What is this place? Here is the place where aspiring Nexites post their characters, for easy reference. That way, you don't have to describe them every single time they appear!
What is Nexus? Well, that's a question that can be better answered by the OoC thread. The current incarnation of it can be found here.
Character pages should follow the general format below, but categories can be added, removed or shuffled around at leisure. The Great Big Index is updated every Sunday, unless I am busy or if I forget.
I say full name, because though surnames are not required, it helps for indexing, especially for characters with common names like 'Sam' or 'Alex'.
(use color of speech)
Alias: Sometimes people go by different names, be they secret identities, titles or simply nicknames. List them here. Gender: Male, Female, or anything else really. Race/Species: Not everyone is a human. List your species here, be it elf, dwarf or talking bear. Age: The number of years your character has lived. If they are from a particularly long lived race, it may also be appropriate to list a human equivalent in brackets. Alignment: The Nexus in its current incarnation had its roots in d20 roleplaying. And though we've mostly moved past it, vestiges remain. Alignment can be a good indicator of your character's moral and ethical views, and some characters may have abilities that can detect your character's alignment, or affect you based on it. People are complex, however, and alignment should not be treated as a shackle. If you aren't familiar with the twin-axis alignment scale, it can be found here. Feel free to substitute scales from other cosmologies, if they apply. This field is optional. Well, more optional than the others. Class/Profession: Characters may have a wide variety of skills. However, if a character has been studying magic or shrubbery for 20 years, it's probably appropriate to call them a 'Wizard' or a 'Shrubber.' Your character's class goes here. Power Rating: In freeform, a wide variety of things are possible, and no one's going to hold you to a certain set of abilities. However, some characters are by nature more powerful than other. Some people like to measure power by this scale, made by Quinsar, and others use this scale, by Neon Knight. This field is also more optional than the others. Description: A physical description of your character. It's good to be detailed and specific. Most people find it easier to roleplay if they can get a better picture of the characters involved, and it's easier if you've given them more than 'brown-haired Caucasian male wearing armor'. Clothing can possibly go here, if your character's wardrobe is of the limited variety. Images can go here, but anything much larger than avatar size should be spoilered or linked. Personality: Everyone is different, and it's very rare that two people will approach a problem in the exact same way. Unless they're like, super-clones or something. Like alignment, this should not be treated as a shackle. Sometimes people can act against type, especially in stressful situations. This field is also more optional than the others. Equipment: Your character's phat lewts. Armor, weapons, paint supplies, clothes, and other devices that your character routinely carries with them. Abilities: Your character's skills and abilities. What can they do? What weaknesses do they have? It all goes here. Backstory: Very simple. How did your character come to be? "To Come Later" is an acceptable substitute for a long and extensive backstory. EvenEspecially if you conveniently 'forget' to develop it. Miscellaneous: Anything else that you wanna put down.
Originally Posted by Douglas Adams
In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.
Last edited by Kris on a Stick : 04-27-2012 at 09:49 AM.
Here is the Index. NEXUS was born of ACRO and TOWN. If while browsing an older thread (or even a newer one if our veteran players have been particularly lazy in terms of cross-posting) and you find a character not in the below index, chances are they can be found here or here. Index #-M
Sometimes a player doesn't want to make a single character, but instead an entire faction. These can be corporations, secret guilds or marauding armies. There can be times when, while fighting a horde of the EVIL EMPIRE's faceless mooks when a player will wonder, "wait a second, what do these guys look like? Do they use swords or guns? And that one unique one with a special name. You mentioned it before, but I forgot what was special about it?" So here's the place for you to describe all your mooks, once and for all.
There is no guideline for creating a faction, since it's pretty much up to the creating player.
ACRONYM organizations, due to their nature, do not go here. They are made up of many players, and have their own thread for this sort of thing.
Sometimes, people play characters of a certain race enough times, or have so many characters of a single race that it becomes more convenient for them to simply post their racial abilities in one post and refer to it continually, especially if that race is completely made up, or different to that in the public consciousness. These people (these sad, sad people) sometimes make absolutely MASSIVE posts, detailing the minutae of their made-up race's made-up biology and genetics. Their sad, nerdy exercises in futility go here, along with their name, so that people can ridicule them, and also so that people can distinguish between say, John Doe's Vampires, and Hong Gil-Dong's Vampires, which are almost exactly the same, except Gil-Dong's Vampires sparkle in the sunlight. Races in this index are usually open for other people to make characters from (as if people would use OTHER people's ideas instead of their own!) unless otherwise noted in the post.
Married to Winnie Warwick, age 45
Children: Willow Warwick, age 16
Wesley Warwick, age 12
Wendy Warwick, age 8
In the industrial area, a building is rented and has a new sign put out front.
W Warwick Works
The building itself consists of a small office area in front and warehouses in back. There is no indication of what sort of business this is, but a certain cyborg with a satellite might recognize the logo and name.
Winslow is a hardworking man who once had his life's work stolen from him. He was forced (forced, I say!) to turn to villainy in order to support his wife and kids. Of course the same wife and kids keep his villainy from being too outright and destructive. After all, he doesn't want to destroy the world they go to school in, and his teenage daughter would never forgive him if he did something flamboyantly evil and embarrassed her in front of her friends.
Willow is vain enough to enjoy her newfound power over boys, but too naive to recognize how dangerous that power can be. She inherited her dad's knack for engineering, but tries to suppress her interest because, duh, it's like totally lame. However, she did agree to work for her dad for the summer.
Name: Dipsnig Razortooth Gender: Male Race:Goblin (Link contains a description of goblins as I use them). Occupation: Thief, Spy, former Miner Age: 33 Affiliation: Mercenary Espionage and Reconnaissance Corporation. Power rating: 3 or D+ Appearance:
(As drawn by Elder Tsofu, Kid Kris, Mazeburn and Kairek, respectively)
Dipsnig is a small, wiry brown-skinned goblin. He tends to wear an assortment of drab, grey or brown shirts and tunics over a leather jacket as well as two belts, one across his chest and one around his waist, holding his tools, crossbow bolts, knives, spare change and vials of poisons or other nasty substances. He has pale red eyes and rather large ears even by goblin standards. Backstory: Dipsnig comes from Dragonbone Colony, the largest goblin nation of the northern mountain range of his homeworld. Having grown up as a son of a riding wolf breeder, he joined the military and managed to enlist into Dragonbone Covert Operations. However, his promising career as a government spy was cut short when he had an affair with the wife of one of the high-ranking officers and had to run away rather quickly. He turned to a mercenary lifestyle, which suited him rahter well. However, the less-than positive attitude towards goblins in general gave him a rather negative view of other species, dwarves and elves in particular. He came to ACRO and became an acting leader of Neutralist Organization after some time. He continues to lead it, although it has been since rebranded as MERC. Abilities: Dipsnig is a competent spy and infiltrator. He is a good shot with a crossbow and not bad in close combat if he has enough room to dodge. He's also bolder than most goblins. Other than that, Dipsnig is very smart, good at management and a fast talker. Equipment: As the leader of MERC, Dipsnig has access to a lot of powerful equipment. His leather jacket is strongly magic resistant and he has a ring that can make him blurry and hard to hit on command.
Of special note is Dipsnig's crossbow, which is a magitech monstrosity of a weapon. It's a heavy repeater crossbow that can fire three times before Dipsnig has to insert a new clip. It's enchanted to create a wind tunnel upon firing, giving the bolts range, force and steadiness. It can also affect incorporeal beings. Apart from normal bolts, he has a set of special ones:
Bolt that drain magic around them, then explode when they absorb enough.
Bolts that explode into sticky adhesive upon impact.
Bolts that sever the psychic connections of the person it hits.
Bolts that summons a small fire elemental upon impact.
Drill bolts that penetrate armour easily.
Bolts with arrowheads that split into three small, sharp needles upon impact. Ineffective against armoured targets, lethal against unarmoured ones.
For melee combat, Dipsnig uses a pair of short, wide daggers. They're generally enchanted to be sharp and sturdy. They're also equipped with sigils to make them spread a chill around the wounds they make.
Finally, Dipsnig owns a suit of personal power armour. When he sits in it, it responds to his movements precisely and grants him incredible strength. It's extremely durable and equipped with powerful shields.
Personality: Dipsnig is a snarky, pessimistic and grumpy. Also rather greedy and not particularily moral. However, he's also scrupulous and tends to plan things in advance and keep track of everything. Despite his loose morals, he has an iron-clad dedication to what he considers the professional standards of the mercenary trade.
He displays strong racial pride and has a low opinion and generally negative attitude towards non-goblin sentient species. He harbors a particular dislike towards dwarves, which stems from the age-old feud between them and the goblins. Viima & Kullervo:
Dipsnig's female wolf mount and companion. She's a large, silver-furred wolf that Dipsnig rides around on as well as generally keeps around as a pet. She's smart and friendly, and she tends to improve her master's negative attitude somewhat.
Kullervo, a large male wolf with dark grey fur, is Viima's mate and the father of her cubs. He also serves as Dipsnig's mount, but isn't quite as friendly and affectionate as Viima.
My FFRP characters. Avatar by Kid Kris. Sigatars by Gulaghar, Kid Kris, Zefir and billtodamax, respectively.
Alias(es): N/A Gender: Female Species: Black Dragon Age: ??? (Looks and acts late 20s, human age.) Alignment: Chaotic Neutral Class: Adventurer Power Rating: C+
Description: Natalie most often appears as a somewhat short Asian looking woman in her late-twenties, thanks to her shape-shifting. Her skin is pale, and she has narrow eyes colored violet. Her hair is black, and usually slightly kinky, as opposed to the ramrod straightness endemic to true Asians, but varies in length and styling almost daily. It helps that she has polymorphing powers to help it along. Occasionally appears as other animals, but usually has strong dislike to taking forms that are not her natural form, or human form, viewing the forms of most creatures inferior, at least in the situations usually presented to her. On the rare occasion she does turn into a cat or something to slip through a small gap, her animal forms are typically black in coloration (if applicable) and always have violet eyes to match her natural form.
Equipment: Natalie's standard adventuring gear consists of a white halterneck top and a black bomber jacket, over black pants and heavy boots. A bandoleer with ammunition and random bits and bobs is slung over the top. A sword scabbard on her left hip, a gun holster on her right. Dagger in boot, and knives in jacket. The gun is a modern looking magnum revolver, chosen due to the fact it accommodates custom ammunition better than a semi-automatic. The sword is a rather simple arming sword.
Abilities:Mysterious Dragon PowersTM. That is all. Okay, maybe not. Her breath weapons are frosty breath and spooky breath. You know, like that fear toxin in Batman Begins, except it comes from her mouth. Is somewhat skilled with sorcery, with a knack for enchantment. She's a rather skilled adventurer, and she prefers her human form to her dragon form, which leads her to have developed proficiency in swordplay and gunplay both. Her fighting style is quick and athletic, occasionally drawing on agility and strength usually not possessed by humans. Has dabbled in the bardic arts, and while she found them not entirely to her liking, has occasionally drawn upon her learned talents.
Backstory: Natalie had always preferred the adventurer's lifestyle better than the typical dragon one, consisting of eating, sleeping, counting gold, and occasionally leaving to kidnap the odd princess. Combined with the startling lack of parenting that goes on with most dragons, Natalie managed to become self-sufficient relatively early, taking human form to travel with bands of adventurers. And often outlasting them too, as they found themselves in over their heads, and Natalie found herself invariably surviving certain TPK, thanks to being a dragon. The first few times had given Natalie a strong feeling of survivor's guilt, but eventually she learned to cope, shrugging off the deaths of her fellow adventurers, and never allowing herself to form close bonds. This lasted up until the point where she realized she was adventuring solo more than she was with a party, and eventually decided to just make it a conscious choice and strike out her on her own. Eventually her travels brought her to the center of the Nexus. And here she is (and will probably stay).
Alias(es): N/A Gender: Male Species: Gold Dragon (Part Sky Dragon) Age: ??? (Looks and acts late teens, human age.) Alignment: Chaotic Neutral Funky Class: Rogue Power Rating: B- (Human Form)/A- (Dragon Form)
In Human form, Jazirian typically takes the form of an attractive young man with pale, almost translucent skin and silver-blonde hair in a stereotypical rogue outfit. His right eye is golden, and his left eye is sky blue. Jazirian is fond of taking the shape of various animals, and is almost constantly experimenting with new forms. No matter what form he takes, however, the color of his eyes always remains the same. Strangely, Jazirian does not smell of sweat, or dead skin, or whatever else it is that people smell of. Instead of the usual body odor, he is always accompanied by the smell of incense and saffron, and very occasionally, ozone.
In his natural form, Jazirian measures roughly 9 meters long, with curving horns and a narrow, armored tail. As with all his forms, his right eye is a pure, burning gold, however his left eye is sky blue. His scales are pale gold, like early morning sun, and his horns, claws and spines are streaky white.
A quite young dragon (rapid aging aside), Jazirian is still lighter framed and somewhat smaller than most dragons at his age of development, seemingly build for speed and high-altitude flying than for the sheer power possessed by most dragons. Indeed, when in flight, Jazirian’s skill, speed and maneuverability far outstrips most dragons of equal age and experience.
Jazirian is ditzy, flamboyant, and vain. He loves wealth, and all expressions of wealth, whether it be rare gems (truly, truly outrageous) and precious metals, or an antique cabinet sitting in an expensive mansion. Among people, Jazirian tends to be well meaning, but has a weak concept of social mores.
Aside from the clothes, Jazirian usually carries tools for thieving and escaping bonds, as well as a vast multitude of knives and daggers on various parts of his clothing. Some visible, some not. Otherwise, he travels light.
Mysterious Dragon PowersTM. That is all. Okay, maybe not. He can breath fire, and also a gas that puts people who inhale it to sleep. Since becoming partly Sky Dragon, Jazirian has kept his fire breath, though it has transformed somewhat, becoming more like a wave of solar energy, losing heat, but becoming far more deadly to vampires, undead, and other creatures of the night. Is a rather competent rogue, though is more at home sneaking through an urban or domestic environment, rather than a wilderness or tombsy environment. Skilled with throwing daggers and knives of many sorts, and reasonable at unarmed combatant. Has never really trained with any other sort of weapon, so is unfamiliar and awkward with them.
Jazirian uses his magical talents unsubtly, when he uses them at all, preferring to blast things with powerful beams or fireballs. He's also starting to favor blasts of wind as well, capable of lashing out with hurricane force gales and summoning miniature tornadoes in addition
Jazirian and his 3 hatchmates spent most of their lives trapped in their eggs in the custody of a Lich Witch (rhyme, heh), who used their energies to power her spells, leaving them weak. This changed after a certain Fanboy Amakirr raided her fortress, defeating her and rescuing the eggs, where they soon hatched. The disproportionately long time spent in the eggs accelerated their growth, and the four hatchlings spent their short childhood under the tutelage of of Fanboy, Nil and Khiansa. After they grew up, they went their separate ways. Venrai, the Sapphire Dragon, binding herself to Fanboy and becoming as Rider and Mount. Giranule, the first Platinum Dragon since Bahamut himself, bound himself to Nil, aiding him in his crusade against the Seven Dark Towers. Jazirian remained at GLoG, binding himself to no-one, as Khiansa had left some time before, and the Radiant Dragon, whatever his name was, sorta disappeared, because Shas lied and said he would join the plot but didn't. We don't talk about him anymore.
After getting nearly killed by Jack Empty, Jazirian received a blood infusion from Ingileifr of the Western Peaks, a Sky Dragon native to Valhalla. Thanks to [i]Mysterious Dragon PowersTM, this has resulted in him gaining some of Ingi's powers as the blood has slightly altered his biological makeup, making Jazirian at least partially Sky Dragon in addition to a Gold Dragon.
Shut up! It totally makes sense!
Alias: N/A Gender: Male Race: Tiefling Age: 62 (33 by human reckoning, looks mid-twenties) Alignment: Lawful Evil Funky Class: Assassin Power Rating: C+
A red-haired, dark-skinned tiefling, with the little pointy horns and the arrowhead tail and stuff, who usually wears a sleeveless leather jerkin, and leather pants and leather boots, or else a military dress uniform of some description, as well as a pair of black gauntlets that go up to the elbow. More recently, Kal has undergone a minor transformation, his fingers are clawed, and his eyes solid orange. The fiendish features of his face have also been pronounced slightly, giving him an otherworldly air of aristocracy and refinement, and hints of scales can be found at the edges of the face, the neck, the shoulders, the base of the tail. The gauntlets are in themselves quite unusual, in that rather than simply being bits of metal, cloth and leather stitched together, they seem to be rather intricate clockwork mechanisms, little gears ticking and tocking, driven by a curious orange fire that on closer inspection are revealed to be THE BURNING REMAINS OF DAMNED AND TORTURED SOULS.
He also has a hat! Yay! But then stupid SAINT went and blew it up! Boo! But then he got it back for Thanksmas! Yay!
Originally Posted by Kid Kris
OMGHAT! Only the feather is red and sort of on fire (it's a phoenix feather). And without the ridiculous shirt.
And lastly, on his left shoulder blade he has a tattoo of a black lotus flower.
Aside from a few daggers, the only weapons of note that Kal possesses, are his
A gift from the Succubus Queen Morgana, these are made of a high-grade helliron, and are capable of shifting their shape to an extent due to internal clockwork mechanisms, producing razor-sharp claws that Kal can slash with, or even retracting the 'glove' part entirely into protective clockwork bracers, allowing Kal to use his hands normally. Like all of Morgana's Clockwork creations, they are animated by the souls of the Damned, split across the two gauntlets, which prevent them from being worn by anybody else, lest they be consumed, and also allow Kal to shoot blasts of Hellfire from his palms, or produce Hellfire weapons and manipulate Hellfire, as a full-blooded fiends or powerful half-fiend would be able to.
And two small hatchets, one being generically magical, the other with a Dispelling charm on it.
Being a Black Lotus, Kal is incredibly skilled with weapons and combat of various types, as well as stealth, infiltration, and protection. He's skilled in various martial arts, including one created by the Master of the Black Lotus Academy, which revolves not around self-defense and combat, but around the defense of a charge.
Curiously, he also seems to be highly resistant to magic and supernatural abilities of all sorts, friendly or malign. Most spells simply bounce off him, and even some of the most powerful do little but knock him about. It takes the most epic magic to harm him properly. Psionics are exempt from this.
Grandson of Succubus Mistress Morgana, Lady of the Clockwork Fortress, Kal has always been something of a preferred child, raised higher than his fellows (though considering how much Morgana gets around, it's hard to believe that there is someone in the Hell, or out of it for that matter, who isn't related to him in some way). Some say his obfuscating stupidity and mindless hedonism is an act, used to lure his enemies into a false sense of security before he destroys them. Some say he's just an idiot. Those who believe it usually don't survive.
Epicness is decided by me, not you. I'm sick of generic looking lightning bolts with one line of description and no build up being touted as being 'EPIC MAGIC!' No, I don't care if he's a god, or thousands of years old. If I'm not in awe when reading it, it ain't epic.
Consort of Lady Decker, Marchesa of War
Originally Posted by Douglas Adams
In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.
Last edited by Kris on a Stick : 04-27-2012 at 08:34 AM.
Race: Human? Blue Dragon
Alignment: Neutral Evil
Description: Other times, for formal occasions like blasting a city or attending a party while plotting a downfall, he wears a tenchcoat with a patten of flames that move.
Personality: Gordon is a schemer and prefers plots over just starting something. However, get him worked up enough and he'll just start doing things which aren't good for his long-term health. He also hates wasting resources, so that limits him from schemes of pure destruction.
Equipment: Shock Pistol, upgrade for rail gun, body armor under the coat. Often carries a number of revolers and knives. A grapple gun. Also has access to AMEN's armory, so weapons vary. A energy-resitant armor that can fit him as a human or a dragon.
Abilities: Gordon has some skill in fighting dirty, exspecially with traps. He also has strong mental defenses, but relies on tech for that protection. He also has enough skill as a pilot to fly about anything. As a blue dragon, he has the power to change back and forth between his human form and his dragon form. He is also now immune to electric-based attacks and as a dragon mostly immune to the effects of lava. Can breath a bolt of lightning, and knows a number of different kinds of magics.
Backstory: None of your business, except this part: Gordon came to AMEN in what was thought to be its last days. But he reformed AMEN around himself, and nows stands as its head, with all the menace to the rest of Nexus as that position gives him.
Avatar by Emperor Ing
Last edited by ThePhantom : 04-19-2011 at 04:23 PM.
Name: Wenomir Rawicz Race: Human Occupation: Warrior Age: 32 Alignment: Pissed off Power Level: C+/B- Backstory: Born in a poor, backwater village in the southern fringes of the once-glorious kingdom of Martenia, Wenomir used to be a warrior in some noble's retinue until something made him agree to take part in a dangerous alchemical experiment known as "Demonhunter project". This experiment involved injecting a group of individuals with demonic and devilish blood to turn them into perfect hunters with supernatural abilities. The experiment turned out to be a partial succes- only 40% of subjects survived, but they did become perfect killing machines capable of taking down demons that'd tear regular warriors of their skill apart. They were also neraly emotionless and obeyed their masters without question. At some point though, Wenomir's emotions began to go back. During a mission that involved cutting down some cultists who were merely misguided rather than corrupt, he snapped. He ran away without completing the task and vanished. Now he wants to stop being a killing machine and start living again. But his former masters weren't going to just let their weapon run loose. After many adventures, he finally settled down in Watchtower. He also managed to revert his demon-blood infusion and become a natural human again. Apperance:
Appearance-wise, "intimidating" is the word to describe him. Wenomir is tall, quite muscular - not overly so, though - lean and wiry. His skin is fairly dark and his entire body is covered in scars caused by various attacks, from conventional slashing and piercing blades to claws, bites, pincers and even worse things. He rarely shows any skin beyond his face and hands and parts of his arms, though. His hair is dark brown, almost black, and long. He wears it in a ponytail. His eyes are dark brown and have a very determined and strangely unmoving expression.
As far as clothes go, Wenomir feels most comfortable in his armor, which is a long, sturdy mail. He tends to wear a black surcoat above it, but not always. He's got a few sets of padded armor to wear underneath the mail that he often wears casually as well. Apart from that, he's got an assorment of dark, dull shirts. He doesn't pay much attention to clothing.
Personality: Wenomir is a very serious, down-to-earth person. He tends to be rather grim and sour as well as really stubborn and relentless. He believes strongly in the value of hard work and self-development, and follows a pecuilar brand of martial mysticism focused on self-perfection and emphasizing the view that if you want something, you need to earn it yourself, which he calls the search for "The Riddle of Steel". Due to that, personal experience, and remains of a frontier peasant's work ethos, he's prejudiced against those who, in his opinion, had powers, abilities or status "handed over to them". Mages and nobility in particular are objects of his scorn. Abilities and Equipment: Wenomir is proficient in a wide array of weapons, techniques and tactics, in addition to his overall extensive training, robust physical condition and discipline. The weapons at his disposal are:
Longsword - Wenomir's favourite weapon choice and one he has achieved mastery in. When wielding the long blade, he can strike with eye-blurring speed and impossible precision, performing a variety of manoeuvres, ranging from common to exotic. The longsword in his possession is the Gvalchir, a long, narrow blade made of high-quality steel enriched with other minerals. It's engraved with anti-magic runes that make it resistant to magic and help Wenomir parry spells with the sword. It also bears the Sign of Delreth to ward off eldrith abominations and was tempered in the acid of a slug-beast, which makes it nigh-unbreakable.
Bearded Axe - A long, swift two-handed axe, it's Wenomir's choice when precision isn't a concern and he just needs to hack something to pieces quickly. The bearded axe isn't as precise in Wenomir's hands as the longsword, but no less quick, and it packs a greater punch. Wenomir uses it to relentlessly assail an enemy and hack them up. His personal bearded axe has a blade made of the same alloy as the Gvalchir and is inscribed by the same runes.
Greatsword - A new addition to Wenomir's weapon rack, this sword is almost as tall as he is. Lacking the speed and flexibility of the longsword and bearded axe, it offers superior reach and powerful swing. Wenomir uses this weapon when reach and punch are what he needs. He owns an exquisitely crafted greatsword made using the same methods as his longsword and his axe.
Throwing kives - Wenomir's auxiliary weapon and ranged option, a set of adamantine throwing knives he keeps in the belt on his chest and throws with considerable precision when closing into the melee range is not an option. Two of the knives have properties that scramble electronics and mechanism they strike.
A manoeuvre he can perform with all three melee weapons of his choice is the spell-parry - allowing him to parry magic spells targeting him. Wenomir's abilities and equipment not related to specific weapons are:
Incredible agility, speed and precision. Wenomir can move with seemingly impossible speed and perform logic-defying athletics feats, including jumping great distances and landing just where he wants to. He's also extremely skilled at dodging and evading, and often seems to effortlessly flow around enemy attacks.
Knowledge of tactics - Wenomir hasn't been formally trained in any sort of warrior academy or school, but years of experience have given him a good understanding of battle tactics.
Strong will. Wenomir's determination, discipline and concentration give him iron-clad willpower.
Magi-tech equipment. Wenomir has some gadgets, although he doesn't like using them. One of them is a belt that lets him teleport and slow missiles around him, and the other is a glove that can multiply force. He uses them only when he really needs them.
In general, Wenomir is an extremely fast, precise and lethal melee fighter, who favours mobility, evasion and rapid, surgically precise strikes. Miscellaneous: Member of WATCHTOWER. One of the highest-ranking members in fact, even if he doesn't like it very much.
My FFRP characters. Avatar by Kid Kris. Sigatars by Gulaghar, Kid Kris, Zefir and billtodamax, respectively.
The Ostari Elves have lived in the Nexus for thousands of years, living in the city that has always existed in this meeting place of worlds. It has gone by different names, but is currently known as Inside.
As beings that do not weaken and die as they age, they are naturally loathe to do battle, as they have no immunity to being slain. The conflicts of mortals rarely interest them, and they can often seem cruel and capricious when faced with human suffering.
Their love is for building, which is fortunate as they live in a city that encounters a great deal of destruction. What magic they have is geared for this purpose, and they are often the ones who repair things offscreen.
They have no interest in ruling Inside, and are happy to serve whatever government they believe will best promote stability. They don't believe in revolution or civil war. They also have very little interest in the expansion of the empire outside the city.
Their numbers are few, and most of the population has seen a millenium or more in the nexus.
Their representative to the Empire is Councillor Veriswen Hiriloth (next post)
Restated in plain talk: These are Tolkien elves, proud and aloof and immortal and very old. Like the various divisions of elves tended to have special talents towards certain fields of endeavor (some with ships, some with trees, some with gems), these elves are particularly talented civil engineers and city builders.
They tend not to care much when humans are injured or killed, as they were going to die soon anyway, but they work very hard on rebuilding the property damage and keeping the city's infrastructure going.
They're pretty much a bunch of jerks, actually. But useful jerks.
Echoes are creatures born of pent-up, repressed emotion; they are "born" by the "parent" puking up a mess of pure existential matter, which quickly forms into the Echo itself.
The Echo takes on the general body shape of the parent; theoretically, a centaur would produce a centaur-shaped Echo.
Each Echo is born knowing several things: its birth name, its parent's name, the circumstances leading to its birth, and the Iquaquan (Echo) language.
They can reproduce normally amongst themselves or with other species.
There are four main varieties of them.
Spoiler: Fear Echoes
Fear Echoes are, of course, born of fear. Generally lawful, they try to keep themselves and their surrounding under some sort of control.
They tend to be born with primarily blue-green colors; large teal eyes and blue-green hair. Their fingertips are bluish.
These fingertips allow them to, with skin contact, transfer and share emotions, thoughts, pain, etc.
Spoiler: Misery Echoes
Misery Echoes are born of deep suffering. On the law-chaos scale, they tend to be neutral.
They tend to be born with primarily black and violet colors; large violet-dark eyes and black hair.
Their forefingers contain venomous spurs.
Spoiler: Rage Echoes
Rage Echoes are born of pent-up anger and frustration. They are usually Chaotic, not wanting restraints or rules to hinder them.
They tend to be born with primarily dark-red colors; large red eyes and crimson hair.
Their fingers contain retractable talons.
Spoiler: Mania Echoes
Mania echoes are born of insane glee and agitation. They can range from Lawful to Chaotic; sometimes they want to fetter themselves with the comforting constraints of rules, while others want to do whatever they want at any time.
Their colors are more along the yellow spectrum; neon-yellow eyes and dingy brown hair streaked with yellow. Their fingers contain barbs full of natural stimulant drugs with a short high period and a long, miserable crash period.
Name: Veriswen Hiriloth
Race: Ostari Elf
Age: soooo tempted to say >9000, but it's not quite that high. Several millenia though
Class: Urban druid
Like most Ostari elves, Veriswen has city building powers, but hers tend towards the tending of urban wildlife. This is of next to no use in combat, which is one of the many reasons that she'll almost never engage in it directly. She has the ability to disappear in plain sight in an urban environment.
She works on the council to help administor the civic side of the government.
Gender:Female Race/Species:Hyrulian (half elf) Age:25 Alignment: Chaotic Neutral Class/Profession: Ranger Power Rating: D Description:long silver hair, silver eyes likes wearing green and brown clothes . Personality: Cold , determined Equipment:A elven composite longbow and a quiver with magic arrows, A Howling Banshee energy sword ,A ranger Laser sniper rifle, Light modern armour, several wands and magic scrolls. Abilities:can use a bow and sword quite well, has a small amount of nature and healing magic.
Backstory:Din's story is a tragedy for most parts. a dead father at young age. slavery at the hands of the drow. the disappearance of the love of her life. Her fight against the cult of dalachrech . these are but a few of her hardships. they have left their mark on her. her life up till now has left her a shambling wreck, held only together by antidepressants, memory suppression, and the help of her friends. most recently, after a short time as a demi goddess (triggered by a death experience after being murdered by Ipholin) , she subcouncously released 6 aspects of herself on the world. having given up most of her powers,
in the moths away from the nexus, Din has pushed away her angst and fears, and toughened up. Not able to function normally in society ,Din took up work as a bounty hunter staying clear of the nexus for the next 5 years of her life. she now returned (due to quantum only 5 months later) and is not sure she wants to confront her old life
Name:baby Race: Dwarf who identifies as Orcish Gender: Female Class: Barbarian Power level: B
Baby works as a bouncer in Trog's, and does not leave the thread. She can be godmodded in her bouncer capacity if I am not around.
A family of dwarves is caught in a flash flood. Mum and Dad can't escape, but they assemble a makeshift raft and attach their baby to it. Of course they hang on to the very last minute and only let go when it is clear that they are about to be drowned. They die, but the baby is swept downstream and eventually is discovered by a particularly low int orc barbarian who decides to keep her. Being the super creative guy that he is, he names her Baby. Had Baby been any other race, she almost certainly wouldn't have survived his parenting, but she survived and grew up among the orcs, learning to hold her own with the orc children and in the fights with her dad. She is fiercely loyal to her orc tribe and has no desire to rejoin dwarf society.
Baby's history (according to her): Gruumsh and dwarf god fight over Baby. Dwarf god steal Baby, make Baby born in dwarf body. But Gruumsh tricky. Gruumsh know dwarves not like water and send flood. All real dwarves drown, but Baby not drown. Baby get washed away until Daddy finds Baby. Daddy not god, so no can make Baby look like orc. But Daddy make Baby good orc in everything else. One day, if Baby fight good enough, Gruumsh will give Baby orc body.
Typical fight with dad:
"daddy tell baby do dishes!" "daddy not boss of baby!" "baby live under daddy roof, do what daddy say!" "baby go out with friends! baby has life! baby do dishes tomorrow!" "baby do dishes now!" "raawr!" "raawr!"
Much later... "dishes all broken now. baby go meet friends." "okay baby. daddy loves baby." "baby loves daddy" *hugs*
Leader: No current individual leader, current major figures in the interim government include ISF General Leon Vettel and Imperial Army General Johnathan Noir General Information: The Empire as it is now is a reformed entity, having ousted Emperor Vyrn and his inner circle, and is presently awaiting elections to take mainline power away from the military. Equipment, Vehicles, and Sources: (Note, some things may not appear here.)
K-Corp (note: due to K-Corp's destruction, equipment and materiel listed here are becoming limited):
High tech armor, riot gear (stun batons, armor, shields), pulse rifles, hovertanks. Other, more description-warranting assets include gunships-black VTOL craft with whisper engines, a laser chaingun, and wing-mounted turbolasers. Another is a rocket launcher with two rocket types: Normal and Annihilator. The Annihilator rockets... well... To quote KK:
These revolutionary new rockets use a new type of compact explosive to drive an explosive rod into the target upon impact, completely bypassing its armor! After a few seconds, the explosive rod, predictably enough, explodes, showering the entire inside of the craft (and the outsides of several objects within 10 meters of the craft) with shrapnel.
Then the shrapnel explodes.
Needless to say, these new rockets are highly expensive and impractical, especially considering that they too, have no seeking capability. Only for use against large tanks or airships, when absolutely everything must go!
The next is basically this, except with laser chainguns, in the words of Kid Kris.
A more recent purchase is an interesting variety of stealth detectors.
See-All-Evil Stealth Detectors!
Coming in a sleek and stylish package, the device consists of a compact backpack, holding the main device, and a small two-way screen that one can look through, rendering the invisible, visible! So simple, even an NPC can use it.
The cloak detector is powered by Narrativium* and is capable of piercing cloaks, invisibility spells or illusions of all types, except for those running on the rule of cool or plot.
There are also beam sniper rifles originally from K-Corp, but they have not been used for a while. This could change if a PC squad wanted to use 'em, I guess. These fire piercing energy beams in lieu of a typical sniper rifle round, the piercing capability being quite similar.
Purchased from Erin's Emporium:
Portable anti-teleportation devices, stun and tear gas
Laser pistols, electro-grenades, and APCs. Also cloaking devices. Also, all Navy ships, seen later.
Magtok, directly or otherwise:
Laser cannons, looted and reverse-engineered during the War for Inside. Plasma-launching artillery, designs for which were extorted from Magtok in exchange for not killing him. It looks like a cement truck, only the cement-container-thing is an artillery plasma cannon. Second on the extorted-from-Magtok list is an odd fighter jet type aircraft, with a strange self-powered repulsor unit that looks rather like a heater on the bottom of it, acting as its landing gear. Otherwise, it's armed with a laser-machinegun and eight missiles.
Alizarin Viscose's inventions:
SA-02 bomber (see entry on the Sanctuary later on).
Teslafist-An anti-armor and anti-air turret tower, the Teslafist is a product of mad science and magic, forcing technology and magic together in order to power the weapon. The Teslafist fires searing black plasma beams capable of reducing adamantium to white-hot slag. It has variable range, but longer ranges require tighter beams.
Viscose has also provided the Empire with another unique invention...But what it is is a secret. Move along, citizen.
Imperial Laboratories products:
FBI-9 Assault Rifle-A weapon created by Imperial Laboratories Designer Tzymine Xanthin, the FBI-9 is chambered for 5.56 mm ammunition. It has a 30-round magazine normally, though it is compatible with a 100-round drum magazine. The gun itself is of moderate power and good accuracy, and is compatible with a 40mm grenade launcher attachment. A number of different types of grenades are available, including standard frag grenades, incendiary grenades, flashbangs, and the typical Imperial electro-grenade.
EvR-1 Variable Blaster Rifle (All): A rifle-type energy weapon, the Variable Blaster uses rechargeable and interchangeable power cells to function. The cells recharge on their own thanks to technology borrowed from Evolution Industries' prior main product, the MACE units, and come in many different varieties, with different types of energy for different situations. The blaster fires energy bolts of different types, determines by the power cell used. The cells run out after thirty shots. The EvR-1 also has an adaptable frame, suitable for many attachments, such as scopes and laser sights.
EvR-2 Sapper Rifle (Special Forces Only): Outwardly, this weapon looks like a somewhat large and bulky assault rifle. The EvR-2 is much more specialized than the EvR-1, there being no spots suitable for attachments other than one for a simple scope. Under the barrel, where a grenade launcher attachment might go, is an odd detail, looking strangely similar to a laser beam emitter with a trigger of its own. On one side, where a laser sight might be, is a peculiar protrusion, a red power gauge shown on it. The under-barrel attachment is an energy sapper sub-weapon based on MACE technology that drains excess energies from whatever it's used on into the rifle, the power building up as displayed on the power gauge. The power is then channeled into the weapon's ammunition. When fired, energized ammunition will be surrounded by intense, searing-hot energy, giving the weapon extra power.
EvP-1 Variable Blaster Pistol (All): A pistol-size version of the Variable Blaster. Their power cells are smaller and run out after only 12 shots as compared to the EVR-1. These also recharge on their own, but very slowly,
EvAT-1 Precision Laser Cannon (All, IA Medium+): An extremely powerful and accurate man-portable anti-tank laser cannon, somewhat similar in appearance to a rocket launcher. It has a scope mounted on one side, and a faint silvery glow is visible in stripes running down part of the length of the weapon at the very back of it. Were you to look into the weapon's barrel, you would see a number of focusing lenses in front of a brightly glowing silver device that powers the weapon.
EvAT-2 Beam Cannon (Imperial Army, Heavy): A bulkier EvAT-1 in outer appearance, this weapon has a larger power core but a slightly less intense initial blast, and lacks a scope. Its strength is in the intense beam it fires being able to maintain itself for a murderous sweep through masses of enemies, or multiple lighter vehicles.
EvHW-1 Assault Blaster (Imperial Army, Heavy): This weapon is what happens when you take a variable blaster, remove the variability, put it in a much larger, heavier frame, and give it significantly more rapid-fire capability. It's a very brutal weapon, spewing searing energy at a very high rate. It's similar to the EvAT-1 in appearance, only bulkier, lacking a scope, and the barrel is divided into a number of sub-barrels to allow more shots to be fired at once. This weapon is very simply designed to cut down huge numbers of infantry, and can fire for a long time before having to stop.
EvM-1 Infernal Edge(s) (All, though will likely see more use with Special Forces): Unusually for weapons designed for Imperial use, 'EvM-1' is the classification for a number of melee weapons. Outwardly, they have small buttons on the hilt or handle, and very dark black blades. The blades, thanks to the material they are constructed from, are very strong and sharp, and can stand much more heat than most metals. The button on the hilt, thus, is actually the on/off switch for another function. The weapons can be superheated to give significant extra power.
EvA-1 Scout Armor (All): A lighter armor variant for scouts, the Army's new light armor is mainly used for non-special forces stealth units and scouts. It offers little protection against stronger attacks and is designed with maximum mobility in mind. In that aspect, it's more like the older ISF armor. The difference is that the EvA-1 armor comes with a full helmet with a number of scanning features, including x-ray, infrared, night vision, and magic-detecting settings.
EvA-2 Light Power Armor (Imperial Army): A medium armor variant most similar to K-Corp's older IA armor, this armor features slight strength amplification and offers decent protection from attacks. The helmet features are lesser compared to the EvA-1's, however, with only infrared and night vision settings.
EvA-3 Power Armor (Imperial Army): The heaviest of the new IA armors, this features excellent protection and significant strength amplification. The helmet features are identical to the EvA-2's, though it's more protective, obviously.
EvA-4 Spec Ops Stealth Armor (Special Forces): This armor type is suited for special forces, and is fully sealed with some life support capabilities for extreme environments. It has a built-in cloaking device and its helmet comes with EvA-1-level scanners. It's midway in protectiveness between the EvA-1 and EvA-2.
EvCV-1 Assault Hovertank (Imperial Army): A heavy hovertank not very well suited to urban combat, it is heavily armored and equipped with a rail gun as its main cannon. Its secondary weapon is a rapid-fire blaster turret.
EvTV-1 Hover IFV (Imperial Army): An armored infantry fighting vehicle, it is mainly used as a transport and light combat vehicle. It is equipped with a rapid-fire blaster turret, similar to the EvAV-1's.
EvAV-1 Gunship (Imperial Army): A VTOL aircraft similar to the older K-Corp gunship, this one unfortunately lacks its predecessor's whisper engines, that technology not being in Evolution Industries' possession. Instead, it uses a more advanced repulsor drive similar to those found in hover vehicles to move and remain aloft, emitting a low-pitched humming noise when active. It is also black in coloration, and is armed with twin heavy laser cannons and a single rapid-fire blaster turret. All in all, this one actually seems to be a downgrade from the older ones...
EvAV-2 Aerial Transport (Imperial Army): Another VTOL aircraft, this one is similar to the EvAV-1 in appearance, but loses its heavy cannons and gains a large transport compartment. Versions used by IA Spec Ops soldiers are equipped with cloaking devices.
Information on designations: R = Rifle, P = Pistol, M = Melee, AT = Anti-Tank, A = Armor, CV = Combat Vehicle, TV = Transport Vehicle AV = Aerial Vehicle.
The Empire has the following army organization.
Squad-7 soldiers each for Light and Medium squads and 3 for heavy squads, equipment varies depending on situation. IA Heavy squads are more costly to outfit with their superior armor and utterly deadly weapons. One of them is an officer who leads the squad. Officers always have an anti-teleportation device. IA squads come in three types: Light, Medium, and Heavy. Light squads use EvA-1 scout armor and are equipped with lighter weapons. You won't see them with anything heavier than a standard rifle. Medium-armor squads use EvA-2 light power armor and are equipped with a larger variety of weapons, up to standard anti-vehicle weapons. Heavy squads are the slowest but most fearsome, equipped with the largest and most powerful infantry weapons in the Imperial arsenal.
In addition, Army soldiers can carry other personnel weapons described in the Equipment/Sources section.
Finally, the main army is spread throughout Imperial territory in general, leaving the Imperial Security Forces as Inside's main peacekeepers. The main army does have a large garrison based at the Imperial HQ in Inside, however. SEE BOTTOM FOR MORE
Division: 10 normal (Light/Medium) squads.
Battalion: 10 divisions.
Imperial Security Forces
The Imperial Security Forces, bearing an identical acronym to the government's old name, are a reorganized force in Inside itself alone. The new ISF is a quick-response sub-organization of the Imperial Army, with specialized equipment and vehicles. The base of the ISF is the Old Base, previously used in the original War for Inside and a while after before the new HQ was built. The ISF has also taken the old army's riot troopers.
The new ISF is organized a bit differently from the standard army in the wake of repeated conflicts lowering numbers.
A squad is now 6 soldiers, able to be divided into two fireteams. Leaders coordinate with teams via comlinks for direct orders, and the two senior officers in the squad lead the fireteams.
Divisions and Battalions are unchanged, but the decreased squad size affects their numbers. Not that these are likely to become relevant due to the nature of the new ISF as a security force rather than the main army, but it's more of an internal organization thing.
Equipment and vehicle support differ a fair bit from the main army, however.
The equipment of the new ISF is generally lighter than that of the main army, with more emphasis on making more out of less.
First, the standard Imperial weapon, the pulse rifle, becomes a pulse carbine, similar in difference to a modern-day M16 rifle and an M4 carbine. That is to say, it is a shorter and lighter variant of the normal weapon.
Another pulse rifle-based weapon is essentially a pulse SMG, a light rapid-fire weapon with shorter effective range than the carbine or rifle. It is usually carried by those carrying heavier weapons as well. This weapon becomes very inaccurate at longer ranges.
ISF soldiers can elect to carry two other types of main weapons as well. These are the standard Imperial beam sniper rifle and a type of pulse scattergun. This is essentially a pulse weapon in the form of a shotgun, scattering smaller pulse fire projectiles over an adjustable spread.
Pulse weapons, however, are becoming rarer, thanks to K-Corp's destruction. ISF troopers often use other equipment, such as EvR-1 Variable Blasters and FBI-9 Assault Rifles.
The sidearm of most ISF soldiers is a fairly standard laser pistol.
Some soldiers elect to use a newer heavy pistol over the laser pistol. This is the Perforator Heavy Pistol, which fires high-energy plasma. It is a fair bit more powerful than the standard laser pistol, but due to its larger energy drain it requires easily-replaced power cells, essentially a reload, which comes after 12 shots. Still others will use the EvP-1 Variable Blaster Pistol.
A new and more unique weapon is the Inferno Heavy Blaster. Similar in appearance to a flamethrower, though more high-tech in nature, the Inferno Heavy Blaster emits a special flammable gas, which is then ignited by a small energy discharge. This gives the appearance of a short range gout of flame bursting from the weapon. This flame is extremely hot and likely to burn through most anything short of metal. After all, it's not actually supposed to be an anti-vehicle weapon.
The standard heavy weapon of the ISF is, oddly enough, not a rocket launcher capable of using Annihilator Rockets. This weapon is the Thousand Hells Variable Energy Cannon. The cannon is held in the same manner of your standard rocket launcher, using the shoulder to support it. The weapon has four set firing modes. These are the Lightning Blast, Pulse Blast, Tribunal Laser, and Repulsor Blast settings. The Lightning Blast setting fires a bolt of lightning at the target, fairly standard. The Pulse Blast setting is basically your standard pulse fire scaled up to a point matching the power of a rocket launcher. The Tribunal Laser is based on the Magtok-created Tribunal Laser Cannon, essentially a laser bazooka weapon. Finally, the Repulsor Blast is an experimental setting of a fairly unique nature. Instead of using repulsorlifts to propel vehicles as in Imperial hovertanks, the Repulsor Blast setting uses simple force as its means of destruction, firing a force blast at approximately the strength required to match the destructive power of a standard rocket blast, in a more localized area. This is a precision setting in that the force only hits a certain spot rather than the explosive power of a rocket.
The ISF will also use EvAT-1 Precision Laser Cannons.
The standard ISF close-combat weapon is the Supercharger combat knife, also used by the Army. A device in the knife's hilt transfers electricity into the blade, electrocuting it and allowing for greater power. This feature can be turned on or off at will by the push of a button. However, the Superchargers are now in competition with Evolution Industries' EvM-1 Infernal Edges. Both still commonly appear.
The ISF, since Evolution Industries' takeover of the role of the Empire's main military supplier, uses EvA-1 Scout Armor.
As another note, the ISF also employs standard Imperial riot squads.
The first vehicle of note belonging to the ISF is the Warp-class landspeeder. It hovers above the ground, with two engine-like structures on the sides of the landspeeder which account for its forward propulsion. The landspeeder is capable of achieving very high speeds, and has a single rapid-fire pulse laser turret mounted on the rear. This can potentially be switched out for another type of turret. The landspeeder has room for 7 people, including the driver. The remaining 6 seats are usually used to carry an ISF squad. The drivers' seat and canopy are similar to a car's, made of bulletproof glass. If the soldiers are particularly in need of extra firepower, the landspeeder is also similar to a convertible in that this glass canopy is retractable.
The second ISF vehicle is an anti-riot APC, carrying a riot squad. The standard APC machine gun turret is replaced by one that fires sticky foam to incapacitate rioters.
The ISF's main air vehicle is a rather odd one. Whisper engines like those found in gunships on the back, the ISF Deliverance Sky-Transport is a VTOL craft that carries a single ISF squad. The vehicle itself is oddly similar to a flying saucer, though it has a drop pod-for quick deployment of the ISF squad-mounted on the bottom of it, with the cockpit coming out of the front of the transport, which is likely defined only by this fact and the engines on the opposite end. The transport can also land to unload the carried squad manually, and the drop pod function is rarely used. Small wings on the sides and rear account for maneuvering, and the vehicle is armed with two rapid-fire pulse laser weapons mounted on the sides, able to adjust for anti-air or anti-ground duties.
Airborne Aircraft Carrier Sanctuary
The airborne carrier Sanctuary's much simpler to describe than the Haven, since it's based on a preexisting craft. It looks rather like this, though it is not entirely the same as what its base is taken from, mostly in the area of armaments. It does not possess the same level of armaments as the Haven, lacking bomb bays entirely. It does, however, have numerous laser chaingun and laser cannon emplacements for defensive purposes.
What the Sanctuary excels at, though, is obvious. It's an airborne aircraft carrier for crying out loud. It carries a large number of aircraft, likely inspired by the relative success of the Haven's deployment in the brief and bloody Acro-Felinian War, backed up by large numbers of aircraft, but with many of them wiped out or found to be damaged beyond repair upon returning. The Haven itself narrowly averted this fate as it returned to Inside. The Sanctuary is meant to eliminate that weakness.
The Sanctuary carries unique aircraft, including:
Continuing with the naming theme of the Haven and Sanctuary, the SF-01 Gatekeeper is a craft designed for air-to-air combat. The aircraft has powerful twin engines and much more traditional landing gear than your typical Acro-Imperial fighter, instead of the space heater-like landing repulsor unit. More distinctively, the craft possesses forward-swept wings. The SF-01 has two laser machine guns on the front, along with 8 rather small anti-air missiles in an internal bay. Four larger missiles are mounted on the craft's wings. The internal missiles are small and traditional, but the four larger ones explode into showers of plasma.
The SA-01 Apocalypse takes a much more ominous nickname than most Acro-Imperial craft thus far. While many might think it cliche'd, with all that's happened in Acro (or Town, if you prefer that) it is more than capable of striking fear into the hearts of many people. The SA-01 is a dedicated air-to-ground attacker, or bomber. Its design is even more on the traditional side than the SF-01. It possesses a single, large engine. Its wings are more standard than the SF-01's. All in all, it's a large, lumbering brute of a plane. In spite of its lack of fancifulness, the aircraft makes up for it in raw power. It mounts a laser chaingun on the front and carries 8 air-to-ground missiles in an internal bay, rather similar to the SF-01's AAs. It becomes a greater threat when you see the four larger anti-ground missiles mounted on its wings. They're quite similar to the SF-01's missiles, exploding into showers of plasma in addition to a conventional missile's effects. And, finally, the plane carries two Annihilator-based bombs, exploding in a similar manner to your standard Annihilator Rocket, in that the shrapnel it throws explodes.
Based on the original SA-01, the SA-02 has had some rather bizarre alterations thanks to mad scientist and mage Alizarin Viscose. Much of the hull has been replaced with wood and canvas, and the wings with air sails and fins. On each wing and in the rear is a black tube, emitting a constant blue flame. These are magical jets, used in place of conventional engines.
It's been completely stripped of the SA-01's standard payload of conventional warheads, Annihilator-style bombs, and plasma missiles, along with the heavy rapid-fire laser. To compensate in a sense, it is much faster and more maneuverable than the original craft.
The SA-02's payload consists of hundreds of coin-sized silver discs, which at first might not appear to do much upon hitting the ground-but after a slight delay, the spell sealed within is activated, calling down a single lightning strike for each coin, each blast fueling the next, and only leaving stray ball lightning and a line of molten silver in the wake of the attack.
The SA-02 is largely a single-strike bomber, ideal for softening up targets for SA-01 or SF/A-01 attacks. As mentioned, it's much faster and more maneuverable than the SA-01, making it more suitable for evading anti-air defenses. The nature of its warhead delivery system-essentially a carpet bombing-means it does not have much capacity for more than one strike.
The SF/A-01 Blackjack doesn't carry any particular nickname pattern, though its nickname may be in reference to its role as a jack-of-all-trades compared to the SF-01 and SA-01. The craft is rather conventional, with traditional wings similar to the SA-01. It has dual engines and dual laser machine guns, more like the SF-01. The SF/A-01 carries a more balanced payload than the other two aircraft. It possesses 4 small air-to-air missiles and 4 small air-to-ground missiles in an internal bay, and has two of the larger, plasma-showering missiles, one on each wing. One is anti-air, and one is anti-ground. It possesses two conventional bombs, mounted on the wings alongside the larger missiles.
The SSF/A-01 is a new multirole stealth jet designed in the wake of two sieges on Inside, the first being the Acro-Felinian war and the second siege being staged by presently unknown forces believed to be linked to the destruction of the Haven. The SSF/A-01 was designed to eliminate mass casualties suffered by Sanctuary fighters in the second of the two sieges to enemy anti-aircraft fire. This craft is meant to be able to slip in, attack, and slip out without being fired upon once again.
In appearance, it is a semi-futuristic jet aircraft with very odd wings. They appear similar to those of this aircraft at lower speeds. When it achieves a high enough speed, these wings 'fold' backwards, becoming more similar to this.
The SSF/A-01 is armed with twin medium laser guns. These are essentially powerful armor-piercing laser guns with a slower rate of fire than your standard pulse lasers/laser machineguns. These are designed with surprise attacks in mind, for dealing maximum damage with less firing.
The Vengeance lacks bombs, while it does carry missile weaponry in internal bays. It carries six general-purpose standard missiles, made more difficult to store due to being general-purpose rather than dedicated-purpose, which made more guidance systems necessary and made it more difficult to miniaturize them. In addition, there are four other more unique missiles in the Vengeance's arsenal, named Driller missiles. They are essentially anti-armor missiles in that they have an Annihilator Rocket-like end, an explosive rod that is driven into its target on impact. However, unlike the Annihilators, they do not throw explosive shrapnel, instead releasing a small amount of extremely volatile gas into the air that ignites violently due to the, you know, explosion, essentially adding a smaller, but still significant, blast to the missile. The gas ignited is actually an altered version of that used in the ISF Inferno Heavy Blaster, only going beyond its power.
Judging by the higher performance of Sanctuary-based craft to the normal air force, those pilots assigned to the Sanctuary are likely of the highest skill levels the Empire can field. The Sanctuary's comparative lack of armament compared to the Haven is easily compensated for by its aircraft and pilots.
Aerial Weapons Platform/Battlecruiser Supremacy
Commanded by former Haven and intended Spectre captain Anthony Cross, the Supremacy is the Empire's latest giant flying acquisition, constructed at the Mountain Base as Sanctuary was, though this time with Evolution Industries assistance.
Outwardly, the Supremacy initially appears relatively unremarkable: Jet black in coloration, it has long, wide wings with navy-colored stripes on them branching out from a central frame, with a fairly short bridge tower on top of and in the back of this frame. At the rear is a large, white-glowing cluster of high-tech engines, emitting a loud humming noise rather than the roar of a jet engine. Mounted under the wings are a number of smaller but similar engines used to assist in maneuvering the giant craft. The ship is also equipped with a shield generator.
However, the Supremacy is more than what it may initially seem to be.
The Supremacy's main weapons of note are a pair of massive beam cannons that deploy from concealment from both port and starboard sides of the ship, forward from the wings. Similarly to the EvAT-2 Beam Cannon, only scaled much further up, these fire ultra-intense, wide white beams that maintain themselves for roughly five seconds before needing to recharge. Even at a glancing non-sustained hit, these are capable of putting more lightly-armored targets in a world of hurt, and when held on a target, can break through almost any armor or shields.
This battlecruiser also has other weapons, mainly used for point defense. The front, rear, and underside of the craft are dotted with smaller anti-air emplacements such as rapid-fire AA laser turrets and missile launchers. The craft notably lacks heavy turbolasers as with the older Haven and Spectre, instead reliant on its twin ultra-heavy beam cannons to break armored targets. This means that with its limited truly heavy weaponry, it would not hold up in direct combat against large numbers of ground-based armored anti-air vehicles. At least, it would not if it was alone.
The Supremacy is mostly meant to take on ultra-heavy targets like other oversized flying objects or naval vessels rather than normal combat. If used in such an engagement, it would meed to be supported by the Sanctuary's smaller aircraft or similarly normal-sized fighters from another source.
Overall, it could be said that the Supremacy is designed for just that-guaranteeing the supremacy of the Acronymian Empire in the realm of massive aerial power.
The Mortal Coil Unit (Player: Wolfbane)
Originally Posted by Wolfbane
Mortal Coil is a collection of 21 average(mostly) mortals who have come together to form a paramilitary group that hunts down the supernatural/superpowerful creatures who threaten the lives of civilians, innocents and NPCs of Inside.
Commander Vasquez- Once Lt. Vasquez, she has been promoted after her recovery from when the Empire traded hands and she was shot by her old Commander, Edijar.
Ted Brando - Vampire Hunter. Joined up after his squad was kidnapped and used as a food source. He's been bitten, but was never turned.
1 Priestess of Horus
2 Combat Mages
1 Vampire Hunter
1 Flamer Unit
1 Cleric of Hel
Light Power Armor: A lighter variant of Imperial Power Armor, letting it's wearer to have more agility at the cost of less amplification of strength. It is known to be customized with the following:
Deployable Bullet Proof Shield (on left arm)
Hardened Steel Neck Guard
Armored and Mirrored Visor
Monowire Grenade: These nifty devices don't explode like normal grenades, instead, the shell pops off of these orbs, and powerful airjets shoot several dozen barbs out to latch onto nearby surfaces. Trailing from these, are strands of monowire, able to cut through most anything, living or not. These are rather effective at blocking entry points.
R.P.S. aka Rocket Propelled Stakes: Really? Yep. Too many times vampire hunters have died from having their arm caught by the bloodsucking leech they're about to kill. These have a button on the butt end that launch the stake at flesh piercing force.
Laser Rifles and Assault Rifles
Laser and Solid Projectile Pistols
Shotguns and Scatterguns
Various Ammo for the above including Silver, Wooden, Holy, Hollow Point, Armor Piercing, Flechette, Unholy...
Flashbang and Frag grenades
Silver and Cold Iron Melee Weapons.
Training: Everyone in Mortal Coil is trained extensively in the unarmed combat, melee combat, ranged combat, and in techniques in ways to kill supernatural creatures in a (relatively) easy manner.
1 Blitz-class Amphibious Light Destroyer (Blitz)
A unique type of naval craft filling in the role of destroyers. They actually hover over the water instead of floating in it like a boat. This grants them some degree of amphibious capability, but their hover units are specifically designed to hover over water, meaning that they suffer from extremely poor maneuverability when run aground.
Their hovering nature also makes them faster than most naval craft.
A pair of double pulse cannons, similar in function to the pulse rifle, only scaled up to around the point of modern-day six-inch guns. One on each end of the ship.
3 general purpose missile launchers, with 15-missile magazines. Could potentially be loaded with Annihilators, which is why there are relatively few compared to a normal destroyer, from what I've heard of (from a mister Bushranger). Please correct this if it is inaccurate. In fact feel free to correct me on these in general, since I'm not really much of a navy expert. I'm also aware that those have very small magazines-see: Annihilators.
4 anti-air laser chainguns, two on each end of the ship.
They do not carry anti-sub weaponry due to their hovering nature, which makes them less vulnerable to submarines-or at least, those reliant on torpedoes.
The Blitz class also carries radar equipment.
The Blitz seems to have been upgraded with a shield generator recently.
Finally, the Blitz class has one helipad to accommodate a single helicopter or gunship.
2 Prowler-class Frigates (Prowler, Seeker)
This type is smaller than the Blitz class. The Prowler class is also much more straightforward than the Blitz-namely, it does not hover. It possesses a single dual pulse gun-much like those on the Blitz-mounted on the front side (I forget the naval term) of the ship, and a pair of general purpose missile launchers with 15-missile magazines. Again, small magazines to maintain relative balance due to the potential for Annihilators. There's also a pair of AA laser chainguns, one on each end of the ship.
It also possesses four seeker-torpedo tubes, two on each side of the ship.
The Prowler class also carries sonar and radar equipment.
4 Assailant-class Corvettes (Assailant, Viper, Black Widow, Assassin)
The Assailant class is smaller than the Prowler class, being at the bottom of the named conventional ship scale. It is armed with two single pulse guns-one on each end, predictably-and a seeker-torpedo tube on each side of the ship. It also has a single AA laser chaingun and a single general-purpose missile launcher-the same 15-missile magazine-d type as on the Blitz and Prowler. The Assailant-class also possesses sonar capabilities.
Not notable enough to have names or specific numbers (being even smaller than the Assailant), these are armed with a single pulse gun and a single seeker-torpedo tube. And sonar, obviously.
The Phantasm class submarine is armed with three seeker-torpedo tubes on each side and one on the front and rear of the ship. It possesses sonar capability, obviously.
Also equipped with a cloaking device.
Headquarters: The Imperial Army HQ and ISF HQ lie in Inside, along with the Acro-Imperial Government Complex (post is from when it initially popped up), which is slated to become more important in the near future. Current Territory: Inside (Capital), the Mountain Base, many villages and small towns Outside Bases: HQ (Inside), Old Base/ISF HQ (Inside), Mountain Base (located in/on a mountain in Imperial Territory, obviously), small garrisons in villages/small towns in Imperial Territory as previously mentioned
SPECIAL: ISF squads can be led by PCs if the PCs in question join the ISF. Highly encouraged by me! The player of a PC with a squad can control it, and decide what exactly they're carrying. ISF squads with PC leaders will have the leader in question attached to them, bringing their numbers up to 7.
Faction Profile: Evolution Industries (formerly Evolution Electronics and Power)
Background: Long ago while the old GLoG base was intact, a certain psychic received six Zero-Point Modules from the Bushranger. These were powerful high-tech batteries, in a sense, capable of providing power for thousands of years, but with the capacity to destroy half of an Earth-sized planet if they overloaded. One went to power WATCHTOWER's airship, while one was often abused for firing gigantic lasers at targets DC really wanted eliminated. Eventually, DC got his hands on a temporary intelligence boost and modified one. This produced something called a Mass Acquisition and Conversion of Energy (MACE) Unit-modified ZPMs with far lower maximum energy capacity used to suck in ambient energies around them. In the Nexus, the sheer number of universes contributing to this produces a great amount (ambient magic and such things are great for that), allowing the unit to provide power essentially indefinitely without the problem of ZPM-style destruction. DC went to the Ostari to make a deal-to produce more of these units as power for Inside. From there, DC formed the company now known as Evolution Electronics and Power, which later took over the arms production role left empty by K-Corp and became known as Evolution Industries.
Leader/CEO/Owner/Whatever: DC. He uses the alias of D. Halley for legal papers, but at this point it's pretty well-known that it's him.
Headquarters: A tower-ish structure in Inside, by no means a skyscraper.
Class 1 MACE Unit: The basic version of the MACE unit, useful for powering small buildings, such as houses.
Class 2 MACE Unit: A scaled-up version of the Class 1, needing a more dedicated installation. Useful for powering several small buildings, or a particularly large one.
MACE Installation (Class 3 MACE Unit): A significant investment for all involved, these require construction at dedicated sites rather than normal production facilities. These could power a large section of Inside by themselves. None have been constructed as of this moment.
Military/Military-Based Publicly Sold
EvR-1 Variable Blaster Rifle: A rifle-type energy weapon, the Variable Blaster uses rechargeable and interchangeable power cells to function. The cells recharge (albeit very slowly, recharging them via an external source is much more functional) on their own thanks to technology borrowed from Evolution Industries' prior main product, the MACE units, and come in many different varieties, with different types of energy for different situations. The blaster fires energy bolts of different types, determines by the power cell used. The cells run out after thirty shots. The EvR-1 also has an adaptable frame, suitable for many attachments, such as scopes and laser sights.
EvP-1 Variable Blaster Pistol: A pistol-size version of the Variable Blaster. Their power cells are smaller and run out after only 12 shots as compared to the EVR-1. They recharge similarly to the EvR-1's cells.
EvM-1 Infernal Edge(s): Unusually for weapons (originally) designed for Imperial use, 'EvM-1' is the classification for a number of melee weapons. Outwardly, they have small buttons on the hilt or handle, and very dark black blades. The blades, thanks to the material they are constructed from, are very strong and sharp, and can stand much more heat than most metals. The button on the hilt, thus, is actually the on/off switch for another function. The weapons can be superheated to give significant extra power. These come in many forms, all bladed melee weapons. Note: Only knife/dagger type versions of these are available for civilian purchase.
EvA-1 Light Armor: A lighter armor type originally meant for Imperial Army scouts, it offers little protection against stronger attacks and is designed with maximum mobility in mind. The EvA-1 armor comes with a full helmet with a number of scanning features, including x-ray, infrared, night vision, and magic-detecting settings.
EvA-2b Work Suit: A variant of the EvA-2 power armor (see Reserved), the EvA-2b work suit is a stripped down version of it, sacrificing its armor for a greater focus on strength amplification. It's useful for moving heavy loads and the like.
EvA-4b Enviro-Suit (see Reserved): An EvA-4 armor variant stripped of its armor and stealth functions and made to focus more on protecting from environmental hazards. It protects from extreme heat, cold, acid, and the like, and even protects against vacuum...unless it's punctured or its stored air runs out, that is.
EvR-2 Sapper Rifle: Outwardly, this weapon looks like a somewhat large and bulky assault rifle. The EvR-2 is much more specialized than the EvR-1, there being no spots suitable for attachments other than one for a simple scope. Under the barrel, where a grenade launcher attachment might go, is an odd detail, looking strangely similar to a laser beam emitter with a trigger of its own. On one side, where a laser sight might be, is a peculiar protrusion, a red power gauge shown on it. The under-barrel attachment is an energy sapper sub-weapon based on MACE technology that drains excess energies from whatever it's used on into the rifle, the power building up as displayed on the power gauge. The power is then channeled into the weapon's ammunition. When fired, energized ammunition will be surrounded by intense, searing-hot energy, giving the weapon extra power.
EvR-3 Repeater Blaster: A large rifle-type weapon, it resembles a larger EvR-1 in appearance. It's essentially a more rapid-fire focused version of the original model and is something of a cross between the EvR-1 and EvHW-1 in function. It retains the EvR-1's variable power cell capabilities, however, and its larger power cells run out after sixty shots.
EvR-4 Beam Rifle: This weapon is a favorite of Evolution's head, and is certainly an odd one. It fires small but deadly sustained beams that can last for several seconds before the weapon has to stop firing, or it can be stopped by simply releasing the trigger. It's useful for sweeping through multiple targets. Its large (for a weapon of its size) power cells recharge at a decent rate, though constant use of sustained beams will drain them faster than they can recharge. This version of the weapon does not have DC's version's variability.
EvP-2 Beam Pistol: A pistol version of the EvR-4, its beams lose much of the larger version's sustainability and can only last two to three seconds before stopping. Its recharging capability is also lessened, so using even this level of sustained-beam fire constantly will drain it quickly, as with the EvR-4's sustained-beam fire.
EvSR-1 Laser Sniper Rifle: A large, precise laser rifle used for sniping. It features a long-range scope and its lasers are extremely accurate. Its laser fire is also powerful enough to punch through light armor.
EvAT-1 Precision Laser Cannon: An extremely powerful and accurate man-portable anti-tank laser cannon, somewhat similar in appearance to a rocket launcher. It has a long-range scope mounted on one side, and a faint silvery glow is visible in stripes running down part of the length of the weapon at the very back of it. Were you to look into the weapon's barrel, you would see a number of focusing lenses in front of a brightly glowing silver device that powers the weapon.
EvAT-2 Beam Cannon: A bulkier EvAT-1 in outer appearance, this weapon has a larger power core but a slightly less intense initial blast, and lacks a scope. Its strength is in the intense beam it fires being able to maintain itself for a murderous sweep through masses of enemies, or multiple lighter vehicles.
EvHW-1 Assault Blaster: This weapon is what happens when you take a variable blaster, remove the variability, put it in a much larger, heavier frame, and give it significantly more rapid-fire capability. It's a very brutal weapon, spewing searing energy at a very high rate. It's similar to the EvAT-1 in appearance, only bulkier, lacking a scope, and the barrel is divided into a number of sub-barrels to allow more shots to be fired at once. This weapon is very simply designed to cut down huge numbers of infantry, and can fire for a long time before having to stop.
EvA-2 Power Armor: A medium armor variant, this armor features some strength amplification and offers good protection from many attacks, especially small arms. The helmet features are lesser compared to the EvA-1's, however, with only infrared and night vision settings.
EvA-4 Spec Ops Stealth Armor: This armor type is suited for special forces, and is fully sealed with some life support capabilities for extreme environments. It has a built-in cloaking device and its helmet comes with EvA-1-level scanners. It's midway in protectiveness between the EvA-1 and EvA-2.
Power Rates: Evolution charges very low rates for use of MACE units to supply power. This is due to the extreme ease of power output by MACE units-near no maintenance, and no ongoing fuel costs, for two examples. These rates will likely undercut most anything normal.
Note on Rechargeables: EI power technology will not recharge properly outside the Nexus, thanks to its odd nature. Weapons and the like can still be manually recharged, but MACE units will become completely useless.
Evolution Security: The company handles its own security with armed guards. Evolution Security has access to all EI products, but usually only appears using publicly available gear.
Gender: Male Race: Purple Dragon Age: He looks late thirties/early forties Alignment: True Neutral/Neutral Evil Class: Warlock/Knowledge-Seeker Power Level: C-/C Appearance:
A man who looks to be in his middle ages. His height is slightly above average, and he is rather thin. His black hair is braided into cornrows and is graying slightly. He has dark skin, suggesting African descent. He wears Glacier-style sunglasses and modest clothing. His body bears many scars, but the most noticeable thing about him is the dragon tattoo on his right cheek, that probably extends down his entire back. He has brown eyes. Important Equipment:
His journal, which contains more amounts of recorded knowledge than any other book. A Rubber-Ducky that is indestructible, and can transform into an elemental. Thirdly, his sunglasses, capable of redirecting his magical energies into controlled forms. Lastly, a plastic magic-wand. Abilities:
Among other abilities, Cornelius is able to control the spectrum of shadow, and has majic that varies from conjuration to enchantment., due to magic ability. Able to create balls, blades, and cones of pure energy, and launch them, wield them, and...cone them. He is also an adept swordsman and martial artist, but not, say, godly.
Dr, Bath's Dolly!
Avatar by the amazing Teutonic Knight
Alias: John Patrick O'Connell Gender: Male Race: Human Metahuman/Ghost Hybrid Alignment: Neutral Good Affiliation: HALO Age: Relativistic Class (or approximation): Ghost hybrid; Dashing Knight; Dirty-minded Gentleman Profession: Adventurer; Captain (reserve), Earth Alliance Power Level: A+/bottom S. Description:
Tall and well-built, can change his clothes at will but usually is in either a black-and-white super-suit or a gray t-shirt, jeans, and sneakers (gray socks!). White hair, slightly glowing green eyes, and a noticably low body temperature. Bleeds green ectoplasm. Personality: Gentlemanly; forgiving; caring; hot-headed. Abilities: Ectoblasts, shielding, teleportation, reality-shattering, the works. 9th level spells at epic caster level, too. And all sort of techno-gizmos. Don't make him angry. You won't *like* him when he's angry... Backstory: Lost his first love (the drowess Cal'drin) when he got his ghost powers (a wizardsorcerer did it). Went mad. Blew up a planet (among other things). Recovered. Spent time as an officer in the Earth Alliance (Babylon 5 universe). Hopped dimensions for awhile. Wound up in HALO. Crushed on Da Rogue. Crushed on Sorcy. Crushed (a little) on Tialait. Found his soulmate in De. Had his heart broken by her. Went walkabout. Returned. Finally pulled the curtain(!) a few times. Is crushed on my Angela, has a odd thing with Sam Goswell - and is the father of her son, Theo. Fell in love with Marle, and married her, only to have her slip into NPCdom/permadeadtime... Status: Semi-active.
Alias: Acro-Erin Gender: Female Race: Human Metahuman/Ghost Hybrid Alignment: True Neutral Affiliation: HALO Age: 5 years (post-cloning; relativiistic) Class (or approximation): Ghost hybrid; Rogue Profession:Arms dealer. Adventurer and VERY Naughty Girl Power Level: B+ Description:(NOTE: She has blue eyes. Tekteks are being fixed - slowly.)
Dressed as Sept:
Tall and curvaceous, can change her clothes at will a khaki t-shirt, jeans, and sneakers (gray socks!). Or...er...nothing at all...
White hair, slightly glowing green eyes, and a noticably low body temperature. Bleeds green ectoplasm. Personality: Hot-headed, impulsive, extroverted, caring, submissive. Abilities: Ectoblasts, shielding, teleportation, etc. High level spells, too. Backstory: BR's clone. Not the same person as Town-Erin. Was married to Mike, and has a child from the future, Patricia, who came back in time. And Patty has a bratty brother from the future too who never got off the ground before Kyr vanished :(. Adopted May, and then went though hard times when she cheated, May was killed, etc. Went walkabout. Came back, got a conditional perma-deadtime divorce, and is currently involved with Angela (but also crushes on Tobias...). Owns Erin's Emporium, a arms dealer, Inside, but leaves Crissy to run the place nowadays (). OWNED EE, but with Mike's return faced a distinct dilemma, still loving him but also loving Angela and refusing to break either's heart. Therefore, she fished the Dup-o-Matic out of storage, and zapped herself with it. The split was even, but the personalities...well, this Erin, staying at HALO and with Angela (...and Tobias...) is rather more, shall we say, free-spirited, and has decided to let the 'other Erin', now Aeryn, take over the Emporium... Status: Active
Alias: Patty Gender: Female Race: Human (Metahuman hybrid) Alignment: Chaotic Neutral Affiliation: HALO; Angela Age: 22 (more or less) Class (or approximation): Cleric/Soulknife Profession: High Priestess of Angela Power Level: C+ Description: Personality: Affectionate, impulsive, sultry, hot-headed. Abilities: Soulblade; clerical spells; naughty toybox. Backstory: Daughter of Mike and Erin, come back in time from thea now-alternate(??) future. Formerly engaged to Matthew Vulpan and Ari Wolfsbane. High Priestess of a lust goddess. Status: Active
Alias: Town-Erin Gender: Female Race: Human/ex-Ghost Hybrid Alignment: Neutral Good Affiliation: Iames Age: 2 years (post-cloning) Class (or approximation): Sorceress/Cleric Profession: Acolyte of Iames Power Level: C Description: Bleeds green ectoplasm. Personality: Shy. Loyal. Prone to guilt. Caring. HULK SMASH. Abilities: Various magical abilities. Some low-level ghostly powers. Backstory: Erin from Enupnion. Still hoping for Maia's return (and forgiveness). Status: Active
Alias: "I don't need one." Gender: Female Race: Ghost. FEAR HER. Alignment: Chaotic Evil Affiliation: Black Fox Age: "I should have you thrown in the dungeon for asking that." Class (or approximation): "...what part of 'ghost' did you not get?" Profession: "Dominatrix." Power Level: "More than yours." Description: Personality: Conniving. Dominating. Capricious. Frustrated. Spoooooooky eeeeeeeevillllllllllll. Abilities: "Wouldn't you like to know?" Backstory: The split-off ghost part of "Town-Erin", who at first nearly joined LOVE (it died just before she could ), then came here and has joined up with the Black Fox. A few bricks short of a load. Status: Mostly offscreen.
Alias: Patty Ann Gender: Female Race: Three-quarters human/Quarter silver dragon/One-eighth ghost Alignment: Chaotic Good Affiliation:Ghostbusters None. Age: 20s Class (or approximation): Commoner Profession: Clothing store clerk. Power Level: D+ Description: Thanks to Wingrae for doing her hair. (this one I need to fix the hair on) Personality: Cheerful. Caring. Helpful. Outgoing. Slightly hot-headed. Abilities: ? Backstory: Grandaughter of Erin and Maia from Enup (Modern Town). Clerk at Nameless Clothing. Status: Retired.
Alias:Dr. Quinn, Medicine Woman Gender: Female Race: Human (we presume) Alignment: Chaotic Good Affiliation: Neirian; GLoG. Age: 27-ish Class (or approximation): Psion (Telepath)/Shadowmind/Human Paragon/Paladin of Freedom/Champion of Neirian Profession: Champion of Neirian. Head of Pastoral Care at GLoG. Possible member of the GLoG Triumvirate. Power Level: C+ to A- depending on how much power Neirian is channeling through her Champion. Description: Personality: Caring. Hot-headed. Scatterbrained. Accident-prone. Happy. Abilities: Many and varied depending on PLAWT. Backstory: She grew up in Enupion Town. Crushed on Jamie (Jacklu's character) there.. May have been...involved...with Melantha (alternate self??). Status during aging between teenage years there and arrival in ACRO unknown. Nearly died fighting Shephard's Apocalypse, saved by Susan. Joined GLoG, and sees herself as Toby's Guardian Angel. Engaged to marry him and they have a daughter together, plus two foxchildren adopted by Toby. Status: Active
Alias: Druid Princess Mikani Gender: Female Race: Human/Branded Alignment: Neutral Good Affiliation: Nimai's Magical Girls Age: Early teens (appearance/mental) Class (or approximation): Magical Girl/Psion Profession: ? Power Level (Jamie): D- Power Level (Mikani): C+ Description (Jamie): avatars by Lord Iames and Happyturtle Description (Mikani): big avvie by Happyturtle, OOtS avvie by araveugnitsuga Personality: Cheerful. Outgoing. Trusting. Friendly. Conniving. Abilities: Headache inducement. Low-level sonic blasts. Various earth/weather/wild-themed Magical Girl powers. Backstory: Daughter of Tobias-the-younger and Quinn. Part of a Magical Girl team with Nimai, Maralah, Abigail, [color=white]Decker[color] and Holly. Status: Active
Jamie/Mikani's Powers and Abilities
~In both forms~
Both Jamie and Mikani have limited telepathic abilities. They cannot randomly 'speak' to just anybody. However, through concentration and mutual consent, she can forge a permament (and 'turn-offable', of course. ) link with the mind of a friend, through which they can converse at any distance while on the same plane, and can sense emotions when within line-of-sight.
Immunity to possession
Both Jamie and Mikani are immune to possession attempts. Any attempt to possess her will be violently rejected by her Magical Girl nature (which, de facto, is kind-of sort-of 'possessing' her already, and doesn't appreciate sharing). This is not, however, immunity to mind control and suggestion, to which she is better at resisting than the average person, but is, by no means, immune to.
Jamie can cause a person within 50 feet, and with line of sight to, to suffer a sudden, searing headache for a brief period.
Jamie can project low-powered sonic blasts from her hands. These are useful as stun weapons, and for doing things like snapping padlocks off doors.
Jamie can project a 'holographic' image of herself to places she has been before, regardless of her location (and the location of the destination, even if on another plane). She can be seen and heard by those at the 'receving end', however she cannot interact* with any objects on the 'receiving end', and on the 'sending end' is in a semi-consious, meditative state and cannot defend herself. If disturbed, however, she will awaken, severing the projection connection.
*Except with certain horizontal surfaces (beds, floors, and the like). Don't ask how this works.
Earth manipulation/Water manipulation
Mikani can cause minor geomantic effects, however this puts a considerable strain upon her. She can cause cracks in the earth to open and close, cause very small, localised tremors, and can soften or harden mud and sand over a limited area. She can also cause minor hydromantic effects, including the creation of jets and fountains of water.
Mikani's favourite attack is the feared Dire Kudzu. Dire Kudzu is a vine with large, heart-shaped leaves, fragrant purple flowers...and wicked, inch-long thorns with the sharpness of razor blades and the hardness of adamantium. Dire Kudzu grows rapidly when she is creating it, and can ensnare a large creature or fill a small room in literally seconds. When she severs her connection with the vine, it dies rapidly - over a matter of minutes or hours, depending on the size of the plant - but remains dangerous until burned, or it rots.
Mikani has minor "Force-like" abilities. She can call an object to her hand over a limited distance, and is able of augmenting her jumps and other athletic abilities using telekinesis.
Mikani possesses limited "healing" abilities. While she cannot actually heal an injury, she can cause the pain of an injury to not be felt, reducing it to a feeling of "presence", as opposed to actual pain. This effect lasts until the injury is re-aggrivated in some way, or is treated.
A special case, Mikani can, in combination with other Magical Girls, channel geoenergy into powerful energy blasts, that combine with those of her companions' to produce a multitude of effects.
Alias: Dorothy Ellen Williams Gender: Female Race: Human Exalted Alignment: ...you have to be kidding Affiliation: GLoG (more or less) Age: 29 (or thousands) Class (or approximation): Night Caste Solar Exalted Profession: See above. Also, "troubleshooter". Power Level: A++ (on paper, anyway) Description: superawesome pic by Vael! Personality: Cocky. Sultry. Overconfident. Hotheaded. Submissive. Abilities: Exalted. 'Nuff said. Also, remnant electrical psionic abilities. Backstory: She doesn't talk about it much. Call her "Dorothy", variations thereof, or make Wizard of Oz jokes if you want the rest of your existiance to be very short, and very 'exciting'. Sister of Dani, and Solar Mate of Zamira. Status: A Solar again and active
Martial Arts ●
Melee ●●●●● [F]
Values: Charity is a good person who is a pacifist and devout atheist. Though she has seen evidence of 'gods' in the Nexus, she doesn't believe that there was one or more intelligent forces that created the multiverse, and that very powerful beings that call themselves gods are just narcissists. As such, she despises any being that expects to be worshipped.
Power Level: E
Special Abilities: Knows normal first aid. Color based magic.
Appearance: She changes her hair and eye color often, but the natural color is brown hair and hazel eyes. She has the tattoo of a pair of cherries on her left thigh. Tends towards curviness, despite the skinniness of the second avatar.
Charity comes from RL North Carolina, and was originally horrified by the chaos and violence of Acro. She discovered her latent chromamancy though, and has really come to love the wild variety of people, though she still isn't used to the casual regard for life. She developed a habit of binge drinking and looking for males of different species to have friends-with-benefits relationships with. (What? She's an artist! She likes novelty! )
Eventually one of her FWBs, Edijar, managed to insinuate himself into her heart to the point where she confessed that her fear of commitment is tied in to the fact that she had to have an emergency hysterectomy and she has had a lot of trouble coming to terms with her infertility. She was finally able to commit to Edijar, though she's still not very good at monogamy. She finally got help for her PTSD and stopped binge drinking.
After a confrontation with Remnant's chief doctor, Bugs, Charity realized that pacifism wasn't enough to support her life-first values, and she started training as a medic, with the goal of eventually becoming a registered nurse.
Alias: Dani Gender: Female Race: Human Alignment: Chaotic Cute. Affiliation: GLoG. Er, HALO. Er...Sam. *nods* Age: ...was 21. Spent time in a pocket dimension where time ran faster while Theo grew up. Still looks 18. Class (or approximation): Nomad Profession: Inactive Priestess of Angela. Power Level: C Description: 4'8 and 80 pounds of pure redheaded spunk Personality: Cute. Cheerful. Cute. Exhibitionist. Loyal. Did I mention the cute? Abilities: Teleportation, psionics, limited shapeshifting. (Can assume Erin's form - , don't ask why Erin's form though.) Backstory: Ask her. If you want your ear talked off and the hole whispered into. Status: Active.
Field Guide to the Superhuman and Supernatural Powers of Danielle Williams
Teleporting: Dani can teleport herself, anything she is carrying, and anyone she is touching and consiously desiring to teleport along with her, for an indeterminate distance (estimated 1,000 miles) naturally, and, with enhancers, over unlimited range and even to other planes. This is not a pleasant experience for those other than Dani herself; it has been described as being "like being turned inside out upside down and backwards while being spun around both like a top and end over end inside a kalidoscope on LSD". After multiple teleports some immunity to the effects is built up but first-timers can expect to lose their lunch, at the very least; at least one person teleported by her wound up catatonic for hours.
Teleporting multiple times repeatedly (approximately 5 teleports without rest, or 20 with short breaks in between) takes a lot out of Dani and she will need a hearty meal before returning making additional teleports.
Accuracy is very good to excellent for places Dani has previously been; a favourite trick of hers is to appear in a bar squarely on a seat she's sat on before. Accuracy does not appear to degrade over distance, however teleporting to unfamiliar areas reduces it significantly. When teleporting to a location she has not previously been she prefers not to take anyone along with her due to the reduced accuracy; they might wind up falling. It is believed that her teleporting cannot materialise within another object, or the earth.
Being psionic in nature, Dani's teleporting is not blocked by transport scramblers or anti-magic devices/spells. Anti-psionic devices/effects prevent the teleport from being initiated (if strong) or divert the teleport to the edge of the area of effect (if weak).
Dani can also teleport small objects (sheets of paper, for instance) over short distances.
Storm of Crystals: Dani can summon a swarm of razor-sharp astral crystals, which are flung at a target at high speed, slashing, lacerating and stabbitying the victim. Being hit by these is exquisitly painful and the wounds tend to bleed profusely.
Dani can, with concentration, summon single crystals to her hand.
Headaches: By concentrating on a target, Dani can, if she so desires, cause her selected victim to suffer a sudden, sharp headache. This is at the very least distracting, and can increase to the level of a migrane with sufficent concentration and/or vulnerability of the target.
Touch Telepathy: This is a very weak power, and is not one Dani even knows she has yet. When with someone she has previoulsly been...intimate with, she can, if she is touching a part of the head with a part of hers, read surface thoughts, and communicate telepathically. She cannot over any range beyond literally head-to-head, and also cannot with anyone she has not been 'intimate' with.
Metabolism and Immune System: Danielle has a hyperactive metabolism as a result of her powers, leading to her hyperactivity and her need to consume large quantities of food (and the ability to do this without gaining any weight). Her immune system is also hyperactive; she is incapable of becoming ill from virtually any mundane disease, and magical diseases will find their
virtulence much reduced from its normal state. In addition, the effects of aging are even mitigated somewhat. The downside of this is that those who live fast, die young, and she knows she is likely to 'burn out' at some point. Burnout would result in immune system shutdown, rapid aging, and death
Weapons Proficency: Dani is a good shot with most projectile and energy weapons, although her fast metabolism and high-strung nature often throw off her aim slightly through slight tremors of the hand. With edged weapons she is passable, although due to her physical frailty she much prefers not to engage in combat with anything other than ranged weapons.
Defensive Bracers: Dani wears a pair of bracelets that appear to be merely decorative red stones. These are, however, enchanted with protective spells, that are of a yet undetermined sort, but appear to function similar to the effects of Bracers of Armor.
That heart-shaped necklace: Sometimes an amulet is just an amulet.