Nevada, but from there her memory grows indistinct, and she can only relay vague memories of being taken in by an organization that ran countless experiments and tests on her, many of which were painful and resulted in varying mental difficulties for their duration. The next time she clearly recalls is her escape, during which time she used a dimensional rift to make it to Nexus.
I am experiencing computer troubles. My posting may be infrequent.
Species: Human Ghost
Power Rating: Low; though he's pretty much invulnerable unless you use ghost touch weapons, he can't do anything to you, either.
Description: Echo is a ghostly man in his late twenties. He wears jeans and a t-shirt. Visible without assistance.
Personality: To be developed in play.
Abilities: Er... Mimicry? Echo is only able to speak using words that someone else in the area said last, though he can use those from more than one person. He uses the exact voice and speech color of whoever said the word he's currently speaking.
Description: Talina is fairly tall, with shoulder length brown hair. She has piercing white eyes. She tends to wear robes of some sort, changing as the occasion requires; if she's going to be running, she'll wear jeans and a t-shirt, if attending a formal event, she'll probably put on a dress, etc..
Personality: To be developed in play.
Equipment: Not much. A dagger, several pouches of spell components, and a couple of potions.
Abilities: Transmutation magic, and a bit of summoning. The transmutation allows her to do things like unlock doors (as long as it's not too complex a lock), create a minor shielding effect, and other things of a similar power level.
She can currently only summon one creature at a time, and a fairly minor one, at that.
Backstory: Like most of my characters, to be developed as needed.
Plague Rat in the Playground
Originally Posted by Bad Apple (Tohou - English Version)
Maybe it's a dream; maybe nothing else is real
But it wouldn't mean a thing if I told you how I feel.
So I'm tired of all the pain, of the misery inside,
And I wish that I could live feeling nothing but the night...
Race: Molossa (Harpy, but switch bird with bat)
Class: Assistant/Healer/Bat lady!
Description: Nycca is about 5' tall. Pale and with silvery hair down to her shoulderblades, she hides her weak lilac eyes behind mirrored goggles. She wears a dark felt peacoat over varying tops, and has dull grey jeans with black legwarmers and street shoes. Oh, and bat wings coming from her back.
Abilities: Nycca can navigate in darkness and has keen senses, but her eyes are weak to daylight.
She can fly pretty well and climb too. She's learning some spells from Talina, and already is good at healing.
Equipment: Several knives. Spell-technician pouch and tools.
Personality: Nycca is a little bit lazy, but doesn't let it get in the way of being helpful, especially to her friends.
Decades ago, the Kerwan Institute of Science launched 150 of their HORNET-class spacecraft, each with a kidnapped test subject, from their orbital station into other parts of space. The craft, numbered 0 through 149, went all over the place. Through time warps, eldritch domains, cosmic radiation booples, and whatever is necessary for things to be cool. Data was constantly streamed back to the station.
The KIS intended that.
They didn't intend for 99 of them to return from space, but that's exactly what 99 of them did and/or are doing. They have or will return to earth, their occupants alive (mostly).
The station itself is now deserted; the KIS is dead and gone. But 99 beings sent into weird parts of space tend to come back a little less innocuous than before.
This is sort of a plot and sort of not; there will be a plot tied in, but it's also sort of an event... thing. Because opportunities for people to make weird things are fun!
Basically, here's what to do if you want to make a Hornet From Space:
Make 'em. That includes giving them a number, the number on the pod they were in. Thus we'll have things like Hornet 22 and stuff.
PM me a link to the character profile post and I'll put it in a table. That way we can make sure nobody makes a Hornet with the same number as an existing one.
Alias: Ash Gender:Female Race/Species:Thrashian (Wolf/Fox Mutant) Age: 29? Alignment: GEDotUSMC Class: Assassin. Power Level A- Description: Large Anthropomorphic female Wolf/Fox. 15' 8", But Capable of Changing Size At Will. DD Cup, Brown Fur with Tan Patches, Dirty Blonde Hair. Abilities:Immune To Most Weaponry. Heals from What she Isn't Immune to... Capable of Change size at her Whim. Equipment: .44 Magnum. Wrath of Amatersu GEDonium Katana.
Plasma Whip. Regular Black Leather Whip. 3 foot Heels. Personality: A *****y Lupine Dominatrax, Ashtrek Doesn't Care for Much other Than Her Team, Which She Protects with Motherly Instinct, And Chez, Her Mate. If you Manage to Piss her off... Well... You're Gonna Die. Unless you're S rank. But She knows not to Fight a S Rank. Backstory To come Eventually.
Last edited by Chezmarine : 12-01-2011 at 12:00 AM.
Name: Ariana Junrin Alias: AJ Race: Bird-like people, name currently unknown Age: Unknown, looks to be about 20, she thinks she's 19
AJ is tall, standing at 6'3". She has shaggy, light brown hair, ending just above her shoulders. Her eyes are yellow, but are shaped like normal human eyes. She has a lean, athletic build.
Sprouting from her back are a pair of brown wings. They're similar to those of a golden eagle. Except, they're on a person.
AJ also has a unique tattoo. It is a single line that comes to a point on both ends, and is an inch wide for most of it. It starts on her right forearm, spirals once up that arm, comes around her right shoulder, and across her upper chest. From there, it dives sharply under her left arm, crossing her back under her wings. It comes around to her front again, across her waist. It then spiral once down her left leg, ending on her shin.
A TekTek of her.
Having woken up in a room in Umbrella Corp., AJ doesn't really have much. She does have the armor she was wearing when they found her. It's made of leather, with steel plates attached. It consists of a winged helmet, breastplate, skirt-like bottom piece, pieces for upper and lower arms and legs, and pieces for the leading edge of her wings.
The breastplate has a design of a bird in flight surrounded by jagged lines. Similar design to the phoenix logo found on the hood of Pontiac Firebirds.
After a testing session, AJ discovered she is fairly skilled in wielding small hand axes.
AJ seems to be fairly easy going. She's taking the recent turn of events in stride. She makes friends easy enough.
Some memories that have returned have shown that she used to train soldiers, which implies that she must have had a stronger personality in the past. Whether she still has it or not remains to be seen.
AJ has a couple odd habits. Unsure if this is because of her previous culture or not, she usually doesn't wear shoes or underwear. She also has a huge liking for fish.
With the wings, AJ is fairly skilled at flying. The limits of her flight haven't been tested yet, and she doesn't remember.
Her senses, specifically sight, sound, and smell, are more developed than those of the average human.
The tattoo has some magical properties to it. This was discovered when AJ was accidentally sprayed with acid from the baby flumph she found. The acid completely destroyed her shirt. But, when it hit her, the tattoo glowed, and she was fine. The full extent of what it can do isn't known yet.
Due to a head injury, AJ didn't remember anything besides her initials when she wok up in Umbrella Corp. Slowly, some memories have returned.
She received the head injury while in the air, in her armor. She was in some kind of fight, thought the memory didn't show who she was fighting. She was hit in the back of the head and fell into the forest below, which is where she was discovered.
The second memory showed her at some kind of barracks, in her armor. She was starting to train new soldiers.
The third memory revealed her full name. It also showed her being promoted into something called the Elemental Forces. She thinks this one takes place after the second one.
The latest memory shows part of her initiation into the Elemental Forces. A person is exposed to several hazards, to test how their body reacts to it. This kind of torture lasts for hours. Then, a tattoo is painfully placed onto their body. This tattoo is supposed to increase a person's resistance to the elements they are weak to, and strengthen their connection to those they are strong with. This memory caused AJ to lose sleep as she relived the painful process.
Events since waking up:
AJ has met several new friends. She also seems to be developing a relationship with Myrmidon. He is much more into her than she is in him at the moment, but that can change.
In one of the testing rooms, AJ came across a presumably dead dire flumph. When she went to leave it, a baby flumph followed her. She's pretty much adopted him at this point, and at Myrmidon's suggestion, has named him Tireno. To her, Tireno is in the realm between a pet and a child.
University of Michigan Helmet design done by myself.
Quotes and goodies:
It was like The Lord of the Rings and All My Children had a baby with Macho Man Randy Savage and a Whac-A-Mole machine. - Bob the Skull
This is less like tingling, and more like horrible pain! - Ironman
Alias:T'port Race:Human (Magically enhanced) Age:14 years old Alignment:Neutral Good Power Level:D- Description/Backstory:
Jake T'port has grown up being bullied by bigger kids and people in his life. From a pair of abusive parents to schoolyard bullies, he hasn't had a fun life. Around 10 years old he started waking up in different inaccesible areas. (his roof, the neighbors roof, and most notably inside the Statue of Liberty) At 11 he found out that he could teleport around, but he didn't use the power because he was scared that he would be deemed a real freak and be even more mercilously bullied. Then at the age of 13 on the day before his 14th birthday, both his mother and father got drunk and both started to beat him severely. They threw him, punched him, and in general were cruel....so in a fit of fear his power saved him, and he ended up in the Nexus. He is scared of his new surroundings and is worried that this place will be like the last place.
Abilities:He can teleport up to 3 miles but that would leave him close to death and unless he was near a caring individual, he would surely die. Safely he can teleport up 1000 feet, but fearful of becoming an outcast has him worried about that...although seeing all these people with abilities that are similar has him more at ease. Equipment:Jake has his still bloodied gray shirt and torn blue jeans that he was wearing when he teleported. He has tennis shoes and socks, a rock he found in Outside where he lande and a copy of The Scarlet Letter with him but other than these items he has nothing. Personality:Even growing up beaten and bruised, T'port is a nice smart kid. When he could, he studied and learned, and tried his best in school. He never mocked anyone and just tried to be good. He wants to help others but he is wary of people that he doesn't know, lest he be drawn back into the circle of violence and defeat again.
Description: Caucasian, Green eyes and hair, hair is mid-back length but usually pulled into a high ponytail that reaches her shoulders. She is often seen wearing tight t-shirts and short shorts or skirts or small dresses, in basic colors with little to no pattern with a brightly colored flat shoe. She has an angel's wing tatoo on her right shoulder blade, about the size of the average man's handspan. Physical sturcture is curves that distract and hide muscles that would otherwise be considered scary, and a short-ish height of 5'4".
Personality: The most important thing to remember is that she is essentially bisexual, with a habbit of using men for sex and other alterior motives, while pursuing relationships more often with cute, inexperienced bisexual or homosexual women. She uses her physical abilities to defend herself from unwanted male attention and from the many mugging attempts she has had to deal with in her line of work, otherwise she will most likely use her other abilities to solve conflict, or to embarass and confuse straight women. She also tends to be rather sarcastic and open about her sexuality and preferences.
Equipment: In the purse she carries she always has extra hair elastics, pepper spray, a colapsable steel baseball bat, a pen/pencil and pad of paper, and one cell phone with attached gps locator.
Abilities: Pierce has exceptional physical strength, speed and dexterity and has been trained for years in different ways of self-defense, as well as having experience using most blunted weapons and a few bladed ones (Mostly just simple swods, and a war axe). Her personal ability is to increase the amount of pheremones she produces to attract and seduce almost any humanoid life form, as long as they have interest in other humanoid species. She also cannot become pregnant as a result of her mutation, with the exception being the magical reproduction properties of dragons and half dragons.
Backstory: Pierce and her older "brother" Sho were orphans who were pushed into an underground government operation when Pierce was twelve and Sho fifteen. The two were experimented on in the exact same way and both developed highly abnormal amounts of physical speed, strength and exterity. Both also developed other abilities that were very different from one another and the scientists who observed them made comments about the new "abilities" being different in each gender. Two years later, shortly before Sho turned seventeen, Pierce watched him forced into combat with real people, fighting for his life. Soon he was shown to have experience enough to be "released onto the feild" and sent him off to an unknown war in a distant country. After his very first battle, Sho disappeared and Pierce heard a scientist declare him dead nearly six months later. That night she broke out of the lab she'd been living in and when the scientists came looking for her, she threatened to expose their entire operation if they tried to send her back. Since then, Pierce graduated college and works at a local newspaper reviewing clubs and bars in the city.
Miscellaneous: Pierce does have a weakness when it comes to men; someone who rushes headfirst into danger when his physique makes it appear that he will lose impresses her greatly. She also likes a man in a cape.
Last edited by CreatedSister : 09-21-2011 at 10:18 AM.
Description: Iamar is 5’ 7”, and has the build of someone who is almost constantly on the move - lean, yet still with a hint of muscle. Her body in general is not all that curvy, but she still manages to be somewhat attractive. She has tanned skin, brown eyes, and black hair that is very short. Her left ring finger has been cut off in favor of the hidden blade.
She is virtually never seen outside of her Assassin’s robes. They are predominantly white and red in color, and are designed to move with the wearer. Her face is usually obscured by the hood of the robes. All of her weapons are carried openly, with the exception of the hidden blade.
Personality: Iamar is quiet, although not really that shy. She believes that the words used by most are rather frivolous, and only tends to say what she thinks needs to be said. The Assassin is humble, believing that those who boast are more insecure of their abilities. She also is nearly impossible to anger.
Like the rest of her Order, Iamar believes in fighting for peace in all things, and for the free will of the people. She also very much despises those who seek to control the will of others, like the rest of the Order. She firmly obeys the Creed, and is willing to kill in order to protect the innocent.
- Assassin’s armor. It’s hardened leather, and protects the feet and shins, chest, shoulders, and wrists.
- Short sword.
- Throwing knives (usually in quantities of 10 or 15.)
- Hand crossbow.
- Hidden Blade. This is a small, retractable blade attached to the underside of her left wrist, designed to extend upon the flexing of certain muscles.
Abilities: Like most high-ranking Assassins, Iamar is an expert melee fighter. Her style relies on deception and counter-attacks. She almost never directly blocks an attack, preferring to dodge and get close enough to strike with her hidden blade. She’s also very accurate with her crossbow. When not fighting, she is very good at free-running to make a quick escape. The Assassin is able to not only survive falls from incredible heights, but get up and walk away unscathed.
Outside of battle, she is a reasonably skilled blacksmith, able to repair most weapons and even make a few. She has a good knowledge of proper espionage, and has a knack for disguises.
Iamar is one of the few Assassins that possesses the gift of Eagle Vision. This is a sixth sense of sorts, granting extra awareness in many forms. Her field of vision is vastly improved when using this, she can see people's base auras, and illusions never work on her. When concentrating particularly hard, she can track people's footsteps.
Alias: Leo Gender: Male Race: Neko/Catboy Age: 25 Alignment: Chaotic Good Class/Profession: Being an older brother Power Level: C+ Appearance: Personality: He has a tough, strong personality, but years of being an older brother have given him a sweet side. He is kind and gentle, and loves cats. His favorite animal is the Lion. Miscellaneous: He is the eldest sibling of the Zodiac family.
Alias: Aquarius Gender: Female Race: Merfolk Age: 23 Alignment: Chaotic Neutral Profession: Princess Power Rating: D+ Appearance: Personality: She's a snob, but a lovable one. She has always been the girly girl of the Zodiac family. Backstory: She recently married into a royal merfolk family.
Alias: Aries Female Age: 22 Race: Zodiac Human Alignment: Chaotic Neutral Profession: Swordswoman Power Rating: Description:
Personality: Fiery, Passionate, Intelligent, Brash Equipment: Twin Scimitars, Custom Leather Armor, various gifts from exotic places. Ablities: She can use the horns on her head as a battering ram. She's an impressive swordswoman. Her coat keeps her quite warm. When she gets mad her hands and her blades begin to heat up and sometimes sparks are even seen on them when she is particularly angry. Back Story:(Just the recent history) Ariel left home at the age of 18 to explore exotic places for herself. She was actually kidnapped for a year(which she has yet to tell her family) and the people that kidnapped her tried to get information about her family. She was only able to escape by an act of pyromancy that she can still not explain. She was able to cut through her chains by superheating the chains until they melted. Since then she has been trying to use her pyromancy again but to no avail. She spent the last two years putting distance between her and her kidnappers until she finally decided it was safe to go home. She is almost home...
Alignment: Chaotic Neutral, just about.
Power Rating: Around D+
Description:Armin has loose black oily hair reaching, at it's longest point, down to his ears. They half-frame the bluey eyes that flicker around him to take in the scenery of wherever he is. He rarely can meet the eyes of those he talks to. The leather Armour, long etched with use, could use a clean, and his shirt and pants look ragged. His feet have nothing on them, as he couldn't be bothered getting shoes.
He also walks around with the sword he talks to like a friend, more description in the Equipment Section.
Personality: Sarcastic, but loyal. Mr El will take any excuse to make a sharp, biting, comment, and will often even throw them around during a battle. He is also very neutral when it comes to others, with reactions ranging from a 'go away or I'll kill you' reaction, to a nice, pleasant, hello. Often somewhere inbetween. He seems to not really have a stable reaction.
Equipment: Tes'ther, the longsword he carries around. No, it's not magical, or even special in any way, other than it appears to be forged so well that it would take a lot to break. He, however, acts as if it were the most wonderful treasure in the world. And will often react quite violently to anyone who dares insult the blade.
Abilities: Trained Swordsman....
Backstory: To be worked on.(Or conveniently forgotten.)
Alias: Lord EtherAin, High Counciler
Age: 412(About. Around 40 for a Human.)
Alignment: Lawful Neutral
Power Rating: D - D+
Description:A taller Elf, Ethesius has long, thin features and pearcing storm-gray eyes. His Silver hair is bound in one stream down to his lower back, and is usually found either braided, or otherwise tied. He is very thin, and has been called 'stick-elf' by those wishing to derogitorize him. He wears only the Green and Silver of his house, often in long robes or a loose shirt and pants.
Personality: Ethesius is a slow thinker, usually plotting out plans and battles long before they've even started. He generally will contemplate for a long time on any subject before making a decision, but can get somewhat irrational when plans do not go to .. um, plan... Anyways. He rarely makes a snap decision, and will often berate his subordinates on doing so without good reason.
Equipment: Robes... And a ceremonial sword.
Abilities: Basic Elfen magical thingies.
Backstory: In their world, The EtherAin house was a very prestigeous house, it being said that in the matters of state, Ethesius is the first that the King of the Elves go to. Often clashing with the lord of the armies and his house, FeyClaw, they've long had a bitter rivalry, trying to remove the other from any place of influence. The back and forth plots have marred generations of this otherwise house of good reputation.
Recently, some temporal time flux has brought both EtherAin and FeyClaw to the Nexus, and they both blame the other for doing whatever it was that brought them here. This also sparked the otherwise subtle battle into open warfare, between the two houses, their guards, and whatever mercenaries they can find.
Alias: Lord FeyClaw, Lord of Battle
Age: 459(About. Around 43 or so for a Human.)
Alignment: Lawful Neutral
Power Rating: D+ - C-
Description:Not quite as tall as the usual elf, Utheil is strong and has a whipcord body. His Dark Emerald eyes stare out from behind the dark hair that is often bound back by a headband. He always is found in armour, all in the Red and Gold of House FeyClaw.
Personality: Utheil is a battlefield planner, often being able to fix the original strategy on a moment's decisive manouver. He is experienced in the art of warfare, and often thinks of anything as a battle, whether it even be trade dealings. He grows angry quickly, his temper often flaring at a moment's notice.
Equipment: Armour. Sword. Bow. Knife. Etc.
Abilities: Basic Elfen magical thingies.
Backstory: In their world, The FeyClaw house was a very prestigeous house, it being said that in the matters of military, Utheil is the first that the King of the Elves go to. Often clashing with the lord of the trade and his house, EtherAin, they've long had a bitter rivalry, trying to remove the other from any place of influence. The back and forth plots have marred generations of this otherwise house of good reputation.
Recently, some temporal time flux has brought both EtherAin and FeyClaw to the Nexus, and they both blame the other for doing whatever it was that brought them here. This also sparked the otherwise subtle battle into open warfare, between the two houses, their guards, and whatever mercenaries they can find.
"Trust bladescape, Shadow of Doubt,"
My almighty and all knowing extended Signature lies HERE! Now includes awesome quotes!
If I'm needed in a FFRP scene, or someone has an idea for one of my characters, PM me. It's more likely to be received than anything else.
Race/Species: Half Elf
Alignment: Chaotic Good
Power Rating: D+ - C-
Personality: Kind and caring. Used to be very naive. Easily excitable and loving. With recent happenings, has grown weary and empty looking.
Abilities: Basic elven and druidic abilities.
Backstory: Ari was born to a pair of circus performers named Rob and Janna Wolfsbane. They belonged to a traveling circus. When Ari was about 16 the circus accidentally left her behind so she joined HALO. Eventually she got pregnant and so married Matthew Goswell and had twins by him, Lina and Nic. Ari once ran back to the circus and when she came back found that Matt was engaged to someone else. They were all about to get married again when Ari was kidnapped. She was forced to kill her kidnappers and escape. Now she is back in HALO.
Race/Species: Half Elf
Alignment: Neutral Good
Power Rating: D+ - C-
Personality: Jezzie has a little bit more of a stable head on her shoulders than her sister. She's quiet and smart. While she doesn't have the head for strategy and plans, she does know well enough to think before starting a fight. She loves to fight and she loves the peace and quiet.
Equipment: Bow and arrows
Abilities: Basic elven and ranger abilities.
Backstory: Jezzie came to HALO a few years ago when her sister came back because she decided the circus life wasn't for her. Since then she's been helping in any way she can. She recently went on an adventure with her boyfriend Cruik and he disappeared.
Personality: Cass is a little fiery. She has a bit of a temper. She is also a bit full of herself and a little more confident in her abilities than she should be. Besides that, she's pretty loyal and a nice enough person once you get to know her and get past how in your face she can be.
Equipment: Bow and arrows
Abilities: Her eyes have hidden lasers behind them, high agility
Backstory: Unknown for now.
Alias: None Gender: Can be both, prefers male, like his creator. Race/Species: Shapeshifter, artificial creation Age: 3 years, but can appear any age Alignment: Originally True Neutral, then Neutral Good, then Neutral Evil. Class/Profession: Assassin Power Rating: 4 on Quinsar's scale, probably close to C+ on Neon's Description:
Personality: He is quiet, and cold. There was warmth in his heart before, but it is missing now. Life itself has lost its beauty, and he seeks not for any more than the next job, the next kill.
Equipment: MageWeave Clothing, capable of changing form with him. A wizard wand. Assassin Dagger.
Abilities: Jonlas's primary ability is to assume the shape and physical abilities of any living creature, from ferrets to other people. He usually defaults to a human form, or a ferret.
Jonlas IV was the artificial creation of the wizard Jonlas Lankhannen. He was the fourth incarnation, but the first to be given sentience. He was formed from the combination of both corpses of various magical and mundane creatures, along with specially-mixed alchemical components. With the ability to shift his form into any living creature that he has seen, the wizard Lankhannen used him to spy on his enemies and assassinate those who caused him trouble.
After performing an assassination on a rival wizard, Jonlas happened upon the woman’s library. Curiosity and naivety overcame his directive from Lankhannen, and he opened a tome about a place called “The Town.” After spending hours perusing the dead wizard’s library, Jonlas decided to find this place called “Town.” Taking a single wand from his target’s study, and the book on The Town’s history, Jonlas headed out on foot. The journey was long… and harsh, but Jonlas eventually arrived in Town, nearly collapsing in the streets from hunger and exhaustion.
There, he was taken in and befriended by Rabbit, and he lived in her home in happiness while entertaining her and her guests usually as a ferret. He grew closer to Reinholdt and become fanatically loyal to the both of them, content that he had put behind his assassin’s past. When their child become the incarnation of the apocalypse Jonlas, ignorant of the child’s evil, took up arms to defend him against the heroes who sought to stop him. The apocalypse child empowered the hapless shapeshift with the power of demonkind and Jonlas lost himself to an orgy of slaughter. When all had ended, and Jonlas regained mental clarity and realized what he had done and what he had willingly given himself to, he broke. He fled, on a murderous frenzy and had never been seen or heard from again.
Alias: Blondie, also The Vault Klepto. Gender: Male Race/Species: Human Age: 17 Alignment: Chaotic Good Class/Profession: Wanderer and Thief Power Rating: D Description: As his nickname implies, Justin has a head of blond, wavy hair. He’s also skinny and quick, great for sneaking about and avoiding gunfire. His attire is his standard issue Vault 47 jumpsuit, which is blue in color with yellow around the collar, down the front zipper, and across the belt. The same one he’s been wearing for over a year. Though he’s probably patched it up so many times, it’s more patch job than jumpsuit by now.
Drawn by me:
Personality: Justin is generally friendly and kind to everyone he meets. Valuing first impressions, he’ll greet people with a smile and wait until they leave the room to drop their silverware down his sleeve. Justin is a bit of a kleptomaniac. He’s a very casual thief and will swipe almost anything that isn’t guarded, whether or not it’s of any use to him. He’ll hold back the urge to steal from friends, though. To steal anything important, at least. On the flipside, he’s incredibly defensive of his personal property. Touching his stuff causes him to drop his usually friendly attitude for yelling, screaming, biting, and laser fire. Despite his habits and maybe a bit to make up for them, Justin genuinely tries to be as good a person as he can. Equipment:
-Like all Vaulties, he has a Pip-boy 3000 A-series. A lightweight, wrist mounted computer that serves multiple functions, including objective tracking, inventory management, health management, and navigation.
-His jumpsuit pockets are full of tiny maintenance tools.
-A kevlar vest.
-An energy rifle and an energy pistol, along with lots and lots of ammo for them.
-A pink shovel with a pretty flower on it. It was a gift.
-A colonial blaster gun and a healthy supply of ammo for it.
-In his duffle bag, along with the ammo, there are hundreds of bottle caps, several bundles of pre war money, ammunition for weapons he doesn’t own, a bottle Vodka that he doesn’t drink, shoelaces, silverware, candy bars, soda pop, paper clips, a box of plastic bags, and two pairs confederate army uniform pants, and costume jewelery, and all loose objects are kept in plastic baggies. It’s a fairly large duffle bag, in case you’re wondering.
-He's in possession of a good number of gold coins and jewels. Along with several treasure maps that may be worth either a lot or absolutely worthless.
Abilities: Blondie's abilities are best described in the system of his homeland: S.P.E.C.I.A.L.
Strength: Lightweight. He's scrawny and short, in contrast to his older sister, who's quite tall. He can't lift much or punch very hard. He can almost never win a straight fist fight, but he's an expert at not fighting fair.
Perception: Eagle-eyed. Justin has good eyes and ears, and excellent night vision. He has great aim and can see minute details, like when picking a lock.
Endurance: Atlas-like. This was trained into him by life in the wasteland. While he can't lift heavy things, he can (and often does) carry heavy weights in his pack and walk for miles without seeming to get tired.
Charisma: Ho-hum. While he's not necessarily bad looking, he often refuses to brush his hair or change his old jumpsuit. He also lacks some social skills. While he's an expert liar, he has a hard time being genuine with people.
Intelligence: Smartypants. He's very bright, and clever. He's well trained in the sciences and can think out simple solutions to complex problems. He can hack computers, mix chemicals, fix robots, and grow plants. He has high Science.
Agility: Graceful. Justin prides himself on his speed and agility. He can be quite the tumbler and acrobat, as well as adept with his hands. He's an expert pickpocket, card shark, and a lock pick. He can also maneuver and seek cheap shots in fights.
Luck: Footless rabbit. It's a good thing he's a cheater, because he'd never win poker game otherwise. Bad things happen to Justin, he's just not that lucky. It's mostly karmic. Poor bastard.
In the late half of the 21st century, China and the United States waged war for the resources needed to maintain their massive populations. This war eventually burned the Earth into a nuclear wasteland. Before the bombs dropped several hundred thousand people hoped to shelter themselves in underground safe houses called Vaults. But the vaults were never meant to save anybody. In truth, the majority of Vaults were actually designed as social and military experiments.
One such Vault was Vault number 47, a study of the human condition under a Kleptocracy, a system were you only own what steal and what you can protect from being stolen. Somehow, through miracle or blind luck, the Vault managed to survive, constantly teetering between a utopia, where all that was needed was shared, and an oppressive state of fear, where those who can take do and those who don’t die.
Justin Mine was unlucky enough to be born during the despotic rein of an overseer who ran most of the gangs before rising to the position. He was treated like crap same as everyone else. Unlike the rest, he got sick of it, and hatched a plan to take the overseer position for himself. Things got… intense. Words were spoken, weapons were stolen, bullets met heads, and a sixteen year old boy was forced to leave his home in fear for his life.
Luck sneered upon him again, as he climbed out of the vault under the Five Points Station in Atlanta, Georgia. He poked his head up into the territory of the Neo-Confederates, a group dedicated to restoring the South to mirror its days of glory before the Civil War.
He had many adventures and gained and lost many friends and enemies. In his own strange ways, (a mix of kleptomania, moral fiber, and excellent application of laser fire) he managed to deal blow after blow to the Neo-Confederacy. Eventually the people of Georgia managed to rise up and remove the Confederates from power, creating the United State of Atlanta in its place. Satisfied with the work done, he wandered out west and has somehow found his way to Nexus. He currently thinks he’s in Alabama.
Last edited by OrchestraHc : 01-01-2013 at 05:02 AM.
Description: A man wearing grey robes and a blue and red cape. His hood is up, and there is a bandana covering most of his face. All you see are his eyes, both of which are grey, always moving, showing that this seemingly drowsy, unaware person is the exact opposite.
Personality: Leonardo doesn’t talk much. He uses body language to signify most things. Despite this, his mind is always active and searching for any little oddity in his surroundings. He doesn’t like carrying weapons, preferring to turn his opponents’ arms against them.
Equipment: Grey Assassin’s outfit, blue and black cape, grey bandana, hidden blade, 50 ft. rope.
Abilities: Leonardo has trained himself to use everything about his opponents against them--from battle tactics to psychological problems to their own weapons.
Backstory: Leonardo was framed for murder at a young age by his father. He wandered Rome for years until the guards finally caught him. Luckily, a member of the Assassin’s Brotherhood saved him and inducted him into the Brotherhood. He had been serving under the Assassins until the Nexus pulled him in, where he puts everything he learned about survival to use.
Awesome Faerie by Ceika
The following sentence is true. The previous sentence is false. This sentence is false. I'm lying.
Description: Little is known about Skaan, though her upbringing was largely uneventful. Living on the streets most of her life, she is barely educated and weak - only barely strong enough to survive on a day-to-day basis. Unable to speak or create sounds that are anything more than a dry croak, squeak or cooing noise, Skaan has had to survive and communicate without words - though being a crab-girl she has a very flexible diet for anything dead or dying, meaning that she is able to eat what most people would not.
Last edited by Darklord Bright : 04-05-2012 at 11:00 AM.