Waggleton Percival Tallylicker the Third, Esquire
Indubitably my good chap!
Alias: Well I do say, I've been called a great number of things in my life but none I'd care to be called again! Gender: Gentleman! Race: Tyrannosaurus Rex Age: I am the ripe old age of thirty-seven Profession: Personal Injury Attorney
Description: I'm quite a bit smaller than my larger brethren, only coming up to about six inches tall. I happen to wear a dashing tophat and monocle and carry around a nicely-made cane topped with a jewel of unknown variety.
Abilities: Abilities? Eh wot? Well I guess I'm a particularly personable fellow. Other than that I'm not quite sure.....
Equipment: My hat does seem to have a bit of a magical property. It can hold just about anything I put into it including myself! As much I have a variety of different items I keep in it that I do not wish to discuss further.
Originally Posted by C'nor
"Then next time, don't build your block house in his territory, dear. Now please stop trying to mindcontrol the daughter of someone who could lock us both inside our own heads for the next million years or so, alright?"
Yohalles, the Wanderer
Lonel, Gentleman Luck
Jongo, God of Sea-Life
Thankyou Raven for the brain-bleach worthy avatar.
Composed of five Ice Elves, the Sabertooths are an elite force of warriors. They cost a pretty penny and always demand a portion of the spoils, but their prowess and tenacity proves their high cost is worth it.
While a more or less informal organization, the Sabertooths are composed of mostly Lawful individuals and adheres to a strict warrior's code. To be a Sabertooth is to fight with courage and honour. A Sabertooth can be identified by the thick fur cloaks they wear, taken from their namesakes.
They are lead by Moon Called and their ranks are as follows.
The second in command, the weight of leading the Sabertooths falls to Kavel should they become separated or anything happens to Moon Called. He's perhaps the most serious about his responsibilities of the group, and in a lot of ways Kavel provides the structure that the Sabertooths needs. Stoic and taciturn, not much escapes his notice. Tavish's older brother. Weapons: Kavel specializes in ranged combat, providing support for the others from a distance. He favours a deadwood crossbow, carved from the burnt corpse of one of the few trees that grows in the Whitesun Wasteland. While extraordinarily light and easy to handle, bolts fired from this crossbow have the force of a bullet fired from a high-calibre rifle. In addition to normal bolts, Kavel also has a quiver of hollow bolts containing a liquid that explodes violently when the bolts break on their target. He's also proficient in melee combat, although not as much as the others. He fights with a two-handed, thin, mythril longblade. The longblade is mundane in nature, but it is wickedly sharp, strong and light. Armour: His is the lightest armour of the group, made to allow as much mobility as possible. Each joint is beautifully wrought to provide a full range of movement, and the metal is thin and light. Unlike the others', his isn't enchanted as the manifestation of the spell gives off too much light. If engaged in melee, Keval is more likely to disengage than push the matter.
Tavish helped Moon Called to found the Sabertooths and has been a member since their formation. Though their ranks have changed - members are slain or leave and are eventually replaced - Tavish has been through it all. She and Moon Called are close friends. The years have desensitized her to violence to the point where it takes the most horrid of war crimes to phase her. She provides an adviser to Moon Called and is somewhat of a therapist to the others. Keval's younger sister. Weapons: Favouring a quick and deadly fighting style, Tavish fights with a glaive. The mithril blade is set in an oak staff keeps the enemy at bay and whistles through the air to make quick work of an opponent. Against mounted opponents, she uses her glaive to gut or cripple their horses. A red cloth is tied around the staff where it the blade is set into it. The cloth provides a distraction, as does the enchantment that bends the light around the end of the weapon. It appears a second and a half behind where it should be, making it all the harder to dodge or deflect. Tavish also carries a shortsword, should an opponent make it past the reach of her glaive. The light weapon seems to almost be alive, springing into her hand when she holds it open. It can be drawn in an instant, ready to fend off her attacker. Armour: Tavish wears the standard armour of a Sabertooth. Forged from the finest steel and decorated with finely wrought silver depicting a rampant sabertooth tiger on her gauntlets and chestpiece. The armour is enchanted with a forcefield that only activates if something is trying to breach the armour. It is penetrable only by air, but heat and cold are conveyed as normal. The forcefield has a short duration and requires a lot of energy. If it's kept active for too long it will draw on the person wearing it for energy.
The newest member of the Sabertooths, but by no means the least powerful member. Mallod is the kid-sister of the group. She's cheerful, eager and often times impatient. Above all she wants to prove herself to the hardened warriors she fights with, and so is more likely to take dangerous risks if she thinks the pay-off is worth it. Weapons: Mallod fights with a pair of vampire blades, Laiaba and Demi. The viciously curved and serrated scimitars were looted from a necromancer's keep and seemed to take to her. To a sharp-eyed observer they almost seem alive, shimmering in time to her breathing. When they pierce the flesh of an enemy, they absorb his blood. A few moments with a vampire blade embedded in one's body can result in litres of blood lost. Mallod gets no benefit from their thirst, apart from a weakened opponent. She also carries a crossbow, since she's often assigned to hang back and protect Kavel. Armour: Standard.
Coming soon. Weapons: Sevran fights with a longsword and a set of five razor-sharp chakram. He throws the round, flat and circular disks as he engages, knocking weapons out of hands and severing limbs. The longsword, stolen from a paladin, strikes with flashes of light and Holy energy, and casts off a bright light at Sevran's discretion. Armour: Standard.
"You tied your wings on tightly but they always come undone" ~ ClumsyMonkey, Montreal
Beautiful red panda avatar by Eldar Tsufo!
Alias: none Gender: Male Race/Species: anthropomorphic polar bear Age: 25 Alignment: LN Class/Profession:bounty hunter/vigilante Power Rating: 3 Description: an 8 foot tall anthropomorphic polar bear (with muzzle) right eye is red left eye is blue he is wearing a ranger armor without the gas mask Personality[/b]: he appears to intimidating but he is very nice but he does have a dark side let’s just leave it at that Equipment: he is equip with a custom 600 magnum revolver with incendiary ammo and a AA12 (frag 12 rounds) and a combat knife and ranger armor which can stop 5.56 rounds. some pipe bombs he also has his claws Abilities: very good with all firearms can craft almost all types of ammo he can make swords knifes and firearms he is very strong and even for his size he can move fast for powers he got shadow sprint which allows him to move in forward at extremely fast speed light killer shuts of all light bulbs within a 50 meter radius for around 10 minutes Backstory: He cannot remember anything before the age of 15, the only thing he can remember is his name and his age. When he woke up there was bodies all around him and he was covered in blood fearing what might happen he ran away he does not know where he gets his powers. Miscellaneous: he does not mind the taste of human
Name: Peggles is the nickname given to him by Hoffy. His real name is unknown
Age: 35 in giraffe years
Alignment: True Neutral. He doesn't care about anything except cabbages and Hoffy's orders (if he feels like it).
Power Rating: 2 when normal. 4 in chili pepper mode.
Description: Peggles looks just like an ordinary giraffe. Except for the fact he only has one leg, a peg leg on his one leg, and an eyepatch.
Personality: Peggles is usually grumpy, and doesn't really care about other's problems. He is very good at sensing a person's true nature (animal instinct). He tries not to care, but he does have a soft spot for anyone he trusts.
Equipment: Pegleg. That's it.
Abilities: Eating a pepper turns him on fire (chili pepper mode). When in chili pepper mode, Peggles will rampage around, violently burning and destroying anything in his path. Once burning, Peggles is pratically impossible to stop.
Backstory: Peggles history is unknown. Hoffy got him from CMTODibbler's shipping wizards from who knows where. Anything revealed will be added as time goes by.
Gender: Both/Neither but refers to 'himself' in a masculine manner
Race/Species: Anthromorphic Worm
Age: 30 in worm years
Alignment: True Neutral/Neutral Evil. He cares about himself, fighting, and money
Description: Johnny looks like a really stocky earthworm except he's three feet tall. He also has eyes, a mouth, and two arms that end in hands with three fingers and a thumb each.
Personality: Johnny is always grumpy. His wary trust is rarely extended, and even then only for a nisson(as in he minorly trusts his allies in whatever mission he's on)
Equipment: A wide variety of weapons no-one is sure sure how or where he stores.
Abilities: Besides being damn good with any weapon you can shoot, swing, or toss, 'he' can asexually reproduce but it's very painful and involves cutting himself in half.
Originally Posted by C'nor
"Then next time, don't build your block house in his territory, dear. Now please stop trying to mindcontrol the daughter of someone who could lock us both inside our own heads for the next million years or so, alright?"
Yohalles, the Wanderer
Lonel, Gentleman Luck
Jongo, God of Sea-Life
Thankyou Raven for the brain-bleach worthy avatar.
Audra Alias: Tempest, Maiden of the Winds, Wind Caller, Storm Heart Gender: Female Race/Species: a storm spirit Age: 206
Alignment: Chaotic Neutral. Prone to flights of fancy that have little to do with anything that is occurring around her. She also has a great passion for travel and is not fond of anything that would restrict her movement.
Class/Profession: Audra is one of the many storm spirits looks after the storms as they meander across the world so that they do not get lost along their way. She also is able to bring the storm to those who know how to get her attention; likewise she is also able to take it away. Her actions are usually beneficial to what is necessary to the land due to being a spirit of nature she has a keen knack for knowing just where rain is needed.
Power Rating: Rank A-. Audra has some amount of power in the area of weather control and other magic related to the weather. However much power she has she is just more likely to fly off and leave whatever it is that bothers her on the ground, or far behind since she can move incredibly fast once in the sky.
Description: Audra looks like a young girl with long white hair who is robed in a flowing long sleeve dress of blue and white. She is not that tall but has an incredible grace to her. Her eyes are very blue and her nose is small and pert, she is often times seen with a big smile. Her skin is very pale to the point of her appearing ghostly. When angered her dress changes to a dark grey and some small amount of electricity can bee seen coursing across her, this is a very rare thing to see however.
Personality: Audra is often times very carefree and cheerful. She is finicky however and prone to slight mood swings but nothing very severe. At worst she is highly melodramatic and will often times mope around but other times she is playful too the point of being antagonistic to everyone around her. She does not actively pursue any harm to people, unless extremely provoked, but will often times give off small shocks to either be playful or to show dislike of an action.
Equipment: Audra has very few items that she keeps in her possession but she does have a small pouch that she keeps at her side that holds a few different items. One of her favorite items is a small pipe which she will often smoke and blow out smoke shapes with. Another item she has is a fiddle that she likes to play while it rains, faster the song the stronger the storm. And her final item that she has in her possession is an engraved staff of cherry wood that has engraved gold heads on either side. This staff is what she uses to usher the clouds around as a shepherd uses a stick with his flock of sheep.
Abilities: Audra has very strong weather related abilities that usually have to do with wind, rain and lightning. The power she uses is her flight and her control of clouds since her preferred mode of travel is laying on a small cloud as it carries her around from place to place but she is also able to travel on a bolt of lightning to get to locations very fast. Audra is able to create shocks of electricity but rarely does so due to many scenarios not needing lethal force and more often then not she will simply blow them away and leave the area in a huff.
Backstory: Audra is the 75th storm spirit to be created. She was formed out of a summer rain cloud and thus she took on many of the traits related to it. She spent a good amount of years doing her work until, as many storm spirits do, she became curious of the world that she ushered the rain on. She began to come down and converse with different people and joined in on different events that were going on. She gained a great love of the fiddle during her visits and actually gained one from a man whom she made a deal with to give rain to them for the growing season, she also was able to win a finely carved pipe in a race. All of her fun however caused her slack on her duties and one time her cloud drifted off into a desert where a good amount of it dissipated. Now she only has a small cloud that she keeps very close to her and is not allowed to go back to her duties until she has properly learnt her lesson. This means only her cloud will actually listen to her and her staff holds no power to usher the clouds.
Miscellaneous: The small cloud has a personality like that of a dog but few truly are able to see it like Audra can since she is linked to that cloud specifically.
"To live is to dream; to die is to awaken"
- La Bamba
“Believe in the ideal, not the idol.”
"Those who flow through life, as life flows, feel no wear... feel no tear... need no mending... no repair."
-Compassion: Much less effective on soul eating monsters.
Desc: Normally, she is a fairly average-looking, somewhat skinny girl, usually wearing a hoodie over the t-shirt. She's pretty, but not remarkable.
As Sziene... what.
Desc: Normally, she looks like this, a fairly average, if a bit scrawny, civilian girl.
As Lady Jupiter, she looks kind of like, well... ding. She hides her eyes behind shades, changes her hair's color, and seems taller with those shoes. She also, y'know, looks like the most ridiculous person ever.
True Seeing (strenuous)
Alias: Breaker-Of-Oaths, Runt, things of this nature. Though she will never suffer being called these to her face.
Alignment: CN bordering on CE
Class/Profession: Barbarian that can't stand nature.
Power Rating: C or so in combat, D or so in most other things, E or so in wilderness survival.
Description: Xerga essentially looks like what an attractive warrior-woman would look like if one removed the attractiveness, by doing something such as making her a Half-Orc.
Personality: Has immense inferiority complex, which she demonstrates through aggression--especially towards people who out her on her incompetence.
Equipment: A slightly magical greataxe that gives great power to the worthy...which unfortunately she isn't, but...
Abilities: "Hitting things over the head" sums all her skills up.
Backstory: The short version is that she was the tribal screwup in a tribe that consisted of both humans and orcs--she couldn't even pass basic survival tests, and eventually got a large portion of her tribe killed. She now serves the evil, shadowy figure that prevented her from also being killed, though she's been waylaid from her duties.
“It is not the critic who counts; not the man who points out how the strong man stumbles, or where the doer of deeds could have done them better. The credit belongs to the man who is actually in the arena, whose face is marred by dust and sweat and blood; who strives valiantly; who errs, who comes short again and again, because there is no effort without error and shortcoming; but who does actually strive to do the deeds;
Alignment: Lawful Good
Power Rating: E+
Description: Tall, skinny brown-haired green eyed Caucasian male. Wears a white lab coat over a green shirt, sweats, and neatly tied sneakers.
Equipment: A list of tasks, a pen, Stethoscope
Abilities: He's knowledgeable in numerous scientific and medical fields. That's...pretty much it.
Backstory: Is the son of Maxios Baxterofski.
Miscellaneous: Anything else that you wanna put down.
Artifical intelligence is no match for natural stupidity
Originally Posted by Rogerd
Strike me down and I'll clean the floor faster than you can imagine
Appearance: Tanned skin and dark brown hair. His superhero costume is a white jumpsuit, with a blue five point star taking up most of the chest, and red gloves and boots, as well as a red domino mask. His street clothes follow a similar color scheme of red, white, and blue, though white is very much downplayed.
Personality: Young Star is rash to start. He's often the first into the fray and rarely thinks ahead of time. He's not violent, though, and will always place civilian lives in priority to fighting. It's very much his preference to come up with ideas in the thick of it. He shows a flair for creatively working around situations he can't just punch or push through. He dubs these solutions "Punching Creatively," normally because that's often the last step or even the goal of the solution.
Equipment: He doesn't normally perform his heroics with gadgets or weapons. His suit has little special about it but under the blue star is a layer of kevlar to protect himself from bullets.
Abilities: He's a flying hammer really. His primary strength is his... strength. With his super strength he can lift heavy cars over his head and put a good dent in metal with a standard punch. He's also quite durable from pure blunt impact, but can't weather bullets and knives very well.
His other superpower is flight. He's capable of flying under his own will about as fast as a speeding car and has perfect control over speed and direction, able to stop practically on a dime.
His non super power is that he's a pretty good boxer, taught by his mentor Dober-Man he can rough it with people as strong as e is through skill rather than force.
Backstory: maybe later.
Pirate Justin avatar by myself. Emmi avatar by Gulaghar, Much Thanks!
Description: While Cynthia is a natural shapeshifter, she has one form that bests suits her personality. She is almost always in this form, which is that of a ten year old girl. Although she has obvious demonic traits, she is, quite simply, adorable. Her skin is a dark red colour and her eyes give the impression of soulless, black pits. She often keeps her wavy, black hair in pigtails. Her ears are somewhat large and resemble those of a bat. She has a thin, flexible tail and her teeth are sharp.
Personality: She is quite young and has the mentality of a child. Cynthia can be quite mischievous and is immoral at best. She has quite the manipulative streak, and won't hesitate to use her looks and the glamour she projects to get her way.
Abilities: Cynthia constantly projects a powerful glamour toward those around her. The effect is effectively to enamor those she interacts with to her. It hinges on her form, which is a cute little girl. Adults will dote over her and seek to make her happy. Other children will see her as trusted friends. A person with children or a desire for children may even treat her like a loved daughter. The exact effect and strength of the glamour depend entirely on the target.
She is a natural shapeshifter. Whatever form she takes, forever, will always possess her obvious demonic traits. She rarely uses this ability, as she prefers one form.
Backstory: Cynthia was born in an underworld like environment. Some might call it a sort of hell. While this hell is not strickly a place of evil, the demons living there are immoral at best. She grew up thinking that a lot of cruel and unsavory behaviour was completely normal and accepted, because it was there. She was summoned into the Nexus to serve as the emissary of the demon lord Nabrius.
Alias: David Pietá Gender: Male Race/Species: Animated marble statue Age: 1? Maybe? Alignment: Hero Archetype: Tanker Power Rating: C+
Description: Obvious things first. He's a ****ing statue. Made of marble. And at two-and-a-half-meters tall (that's around eight little footsie-wootsies, for those of us who have not yet adopted a sensible means of measuring the physical world), a rather impressive one, too. I mean, for a statue that walks around and interacts with people and stuff. For a regular statue that's just meant to stand around in parks and get crapped on by pigeons, that's pretty tiny. He's exceptionally well carved, with anatomy to make even Michelangelo weep, and rather beautiful at that. To call him an Adonis is probably literally correct. A classically inspired masterpiece with wavy, shoulder-length hair, ridiculously gorgeous features, and the sort of physique that only exists on magazine covers (and also in strip clubs). His superhero costume is rather basic. A sleeveless black bodysuit with white and grey panels, and a white fist emblem on the front. Black boots with matching white and grey panels. Fingerless gloves. A rather chunky leather belt with golden bits. No mask, because hiding your identity is rather pointless when you're a freaking statue. When in civilian clothes, he doesn't really seem to follow any sort of dress code or color, just wearing your average t-shirt and jeans and regular shirts and regular pants and stuff.
Personality: Mister Marble in general is a rather good-hearted, if simplistic and withdrawn fellow. His solutions to problems tend to be rather straightfoward, which in crime fighting tends to translate into 'punch it', and if that doesn't work, 'punch it harder'. Due to his general youth and inexperience, Mister Marble has yet to experience the range of human emotion and behavior, and tends to come across as slightly naive, as well as being generally terrible at reading people and their emotions, or figuring out whether someone is lying or not. In addition, he has doubts over his own ability, and tends to sell himself short.
Equipment: His costume is made from a fairly simple superhero mesh, resistant enough to survive things that would annihilate regular clothes (like bullets and fireballs), yet weak enough to be torn off when dramatically required (or when fanservice levels hit a critical minimum). His gloves are ordinary gloves, similar to sap gloves, only ending at the first knuckle (to leave his fingertips bare) and with padding to soften his blows, not enhance them. His belt keeps his pants on. Also has clips, since tights do not leave much room for pockets.
Abilities: Mister Marble's main power is incredible durability. His marble physique, reinforced by whatever magic animates him, is capable of enduring incredible amounts of punishment, making him practically immune to sharp knives or edged weapons, fists, small caliber bullets, psionics of any kind (no brain = no mental shenanigans), any form of blood magic or body manipulation magic/ability for that matter, electricity, and all but the most extreme changes in temperature. Any damage he does take can be swiftly repaired through some sort of ill-defined regenerative ability. However, he's vulnerable to larger bullets, or other sufficienctly sharp impacts from hard objects, which can quite easily crack or partially shatter him, as well as acid, which attacks his marble structure, which means putting him out of the fight until his regeneration can fix the damage.
In addition, not having proper muscles or organs means unlimited endurance. He does not have to eat or breath, does not require sleep, and can maintain high levels of exertion, such as sprinting, forever, which gives him an edge in a chase, or a protracted fight, where he can out wait his opponents and let them fatigue themselves before taking the victory.
He's quite strong as well, though it's fuzzy as to whether this counts as true super strength, or just appropriate strength considering his size and physique. He can definitely out punch a regular human, and probably smack down a moving (if not necessarily speeding) car with a blow to the engine, but don't expect to see him tossing about dumpsters or bench pressing Toyotas.
Despite his powers, in combat Mister Marble is still a rather unskilled combatant. He's never had the opportunity to learn how to fight or box properly, so in a brawl he tends to rely on his superior bulk to win him the fight.
Backstory: Mister Marble isn't quite sure what the hell he is, or where he came from. He doesn't have any sort of angsty backstory, or single tragic event that drove him to heroism. He stopped a robbery once, and rather enjoyed the feeling of helping other people, so he resolved to do that sort of thing more often. He felt a little bit guilty about concussions he gave the robbers though. Turns out getting punched in the head with a fist made out of solid stone tends to be quite painful, especially when the man dealing the blows has the strength to punch out a speeding truck. That's why he tends to pull his punches, and includes specially padded fingerless gloves as part of his costume, to cushion his blows. When not heroing, he moonlights as a male model, having been involved in ads for such corporations as MAGercrombie & Sirtch and Krebs Klein.
Miscellaneous: Reluctant member of the somewhat crudely named Justice Crew.
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.
Gender: Male Race: Human Profession: Farmer. Novice hero? Age: 23 Alignment: Somewhere near Neutral Good Power Rating: C-
Description: The first thing most people notice about Dwayne is that he always seems nervous. Something about his body language or dozens of little tics, but for one reason or another he always looks to be just waiting for the metaphorical axe to fall.
Physically speaking he's built solidly enough, maybe a little on the short side but not sickly or weak... Not the chiseled physique of a born hero or seasoned adventurer, mind you, just the sort of passable strength one picks up after a life spent on farmwork. No great beauty either, with a weak chin and dull charcoal black hair halfway to his shoulders.
His clothing, on the other hand, is something else entirely. Among the many magic items Dwayne squandered his inheritance on, the most immediately eye-catching is his cape- A hopelessly tacky garment made of translucent fabric that slowly shifts colors in a kaleidoscope pattern, glowing for good measure and bad taste.
Other than that, he wears a shirt of chainmail made out of some cheap looking blue-ish metal and, stranger yet, a metal fedora of the same material. Honestly, the only indication that he's an adventurer at all is that only an adventurer would dress with such lack of sense, fashion, common, or otherwise.
Personality: Eh, yet to be seen.
Equipment: Quite a lot, really. For starters there's his cape, which when the silver clasp is unpinned causes one of a variety of random magical effects, before disappearing until the next daybreak. His chainmail is somewhat effective in defending against magic and his sword can slice through flesh and bone with surprising ease despite their cheap appearances, although both enchantments are clumsily forged and unlikely to hold up against a magician who actually knows what they're doing.
The metal fedora is in fact a nifty little artifact that reflects any significant force directed upon it, not only protecting the wearers skull from blunt trauma but also adding quite a punch to any headbutts delivered with it. Finally, he has a variety of potions, a good dose of explosive powder that clings and burns at flesh, living or otherwise, and should all else fail a small chip of rune-engraved bone that will teleport the user a few hundred feet in a random direction when shattered, providing a swift escape if necessary.
Backstory: Working on it.
The Cat Burglar by Ghar. Thanks!
Last edited by ThirdEmperor : 04-27-2012 at 11:53 PM.
Vaess are a semi-arthropoid, semi-humanoid species whose existence is said to be a connivance by dark and monstrous gods. They are vaguely similar to driders in that they have an arthropoid lower body and a humanoid upper body.
A normal adult Vaess has a humanoid torso with two arms ending in six-fingered hands. They have hair, though besides the hair on their heads there is very little, and two glossy eyes. Their mouths are full of needle-like teeth and their fingers have small, chitinous claws. Their wrists contain retractable poisonous spurs, each caste with their own type of venom.
Their lower bodies consist of a vaguely rounded-rectangular "hub" to which their four arachnid-like legs are attached; the back legs are longer than the front, and each leg ends in a clawed point. There is also a pair of small pedipalps at the front end of their lower hub between the legs; they produce a web substance. A pair of speciallized appendages near the back legs can take this web substance and infuse it with the Vaess's venom, shaping it into a sort of disc and throwing it as a projectile.
Vaess begin as eggs, eventually hatching into small, pale young, which look like smaller versions of adults. After about 4 years, with molting every 3 months, they grow into adolescents and begin developing caste characteristics. From there they become young adults at about 14 and full adults at 20.
The core castes are usually between 5-6 feet in height, with the Kahzess from 6.5-7.5 feet.
Melee weaponry includes tonfa-style forearm swords, katars, and push-daggers. Archers sometimes appear, though for projectile weaponry most Vaess just use their web discs.
Vohtess have dusty reddish armor on their lower section, and their skin has a reddish tint; their eyes are green. They are the most aggressive as well as the most heat-tolerant, and commonly take leadership roles. Their venom causes burning pain, making it hard for the affected creature to concentrate on anything.
Vohtess have been known to enter berserker-like states and charge, ignoring pain and running down foes.
Nogess have dull navy-colored armor on their lower section, and their skin is tinted grey-blue; their eyes are orange. They are relatively more calm than some other breeds, and act as balancing points and peacemakers for the various traits of the others. Their venom incites dehydration in the target, weakening it; it also can cause underwater targets to reflexively swim to the surface. Uniquely, they can emit a sonic wave with disorienting properties; enough of them using it simultaneously can cause huge resonance pulses to damage structures. They are the best swimmers, though they prefer to use their physics-defying ability to skate on the surface of water like vastly oversized water-striders.
Keless have greenish armor on their lower section, and their skin is tinted greenish; their eyes are pale red. They are the most capricious caste, with a tendency to dart in and out of combat, making use of alarming spinning maneuvers to swing their exceptionally sharp leg-claws in slashing arcs. Their venom is a powerful acidic compound, but most Vaess can neutralize it with a different fluid they can produce---this is a safety measure.
Sukess have greyish-white armor with hints of blue; their skins are pale bluish and their eyes are teal. They are the planners, directing when to attack or retreat; they are also the most resistent to cold. Their venom causes the movement of victims to be restricted; the more they try to move, the harder and more painful it is to do so.
Sukess are capable of entering a torpor-like state, making their life signs hard to track.
Rupess have dull brown armor with red hints; their skins are somewhat tan and their eyes are dark blue. They are the spies of the Vaess, using their limited ability to change their coloration to blend into their environment. They usually stalk foes until the opportunity shows itself, then attack. Their venom causes exhaustion, and they are the best at throwing web-discs.
Oohness have black armor and grey skin, with gleaming yellow eyes. They are the shyest and most submissive, often pushed around by the more aggressive Vohtess or Keless. However, they are deadly cunning and not to be underestimated. They prefer the dark, and have better vision in the shadows than any other caste. Oohness have limited telepathy and vocal mimicry, allowing them to, for example, read someone's mind and then lure them into a trap by mimicking one of their friends. Their venom causes numbness and lack of coordination.
Kahzess have purplish-grey armor and whitish skin, and their eyes are gold-colored. They are the elite caste and have a different body structure; their bodies are brawnier, their legs longer. Their front web-producing pedipalps are longer than normal and clawed, and their rear throwing 'palps are stronger as well. They also have a sixth pair of legs between the front and back ones, which are smaller but much more sharply clawed. Kahzess do not have a special venom; they only have the standard stunning venom that all Vaess have. Instead, they tend to use a dark form of sorcery allowing them to trap foes in a pocket shadow dimension shared by all Kahzess of the same Horde. This dimension suspends a target's vitals---they cannot starve, suffocate, or otherwise die---but is very hard to escape.
Kahzess are arrogant and brash. While the lower castes do not reproduce, Kahzess do.
A Vaess Horde generally works like this: they take over an abandoned establishment to use as the center of their hive, then spread out until they have covered enough ground to comfortably live in. The main reproduction of the species is very secretively done; if there is some sort of breeding queen, she is kept hidden even from most of her own hive.
The six core castes function as workers, guards, hunters, warriors, etc according to individual and caste skills. The elite Kahzess function as community leaders and elite guards for the central reproductive compound (the seeecret central reproductive compound!) as well as peripheral breeding couples. Since the six core castes are effectively sterile, there is little to no sex drive within them (but emotional bonding is still a thing).
Info on the main reproductive process of the hive (spoilers I guess).
The reproductive hub of a hive is the Monarchs, the Vaess King and Queen. A Vaess becomes the hive's Monarch through the influence of their patron goddess, the bizarre and enigmatic Queen Mother.
The Queen is about 8 feet tall in an average stance on the ground, but most of her time is spent half-asleep in a sort of web that holds her while she is attached to her egg sac, a translucent muscular structure for laying eggs, which are brought to nurseries by an inner circle of Kahzess. The queen's skin is silvery-grey, and her chitinous lower body is glossy black and silver. Her rear pedipalps are no longer very good at throwing venomdisks, though her venom (which induces hallucinations in the target, who starts thinking they're mutating) is quite potent. Like Kahzess, she has a sixth pair of legs, these ones ending in armored talons for catching projectiles. Queens are fomidable; not only are they strong and agile when not attached to their egg sacs, they are strong psions.
The King is about 8.5 feet tall, with dusky reddish skin and a red-and-silver coloration to his underbody. He spends most of his time half-asleep next to the Queen and in mental contact with her. His psionic abilities are not as strong as hers, but he has powerful spellcasting abilities and can manifest a powerful energy blast from the blades on his middle pair of underbody limbs. He's also a damn good shot with his venomdisks, which induce temporary loyalty in the target. The King is a formidable force in battle.
The King and Queen spend most of their time half-asleep in mental contact, the Queen laying an egg now and then. Reasons for them to wake are 1) they need to mate again to keep up egg production, 2) a grave matter has to be brought before them, or 3) it's time for them to kick some ass.
Alias: Most people just call him Kax. Gender: Male Race/Species: Orc Age: Late 20s. Alignment: Lawful Good Class/Profession:Dragonslayer Soul-bound slave Power Rating: C-B rank, depending on how angry he is. Description: Kax is over six feet tall, broad-shouldered and large-muscled. As an orc he has dark, green-grey skin and steel-grey eyes with thick black eyebrows. His head is shaved, and his ears are short and slightly sharp. Generally, he wears an ash grey suit with a red tie. Personality: In a word, stoic. Raised in the icy north coast of Skyrim, Tel-Zaf Kax learned young not to dwell in pain, but to use it as fuel. As deep and driving as his emotions may be, Kax rarely lets them show except in times when they are so great as to overwhelm him. Patient and driven, Tel-Zaf Kax is willing to put up with much to get what he needs or to do what he believes to be just. Equipment: Wields an orchilium one-handed axe set in a dragon bone handle. It has a sharp spike at the end for impaling, and a deep hook formed from the blade's curve for grabbing and disarming people's weapons. It's also enchanted with a Vampirism spell - when it does damage to an opponent, the magic bound to the weapon siphons the victim's health and transfers it to Kax. He also has leather gloves that enhance the speed and strength with which he can wield his axe, and his suit is enchanted to absorb some of magic spells cast on him. Abilities: As well as being a skilled combatant, Tel-Zaf Kax can also, with the right equipment, do some pretty powerful enchanting. Backstory: When Tel-Zaf Kax was barely an adolescent, some great dishonour caused him to be banished from the Orc Stronghold he called home. For nearly a week, he wandered the frozen north of Skyrim until he was discovered by a blacksmith from the nearby village of Dawnstar. The blacksmith, Rolfgin Haraldson, took Kax under his arm and brought the nearly-frozen orc back to his home. For several days, he recovered by Rolfgin's fireplace. The two of them got along well, and eventually Rolfgin appointed himself as Kax's adopted father. Kax grew up in Dawnstar, helping Rolfgin with his forge and doing odd-jobs around the village. He was proud to call himself a Son of Skyrim.
In Dawnstar, Tel-Zaf Kax met the human tavern maiden, Tabatha. She was the most beautiful girl Kax had ever seen. Curly brown hair, bright red cheeks, and eyes greener and more beautiful than he had ever seen. After a two years of awkward courtship, the pair fell deeply in love. They got married after three years, and after four they'd adopted a pair of twins - a girl and a boy, which they named Rei Tera and Lucus.
But as a looming civil war threatened to tear Skyrim apart, Tel-Zaf Kax began to consider leaving his home to go join the Stormcloaks. But before he could leave to join the nationalist army, Dawnstar was attacked by a dragon. The militia scrambled to try and hold off the beast, a newcomer appeared wielding swords and wearing a horned helmet. Without a second thought, the stranger leaped into the fray. He was able to push back the dragon, but it still fought on. A stray stream of fire spewed past the newcomer... and right at Tabatha and Kax's house. Kax turned from the battle, rushing into the now-burning building to rescue his wife and children. He managed to find them and get them out unharmed, making them run ahead of him.
But as his children crossed the threshold, the door collapsed. Kax was trapped under the heavy, burning lumber. For a horrible moment, Tel-Zaf Kax thought he was going to die.
And then the stranger was there, lifting the crossbar just enough for Kax to roll out. The flames on his chest were extinguished with snow. Kax hurried Tabatha and his children to Rolfgin's house. With axe in hand, he returned to the fight, ready to risk death defending his home. But when he returned, it was to discover the stranger standing over the dry skeleton of the dragon, wisps of light dancing around him.
The stranger went on to introduce himself as Justice, son of Skyrim and Dragonborn. After making sure Tabatha, Rei Tera and Lucus were alright, Tel-Zaff Kax and Justice met in the tavern to talk over ale. "I need a COMPANION," Justice told Kax. "I extend the HONOUR to you, Oswald. Your name is OSWALD, right?"
It wasn't Oswald, but Kax did owe Justice a deep dept. And he was more than willing to join the dragonborn as a way to restore his long-lost honour. Promising to return and visit whenever he could, Tel-Zaf Kax set off with Justice to travel Skyrim and defend it from the dragon menace.
Years later, after much growth and many lessons learned, Tel-Zaf Kax and Justice found themselves unwittingly in the Nexus where they encountered a powerful dragon-witch named Feia. She killed Justice, and then severely broke Kax. But not before he cost her an eye and crippled her arm. After killing Kax, she burnt the flesh from his bones and inscribed them with runes that bound him to her service and prevented him from harming her. With that done, she returned the orc to life and explained his predicament to him.
Tel-Zaf Kax blames Feia for not only Justice's death, but also for dooming Skyrim to certain doom. He has made it his main goal to - somehow - escape her service and return to Skyrim to find Tabatha and his children. While he can't personally hurt Feia, he has only hatred for her. If he can help someone to hurt her, he will. In fact, that seems to be his current goal. Miscellaneous: Kax is slave-bound to ChaoticBob's character, Feia.
"You tied your wings on tightly but they always come undone" ~ ClumsyMonkey, Montreal
Beautiful red panda avatar by Eldar Tsufo!
Power Rating: As a Blademaster(C+), Pyromancer(A+), Asha'man(B+)
Miscellaneous: Has Multiple Personality Disorder due to how he was created.
A Huge male reaching 8'0" in height and weighing 250 lbs. Features look young. Flame-red hair cut slightly short, big eyes with night-red irises, small mouth, small ears and a prominent nose. Muscles taut, firm and strong. All body parts are proportional.
He has two outfits.
As the Pyromancer he wears this garb. Below he wears red-brown Gi tucked into silver steel-tipped, pointed, metal(demon) boots with caps on the knee area inlaid with sapphire gems and gold linings. All over him a tattoo encompasses his entire body.
As an Asha'man he wears this garb. On top he wears black silk longsleeves with buttons near the cuffs and on the collar is a dragon pin on one side and a silver sword on the other. Below are black silk breeches with a sword-belt. The sword on his waist rested in an unadorned sheath, the hilt was silver with a heron engraved on it. His boots were as black as night as well. Over all this is a black silk longcoat with a sewn hood.
As a Pyromancer his demonic urges, the seven deadly sins, are amplified. He is unruly, rude and violent. He will provoke any and all around him. In both fighting and socializing he will not hold back his power or his harsh words.
As an Asha'man his demonic urges, the seven deadly sins, are suppressed. He is polite and acts like a complete gentleman. He is brutally frank but coats his words in flowery speech. He is merciless and will kill any who slight his honor or endangers him without any sign of remorse.
Both of his personalities have the common goal: Knowledge and Power. The difference is one uses it with wisdom and the other does not.
Bag(Black Demonhide worn on the waist or back.), House(CAPSULE), Food(pills), Water(pills), Energy(pills),
Neutralist Organization License.
Fireball- Launches a ball of fire from the hands and guided by subconscious.
Great Fireball- Launches a large fireball in the sky which launch regular fireballs that automatically target foes, releases six fireballs at a time.
Desert Heat- Makes the temperature of an area 25 paces radius as hot as a scorching desert.
Ignore Heat- No matter how hot an object is they will not feel it unless it is as hot as lava or hotter.
Flame Shield- Protect from fire of enemies. Allows cloaking of oneself in fire. Can protect against minor or mild attacks of lava. Takes a short time to prepare.
Sword of Flame- Not to be taken literally. He can form weapons made of flame. Swords/spears/axes and the like. Projectiles like Flame arrow is not included as fireballs are a pyromancer's long range pyromancy.
User Friendly- Minor and medium attacks that put the user in its radius do not harm the caster.
Ignite- Makes a 10ft. - 25ft. radius explode in a wreath of fire. This takes a short while to prepare.
Flame Cloak- Cloaks the caster in flames from head to toe. Takes some time to prepare.
Flame Clone- Makes physical double of the caster that has the appearance of being cloaked in flame.
Fury of fire- The caster is cloaked in what appears to be the head of a dragon with the body a pillar of fire. The fire construct is cylindrical with 5ft. in diameter. Can be used on Flame clones. Very fast in chasing after the target. Takes a lot of time to prepare.
Fury of Flame- Combines the caster with all clones using Fury of fire to make an even larger and faster construct to completely incinerate the foe. The flame of this attack is almost close enough to lava. Due to the strain of controlling that much fire it can only be used once per fight. If ever used more than once expect the caster to faint from exhaustion. If used thrice then the caster is courting death already.
Healing Flames- This technique is used to close surface wounds and some deep wounds. Cracked bones and internal organs are out of league for this move. Self-only.
*As pyromancy takes energy from outside sources to make it work the only thing that tires the casters is controlling the flame.
*Any other power not listed here basically counts as flame manipulation. Any stronger/faster made attacks than what is listed here will be due to my character going ballistic/trigger happy.
*Pyromancy can be learned by anyone by being taught by anyone who uses it. It does not need any inborn traits. Of course there are exceptions to this.
*Pyromancy can control any and all things that count as flame/fire. unless hand of god(GM) interferes.
[The One Power] This weaves Air, Wind, Fire, Earth and Spirit to do the will of the user. There are too many ways to list on how this can be used. However since Serph is male Fire and Earth is more dominant in him, spirit is normal in strength.
*Saidin can only be accessed if he is in the state of Void. To Quote "There is nothing but the void. No emotion, he was one with everything. The light of siadin calls."
*As a user of the one power he is susceptible to Forkroot Tea. This tea in small amounts can render him unconscious for awhile and when he awakens he will have trouble concentrating. Chanelling will also be impossible for awhile after drinking the tea.
*Saidin can be taught to any other male human or even part human, still needs to be male. Not everyone can learn it though. The person must be born with the spark in them.
Fast Recovery- Being of demonic origin makes him heal faster than most species. He also has more energy to spare and can last longer without a wink of sleep.
Demonic Senses- When fighting, more so when one on one, his senses are sharpened. He can hear things though far away. Notice movements that are hard to see. Smell is not augmented much only slightly. A sixth sense which is more of military training than demonic heritage helps him evade danger.
Physical Enhancements- Due to him being 8 feet high and largely built you should expect him to hit very hard.
Inhuman- Lack as heartbeat though he bleeds and does not need to eat, drink, breathe, defecate or other normal human functions. Food and intercourse is just a privilege not a need.
*Though he is a demon, he shows none of the weaknesses of being one.
I'll keep it short. He was a demon created to be just like Hitoshura who is a demon general of Lucifer. Close but not the same in comparison to Hitoshura. A heartless , sinful and evil demon he was sent out to many worlds to create havoc and destruction. On one such venture a Pyromancer just as evil as him taught him pyromancy to help him wreak more havoc. In one world he was turning into a living hell he was stopped by an Asha'man. The man who called himself the hand of hope sealed his evil persona and transferred his own persona into Serph using weaves of spirit. This also transferred the Asha'man's ability to use the One Power as well. This killed the Asha'man. Serph's evil persona was never fully sealed and he switches between the two personas randomly or when faced with danger. Eventually, like may others, he wandered into the Nexus.
My Nexus characters that I consider important. Serph Oaruma
Last edited by Asha'man : 07-10-2013 at 02:30 AM.
Reason: adding notes
Alignment: Chaotic Good
Power Rating: 5.
Description: Just a guy in a black ninja with a katana strapped to his back and “throwing” weapons on his belt in a pouch. He almost always comes out of the shadows or smoke(he is a ninja).
Personality: Stubborn and doesn’t like to lose even if he acually does. He has a splut personality, one dominant and very confident, the other "innocent" and kinda shy. Sometimes he's in the middle.
Equipment: Smoke bombs, 5 ninja stars, and a katana
Backstory: In 1895 this ninja was put into a cryogenic sleep chamber for exactly 100 years right when he was born.
Miscellaneous: Will do almost anything for a cookie.
Last edited by freakbro5 : 05-08-2012 at 07:24 PM.
Name: Gawlen Gender: - Species: Magic Golem Age: ? Alignment: True Neutral Class: This character is yet to discover its abilities. Power Rating: C+
Description: A Magic Golem from an ancient civilization. He doesn't know what makes him tick nor what he is capable of.
Equipment: Gawlen isn't carrying anything yet.
Abilities: This character is yet to discover its abilities.
Backstory: This magic golem woke some day in the ruins of an ancient city. Without name and purpose he just started walking. After a couple of days he passed by a couple of children who started screaming "GAWLEN!". It's his name ever since.
An average male reaching 5"5' in height and weighing 140 lbs. Features look young. Raven black hair cut slightly short, slanted eyes with black irises, small mouth, small ears and a pointed nose. Muscles slim, firm and flexible. All body parts are proportional.
He has two outfits.
As the persona of Element he wears this garb. A red Xingyi is worn, in short it is a chinese traditional garb for men, somewhat high class. The red flowing garb covers the upper body and part of the lower body. The garment below is black and so are the slippers. A dao(sword is worn on the back). This can be accompanied floating armaments such as tower shields, spears and axes.
As the persona of Red he wears this garb. A red Tang suit is worn. The upper garment is red whilst the lower garment is black. The slippers are black as well. A brown rucksack on his back. There are two visible daggers sheathed on his waist.
As Element he is a mindless killing machine that only obeys mission parameters. As Red he still has no inhibitions about killing but is not as one track minded. He enjoys playing mind games such as solving blacksmith puzzles and playing chess. He follows his whims and only does things out of boredom or curiosity.
At the moment he simply believes that he is a living weapon. Obviously there is more than meets the eye. Once he was a human child but he died and turned into changeling demon. The reason for this is that his life was a miserable one with a sad death. As a changeling demon he wandered the netherworld for thousands of years. In this time he mastered many spells and gained much knowledge. When he became a demon lord he locked away his persona of Red and adopted a more fitting and cruel one by the name of Element. These two personas would fight every now and then but Element remained dominant. His power attracted the shadow race. Though he was powerful he could not stand up to the combined powers of Grantz, Ivan and Xin. Though they were failed experiments they were still made to challenge the power of one of Lucifer's top generals Hitoshura. This fight had drained him of all the power he gained through out the years but he did destroy all three foes.
Although this was the case the shadow race decided to take him in as another experiment for a living weapon. It took them a decade but they managed to make him regain a portion of his power but this time under their thrall. He was sent to the Nexus to grow stronger as a weapon with Element's persona at the lead. However a fight with three strong foes jogged his head and made Red as the dominant persona. As Red he continued to grow stronger and the shadow race never suspected a thing. When they thought him strong enough for the moment they sent shadow to retrieve him for mass production.
Through this Red unveils his origins. Alongside Serph who was an experiment just like him and shadow who decided to help him to redeem himself they traveled to a place called demon nest. With the help of a seemingly invincible adventurer they make it to the center of the place where he was allowed to make one wish. He wished that he never became a demon. His wish is granted but his story does not end here.
During the time where he died and supposed to become a changeling his life was saved by scientists. This did not turn out to simply be an act of kindness. His life was now used to further experiments on human powers. Here he gained the power of telekinesis. The project advanced and he gained the ability to absorb objects like swords into his body and use them later if so needed. Once his body reached the limit of being experimented on he was sent to the Nexus in an egg state to test him out. When he landed in the Nexus something went wrong and he was stuck in the egg state, the programming in his head also went awry and created two separate personas namely Red and Element.
My Nexus characters that I consider important. Serph Oaruma
Alias: The Wallflower, The Urban Spook
Alignment: True Neutral, leaning towards evil
Class/Profession: Bountyhunter/Private eye
Power Rating: B
Description: Rene stands at 5'7" and weighs about 130 lbs. Her slim build is made less so for some muscler that she has gained conditioning her body for her line of work. Her short hair is naturally dark brown but she dyes it black with red highlights. Rene usually wears some baggy black pants, some simple boots, a long sleeve shirt. One of the only thing that she always wears are some sunglasses that have pink tinted glasses.
Personality: Rene is fairly calm and easy going but is very efficient when it comes to her job. The bottom line is what she looks towards, as long as that bottom line works for her then everythign is good. She is somewhat hard to reason with due to the fact that she acts very much on a whim.
Equipment: Rene's main weapons are a pair of machine pistols and a combat knife. She keeps the knife in a small sheath that has been built into her boot. Her only other special piece of equipment are her glasses that allow her to see through walls, only walls that are not metal of some sort. Otherwise she has a duffle bag with differnt equpiment that is useful for surveillance. She also has an mp3 player on her at all times.
Abilities: Rene has trained a fair amount in different martial arts and combat forms but her supernatural ability to move in between walls is her trademark. Rene has the ability to move in between walls, or more percisely in the spaces in the walls. Once she is inside of the wall she can move as easily as walking,jump out of the wall to surprise and pull people in.
Backstory: To be written later
"To live is to dream; to die is to awaken"
- La Bamba
“Believe in the ideal, not the idol.”
"Those who flow through life, as life flows, feel no wear... feel no tear... need no mending... no repair."
-Compassion: Much less effective on soul eating monsters.
Alignment: Identifies most closely with Chaotic Neutral.
Power Rating: Going by Neon Knight's scale, probably a D+/C-. Skilled fighter, but his equipment (power armor and advanced weaponry) is the real threat.
Description: Tomas is an even 6'0", and has brown eyes with brown hair slicked up in the traditional 1950s "greaser" style. He is lean and well-muscled, a result of spending a lifetime fighting for survival in the wastes. Tomas has several scars from encounters with various unsavory characters; specifically, a short scar on his left cheek and shrapnel scars on his hands.
Personality: Tomas is a survivalist, and as such tends to be a bit self-centered, looking for the best way to advantage himself in any situation. That said, he isn't evil. Scavenging is Tomas' greatest love, and he'll jump at the chance to obtain something interesting, useful, or visually unique, even if he has no idea what it does.
Equipment: Tomas' most noticeable piece of equipment is his beat-up old suit of T-45d power armor, which he stripped off of the corpse of a dead Brotherhood of Steel member that he stumbled across. He's also got several energy weapons and a shock baton.
In terms of non-combat equipment, as an expert scavenger, Tomas has myriad bags and packs which are stuffed full of scavenged equipment and supplies. When lucky, Tomas sometimes has a bit of salvage on hand which may help him in a given situation, though this is not a common occurrence.
Backstory: Tomas grew up in the outskirts of the D.C. wasteland, circa the 2270s. He spent years roaming around, scavenging, fighting, and generally just surviving. Despite his extensive time in the wasteland, he never got caught up in the factional conflict which wracked the area. Over the years, he became obsessed with scavenging, often risking his life in dangerous trips into old ruins.
One day, a trip into a run-down old science facility went wrong, and when Tomas woke up, he found himself in an unfamiliar city.
Power Rating: Going by Neon Knight's scale, probably an even C. Highly skilled fighter with enhanced toughness and agility. No stronger than a normal human, though, and a bullet wound is still going to be cause for concern.
Description: Jaren is on the shorter side at 5'7", with hazel eyes and close-cropped dirty blonde hair. His build is lean and wiry. He typically can be found wearing a long brown coat (the better to conceal weaponry with) over body armor and jeans.
Personality: Jaren has a love for humor and doesn't really take life too seriously, so long as he's not fighting. Jaren exults in the thrill of a good fight, and loves to test himself in combat. Few things are more satisfying to him than walking away untouched while your opponent lies in a pool of their own blood. This has the unfortunate side effect of rendering him a bit arrogant in battle and, thusly, more exposed than he probably should be, but hey, what would life be without some complications?
Equipment: Jaren wears lightweight synthetic body armor over his chest, abdomen, and upper arms. This body armor offers roughly the same protection as chainmail might, though it's more effective against firearms/energy attacks and less effective against melee strikes.
As far as weaponry, Jaren has a pistol and shotgun, as well as two tech-enhanced swords, his preferred method of engagement.
Backstory: Jaren is from a near-future version of our Earth. He was a member of a mercenary corporation which specialized in enhancing its product both genetically and cybernetically. (He's not from Deus Ex, though.) Jaren joined for the money, and stayed for the thrills. He's become perhaps too fond of mercenary work over the years. His chopper went down over Central America in his latest mission, and came back up in the Nexus.
Last edited by LordVader : 05-10-2012 at 12:30 AM.
"How do you want me to kick your ass, chummer? Fists, or bullets?"
Alias: Twig Gender: Female Race: Human Age: 25 Profession: Shadowrunner
Description: Cass does not appear feminine in any way. She is tall and well-built, and has cut her black hair very short. Her arms are covered in tattoos of varying styles, and are shown off by the tanktop she wears when not on a run. Also distinctive are the goggles she often wears, which have modifications to allow for different types of vision, like low-light or thermographic. Though her natural eyes are brown, she wears contact lenses that she can change however she wants.
Personality: Cassidy is arrogant and acts very much like someone from the streets. She has a very fiery demeanor, and will talk back to just about anyone she doesn't like. She's prone to getting angry, and likes to settle disputes with her fists a lot more often than with words. Cass also doesn't trust many people - that's just a byproduct of her career. The few that she does manage to trust, though, have gained a friend who'll put her life on the line for their safety, even though she will complain about it.
Abilities: Cass is an adept - someone who uses magic to improve their physical abilities. As a result, she's incredibly fast. By the time a guard aims their rifle at her, she's already right next to them and popping them in the neck. She can also see into the astral world, which allows her to see spirits and magical auras. Finally, her speed and strength allows her to run straight up walls and easily jump across rooftops.
She's also a shadowrunner, and a good shot with a good few firearms. Mostly SMG's and assault rifles. She is also good at stealth, something she tends to put to good use.
Equipment: -Her goggles, which have multiple alternate methods of vision.
-An HK Urban Combat SMG, made entirely of nonmetal components for security reasons.
-An M4 assault rifle, loaded with a clip of cold ammo.
-A grapple gun, which is just a fancy grappling hook.
-Gecko tape gloves. Essentially, these stick to vertical surfaces, and make it easy to climb sheer walls.
Backstory: Cassidy grew up in the vast slums of 2050's Seattle. Until she was about sixteen, she lived in constant poverty, and pickpocketed credsticks to survive. Then a fixer introduced her to shadowrunning, committing crimes for the megacorps of the world. Now she lives a live of high risk, high reward.
This is a subsection of The Hell of the Iron Queen, run jointly by Happyturtle and myself, and will be indexed as such (life is good when you're the master of the index ). This postly is mostly a way to help myself (and maybe others, but mostly myself) to keep track of all the various Hell bits I've introduced so far, mostly from the First and Second Circles as run by Morgana, Queen of Succubi, although I have some ideas for NPCs and such from other circles of Hell [in particular Circle Seven(?)] which may eventually sneak in here as well. Basically if it's played by Kid Kris, and has to do with that fiery pit down below, it's going to find its way here.
The First Circle
The First Circle of Hell is a blasted land, an endless sweeping, barren desert dotted here and there by the watchtowers of the devils who tend it. The First Circle is home to those who sinned in the name of Lust in life, and are punished for their deeds by being carried in endless torment upon the great sandstorms of the First Circle. The desert is broken up by the five great rivers of the Dead, the Acheron, Styx, Cocytus, Lethe and Phlegethon, which flow towards the center of the circle, where Castle Ashmedai can be found.
The heart of the First Circle, Castle Ashmedai has been largely abandoned in favor of Lady Morgana's mobile clockwork fortress. However, the devils of the First Circle still hold residency here, and keep it up to its previous standard, even if it doesn't have the same energy it did in its glory days. General Ethuriel currently holds lordship over Castle Ashmedai and its inhabitants, having been appointed Regent of the First Circle in her absense.
Both Castle Ashmedai and the Watchtowers dotting the First Circle are outfitted with various aircraft gantries, capable of servicing the airships, large and small, of the Mildly Dishonorable Airforce.
The Clockwork Fortress
Lady Morgana's most ambitious design, the Clockwork Fortress is almost a plane of Hell unto itself, and is capable of moving between them with relative ease, thanks to the Soul Powered Dimensional Engine at its heart, which also gives it the ability to fly, and provides power to all its systems and weaponry.
Originally Posted by Description of the Clockwork Fortress
The same dimensional cage technology that powers the yacht Decker is sitting in is clearly in evidence in the fortress, but on a hideously inflated scale. While the vortex to the rear of Decker's yacht could roughly squeeze into a small family living room, the vast engine at the heart of the Clockwork Fortress could comfortably swallow several apartment buildings without needing antacids of any sort. Massive arcs of solid bronze, each the size of a skyscraper, circle around the rolling dimensional vortex, the magically charged metal keeping its boundless infernal energies contained. Suspended around the central cage are twelve vast, gear-shaped rings of successively larger size, all at oblique angles to each other, slowly spinning around the central cage in graceful orbits. At a closer look, Decker will be able to see that each ring is actually a building of some description: balconies, outcroppings, and gantries of every sort emerge from the surface of each ring. Outside the twelve rings, there are six additional structures: six tall, pointed spires which hover over the center at right angles to each other. These spires, oddly enough, do not seem to orbit or even move at all, maintaining strict, cardinal positions from the center of the fortress, as if rooted in place by invisible bars.
As the yacht passes by the outer spires and into the inner revolving mechanism of the fortress, Decker will note an odd, weightless sensation as the yacht slowly rotates in space. Upon fully passing through the threshold between the spires, Decker might notice that the yacht seems to be hanging sideways compared to the Second Circle, the horizon between black lake and reddish sky forming a vertical slash in Decker's vision. However, her sense of perception of 'up' and 'down' will have changed - traveling upwards will bring her to the center of the fortress, towards the spinning bronze cage with its spiraling maelstrom of infernal power, and going downwards will bring her away from the center. The yacht flies upwards, passing through the outer rings of the fortress until it reaches the fifth ring from the top and docks at a jutting gantry.
The two robed incubi will get up and lead Decker back onto the deck of the yacht, extending the ramp out so that she can step out onto the ground. In front of her is the stone wall that marks the side of the massive ring she's standing on. Above, below, to her left, to her right, she'll see windows, balconies, more landings, all jutting out of the side of the ring. Far above her, the dimensional engine burns with a harsh red light, glowing like a second sun. And all around her, the other eleven rings, four smaller, seven larger, all orbiting in oblique paths.
One incubus climbs back up the ramp, pulling it back onto the yacht, which quickly prepares to depart. The other will lead her off the landing and into the ring itself. The corridors inside are long, and richly decorated, with hanging lights and elaborate pillars and hangings. Though the effect is subtle, dampened by the sheer size of the ring, the corridors definitely seem to slope slowly upwards in both directions, taking Decker in a circular path around the ring. The incubus leads her on, much more swiftly and efficiently than the imps at Castle Ashmedai, bringing her through a few side doors and a single wide set of steps before they reach a wide set of solid gold double doors, each door forming half of a massive diabolical sigil. For now, however, the double doors have been flung wide open, allowing Decker a clear view of the room beyond, which the robed incubus will lead Decker into.
Through the double doors is a huge, rectangular hall with high vaulted ceilings. On the walls, the spaces in between each pillar are occupied by giant painted panels, each panel a mural depicting scenes of various lusts, from wild, Boschesque fantasies, to more intimate couplings and concepts. At the foot of each pillar stands a tall, lean figure, exactly three meters tall, swathed entirely in hooded robes of deep crimson. They stand unnaturally still, featureless and weaponless, though it's clear that they are guards of some description.
The floor of the room is bisected by a long red carpet, which leads to a colossal raised dais at the end of hall, constructed from stacked semi-circular terraces which stretch up halfway the height of the hall, with stairs leading up to the top. On either side of the carpet, the hall is littered with rugs and couches and cushions, occupied by scores of undressed or half-dressed people. Most are devils, of course, but there many mortals among them too: humans, elves, and other races, both male and female, but all highly attractive. Some merely lie, either sleeping or simply basking in the beauty and lustful atmosphere of the hall, but most seem too consumed by lust to rest, kissing or groping each other with wild abandon.
The terraces of the dais too, are occupied with rugs and cushions and couches bearing more of the mortal and diabolical courtiers, engulfed in a passion that seems to intensify as they approach the top of the dais. At the top, set against the far wall of the room, is a curling sculpture, carved from stone and gilt and covered with ivory and opal and amethysts to resemble the mouth of a giant, glittering orchid, facing the rest of the room. Flanking the sculpture are two giant, obsidian-skinned devils, each over four meters tall, broad and muscular, wearing only a narrow white cloth that drapes from a cord tied around their waist to brush the floor by their feet. Between them, nestled in the mouth of the orchid itself, is Morgana herself, draped in a sheet of gold cloth and lounging against the cushioned surface of the bottom petal, which serves as her throne.
The Clockwork Fortress
The Clockwork Fortress is currently in place over the Second Circle.
The Second Circle
The Second Circle of Hell is a massive, freezing lake, formed from the confluences of the five rivers of the previous circle, bordered by tall, forbidding moutains and broken by a scattered archipelago of islands made of the same. The Second Circle is home to those in life who took glory in pain, whether inflicting it or taking perverse delight in it, they now lie in freezing numbness just below the surface of the water, devoid of all feeling.
Previously ruled by Semiazas, the Second Circle is now in a state of semi-anarchy after his death. Lady Morgana of the First Circle has claimed dominion over it, and rules much of the circle, but at least two other devils, Biela the Erinyes and Malach the Dominator, have disputed her rule, and cling tightly against her forces, Biela remaining in control of the mountains and islands away from the center of the plane, and Malach hiding in the ruined Fortress of Anguish. Rumor has it that these two loyalists are being supported by Archdevils from lower circles (in particular Lady Nemesis of the Seventh) who fear that Lady Morgana holding dominion over two circles of Hell sets a dangerous precedent that could threaten their own positions.
The Fortress of Anguish
The heart of the Second Circle of Hell, the Fortress of Anguish was largely ruined in the wake of Semiazas' death. Still, it provides a useful base for Biela the Erinyes, a devil who opposes Morgana in her claim for ladyship over the Second Circle, and is currently under siege by the Clockwork Fortress.
The Seventh Circle
The Seventh Circle of Hell encompasses the entire City of Dis, which is split up into three seperately walled rings, which deal with the punishment of different aspects of Pride. The Governer of Dis and Archdevil of the Seventh Circle is 'The Masked Lady', also known as Nemesis, though it is forbidden to speak her name within the circle, or by any of her servants. The City of Dis is a place of bureaucracy and petty backstabbing, with devils constantly seeking to improve their rank in the Circle's inner hierarchy.
Military of Lady Morgana
The Infernal Guard (First and Second Branches)
Morgana's branch of The Infernal Guard is commanded by General Barticuul, and operates primarily out of the Clockwork Fortress, with some forces stationed in Castle Ashmedai and in Morgana's holdings in the Second Circle. Presumably it consists of devils native to the First and Second Circles, along with maybe some Clockworks as well. Generally anything that is not specific to one of the other branches (like succubi and the First Circle) will fall under this banner.
The rank and file casters of Morgana's forces. Shapers seem to be split equally between actual devils and human cultists. Shapers typically wear red robes, though since Morgana has moved into the Second Circle, some of them have taken to self mutiliation and surgery, 'augmenting' their bodies with clockwork parts and weapons, becoming bent and twisted mockeries of their former selves. Shapers take care of the mundane magical needs of Morgana's forces, including making portals and maintaining communications, and they can also build and repair Clockworks.
The Infernal Guard is likely to have at least some imps as part of its ranks. These weak devils generally act as scouts and skirmishers, lacking the power to be front line fighters.
The Horde of Ecstasy
The troops of the First Circle of Hell are under the command of General Etheriel. They are based primarily in the First Circle, from Castle Ashmedai, but can be found on the Clockwork Fortress as well. Their full capabilties are unknown so far.
The Succubi and Incubi of the First Circle take on the shape of incredibly attractive mortals with diabolical traits such as wings, horns, hooves and tails, though they can shift and hide these at will. All succubi and incubi possess shapeshifting abilities, capable of shifting their appearance even across the sexes, making the distinction between a 'succubus' and an 'incubus' somewhat pointless, though of course most devils of this sort will have their 'preferred' form, which they wear by default. Unlike the succubi and incubi of the demons, who use their allure to devour the souls of mortals, the succubi and incubi of the First Circle use their powers to tempt mortals into sin, using their sexuality to twist mortals into cruelty and evil so that their souls eventually end up in the fiery pit, fuelling the Devils' war efforts.
All succubi and incubi (including half-devils, but not tieflings such as Kal) possess auras that make them more sexually attractive and desirable, with more powerful devils possessing more powerful auras, to the point where they can even begin to override sexual preferences, though this ability can be resisted by those strong of will, or touched by holy or demonic magic.
Some succubi/incubi have shown the ability to create portals to and from the mortal realm, and more powerful succubi/incubi presumably have the power to manipulate and project hellfire, as Kal is able to with his gauntlets.
Most Clockwork soldiers in Morgana's army fall under the command of General Klank. Presumably non-Clockwork soldiers do not serve under him whatsoever, however some Shapers would be seen amongst Clockwork forces, to provide magical support, portalling, and repair. All of Morgana's clockworks are powered by the souls of the Damned, and are intelligent to some degree. Most are only capable of taking basic orders, some, like General Klank, are presumably fully sapient and capable of rational thought. The Clockwork are primarily based from the Clockwork Fortress, but Clockwork soldiers can be seen wherever Morgana's forces have control.
Powerful Clockwork soldiers used as bodyguards, and for... well... it says so right in the name. When not in combat, they typically conceal themselves in red cloaks, to hide their true nature. Typically 2.2 meters tall, they display some form of 'shapeshifting' ability, shifting their mechanical arms into claws or blades as the need arises, can reconstruct themselves after damage, and can even grow wings in order to fly. They are also capable of projecting hellfire from their extremities, presumably generated by the same damned souls that fuel them.
Clockwork soldiers used as guards. They seem to share similar behavior to Hunter-Killers when idle, covering themselves in red cloaks to disguise their nature, even though they're almost three meters tall. Their combat capability is unknown so far, but presumably formidable, as they have been seen guarding Lady Morgana herself.
The Legion of Pain
The troops of the Second Circle have split following Semiazas' death, but those who have accepted Lady Morgana as their leader follow the command of General Faceripper the Cruel. Little is known about their capabilities so far, however they presumably make use of the ferocious erinyes, those being who Semiazas claimed lordship over. They are primarily based in the Second Circle, of course, and those loyal to Morgana also operate from the Clockwork Fortress.
The Mildly Dishonorable Airforce
Piloting fearsome soul-powered Clockwork machines are the ever faithful, ever cool in the face of danger, but Mildly Dishonorable Airforce, headed by General Percival Heatherington-Smythe Cumberbatch the Fifth. Little is known of their capability except that it presumably involves flying machines of some sort, and that they are primarily based from the Clockwork Fortress, and the watchtowers and gantries of the First Circle. The Demon Lord Pazuzu has apparently started construction of biplanes piloted by succubi to counter this threat, though whether this will be effective remains to be seen.
Military of The Masked Lady
The Infernal Guard (Seventh Branch)
Dis has a branch of the Infernal Guard. Yes. Though consisting largely of devils native to the Seventh Circle, it's likely going to be pretty much identical in arrangement and appearance to the Infernal Guard of other circles, and largely devoid of the prissiness and backstabbing of the other devils of the Seventh Circle. These guys are professionals, dammit!
The assorted rank and file minions of Dis, these range from ordinary diabolical clerks to powerful agents of the Seventh Circle, who enforce The Masked Lady's will inside the city and on other planes. The hordes under The Masked Lady are rife with rivalry and backstabbing. Every devil in The Administration holds a numerical ranking under The Masked Lady, and every devil wishes to improve that ranking, typically by any means that they can get away with, from blatant brownnosing to outright sabotage.
The lowest tier of Seventh Circle agents licensed for extra-planar operations, these endless, faceless hordes serve as The Masked Lady's petty thugs, spies and messengers, and are frequent punching bags for Dis' senior Civil Servants. These devils all wear identical charcoal grey suits, ties, domino masks and umbrella masks, are none too intelligent, and typically appear slightly pudgy or out of shape. Their primary identifying feature and source of power are their charcoal grey umbrellas, which serve as effective weapons and defense, a basic means of transport, a storage area, and a means to communicate back and forth from Hell. They are not capable of independant extra-planar travel, and must rely on other devils to create portals for them, inevitably leading to the frequent case of an Umbrella Man somehow being stranded somewhere on the Mortal Realms, as part of a cruel practical joke.
Due to her massive ego, The Masked Lady commonly refuses to show herself in person to any being she deems 'lesser' than herself. As such, when a situation requires her personal presense she often sends along one of her 'Faces' as a substitute. These high ranking devils, of which there are few, represent literal extensions of her will, and are expected to be treated with all the respect accorded to The Masked Lady herself. To insult a Face is to insult The Masked Lady, an action which typically has dire consequences. Faces, while direct representatives of The Masked Lady, are not bound by uniform or code, with the single exception of the domino mask that they wear on their face, as all members of The Administration do, and as such their appearances and abilities are as many and varied as there are Faces in existence.
Though 'officially' Faces all hold the same rank, they are not immune to the rivalries of lesser devils, albeit a little more subdued and subtle as they fall under The Masked Lady's direct scrutiny, competing hotly for her personal favor, as opposed to a numerical rating.
Lady Morgana, Mistress of Pain and Pleasure, Queen of Succubi - A Succubus Queen. Appears most often as a 'large' woman, as she would so regrettably be named by modern standards, though that label would do no justice to her broad curves and full figure that practically oozes fertility and sexuality, with skin the brown of cappuccino and hair the color of espresso (so I just really like coffee, okay? ) tumbling in ringlets down past her shoulders. Beauty of this magnitude (subtly enhanced, maybe, by the aura that all succubi share, only of course a bajillion times stronger) could wear anything, of course, and still look divine, but Morgana prefers to leave little to the imagination with a single white silk cloth draper over her (typically lounging) form. As of late, however, she has taken to wearing more restrictive and militant outfits, reflecting perhaps her shift in duties.
Lady Morgana is the Archdevil-in-truth of the First Circle, and seeking to become so in the Second Circle as well, following Semiazas' passing, though her claim is, of course, hotly contested. Her seat in Castle Ashmedai is currently occupied by General Ethuriel, while her Clockwork Fortress currently hovers over the Second Circle.
In addition to her regular powers, Lady Morgana is a mechanical genius, responsible for the design of most of the soul-powered technological marvels her forces employ, and which are traded to the other circles, and is the chief mind behind most of the more ambitious designs, like the Clockwork Fortress and massive airships of the Mildly Dishonorable Airforce.
Semiazas, Lord of Erinyes, King of Pain - An Archdevil. Once one of the most beautiful of angels, after his fall took to self mutilation and flagellation, giving him an ugly, flayed appearance with bony wings stripped of feathers and flesh permanently crevassed with bleeding wounds and welts. Once the Archdevil of the Second Circle, rather anti-climactically killed by Kris-the-Slayer and Pri, leaving his circle in ruins.
Kal'selthezaar (Kal) - A tiefling. Grandson of Lady Morgana, consort to Lady Dekaros of the Sixth Circle. A PC, hence has a character sheet.
General Barticuul - General of the Infernal Guard of the First Circle, and Acting General of the Infernal Guard of the Second Circle, until such a time when a suitable replacement can be found. Little is known of him.
General Ethuriel - General of the Horde of Ecstasy. Little is known of him, though he is likely to be an Incubus of some form. Currently serving as Regent of the First Circle, due to Lady Morgana focusing her efforts on the Second.
General Faceripper the Cruel - General of the Legion of Pain. Little is known of him, though apparently he has a reputation for liking kittens and eating ice-cream. Oh no wait, being cruel and ripping off faces.
General Percival Heatherington-Smythe Cumberbatch the Fifth - General of the Mildly Dishonorable Airforce. Little is known of him.
General Klank - General of The Clockwork. Little is known of him, but he is likely to be an intelligent clockwork of some sort.
Bartuc - An Incubus of the First Circle. Appears as a slender male with pale skin, a ridiculously toned physique, elegant wings, graceful, backwards sweeping horns and blonde hair worn in spikes. Appears loyal to Kal. Not very good at making portals.
Balthamel - An Incubus of the First Circle. Appears as a slender male with pale skin, a ridiculously toned physique, elegant wings, graceful, backwards sweeping horns and dark hair worn loose to the shoulders. Appears loyal to Kal. Apparently better at making portals than Bartuc.
Biela the Erinyes - A devil who opposes Morgana, and claims succession to Semiazas as Archdevil of the Second Circle. It is rumored that she may be getting support from other Archdevils. Currently controls the Fortress of Anguish.
Malach the Dominator - A devil who opposes Morgana, and claims succession to Semiazas as Archdevil of the Second Circle. It is rumored that he may be getting support from other Archdevils. Currently controls various islands and bordering mountains of the Second Circle.
Nemesis, 'The Masked Lady', Governer of Dis - An archdevil. Famously refuses to appear in person to anyone but the Iron Queen herself, her own Faces, or, on rare occasions, other archdevils whom she holds in high regard, due to her own massive ego. Currently the Archdevil of the Seventh Circle.
Ambrosius - An Incubus, and brother to Lady Morgana. Formerly a high-ranking devil in the First Circle, before moving to the Seventh Circle several hundred years ago for reasons (so far) unknown. Currently serves as a 'Face', or personal representative, of Nemesis.
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 : 01-09-2014 at 02:38 PM.
Alignment: Neutral Good
Class/Profession: Baker, Future Housewife
Power Rating: E
Description: Dark-skinned with bright white hair and green eyes, about 5'6", wearing a tattered dress that looks like it was once a fine garment.
Personality: Quite timid and polite, easily shaken when confronted by strange things.
Equipment: A dagger containing a bound god of chaos and discord.
Abilities: She's a decent baker and housekeeper, but nothing beyond a basic human.
Backstory: To come later
Alias: Kaal (if you're her friend), Miss Verk (if you aren't)
Race/Species: Augmented human
Age: Lost track at 132, appears 20-ish
Alignment: Chaotic Neutral
Class/Profession: Artificer, gunslinger
Power Rating: C+ when just going about her day, A when geared for combat.
Personality: Rather outgoing and eccentric with a eye for the strange and interesting. As willing to talk for hours about the nature of the universes as she is to go on a high-flying adventure.
Equipment: Her Magitech All-Range Battle Rifle, various potions and concoctions, a door to her laboratory pocket dimension, and her Hyper-Dimensional Multitool.
Backstory: (working on it )
Alias : Jit (prefix letters mark his personal timeline, see later)
Race: Psychic Terran
Age: around 186 (ceased aging at 28)
Alignment: CN, leans more towards good, but definitely not above getting his hands quite dirty.
Training: Alliance Ghost program (assassination, firearms training, psiblade proficiency, minor psychic capabilities), Roman legion (swordsmanship and tactics), others not named (I'm thinking through feasible options)
Power Rating : Quinsar Rating 4-6, Neon Knight C- through B. Jit's power level varies depending on where he is on his personal timeline.
Description: Jit is a fairly tall human in his late 20s with brown hair and metallic eyes. His outfit is generally More along the lines of jeans, a cowboy hat, and a duster jacket, but if he is expecting a fight he'll change into his old Ghost body armor.
Jit By Ceika
Personality: Jit is usually pretty carefree, but his personality does vary with his personal timeline (earlier in the timeline he's more aggressive, later he calms down, recent traumas may have effects, etc.)
Box of money: contains thousands of currencies sorted by type, standard, and average tech level
C-10 Canister rifle: Standard Ghost issue sniper rifle. In later periods, Jit has modifications for special ammo, such as psychically-based stun bullets or high explosive rounds, and has mods on the gun for a full auto mode.
Psyblades: A modification from the Protoss weapons designed for use by Ghosts, these gauntlets are Jit's prized possessions. They create wrist blades of pure energy when in use, and Jit is very adept with them.
Eye modifications: eyes have been cybernetically augmented, allowing them to function as cameras. Includes a zoom function.
Belt of Wonder: Contains all of Jit's items, but he can only access up to three at a time.
Abilities: Jit is a trained assassin at all times. As his timeline advances, his psychic powers also become consistently stronger.
Chrono-dislocation: Jit randomly warps around in time and space, and even between dimensions. This means that he has frequently met people before they meet him, and vice-versa. This is the reason for the references to Jit's "personal timeline". This is based off of what he has experienced since his first time warp.
Immortality: as part of his chrono-dislocation, Jit cannot die. However, if he is mortally wounded, he passes out and wakes up somewhere/sometime else. Generally, the results of these trips are quite nasty, and can include short-term amnesia.
Weaknesses: Jit's greatest weakness is his condition. If he is near a strong source of time energy (time machines that are turned on, etc.), it will overload and generally do one of three things: 1. explode, 2. Send him off somewhere random, or 3. both.
Backstory: Jit was born in the Korprulu Sector and was engulfed in the Great War. His parents were born on Korhal, and were Mensk loyalists, so when Raynor's Raiders began to fight back, Jit left home and joined the resistance. After the War, Jit joined the Alliance, composed of Terran and Protoss leaders. There, his psychic potential was discovered and he entered the Ghost program. After a few months, though, he vanished. He soon discovered that he was being thrown about in the time space continuum. He would vanish, and reappear at random. Every time, a seemingly random item would come with him, such as his psiblade gauntlets, which were in his quarters. His rifle and ghost armor also came along, since he was carrying them. He found himself in a high fantasy world, where he acquired his belt. Since, he has never been in the same place for more than 6 months at a time.
Note: because of Jit's condition of chronological displacement, at any given time he may or may not know things about characters that he hasn't met in posting. That's because he meets them in their future, which is his past. The reverse is also true, where Town characters meet him in their past, which is his future.
In another dimension known as the Town (yes, it still exists independently), Jit aided in the process of closing a hell portal opened several years ago. In the process, and demon child drained some of his energy. When the child's other half arrived and recombined to become whole again, she introduced herself as Danae. Then it turned out that draining his energy had afflicted her with the chrono-dislocation. Then they arrived in the Nexus.
Different Jits: because Jit's time warp is random, I'll include prefixes to mark what he looks like. Without any prefix letter, assume the standard.
fJit: Feral Jit, one of the earliest in the timeline, fJit has only been time warping for about 20-30 years. He recently was the subject of an experiment that causes him to turn into a feral creature in response to pain. fJit's clothes are battered and torn, his hair is shaggy, he is usually barefoot, and closer inspection reveals that he has brown eyes instead of the cybernetic ones of later Jits. When injured, his eyes get a feral gleam and he loses control, attacking with a full set of energy claws (wolverine meets red lightsaber). Also, fJit has outstanding regenerative capabilities, also as a result of the experimentation.
oJit: Old Jit is one of the latest in Jit's timeline I intend to use. The main distinguishing feature of oJit is that he has a small streak of grey in his hair. He is the least aggressive and most informed about his condition, and is fairly close to understanding it.
Alias: None, yet/Too many to count
Race: Sucurine (succubus-eyrines hybrid)
Age: mid teens, can appear at any age, usually looks around 8
Alignment: CN, mostly
Class basics : Rogue and bard qualities
Power Rating: Quinsar 3-4, Neon Knight D
Description : As a shapeshifter, Danae can change her appearance to fit her needs, but she usually appears as an 8-year old girl with flaming red hair and fair skin. Sometimes she'll add horns or a tail. I have an avatar around somewhere, but am too lazy to find it.
Personality: For her age, Danae is very grown up. This is mostly because she retains the memories of the evil side of her during the split. Pro parenting tip: An army of demons/devils is not a good place for a young girl. She is incredibly flirtatious (mostly the result of her heritage), and enjoys making people uncomfortable by being incredibly flirtatious while looking like an 8-year old.
Equipment: A dagger that seems to be bound to her. She's not sure how, but she always has it on her.
Magic Bag of Invisibility: A Bag of Holding, but better and invisible.
The Visage of Xn-Kxrlth: Apparently the repository of all knowledge. No that she knows how to work it, but eventually she'll work it out. For now it's just a kind of cool mask in her magic bag of invisibility. Acquired from a Rebonack Random Encounter (TM) (which should explain everything)
Abilities: Danae is a shapeshifter, and can take any humanoid form without difficulty. She's also trained herself to be able to take nonhumanoid forms, though these put her under a lot of strain and cannot be maintained for long. These are actual changes in form, not illusions.
Weaknesses: Not too fond of silver, cold iron, holy water, or excessive religion.
Backstory: Danae is E's granddaughter. Her mother, Rebecca, used her as a sacrifice to open a hellgate in the sewers of the Town. This split her into good and evil parts, with the evil part trapped in hell. When Jit and his companions went to close the portal, the evil part absorbed some of Jit's energy, and his condition along with it. Then, after Jit disabled the evil side, her good side woke up and went to recombine with the evil. Now she's whole again, and stuck wandering through time and space with Jit.
Regular is her normal speech (adult tone, volume, and general speech pattern)
Courier New font means that she is playing the part of the 8-year old she usually looks like (more of a childish tone and speech pattern)
Race: Human-Timelord hybrid (It's weird)
Age: roughly 230 (Or -99,999,770 if you're going off of date of birth)
Alignment: CG (his heart is in the right place, but he's willing to use some extreme measures)
Class/Profession: Jiggery-pokerymancer (he's basically a tinker that can do a few things that the laws of physics/time and space say he shouldn't be able to)
Power Level: Naturally on the high end of human, but is a skilled pilot of machines (therefore the details depend on if/what he's piloting)
Abilities: Nearly everything a Timelord can do, but lacks regeneration and double hearts. Also cannot survive outside of Martin due to modification made to allow him to pilot the cyber. This has been fixed.
Items: various gizmos, and a Jacket of Bottomless Pockets to store them in. Very few direct weapons, fewer that work, and even fewer that work on humanoids
Description: To come, see image
Image shamelessly stolen from Who (Mark is a clone of one of his characters, he's on another forum)
Backstory: About 100 million years in the Town's future, Who's TARDIS landed and the Timelord fell out of it, human. He had changed his nature using a Chameleon arch to try and stop a poison that was destroying his mind. It failed, but the future Town scinetists were able to secure a sample of his DNA and the watch that contained his Timelord essence and memories. After the poison killed Who, they cloned him, and exposed the clone, Mark, to the watch. The results were mixed. Mark obtained all of the memories regarding the Timelord culture and technological advances, but had absolutely minimal access to Who's actual memories of how he learned these things (Imagine it as Mark has memorized a book written by Who tat contains the entire sum of Who's non-personal fact knowledge). Mark then spent the next 230 years working with Who's TARDIS, ultimately building the Town's emergency evacuation device, which he named Martin, around the TARDIS. Mark solved the issue of nesting before doing this. Then, two years ago, a number of scientists released the plague virus known as Chimera. Mark was utlimately forced to flee with no one else, and had to figure out how to pilot Martin without the 80 person crew it was designed for. With the help of Martin, Mark was able to design a chemical that made his vital functions run with no attention from his mind, allowing him to simply plug into the control interface. The drawback is that now Mark cannot survive without the chemical, which can only be produced by Martin, and which is consumed too rapidly for a portable source to be viable.
After Martin was able to isolate Chimera's intelligence and put it into a human vessel, the robot and the pilot got into an argument, which ended in Mark getting teleported through dimensions into an alternate Town the Nexus. He's a little bitter about that.
Personality: Mark is pretty cheerful, and definitely fits the absent minded scientist (he nearly forgot to reactivate the life support once). He hates Chimera with a passion for destroying his home.
Alias: Anastram, The Blade of the Eternal Lady
Gender: Formerly male, technically eunuch (skeleton)
Race: awakened orc skeleton
Alignment: LN. Anastram's morals are strongly aligned with those of his patron, Wee Jas (modified from the standard DnD goddess)
Class: Soulknife/Kensai. Anastram as mastered his mind blade as his signature weapon, making it one of the most powerful weapons in his world
Power rating: 6 or A-. Anastram is quite legendary in his homeworld, although that is mostly due to the fact that magic weapons are very rare, and between his power as a Soulknife and as a Kensai his mind blade is around +18 equivalent
Description: Anastram is a skeleton. He is a very large skeleton for a humanoid, standing on the high end of 6'7". His armor consist of a breastplate of highly enchanted mithril. He wears a black cloak embroidered with the holy symbol of Wee Jas, which has also been pressed onto his armor. His gloves are a supple red leather, as are his boots. His helm leaves open the facial structure of his skull, but is otherwise fairly simple. His mind blade (when in use) is an orange katana made of pure psychic energy.
Personality: Anastram has been around for centuries, but died when he was in his early 30s. As a legendary warrior, he can be arrogant at times, but his most defining characteristic is his unwavering loyalty to his patron, the goddess Wee Jas. He believes it was her magic that brought him back as an awakened skeleton, rather than one of the mindless rabble, and would gladly lay down his unlife for her in thanks for the many extra years she granted him. He has no fear of losing his unlife, since he has had many centuries to make peace with the fact that his awakening was a blessing that will end some day, and he therefore fights with little restraint and much joy.
Equipment: Anastram's breastplate is heavily enchanted and made of mithril, making it very light and unrestrictive. His cloak enhances his personality, as well as aiding him in defense against magic(DnD combo charisma and resistance). His boots enhance his speed and mobility greatly (DnD levitation, striding and springing, and winged), while his gloves aid his reflexes and each contain an enchanted tile that heals him when broken (DEX, arrow catching, and storage [2 Enchanted Tiles of Harm]).
His mind blade is his most starling trait. While most mind blades are a glowing green, undeath has had a strange interaction with Anastram's mind blade. It now burns a flaming orange, and is very strongly enchanted with a variety of abilities, which Anastram can change with an hour of meditation.
Mind Blade: Anastram can form his mind blade (usually in the form of a katana, wielded 2-handed) at will, and can charge it with psychic energy to cause extra damage
Power Surge: Anastram's conviction and focus allows him to call upon the strength of his mind to empower his blows. He can occasionally strike with enhanced brutality for a short time, though this grows harder the more he does it without resting his mind.
Eternal Preservation: Anastram's service to Wee Jas has not gone unrewarded. She has blessed him with one of her greatest boons, Eternal Preservation. If he is destroyed, his body will reanimate within the next week. If it is destroyed, his body will be reconstructed in the nearest graveyard, but this takes closer to a month.
Notes: Anastram is from a homebrew world made by my cousin. In this world, there are no outer planes, so the gods live on the Material, which is made up of many planetoids bound together by chains. The gods are also unaligned. Instead, the represent an ideal. Wee Jas was originally the wife of Nerull and they together represented the ideal of inevitability (usually of death/taxes). At some point, something (undisclosed for plot reasons), she had a change of heart, left Nerull, and became the goddess of the ideal that some things must be preserved forever. To this end, she founded Necropolis, an undead city (usually he's better with original names).
The other part of it is that magic is nearly restricted to gods. Outside of the gods and a very select number of mortals, only quasi-magic/psionic classes (rangers, paladins, soulknives, psychic warriors, etc) exist
Oh, and dwarves don't exist, so he mixed their fluff into orcs. Orcs in this world are more of a cross between Elder Scrolls orcs and DnD dwarves than DnD orcs.
Backstory: Anastram was born under a different name. He doesn't remember it, and he doesn't care. When he died, he was brought back, but for some reason, he wasn't mindless like his comrades. It took him several decades to become accustomed to unlife, but when he did he became a loyal servant of Wee Jas. Through many adventures, he rose through the ranks until eventually becoming her personal champion and agent. He came to the Nexus on a fluke, when a portal to the Far malfunctioned and sent him spiraling across the dimensional boundaries. His link to Wee Jas is weakened by the great distance, but it is still enough for him to make contact with her in places where the planar/dimensional boundary is weak (read: the whole bloody Nexus) and for her power to keep him from passing on completely (usually Eternal Preservation prevents him from being destroyed)
Notes: as an undead, Anastram is simply immune to many effects, so don't think I'm godmodding if some of your abilities simply fail.
When he communes with Wee Jas, she will speak in bolded dark red
Jit Falnon avatar by Ceika
Nalin Fiendborn, Tiefling Warlock 11
Ranborg Nimblesong, Gnome Bard 8
Glad I. Ator, Warforged Gladiator 4 (Fighter with more skills, skirmish, and scout fast movement)
Kalak Urskanclan, Animated Ice Statue (using Draconic Air Genasi) Evoker 5/Frost Mage 5
Description: Syela is a pretty young woman. She has healthy curves and is a little bit chubby around the hips and midriff. Her light brown hair is on the longer side and quite wavy. She has small, dark horns which curl backward and her ears are pointed. Her eyes are light green and resemble those of a goat's. Her nose is somewhat flat and broad and the hair on her arms and legs is a bit darker and more noticeable than one would expect. She lights to wear modern clothing that shows off her body, though she finds herself wearing a lab coat a lot of the time.
Personality: Syela is friendly and very bright. She's sought out a meager education even among her small village where most people don't know how to read. She's inquisitive and love to learn new things. Insults tend to hit her especially hard and she doesn't react to them well. Especially those relating to her heritage. She has a bit of a manipulative streak when it comes to boys her age. She knows she's attractive and is more than willing to use that often.
Some kind of paper and writing tools.
Her various notebooks where she records her alchemy notes, along with a number of other points of interest.
A small canister with a red button. When presses it replaces the users negative emotions with positive.
Abilities: Syela possesses no noteworthy abilities.
Backstory: Syela was the product of a union between a peasant woman and a satyr. She grew up without knowing her father, and her mother refused to tell her anything about him. The signs of his heritage were clear, however, and the other children in her village would often treat her with cruelty. Even some of the adults would say hurtful things.
Syela had quite an interest in education where most people were not. She took to spending much of her time with the local alchemist. He'd often allow her to observe him and had her fetch things for him. She even learned to read, a rarity among those in the village.
One day she decided to leave home. Even she's not sure why. Partially frustration, partially wanderlust, she just knew she needed to go. It didn't take her too long to find herself in the Nexus.
Alias: None Gender: Male Race/Species: Drow Age: 64 (21 in human years) Alignment: Chaotic Good/Chaotic Neutral Class/Profession: Hunter Power Rating: A- Description: Vierzt is tall and lean. His long hair swishes around his bony shoulders and muscled, bare top. A longbow is strung about his waist, and a serrated knife is hung from his sash. His green eyes gleam. His face is smooth and attractive. Personality: Vierzt is usually cocky., but is prone to extreme mood swings. Equipment: His sash, his serrated knife, and his bow. Abilities: Archery that rivals Legolas and Katniss. Survival skills. Backstory: Vierzt was born alongside T'rissylene, Nixa and Elkandar. His mother didn't want a son, so they left him and Elkandar to die. Elkandar was taken by dwarves, while Vierzt was left to fend for himself. He has vague memories of himself and Elkandar, wrestling and playing, sleeping, only toddlers, and fending for themselves. He hopes to find him again. However, he has no idea that he's got a sister.
This is the thief who likes to hoard,
That loves the bard with the puppet Lord
That admires the fighter with the green-hilted sword,
That employs the Wizard, whose bird is ignored,
That has the gender unexplored
That intrigues the Halfling, usually bored,
That slew a mountain of the goblin horde,
That follows the cleric,
That serves the lich,
That seeks the gate,
That guards the snarl,
That lives in the prison the gods built.
guess what I was gone but now I'm back
Last edited by Dark Elf Bard : 07-31-2012 at 11:28 AM.