Alias : Jit (prefix letters mark his personal timeline, see later)
Gender: Male
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.
Spoiler
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.)
Known equipment:
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.
Danae
Spoiler
Alias: None, yet/Too many to count
Gender: female
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.
Speech patterns:
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)
Mark
Spoiler
Alias: none
Gender: Male
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
Spoiler
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.
Anastram Gryphonclaw
Spoiler
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.
Abilities:
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
Description: Syela is a pretty, young girl. She's rather skinny, if one neglects to mention her large breasts and wide hips. Her feminine attributes are more developed than most girls her age. Her hair is fairly long and very curly. 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 typically wears earthy coloured plain dresses.
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.
Equipment:
Spoiler
Equipped:
Inventory:
A small canister with a red button. When presses it replaces the users negative emotions with positive.
Stash:
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.
__________________ zimmerwald1915 made my avatar!
Spoiler
Quote:
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.
Last edited by Dark Elf Bard : 07-31-2012 at 11:28 AM.
Race/Species: Weeping Willow Dryad, Goddess of Eve
Age: 3, ageless (8 HPME*)
Profession: N/A
Description: Salix is a cute little girl. She has dark skin that looks almost like it's made of wood. She has big, inquisitive green eyes and rather long, pointed ears. Her hair is made of up long, leafy weeping willow vines that reach down to her knees. She wears a small variety of dresses. They're often dirty.
Personality: Salix immensely enjoys spending time with other people now that she has the opportunity. She delights in playing games with most anybody. She's incessantly cheerful and it's hard to find her without a smile on her face.
Equipment:
Spoiler
Equipped:
Inventory: Bag
A doll with the likeness of a dryad. If given food when Salix is in trouble, it will help her somehow. It's named Ivy.
An assortment of different clothes, often somewhat dirty and wrinkled.
Stash:
Abilities: She has a few abilities granted by her heritage. She can manipulate plants in many ways. She can speak to plants. She can also enter a tree and emerge from another, even over great distances, as long as she's touched the tree before.
Salix has gained more abilities when she became a goddess. Though she has yet to discover the lengths of these abilities. Notable now is that her already existing abilities as a dryad are much stronger.
Backstory: Salix was born from her tree that can be found some small distance from the Good League of Good. She's lived her entire short life there with only occasional interaction with other people. Much of her companionship has come from a warren of rabbits that lives near her tree.
Miscellaneous: She has to remain within a moderately large distance of her tree outside GLoG or the sapling that came from her tree in GLoG or she will become sick and die after a few hours. Taking a small piece of him allows her to be away from him for a while, though not for an extended period of time.
Aliases: N/A Gender: Female Species: Altered Human Profession: None Power Rating: Unknown
Description: Asenath appears as a young woman wearing a tattered beige robe with its sleeves torn off. The robe reaches down to just above her ankle, and is ragged at the edges. She also wears worn leather sandals of an older style, which have straps bound almost up to the knee. Cream colored bandages are wrapped over her entire left arm, her right hand, around the ankle and foot of her left leg, and over her left eye. Small, flat, rectangular copper charms are tucked carefully into the bandages, each one bearing a crude pictogram on it.
She has long white hair, usually a little tangled, and very lightly colored eyes. This, in combination with her extraordinarily pale skin, seems to indicate albinism. She is about 5'7" tall (170cm), and is thin and lacking in both muscle and fat.
Personality: Asenath is a bit awkward and perhaps a little archaic, and prone to ignoring or trying to repress emotions and memories that she dislikes. However, she tries to be polite and friendly, and frequently acts off of hunches, instinct, and impulses, as she is missing much of her memory; because of this, she often ends up in unusual situations or talking to people she doesn't quite fit in with.
Equipment: Asenath is incredibly poor at the moment, only owning what she carries on her.
Abilities: While she can't recall any training or skills she might have, Asenath is no longer human, and does derive some benefits from her change in nature. She no longer eats, drinks, sleeps, or breathes as a human would, though it is inaccurate to say she eschews those functions entirely. While she does not eat regularly or often, she sometimes experiences cravings for strange substances. Water does not appear to be as vital to her as it would be for a human, but she does still thirst every so often, even if she can go for long periods without. While she does not sleep, she does find that she benefits from a more dormant state, and flashes of her memories are more vivid and strange during those times.
Backstory: Unknown. Asenath recalls little, and what she does recall, she is reluctant to share in its entirety. What is known thus far is that the bandages she wears covers a condition that was inflicted upon her, though she is unsure of the circumstances during which it occurred.
Description: Aeia has very light, almost white, skin that looks somewhat like it's made of wood. Her hair is made up of a mass of eucalyptus leaves that reach just a bit past her shoulders. Her eyes are a dark green and her ears are quite long and pointed. Aeia is very skinny and has small breasts and fairly narrow hips. She wears a tanktop and short shorts, leaving a lot of skin showing overall.
Avatars:
Spoiler
By Myself:
Personality: Aeia is the type of person to not content herself with the same old thing from day to day. She's always seeking new experiences and new places to see. It makes her a bit flighty, as she's not one to tie herself down. She's quite impatient and needs to keep herself entertained.
Equipment:
Spoiler
Equipped:
A small silver-wood ring with a smooth oval ruby in the center. In the middle of it is a small swirling cloud of light, almost exactly like a nebula. Marks her engagement to Justinian.
A copper flame symbol hanging from a chain around her neck. Given to her by Justinian before he had to leave her.
A fur lined cloak.
Inventory:
Stash:
Abilities: She has a few abilities granted by her heritage. She can manipulate plants in many ways. She can speak to plants. She can also enter a tree and emerge from another, even over great distances, as long as she's touched the tree before.
Backstory: Aeia spent most of her life near her tree which was thankfully located near a small town. She was able to entertain herself with the various people that would pass by, but she always wished she could roam further than she was capable of.
One day a wizard took an interest in her tree. It was one of few livewood trees, meaning it would live despite being cut down. So the tree was taken and Aeia right along with it. He had intentions of experimenting on her and he actually crafted her tree into a sapient construct, Bark. They managed to escape after messing with some magic scrolls and being transported into the Nexus.
Miscellaneous: She has to remain within a moderately large distance of Bark or she will become sick and die after a few hours. Taking a small piece of him allows her to be away from him for a while, though not for an extended period of time.
Description: As a pixie, Mimi is very tiny. She stands only around five or six inches tall. Proportionally, she's quite a bit more slender than a human would be. She has a large set of pale green wings that resemble those of a luna moth and she has a pair of antenna poking out from just below her hairline. She has somewhat long fingers, pointed ears, and her brown eyes are a bit large. Her skin is fairly light and her hair is a dark brown. She wears a variety of clothing items that often clash with each other in some way.
Personality: Mimi is rather aggressive, though it's nothing compared to some members of her tribe. Education has never been important to her, so in that regard she's rather simple. She is a very curious person, though. She's also quite excitable, quick to anger or joy or any number of emotional extremes. She has a hard time being still, or being inactive in general.
Equipment:
Spoiler
Equipped:
A gilded torc worn around her neck.
Inventory:
A spear gifted to her from the goddess of the Hunting Grounds. The haft is made of bone, with a gray flesh wrap holding the head in place, the head itself being made from a red gem taken from a gemhide sliver. The gem acts as a personal sliver hivestone. It will grant her the abilities of nearby slivers.
A pair of golden rings that, when worn, transform her so she stands at the height of a human.
Stash:
Abilities: Mimi can produce a fine powder commonly known as pixie dust. It's applications are too numerous to count, but it can be summed up in that it manipulates what it's applied to for a limited time.
Backstory: Mimi was born and raised as a part of the Bloodfang pixie tribe located on the edge of the Weald. They are largely hunter gatherers and are not very civilized. They are, however, a tight knit community for the most part. Mimi is the daughter of the current Chieftess, Samantha. This has afforded her some respect, but she's earned it through her reputation as a talented hunter and fierce combatant.
Miscellaneous: Mimi has an enhancement in the form of a colony in her her bones past the elbow in her right arm that controls tiny nanomachines in her blood stream. They speed up her healing and slow aging. Bones mend in a week and a half to two weeks, while shattered bones take three to four weeks to heal. Wounds heal in less time than that, with the exact time varying with the severity of the wound. Limbs will regenerate as well, but it takes months for even the smallest.
Profession: Ex-Angel of Vengeance, currently seeking redemption
Description: He has long, white hair and his face, once golden and wondrous to behold, is now ashen and pale, as if he spent the last century devoid of sunlight.
His once resplendant armour is now black and grey, his angelic wings tattered and all but incapable of flight. His sword is long and serrated.
Picture coming soon.
Personality:
As a former Angel of Vengeance, Mathias is quick to anger and often the first to enter a fight. However, he has a strong sense of duty and a burning desire to rid Nexus of evil in all its forms.
Mathias is (or was) regarded by other angels as "strangely human"; prone to emotion-spurred acts seen as outrageous by other angels. In fact, it was these "human" emotions that led to his downfall.
Background:
Spoiler
Mathias was once a powerful angel who hunted evil across Nexus and brought them to the Gods' court for judgement. One particularly sinister hunt, however, would lead to his downfall.
His target was a cruel lord of Acro, who ruled with a iron fist. What exact horrors lay within the lord's halls, none can say for certain, but they were so great that the great angel chose to forgo the court and instead impose his own judgement.
Casting the tyrant into the depths of Hell, Mathias turned to slaughter the king's followers down to the last man. It was then the Gods took notice of the wayward angel and cast him down, sentencing him to wander the same world that he had been sworn to protect.
Stripped of his holy powers, left with no companions but his tattered wings, sword, and combat prowess, Mathias fights for his salvation, his objective one that can never be truly completed: to forever rid Nexus of evil.
Still, it is an objective Mathias believes can be completed. He clings to the faint, desperate hope that he can truly eliminate evil from the world so that he can reclaim his position as the Gods' Right Hand.
Hopefully I didn't make him too overpowered? Let me know if he needs to be nerfed
__________________
78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
Where did you start yours?
I started mine with my party investigating a disturbance at a ruined temple of the gods.
Alias: Mia, Mark Gender: Boy, trapped in a female body (see backstory) Race/Species: Human/Elf/Eidolon (It's all very confusing) Age: ??? Alignment: LG Class/Profession: PF Summoner, First Worlder and Synthesist archetypes Power Rating: Adventurer Description: CURRENTLY, she's an average looking elf. She has brownish-golden hair. Notably, her skin glimmers silver Equipment: Magic-user. So of course, she has a staff and no armor. She typically wears dresses because that's the only clothes she has Abilities: To Come Later Backstory: Originally a male human Summoner. Then his elf girlfriend left to go to an all-girls school. He changed his eidolon so he could blend in there. Then he somehow got dismissed along with the eidolon one night. Now he's trapped in the Nexus as a girl
__________________
Avatar from anythingcomic.com
Quotes:
Spoiler
Quote:
Originally Posted by The_Tentacle
Often in the Lord of the Rings, if people need a Deus ex Machina: Gandalf. But if Gandalf needs a Deus ex Machina: eagles. And if the eagles need a Deus ex Machina, then you should probably just pledge undying loyalty to Sauron right there and save yourself the trouble.
Quote:
Originally Posted by Razanir
Everyone knows frying pans are actually weapons that people repurpose for cooking
Alias: Just call him Oliver
Gender: Male
Race/Species: Human
Age: 35
Alignment: Neutral Good
Class/Profession: Test Jet Pilot/ Navigator (Genius)
Power Rating: As a person, D. However, his inventions are on a case by case business.
Description: A blonde-haired caucasian of medium height that usually wears a pilot's jacket and aviator's shades.
Personality: Bold, daring, reckless, and impatient, Oliver's always on the go.
Equipment: Currently has a car at his house that has a hover and a submersible mode. Other than that, he has a recoiless pistol enhanced due to mad scienced with an Exelixi upgrade.
Abilities: Due to being a former Air Force pilot, he has all the associated skills. Also, being a genius, he has an extensive knowledge of mad science that is natural to all Genii. He also has (which comes with being a genius) basic knowledge of how to operate any non Mania-enhanced vehicle. He is especially skilled with any form of vehicle and/or upgrades, being skilled particularly with the axioms of Katastrophi, Apokalypsi, Skafoi, and Exelixi. However, all of his inventions (wonders) fail to work when being touched by a regular mortal, at best just plain not working and at worst exploding violently or becoming orphans (rogue wonders, though some may be benevolent if they are autonomous and have a notion of morality).
Backstory: To come later.
__________________
Last edited by Hydranova : 05-30-2012 at 07:57 AM.
Reason: Alright, finally reread the book. This oughtta be it for now!
Alias: None Gender:Male Race/Species: Drow Age: 9 Alignment: Neutral Good Class/Profession: Uh... child? Power Rating: D+ Description: Akoraun is about 5'3", and very lean. He wears a black hoodie, and ripped jeans. His face is bright, but if anyone threatens him, he is either really frightened, of or very focused. He has green eyes, like his brother, Vierzt. Personality: Akoraun is nice and friendly to most everyone, and he doesm't really have very good judgement. Akoraun doesn't really know the concept of friendship or love, though. Equipment: A long, serrated knife. Abilities: Akoraun has gymnastic training, and can do various flips and jumps. He's an okay fighter, but stealth and acrobatics are more his thing. Backstory: Unlike all of the males of the B'xarenef House, Akoraun was raised by T'rissylene for a few years before being abandoned . On his own, Akoraun was out in the forest. He was found by a kindly blind halfling who took him in, and taught him Common.
__________________ zimmerwald1915 made my avatar!
Spoiler
Quote:
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.
Last edited by Dark Elf Bard : 07-31-2012 at 11:33 AM.
The Crusader
Gender: Male
Race: Human
Alignment: Lawful Good
Class: Knight Errant
Power Rating: D
Description: Wears the armor of a Templar Knight, though the red crosses are replaced with pictures of the sun
Personality: A good intentioned zealot
Equipment: A full set of steel plate armor, a steel longsword, a steel kite shield with the emblem of a sun on it, a bay horse, and a sack filled with various stuff like food and paper
Abilities: He's a knight, so he can ride, fight, read, write, and play chess
Backstory: A knight of noble birth, he took on the mantle as a solar crusader to protect the innocent and destroy evil
Description:This is a massive building. The large chrome tower is built of glass and special metal alloys. The intimidating tower is home to Marciano Louv're and his force of stormtrooper soldiers. Here, Marciano Louv're generally sits around and does nothing while other people work for him. The tower has eighty floors and an extra three hidden floors. The tower is heavily guarded and well secured. Marciano has installed Defense Mechanism ZETA, a powerful supercomputer that constantly watches over the tower. This computer might be the most powerful ever made and is in fact sentient but completely obedient to Marciano. The levels are organized by card access. Each special card can be swiped through a door, it reads the person's access level and Defense Mechanism ZETA makes sure of the person's identity, then a door would open. The place is installed with heavy weaponry, special mecha-cannons on every fifth floor balcony. Only the first thirty floors are available to the public, the next 40 to guards and special guests, the last ten to Marciano, and the hidden floors contain the top secret lab, bio-engineering facility, and Defense Mechanism ZETA's programming room.
The First Thirty Floors [For Public Viewing](Save Lobby): These floors are lavishly decorated, showing off that Marciano is very, very rich and eager to gloat about it. The floors are mainly guest sleeping areas, pools, meeting rooms, and other hotel-like rooms. The in-door pool is very clean, and kept tidy. All of these floors are covered in camera's, the eyes and ears of Defense Mechanism ZETA. These camera's can see through materials, walls, and can even fire lasers at those attempting to break in. The rooms are very comfortable and well-kept. A crew of cleaning people work to keep the place nice and inviting. They do not know what goes on in this tower save that a very wealthy hobbit owns it. There are about one-hundred rooms.
Lobby: This is the big room that seems to welcome all! This nice place is furnished with beautiful oaken desks, fine red carpets, and all sorts of nice things. A few special people run the front desk. Director Braker is always hovering about, earpiece and other special equipment constantly running a scan over any who enter. Director Braker is not very interesting. The man is in his late forties and almost completely mindless, controlled by Defense Mechanisms ZETA, as are all the guards. This room is also monitored heavily by camera's and stormtrooper guards.
The Next Forty Floors [Restricted]
Spoiler
These rooms are not at all like the first thirty. The walls are barren and chrome and all doors require key-cards and identification to enter. These floors are mainly guard sleeping facilities and weapon storage. Thousands of weapons are stored in airtight and heavily guarded vaults, accessible only by Marciano and a few others. The vaults contain pieces to larger machines, hundreds of guns, and ammo storage.
Top Ten Floors [Heavily Restricted]
Spoiler
These rooms are for Marciano, Grantair, and their close friends, associates, and business partners. A large casino is run here, several pools, arcades, and a well-stocked bar are here, run by mind-controlled cleaning crew members. There's just about everything anyone could ever want up here.
The Three Hidden Rooms [Accessible Only By Marciano] The three floors contain three different things, listed in the spoiler below.
Spoiler
The Lab: These rooms contain sever tables of test tubes, potions, mixers, and blueprints. A team of dedicates scientists work here building the newest creations. Currently, they are working on The Spirit Engine with several Amenite scientists. Huge tubes are built into the walls. Inisde the tubes are strange creatures that the scientists designed. These monstrous creatures float about in an odd liquid that preserves life and allows any inside to breathe and not require water or food. These creatures are horrible, some wielding terrible claws, or spiked tentacles and many eyes. One of the creatures inside can be recognized as the Grundlegrug that NO encountered in Louv're Mines. The creature was built by the scientists here. The scientists are lead by a Mr. Josh Brant. Professor Brant is a medical genius and has several degrees in bioengineering, machine design, and is not too friendly.
Defense Mechanism ZETA Program RoomThis room is very secured. The walls cannot be penetrated by any known laser, weapon, or gun. The metal that envelopes the room is an odd greenish alloy. Inside this room is the massive computer that is Defense Mechanism ZETA. Tubes and wiring connect ZETA to the main control room and allows it to watch over the tower and control the mecha-cannons. This machine also controls the stormtrooper guards with the use of a potent ray that is activated when a guard would put on a helmet, that being said the guards can fight even when dead as long as ZETA isn't damaged or otherwise distracted. The massive machine is at the end of a long hall entered through thick metal doors only opened by Marciano's fingerprint, eyeprint, accent reading, spit sensory, and key-card. ZETA is a powerful machine and is a powerful combatant due to many machines it controls at it's disposal.
Defense Mechanism ZETA
Spoiler
This huge computer lies at the end of a long hallway. The powerful machine is sentient and can easily obliterate the average low-level paladin or other enemies of Marciano. Whilst the computer itself has no combat abilities, several machines drop through the roof, hoisted by special cables. These machines will be lowered to the floor in front of ZETA and attack or defend. There are two machines that land.
Spoiler
Mystic Defense System Beta: This is a giant see-through tube. Inside the tube is a giant brain. This brain is sentient and once belonged to a young god. How Marciano got it is unknown by any not a member of the Sanctum of Dust. This heavily improved "Brain in a Jar" is sentient and constantly attacks any assailants with powerful magical attacks. However, the glass that encases it is very strong and shields the brain. Once the brain is pierced, Physical Defence Alpha is deactivated.
Physical Defense Alpha: This machine drops in front of Mystic Defense Mechanism Beta in battle. It is a giant cube that is unpenetrable by anything. The machine constantly keeps a powerful shield up that makes it invincible, however, the shield relies on a special gasoline that has to be refilled every five minutes of shield activation. Physical Defense Mechanisms Aplha will raise up to the roof and tubes will, connect to it. While the blue gasoline flows into it and recharges it's shield, it leaves Mystic Defense System Beta unshielded and open to attacks. The Physical Defense System Alpha will drop down to the floor after recharging and resume shielding. Any attackers will have to be smart and attack only when Alpha is exposed, and heal themselves when Beta is shielding. Once Mystic Defense System Beta is destroyed, Physical Defense System Alpha is destroyed.
Description: Lenny is very tall, and well fit. He has short, coal-black hair and a large scar across his right cheek. He walks around in a red t-shirt and jeans.
Personality: Lenny is a jerk to anyone he doesn't respect (which is pretty much everyone) and doesn't care about anyone's feelings. He says what he wants, and does what he wants. Basically, he's just an *******.
Equipment: He has firecrackers, B-B-Q sauce, and most notably he almost always carries around a large chunk of meat he eats all day.
Backstory: Lenny is Hoffy's older brother. Growing up together, the two were constant rivals. Lenny was stronger, faster, more talented, and 5 years older than Hoffy. Even so, Hoffy was way smarter than him and always ended up winning the fights they always had somehow. Lenny had a strong gift with the element of fire, so his parents sent him away to a special school for gifted children around the time Hoffy was banished. He used his incredible gift to use and take advantage of the other students. After graduating the top of his class, Lenny returned home. One day, he overheard the village elders saying Hoffy is much more serious threat, and banishment was too soft of a punishment. Lenny personally volunteered to bring Hoffy back for further punishment. He's been chasing him across the world ever since. Failing to catch him time and time again, he now spends most of his time using people and various criminal activities.
After both kids were gone, Lenny's parents started a potion shop. It eventually grew and became the number one shop in the business, making his parents one of the most richest in Nexus. His parents were murdered one day, leaving all the cash to Lenny making him filthy rich. No one knows who murdered them. Some evidence points to Lenny, but not enough to tie him to the crime.
Alias: Miss Q Gender: Female Race: Human Age: Around 23, although she's not sure what her age is exactly. Alignment: Neutralish Goodish Profession: Currently, a saleswoman. Power Rating: E+, I think. Basically an average human in combat, with no crazy abilities or magic powers. No, seriously. Description: Alice is slightly taller than average, and very thin. Her skin is unusually pale, almost as if she is ill in some way. Despite this, she would probably be considered pretty by most people, if not beautiful. She has long, straight black hair, usually not very tidy. Her eyes are a vibrant green. She usually wears a white dress, and is rarely seen without her battered black top hat. She seems to favor her left arm, as if it is damaged in some way, although the only difference that can be seen is that it is slightly paler than her right. It is, in fact, the fifth arm that she has had, and hopefully it will be the last. Personality: Constantly filled with wonder by her surroundings, Alice is filled with enthusiasm and the joy of living. She does have some odd habits, true(such as her sometimes bizarre logic, and her tendency to overreact to situations), but her general outlook is quite sunny. In addition, she has an annoying selflessness, as if she cares more about others than herself. What a strange person! Equipment: Not much. Well, her top hat deserves mentioning. Although perfectly serviceable as a hat, it is much bigger on the inside, containing an extrademensional space perfect for storing objects of all sorts. Think Hat of Holding. She doesn't use the hat to show off, so even her closest friends usually have no idea what it can do.
Also, various bits and bobs contained in said hat, most of which don't deserve mentioning. Backstory: To come later. It's a lot creepier than one would think.
Pronounced with the straight G rather than saying 'Jelly'.
Alias: Divebomb
Gender: Female
Race/Species: Cyborg Human
Age: Older than her sister Fettina, younger than her sister Naitiri.
Alignment: No thanks.
Class/Profession: Varies every few months or so. Currently, superheroine.
Power Rating: Probably a solid B.
Description: Standing here is a short, stocky, vivacious young lady, her skin dark and her eyes bright. When I say stocky, I mean the basic definition: she's of a broad, sturdy build. She's possessed of long, thick, dark hair, like a series of smooth electrical cords that actually spark and flash. They're close to dreadlocks, actually - a very large set of dreadlocks. She typically wears fashionable, somewhat revealing clothes.
On to her alter ego's outfit. It seems to be armor, at first glance - steel plates overlapping all down her front and back, then dangling in a metal 'waistcloth' between her hips. Her legs follow suit, with armor on two sides, but it all seems to be merely cosmetic. Her flanks are entirely naked. Purple tattoos, elaborate circles building up to fantastic structures, are inked into her blue skin there.
Gelley's visor, much like her armor, only covers half of her face. The visor itself consists of a slim blue line, made of glass, and a metal frame that encircles her head. Where the visor covers her forehead, an emblem of a burning blue rocket is embedded.
Equipment: When out and about in citizen clothing? Rather little. Gelley typically carries a purse with her, which contains little to no make-up material (augs are there for a reason), a little bag of trail mix, her phone, a very broad-toothed comb, a thick 'scrunchy' for her hair, and a few other minor items.
When out saving people, she has little beyond her 'armor'.
Abilities: Self-propelled rocket jumps and near flight are the most prominent ones. The armor Gelley wears isn't purely cosmetic - it attaches to her body and the ridges fold different directions, allowing for controlled bursts of heat to propel herself through the air. She possesses near invulnerability due to a tight-range forcefield and regenerative properties for her mostly artificial skin. Her muscles and joints are reinforced enough to withstand several thousand pounds of lifted material, so she's also quite strong.
Perhaps other cybernetic powers. Her visor has an extensive scanning system, for blood, heat, motion, and other things.
Backstory: Gelley came from a rich and powerful family, especially given the post-apocalyptic setting of their world. Her parents - a doctor and a drunk only ever had three children, all girls. Gelley was always a curious and excitable child, and so she became as an adult.
Due to a lack of attention from her parents, Gelley leaned heavily on her sisters, more heavily than either of them. However, unlike the younger Fettina, she outgrew that need for attention and dependence on others. With a combination of differing opinions and some very bad habits on Tina's part, the rift between them grew until they were hardly speaking.
Gelley set to travelling, exploring the many options for her career. Zoologist, biologist, explorer, adventurer, boxer, and a two dozen others. When she got a vid-message from Tina - something about a 'Nexus' - Gelley became intrigued. She'd been looking for a more free, vigilante-tolerant city to take her latest shot at greatness. She wants to be a hero. A champion of good and a beacon of power. With some of the most dangerous, expensive human augmentations available to the public, and some less than legal cybernetics, Gelley has become Divebomb. At least, that is the working title.
__________________ The (somewhat) overdue avatar of Adir, my FFRP character, was done by Gulaghar. Thanks!
Spoiler
In a dream I found a place
of rotting meat and eldritch grace
and looked upon his primordial face
and from my thoughts could not erase
that sense of time that sense of space
and my heart the darkness did embrace.
-Johanna Stokes
Alignment: If it gives me followers, power, or money, yes.
Class: Warlord/Arcane Fighter
Rank: C.
Description: This drow is thin, almost lanky, but very wiry. His eyes, glowing green in color, are almost dodgy most of the time. He tends on the side of paranoia, but he is rather charismatic. He likes impressing people with his skill. A quirk of his advanced mind is that he enjoys any kind of competitive games that rely on tactics. His skin is pure black, a sure sign of drow nobility where he comes from. He wears a typical leather suit of armor, with a hidden suit of chain-and-plate mail underneath. His neck is encircled by a silverlike torc with a spider and runes on it.
Personality: Somewhat aloof, but very charming if he wants to be. A little sinister, but that must just be because he's a drow. He has an aura of competence. He, to his rare real friends, is fanatically loyal. He also enjoys spicy food and good drink a bit overmuch.
Equipment: A suit of fiend-forged armor, thirteen daggers stashed various places in his clothing, a thin but strong sawtoothed scimitar with demonic traits, and a torc that allows him to cast webs at people.
Backstory: In a world like Faerun, the drow were the ultimate warriors. They rose from the Underdark and slew the surface peoples and enslaved them. He was a minor noble, of the once-favored house Várn, the former drow royalty that were deposed for being kind to the surface-dwellers. He had a few followers, very loyal to him. Nobody expected much from a kid genius.
He rose in a bloody war that made frequent use of smear tactics, hit and run and martyrage, destroying the houses of nobility one by one with ruthlessness. He hated how they gloated over intelligent, suffering beings.
The last house was ten times as powerful as his, and his house was destroyed. He escaped into a mysterious rift to try and rebuild a resistance to the drow empire, and to free all the other races. And found himself in the Nexus.
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78% of DMs started their adventure in a tavern. If you're one of the 22% that didn't, post this into your sig.
Aquaeris, Flowing Sheen.
Xacha, the Metal Serpent.
Viltasa, the Evening Star.
Yash-Ko, the Flame of the Void.
Argul Lugra, Lord of the Eyes.
Drow Lord avatar by Dread Angel.
Description: She's fairly small and plump. Her skin is a grey-brown with a scattering of light spots down her back and the backs of her arms. Atop her head is a mop of dark brown hair that hangs down a bit past her shoulders. Curiously, she doesn't appear to have legs. Instead of legs, her lower body widens a bit and has the tail flippers of a sea lion.
Pavati has quite large eyes for her face, and the whites are only visible in the very corners. Sticking out to either side from her eyebrows are three long and ridged hairs and several smaller similar ones; Sort of like whiskers. Her lips are somewhat thin and her nose is small and round. Her fingers are webbed and tipped with claws. She wears only a red bikini top to cover her ample breasts.
Avatars:
Spoiler
Personality: Pavati is a very friendly individual. She's bubbly and perhaps a bit ditsy. It's hard to keep her spirit down, even at the worst of times; She's an eternal optimist. Crude advances from men are bound to leave her mildly angry, while on the other hand, a charmer is sure to catch her interest.
Equipment:
Spoiler
Equipped:
Inventory: Small bag
A small ivory horn, with a thin gold band wrapped around halfway along it. When blown it summons Ithuriel to her side.
Stash:
Abilities: Pavati possesses no noteworthy abilities.
Backstory: Pavati comes from a small tribe of selkies that live in an ocean in the Nexus. She took an interest the land beyond the beaches one day when observing a group of "land people". After some time she decided to act on her curiosity and travel inland to explore. It was perfect timing, as she was starting to get fed up with the frequent and crude advances she'd been receiving do to it being mating season.
Real Name and Aliases: Emily Dickinson Aramil; Beautiful M.E.
Race: Urban Elf
Age: 16
Profession: Artist
Description: A sixteen year old girl with curly brown hair. She has elf-like ears but how elf factors into her heritage is currently undecided. She mostly wears rainbow and tie-dye colored shirts. She's also always in reach of her headphones and her bright red roller skates.
Personality: Friendly as they come, Emmi takes the most pleasure in bringing her special definition of beauty to the world, this mostly involves using grafitti to brighten up otherwise drab or depressing streets. She loves bright colors, fast music, and roller skating, all three luckily come together in her chosen "career path" as a graffiti artist. She's a hippie at heart, inspired by her mother's activism. She's an environmentalist, a pacifist, and a vegetarian. She's considered veganism, but has no intent on giving up ice cream, so screw that.
Equipment: -Her rollerskates, which make her quicker than most on foot. She's as agile as a dancer in them, probably more than her own two feet.
-A duck call whistle she uses to signal her friends. All members of The Guild have one.
-A paint gun which can change colors mid spray.
Backstory: She was raised by a single mother with her two elder brothers. That's all I have for now.
BONUS CONTENT: The Guild
The Guild is an underground club of graffiti artists, originally focused on covering up gang symbols in the city of Inside. Eventually the club became rather famous among the local club and music community and were sought out for concert advertisements and events. It almost became a sort of weird prestige to have them do a piece for you. In addition to supporting local bands, younger members constantly asked for extra tags to get better at art. With the weekly painting jobs, the Guild became an art club all it's own. They often work at night and masked, spending a night on a piece and dispersing just before dawn. They have a series of safe houses magically hidden all over inside and are very organized, having several get away plans. It's members include:
General Surgeon: Sometimes called "The Doc." He's a professor of engineering by day and the eldest member of the Guild by night. He built everyone's paint guns, which can change the color of the paint, even mid-spray.
Freakin A!: The group's foul mouthed member, who doesn't really understand that they try to do things stealthily. In the club almost more for the stickin' it to the man than the art. He loves loud music and "Fightin' the powers that be."
Shady Springs: The huge yet silent guy. He built like a tank, and how his skates support his weight is astounding. Only Doc knows anything about him. He's a good artist and a loyal guild member, so no one complains.
Speakeasy: Second oldest but second newest. He's new at graffiti art but he's actually in the advertising industry and an expert calligrapher.
All-Hallows Eve: Obsessed with anime and manga, the distinct, blue haired, and excessively bubbly otaku has every frame of manga she's ever read memorized. As the only member who knows magic, she casts the enchantments that hide the safe houses and spells that keep the paintings from fading or being painted over for weeks. Ships A!xSprings.
Impractical Joker: The youngest member, fourteen year old Joker is the resident "little perv." The other members are hoping he'll grow out of it.
Beautiful M.E.: Emmi. Her profile is up at the top. What more do you want?
__________________
Pirate Justin avatar by myself. Emmi avatar by Gulaghar, Much Thanks!
Description: Gaalys is a man of short and slender build, and is very agile. Currently, he has a narrow face with long white-yellow hair tied back with a leather band. His eyes are green, and his nose is prominent and hooked. Half of his left ear has been cut off.
Personality: Gaalys is a very friendly man, quick to smile and forgive. He enjoys buying drinks for anyone he deems fit, which helps win him over to his targets. He rarely drinks, though, to keep his head clear. While he doesn't know many jokes, he laughs easily and always will take up a song.
Equipment: Gaalys' best weapons are his wits and special abilities. However, he carries a long slender saber and a simple, easily concealed dagger.
Abilities: Face Changing- As one of the Faceless Men of Braavos, Gaalys can change his face with just the pass of his hand. This is very useful when he is avoiding detection while on a job. Any face and name he has is temporary.
Agility- Growing up in the narrow canals and alleys of Braavos, Gaalys has developed impeccable footing in the most unsure situations.
__________________
All avatars you may see on my profile are handmade in my home in the foothills of North Carolina. Please support your local avatarists.
Also, feel free to PM if you need an avatar.
Race: Created being. maker was lazy when it came to names
Age:?
Description: Long white hair, blank dull red eyes, red jacket with white tie and white pants and two gold bracelets to round it out the sort of odd colors. A little bit short.
Personality: Huevo seems to be dispassionate about things in general. Seems to be fairly formal in interactions to others.
Power Rating: C-
Huevo isn't focused on conflict and is more likely then to teleport out than fight anything.
However Huevo can make deals and bargains that have far greater affect then any power that he can use himself.
Alias: None Gender: Male Race: Human Age: 23 Alignment: Lawful Neutral Class: Commoner Power Rating: 1 Description: Finbar is a thin man of both Irish and Ceylonese decent, approximately five foot seven inches. He has brown eyes that are usually covered by his black, messy hair (which, while not very long, is not neatly cut either). He is always seen wearing green, as it is his favorite color, and usually wears a sweatshirt. He is not muscular at all, and most of the time he looks as though he is living in his own little world. Personality: Finbar tends to be very rigid in the way he interacts with others, likely the result of a developmental disorder he has yet to be officially diagnosed with. He rarely goes out of his way to talk to people unless he specifically needs something, but will happily continue any conversation that someone else instigates. He likes to memorize facts that other might deem useless, and also enjoys learning about science and history. He does not like being overwhelmed, and tends to just shut down when such a situation occurs. Despite his seeming inability to become emotionally attached to people, those he interacts with on a regular basis are usually regarded as friends that he would do anything to help. Once he becomes accustomed to certain people, he opens up far more easily. Finbar is quite stubborn and set in his ways, and easily becomes frustrated when someone tries to disrupt his sense of order. Equipment: Finbar keeps all of his personal belongings in a large backpack that he is always wearing. Inside is a collection of 19th Century American three dollar bills, his father's old zippo lighter (which he clicks open and shut when nervous), extra clothing, an M2 Individual Med Kit, two encyclopedias, and a self-developing camera. Powers: Besides his near-photogenic memory, Finbar has no ability that a standard human wouldn't have. Backstory:Finbar grew up in the United States during the 1930s. He found himself to be an outcast among his peers, so he spent the majority of his early life with family. Their actions and personalities would shape both Finbar's interests and the way he views himself. After the death of his last living relative in 1953, spent about a month roaming the Eastern Coast before nearly being mugged in Charlotte, North Carolina. During the attempted mugging, Finbar was hit hard upon the head with a pistol, and when he awakened he was in the Nexus. He is unsure of how this happened, but he is glad that it did; he know has the opportunity to explore and see things no one from his world could have even dreamed of.
Name: Vesa Landers
Age: 24
Race: Human Revenant
Appearance: Vesa is a fairly attractive girl, slender and rather pale, with silvery hair reaching to her shoulderblades. Her eyes are the dull greenish-grey of a stormy sea, and her frame is somewhat lanky. She has a small cableport at the back of her neck, which is usually covered by a plug (and her hair).
Enhancements/Armorsuit: Vesa wears a dark grey bodysuit with boots and gloves. Over that, she wears a kama (halfskirt/buttcape/etc) that reaches below the knee. This hides a small hover unit that allows her to glide a meter or two off the ground (actual flight is not supported by it). On her head is a sort of inverted bowl-like structure referred to as a "bell" (i.e. part of cnidarian anatomy) around 2 feet in diameter and 6 inches at its deepest, such that much of her head is hidden within it; on the front, back, and each side is a camera eye. In each section between the eyes, there are 3 Sensacles (explained below) making a total of 12.
Spoiler
Sensacles are tentacle-like projections somewhat thinner than a skinny person's forearm. Their standard length is about 10 feet, and their max is around 20. Each ends in a video/audio sensor and a three-fingered claw; these can be used for direct attack, recon, or manipulating objects.
Since video-audio input from a total of 16 eyes and ears is generally too much for one brain at one time, the system contains brain-linked processors that monitor the excess input and regulate which ones are being actively viewed by Vesa herself. This changes when C-Protocol is activated.
Spoiler
C-Protocol: During this function, Vesa's suit's subprocessors connect directly to her brain, effectively allowing her to actively focus on all 16 total sets of video-audio input from her sensors, thus making her temporarily able to deal with issues literally on all sides.
The drawback to this is that after C-Protocol deactivates, Vesa undergoes psychological and emotional disturbances.
Equipment: One normal pistol with magazines. One dart pistol with tranquilizer ammo. Her bodily enhancements give her very good aim.
Personality: Vesa retains some parts of her living personality; she is rather cold and withdrawn, quiet and occasionally allowing herself brief moments of wryness. She is disturbed by being in a large crowd, and prefers when her duties keep her away from lots of people.
Vesa has very little in the way of "mercy"; if her orders are to go deal with that guy over there, she really isn't interested in how he's got 4 kids and he's working 3 jobs. She's interested in whether she's supposed to kill him or not.
Backstory: Most of Vesa's backstory is unknown, but it is clear that she signed on to be a Revenant at some point, died, and was converted into the cybernetically-enhanced postmortem being she currently is. She was transferred to the Clinic to help with security and observation there.
Nalhriir Zaer'adinzyr Ate'torund Seneschal of Horror, Keeper of the Savage Orb
Alias: He tends to go by Nal, or more formally as Nalhriir. In his personal writings, he refers to himself by titles that either no longer have any meaning, or else cannot be traced to any reliable source.
Gender: Male (presumably, see description)
Race/Species: He most resembles a Fey'ri, though what his right race is none know the dark of it.
Age: 300 by his counting but it varies (see description/elementary backstory)
Alignment: True Neutral, though in an apathetic way, not a balancey-druidy way.
Class/Profession: Planewalker and spellslinger-for-hire
Power Rating: 5/C(B??)
Description: A tall figure, hooded and cloaked with large, bat-like wings that appear slightly translucent, as if they were composed of matter that is not quite solid. A long, sinewy, prehensile tail, which also appears slightly "out", snakes out from underneath his cloak and coils behind it. The features one can make out underneath the cowl appear elven, although the fierce red eyes that shine back out would make one re-consider that evaluation. If one ever sees him with his hood down, the elven-seeming appearance is re-affirmed, although now one can see that the shadowy translucence of the wings and tail extend to the rest of his body, and sometimes it looks as if one could put one's hand right through him. The most solid-seeming part of his face are his eyes, which burn fire-red. One of the more telling aspects of his appearance is that there is no discernible indication of gender. It is only his use of masculine pronouns that makes cutters assume he is a male.
Personality: Despite a somewhat foreboding appearance and pessimistically cynical exterior, Nalhriir is actually relatively pleasant. He thrives on information and loves to talk, especially when it concerns philosophy. Where he comes from, belief (or lack thereof) shapes whole worlds, and he encourages thought, particularly when it agrees with his own. He does seem to possess two separately voiced minds, though; one of which speaks lightly and pleasantly, and one which is darker and more formal. The first seems and sounds perfectly normal. The second, however, sounds distant and echoed, as if what one hears coming from his mouth is actually originally coming
Equipment: If one were to strip-search Nalhriir, one would find no possessions on him save the clothes he was wearing and a flask of some obscure liquor. He patently does have equipment and objects, as he has been seen with spellbooks, wands, staves, armour, and other such objects, though no trace has ever been found of them when he is not directly using them.
Backstory: [transcribed from a stolen page from the journal of the Planewalker known as Nalhriir.] I am called the Seneschal of Horror, the Sage of the Savage Orb. It has been several centuries since I was reborn into this world. I can no longer remember my true name, only the names that were given me upon awakening. I remember...nothing of the time before my rebirth. At times I can see the edges of a vision swirl around the pools in my home. In them, a mortal, whose shape I seem to see resemble my own, stands in an infinite plane of Nothingness. He looks out and his mind cannot bear the weight. Then something comes, something dark and powerful, that seems to fill the empty expanse with something that is still Nothing. The mortal seems to talk to the thing, but then the pools eddy and the vision slips away.
It seems to me that I was reborn for a purpose, but that purpose evades my sight. The thirty decades that I have seen pass in this life have revealed naught but still I wander far from my home, because that was one of the names given to me upon my awakening. That which guides me is Nothing and I begin to suspect... [transcription breaks off as the page dissolved into wisps of insubstantial matter before the scriber could finish.]
Miscellaneous: The two voice colours are for indicating which side of Nalhriir is consciously active at the time. For those rare times when both sides are active, the darker voice will be spoilered, as it is generally more internal and introspective, and really only there if the people around him happen to be telepathic.
Alias: Gender: F. Race/Species: Wild Elf Age: 87 (23) Alignment: Lawful Neutral. Class/Profession: Circus acrobat, occasional slayer of thieves Power Rating: C- or so Description:Like this with less blue Personality: She's incredibly stringent about honor and the repayment of debts, and especially dislikes "criminal" types. Also if you try to steal from her or someone she cares about, she'll cut off your hand. This should sum things up. Equipment: She doesn't carry much expensive loot, though a talisman that she keeps insanely close and hidden with her holds incredible magical power, and would be worth a fortune to any spellcasters that could perform the rituals required to unlock its power. For her, however, it's just an heirloom that took a great deal of effort to get back. Abilities: Insane physical talents, especially when it comes to agility/reflexes. Backstory: Asta was once a wild elf living among a family of them out in the woods, far away from the city. It was here she learned the first of her roguish talents, climbing up to and sneaking up on smaller animals. However, eventually the city came closer to her, and this was where the problems started. Very few in her old community would dare take the talisman that represented her family heritage from her father, its current owner at the time. Few in the encroaching city even knew it was there. B
But some way, somehow, the city's Thieves Guild had gotten wind of it. And they wanted that sale. So they tried buying it, but none in the family would sell it. They tried threats, but none in the family would let them be a concern.
So then they carried them out. The beatings, the harassment, the death...it all became too much for Asta eventually, especially when the thieves finally took the heirloom. She swore their deaths, and her wandering days began...
...though her first attempts at vengeance were clumsy at best. She would've died if it weren't for a Tiefling Bard named Hirel, who agreed to help her with her honor-fulfilling, though she'd have to do things his way. It was then her days as a circus acrobat began, and this is what led her to Nexus.
Miscellaneous: She speaks in an accent. Weirdly spelled and punctuated words might not be errors. [/quote]
Alias: The Ringmaster. Gender: M Race/Species: Tiefling Age: 35 Alignment: Neutral Good Class/Profession: Traveling performer, ex-recruiter/liason for thieves' guild, bard Power Rating: C Description:This, but less red and wearing a top hat. Personality: He's an incredibly savvy and smart fellow, but he's compassionate to a fault, particularly towards outcasts. Equipment: Some enchanted circus props and items of stone shape, telekinesis...he can get you hooked up pretty quickly, really. Abilities: Supernaturally effective orator, knows some magic. Backstory: Hirel was born an orphan in the city, and he--growing up among those who were more influenced by his natural charisma than the fears of the surrounding populace, didn't endure much persecution for his race. He did, however, endure plenty of persecution when he decided to question some of the orphans' traditions, of beating up newcomers, those they disliked, and so forth. Nevertheless, he brought a great deal of the orphans to his understanding, and these attributes both managed to impress a bard working for a local thieves' guild, operating, at the time, sort of like a "Liberation Front" that "stuck it to the man" only.
While this wasn't how things really were, Hirel believed it at first, so when the bard took him in and trained him, Hirel was pretty loyal. It was when Hirel learned the true nature of the facade that he struck off on his own... Miscellaneous: Anything else that you wanna put down.[/quote]
The charismatic sitar player known as Charlie formed a cult of personality in the city of Inside. His teachings were rather incoherent, but were loosely based around human supremacy over other species.
After his death, Charlie's followers continued to believe he was still alive and guiding them. A new leader named Brian took over, but all things spiritual are referred to as coming from Charlie. He has also clarified the message somewhat. He considers it as the responsibility of humans to guide the lesser races, as well as to prevent mixing of species.
Anyone keeping up with current events may have heard of the cult or seen the video of Charlie's last speech and death. Anyone who wants to play a cult member is welcome to do so. If they are genuine human supremacists, membership can be handwaved. If they are trying to infiltrate, then gaining the trust of the members will need to be roleplayed.
They can be encountered at The Sitar's Strings, an exclusive restaurant that has an all human staff, and only serves humans. They have a secret Research Institute for Humanist Studies, but it's, you know, secret. And mostly working offscreen due to the lack of PC scientists.
If Charlie's philosophy, insanity, and the rabid devotion of his followers seem familiar, it's because he's based on a real life Charlie, and a rather famous one at that.
Notable members:
Brian Starling: Leader. Large, well-dressed man with polite speech
Jan Lamar: Witness to Charlie's last moments
Emily Lamar: Jan's teenage daughter. Knows martial arts
Linda Mann: Witness to Charlie's last moments, Assassinated Harpoontok
Leah Loveman: Killed a human couple, the Saviks, and kidnapped their baby for the purposes of infiltrating Remnant via the Penal Company
Darlene: Became horrified with the group's crimes and gave evidence to Remnant in exchange for a lesser sentence
Kareem: Melee bodyguard, works as a roofer
Hettie: Firearms bodyguard, tall and lanky
Notable crimes:
Murder of the Saviks
Robbing a rich elderly couple (with the intention of murdering them and framing goblins for the crime, but got caught before then)
Arson/murder - burning down a crowded tenement house in the slums - dozens killed, including Captain Jefferies of Remnant's Firebug team, and the family of the little orc girl adopted by Jyarl
This is an updated version of my Cuthun demon entry. It should be clearer what these beings are now.
Cuthun Demons (Also called Cuthunians)
Defining Characteristics
Spoiler
Cuthun demons are in reality mortal beings which have all been changed by coming in contact with demonic essence. So they can all be very different depending on what kind of creature they were before they became a cuthunian demon.
They all share a few characteristics however, granted to them by the demonic essence that course through their bodies. This essence (also known as muk or corruption) makes a cuthunian demon able to survive things that normally would kill most living creatures such as surviving in a vacuum, without any form of nutriment, immunity to the ravishes of age and most poisons and diseases. Cuthunians, if not born adults only age until they reach that adult-hood and then stop.
They are also identified by that they are all magical creatures who can sense each other and are also detectable by silver who is one of the metals they’re vulnerable against. Silver, mithril and dragon bone can all cause burns to cuthunians if in contact with their skin. These burns can’t be healed by their normal regeneration and is also known for being able to pierce their various forms of magic as well. A person may protect themselves from the abilities of a cuthunian by wearing mithril however which is known to be capable of negate their effects, especially mental influencing ones.
The Corruption
Spoiler
Muk which is the life essence of these beings is a thick oily substance that shares many of the characteristics of blood. It's highly infectious to all biological life and have been known to in some specific cases even being able to change undead and synthetic life into cuthunians.
This change can just take a few seconds or weeks depending on the host which is then granted all the capabilities of a cuthunian in addition to whatever abilities the host had before turning into a Cuthunian (in some very rare cases a few abilites such as speech might be lost in the process). The exact nature of this mutation is not known but it seems to be tied to the personality and the abilities of the host. It’s known to be countered by dragon bone but other less known cures for it might also exist.
Types (or classes) of Cuthunian demons
Spoiler
The cuthunians divide themselves into various groups, Tuul (lesser), Reik (greater), Pau (pure), Sogv (true) and skaar (half-demons). Demons of a ‘higher’ status appear to be able to hold a form of mental influence of demons of a lesser one. This influence can take different forms depending on the class of demon.
Tuul or Lesser demons only defining characteristic is that they aren’t sapient. These beings are usually under the direct control of a demon with a higher status than they are but are otherwise usually extremely aggressive, actively seeking out any non-cuthunian life to end it unless kept in check by an great intelligence.
Reik or greater demons are the various forms of sapient life which have been changed by the corruption. They tend to either life as free agents or work under the influence of demons with a higher class if they ever came in contact with them. Reik-class cuthunians appear to have a hard time resisting the commands of a pure or a true demon, but some have proven capable to.
Pau or pure demons are creatures which never have been anything other than cuthunians. They have been born directly from Cuthun the sea of muk all these demons spawn from and are said to be the clones of non-cuthunian creatures that came there long ago. Note that 'lesser demons' technically can be Pau classified as well.
Sogv or true demons are said to be the original beings which spawned from Cuthun and are the leaders of their kin. Sogv are characterized by the fact they are all immaterial and lack bodies of their own. Instead they use the great mental influence they have upon lesser classed demons to control and even possess them, assuming direct control. Some of them even build bodies for themselves.
Half-demons or Skaar only appear if a cuthunian breeds with another being (which may or may not be another cuthuinian.) These beings have unlike the other classes the need to sleep, eat and breathe and even age as their host race. They still share some of the cuthunians regeneration and immunities however but this is only true for the first skaar generation. All generations after the first lose more and more of what defines a cuthunian until they are just like their host race. It’s only then however they may be infected by muk again as skaar are actually immune to it.
Cuthun, death and gating
Spoiler
Cuthun, also known as 'nether space' by some is the birthplace of all pure and true demons (and many other types as well). Cuthun is at first glance a endless featureless plane of nothingness but in truth this world is completely filled with the demonic essence. Like dark sea of corruption it fills any being that enters it with it's essence, corrupting them completely. It is said that Cuthun in reality is a living being, or a 'dreaming god' as the cuthunians call it. It is said to be sleeping but have created all true demons from a dream which then have spread across the planes.
When a cuthtunian die its body quickly turns into pure energy which returns to Cuthun which will cause it to eventually to reform. This however is a very slow process (again, depending on the individual) and most cuthunians who do end up here usually are enslaved by the true demons and forced to fight in one of their many great armies. Any cuthunian can however if they so wish transport back to this plane by a method called 'gating'.
Gating is a method known by all sapient demons and is used to transport themselves between planes. This method is directly connected to cuthun as from here they may transport to any plane in existence. This is not a completely faultless method however, the one using this method have to picture the location he wishes to go. Unless he got a direct view of the plan (like on a TV screen or in a scry pool) the closest he can get is at a random nearby location near the place he wishes to go.
Gating also takes some time depending on the user; an experienced gater can only take about 10 minutes to teleport while an inexperienced one can take days to reach his location.
A number of cuthunians specialize in this method of teleporation and can guide other cuthunians gating to certain locations which is often used to stage invasions from Cuthun.
Profession: Lieutenant Colonel of Support in Remnant
Description: Sequoia is a very tall woman, standing at about six feet four inches. Her shin skin is a red-brown colour and her hair is made up of some evergreen greenery. Her eyes are a lighter shade of brown and her ears are very long and pointed. She's certainly an attractive woman with her generous curves and long legs. Her clothing is typically fitted and flattering, but always tasteful.
Avatars:
Spoiler
By Myself:
Personality: Sequoia is a level headed, professional woman. She's basically a good person and has a strong sense of duty. She's a social person, generally prefering to spend time with others in a variety of setting and situations as opposed to being alone.
Equipment:
Spoiler
Equipped:
Inventory:
Pistol
Stash:
Abilities: She has a few abilities granted by her heritage. She can manipulate plants in many ways. She can speak to plants. She can also enter a tree and emerge from another, even over great distances, as long as she's touched the tree before.
Backstory: Sequoia was born in a redwood forest not far from the city of Inside. She spent most of her early life there before discovering that she could explore the city at will due to the large range of her bond to her trees.
She has spent the rest of her life in Inside, as she took well to life there. She took an interest in the military and ended up joining up with the Empire. Sh climbed rapidly through the ranks until she reached her current position. When the Empire fell, she stayed on with Remnant and has been a part of it since.
Miscellaneous: Sequoia's tree is actually a whole forest of redwoods. The reason there are so many is they are a clonal colony. This gives her a much larger range, including a large area around the forest. This area encompasses Inside. Should she leave this range, she would grow sick and die after a number of hours. She can temporarily leave the range provided she takes a piece of one of her trees.
name(s): Samuel David Sapienti and Samantha Rose Sapienti (They are twins, though Samuel is a few seconds older and always reminds Samantha of this)
Gender(s): Samuel = Male, Samantha =Female
Race: Both are changelings, Half human and Half Sidhe
Age:Both are 173 years old, which for their race is somewhere in their late 20's which they both look.
Alignment: Both are good, though Samuel (Sam)is more neutral good, whereas Samantha (Sammy) is more chaotic good
Class:Both are high ranking Wizards
Samuel (Sam)
Spoiler
Real Name:Fir Ernil (Neither Sam or Sammy give out their real names, they know the potential danger of it. So, they created their cover names)
Appearance: Sam is definitely on the tall side, a little over 6'. He has a somewhat athletic look to him, but certainly not a heavyweight. He has the lean body of a swimmer, a healthy body, but is for some reason usually pale. He has sharp blue eyes behind a pair of smart looking glasses and short, dark hair that is always up and usually in spikes. His wardrobe contains sensible clothes, khakis, jeans, and some shorts, always topped with button-down dress shirts or polos. He seldom wears anything but a practical outfit, and doesn't indulge in many accessories, save for a wristwatch and the few enchanted items he adorns.
Personality: Sam is the logical, practical one of the two. He is always thinking, planning, and rarely engages in socializing unless he has to. He is most often found in the corner, reading a book.
Abilities: Sam is well learned in the ways of magic. He is talented particularly in evocations (loud, vibrant, showy spells), though he can do other things as well. He believes in only using magic when necessary, his mantra being that it is a gift to be taken responsibly, not as a play thing. He takes his job on the White Council seriously, perhaps sometimes too seriously.
Equipment: Sam has a few enchanted items that offer specific magical focuses. He has a wide range of wands used for various spells, a staff, a shield bracelet( a bracelet made of various metals to protect from not only magic but also physical harm. Once activated, it throws out a solid plane of energy that redirect whatever is being hurled at it.), a mana belt(A large leather belt with a large copper buckle, helps channel and focus his own energy while also able to absorb nearby energy), and a charge ring(Once activated, releases a magnified burst of all the kinetic force built up by the movement of his arm up to that point). He also carries with him his athame ( A sacred knife, little smaller than your avaerage dagger, that is used in many different rituals and such. Also just helps to stab) He also usually carries books and scrolls in his bag, as well as some essential magic-making items (chalk, salt, some clay dolls, etc.).
Samantha (Sammy)
Spoiler
Real Name: Fir Aranel
Appearance: Samantha is of an average height, around 5'7" or so, but there is nothing average about her build. She has sumptuous curves in all the right ways, not too much but just enough to turn heads. Her outfit changes daily, a variety of looks from gothic-princess to girl next door. Somehow, she manages to make them all look incredible and stylish. She even looks attractive in no more than sweatpants and a hoodie. Her hair's natural color is a dark auburn, normally long and wavy, but she changes her hair almost as much (and as extremely) as her outfits. She also usually wears just the right make-up, pulling off an array of looks for whatever the occasion is. Her eyes are a deep hazel with golden flecks.Her skin is a golden tan unlike her brother's and she glows with health.
Personality: For those of you who will get this, imagine Phoebe from friends, but with a little bit of a mean streak. For those of you who don't, Sammy is completely unpredictable and spontaneous, but she is somewhat sarcastic as well. She can be ditsy, smart, funny, mean, and kind all in one sentence.It should also be noted that she uses her magic whenever she feels like it, seldom reconsidering as her brother often does.
Abilities: Sammy is also a well trained wizard, highly capable in the Arcane Art. However, her gift is more in the department of enchantments, and especially potions. She is best at crafting magical items, enchanting things, and very gifted in potion making.She can use magic for other things, but not as effectively.
Equipment: Oh brother. being gifted at enchantments as she is, and loving clothing like she does, you can only imagine the wide array of magical accessories Sammy has. She sports pairs of earrings that amplify sound waves, rings like her brother's, belts like his as well, handbags that shrink item down upon their entry, bracelets like Sam's, and so many more things. All of which she coordinates to her outfit and the occasion. She also possess many wands and a staff, as well as her own athame. In her bag, she usually carries various potion-making ingredients, a small cauldron, and other handy do-dads.
Backstory
Spoiler
Sam and Sammy are from another universe, different than the Nexus world. In their world, they are half human and half Sidhe, the offspring of a mortal father and a Sidhe mother. (In their universe, Sidhe are creatures of the Fey, or Faeries. They are incredibly powerful magical beings, possessing strong abilities in nature magic, and highly respected.) They are both members of the White Council (An order of powerful wizards gathered for the purpose of furthering magic while protecting mortals, and generally upholding laws and such.In their universe, again.) The Nexus Universe was discovered by the Gatekeeper (Member of the Council responsible for time-travel, keeping track of Universes, etc.). The Council is currently short on available members, and the Gatekeeper had other matters to tend to, so Sam and Sammy were sent to Nexus as scouts basically. Gather information, set up communications with locals, report back, etc. While Sam takes this task seriously, Sammy just thinks of it as a large field trip.Being strangers here, they are both anxious to find out how magic and beings work in this new realm, not even sure of their own limits now.
Possibly more to come soon
Regarding race and class
Spoiler
Being changelings, Sam and Sammy gain neither the full benefits or the full weaknesses of either race. They have long life spans and healing factors like the Sidhe, as well as the slightly pointed ears and the look of a primal but graceful beast contained in a human body, but they also possess some Sidhe drawbacks. While Iron does not actually burn their skin like it does most faeries, it does make them violently ill, consequently they avoid it as much as possible. They can tell lies, unlike Sidhe, but find it more difficult to do so than most humans. Also, they must abide by the laws regarding debts like their people. They must also obey the Seven Laws of Magic protected by the White Council. Though they are not Senior members, they possess great power and wisdom, and are held in high respects among their peers. Though they do not know it, their bloodline can be traced back to that of Morgan LeFay, King Arthur, and Merlin himself. Both are strongly attached to Nature, able to communicate to the beings that inhabit it and being so old they both have learned to speak many languages. Also, in their universe, being a wizard gives you an ability called Sight. To see somthing, or someone, means to see all it has been, all it is, and all it could become. When using the Sight, a wizard can tell everything about something or someone, where it came from, what it is, the sate of it, what it might be, the whole enchilada. But, the problem is memories gained when using the Sight are never forgotten, and never fade. They always look fresh. In this universe, obviously people can interrupt this if they so choose, but back home, the Sight is impervious to anything.