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  1. - Top - End - #1
    Ogre in the Playground
    Join Date
    Oct 2007
    Gender
    Male

    Default [Nexus] Remnant III


    ((NOTE!!!: I have left for what is likely to be a long time. Should anyone wish to add information to the Remnant OP, it will likely need to wait till the next thread. Please PM such information to either Happyturtle, Terumitsu, Gulaghar, or Morty as they are the ones who will be controlling the various aspects of this thread. IC, Alice Delisle is running Remnant while Vasquez is on a much deserved vacation.))

    At the start, there had been chaos. There had been no government or police force that protected Inside. The city had only been ran by vigilante justice, completely at the mercy of its inhabitants. However, eventually, order arose with the appearance of a man named Vyrn, and his Empire.

    The Empire had stretched a vast distance, easily covering huge expanses stretching from the city, controlling neighboring villages and towns of all sorts, bringing relative peace to the area. With it came dissent, but it was kept fairly quiet through force, politics, and the need to unite against outside threats. It was one of those outside threats that ultimately caused Vyrn's fall. As his personal security grew, so did the unrest within the ranks of the Empire itself. Before long, it grew to it's logical conclusion.

    A coup.

    It was led by Vettel and Noir, power was ripped from the Emperor's grasp, and he was cast down from his tower into Exile. There was only minimal resistance internally, and it led to a more "peaceful" time when dealing with the new Empire. Unfortunately, it would be short lived. Without warning, there was a bright flash of light, and nearly 75% of the people who had been known as The Empire disappeared in an event that came to be known as The Vanishing.

    What remains, is a small organization made up of the remains of The Empire. A far cry from the massive army it used to be, these Remnants have taken it upon themselves to continue on in their duties, to protect Inside and the very people who live within it.

    Appearance:
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    From the outside, Remnant looks more like a Fortress than a Police Station. High white walls surround the base, watched over by several tall guard towers. The walls and towers are always manned by armed Remnants, the former walking along the perimeter. There are three entrances, each one a heavy steel gate, with the Main Gate being larger. Each gate is guarded by a pair of security stations, one on either side of the entrance.

    When in flight, Remnant appears as a great flying fortress, the bottom alight with the magical and technological flight capabilities and offensive armaments.



    Personnel:

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    Officers:

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    Emma-Jean Annabelle Vasquez
    a.k.aCommander Vasquez of Remnant
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    Vasquez is the Commanding Officer of the entirety of Remnant. She originally served as a Lieutenant under Edijar in his Anti-Riot squads before the Coup occurred. She had been one of the Revolutionists, and was badly wounded by Edijar himself during the ensuing fight. After her long recovery, she proposed an idea of a Special Forces unit dedicated to fighting threats of unnatural origins. This unit came to be called Mortal Coil.

    After The Vanishing, she was the only person in the right time and place to take control of the remains of The Empire, and due to her quick action, was able to hold off an attack from AMEN.

    Mentally, she is a stubborn, cold, and calculating woman who rarely lets her guard down outside those she trusts with her life. She is prepared to give whatever orders are necessary to keep Inside safe, even at the sacrifice of the loyal men and women under her command, and sometimes, even civilians if need be.

    Physically, she could be easily described as "hard" looking. She's dark tan, fairly tall at 5'10", human, and quite strong physically. However, it's obvious that her time as a soldier has cost her dearly. Her body is heavily scarred, and her right arm has been lost at some point, leaving her somewhat reliant on cybernetic replacements.


    Edijar Losthold, Praefectus, Commander of the Praetorians
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    Edijar was once a beggar, living, fighting, and dying slowly in the worst of the worst of Red Zone. At his weakest, he was offered a job, a chance at a life by The Empire. Shortly after his initiation into the Empire, he got married to a young doctor named Rebecca Gale and started to grow content with his life. His quick wit and keen survival abilities would allow him to learn quickly, and in no time, he was leading his own units to disrupt riots. His smooth thinking allowed him to talk down many potential rioters, including Zee herself at one point.

    It wasn't long after that however, that a riot rose that he couldn't prevent in time, and he and the people under his command were ordered to get rid of the blockade they had set up, one way or another. With cold precision, they tore down the barricade and forced the armed civilians to either flee, or be killed. Edijar executed the leader of the group himself, a man named Enjorlas. The event earned him the name "The Butcher of The Barricade".

    A little later, during an attack on Inside, the City's shield fell, leaving it vulnerable to the artillery bombardment from the invading army. Early in the invasion, a shell landed on his wife's Mobile Hospital, killing her and their unborn child in a flash.

    After the attack ended, he went into a self-destructive cycle, fighting monsters, demanding them to try and kill him, until he'd pass out from exhaustion, only to do it again the next morning. Eventually though, he'd meet Charity Evans who changed his life forever, giving him something to live for again.

    He went back to work fully, renewed and better than before until the Coup occurred. He was one of the few Loyalists, and was forced to flee into exile. He returned a few months later, rejoining the Empire as an instructor for new recruits. When The Vanishing happened, he was one of the few people who stayed, and is one of the few people who has lived throughout service of all forms of The Empire and Remnant.

    In Remnant, Edijar is the leader of a small group of people, known as The Praetorians. They are the members of his anti-riot squads who have survived the entire time, and are considered to be some of the toughest and most skilled people Remnant has.

    Physically, Edijar is a tall and very powerfully built man who is heavily scarred from front to back, half from his own doing. He has short light brown hair that is going gray, and stoney eyes. Mentally, he can be cold and distant whenever he needs to be, to the point where few could describe him as human, especially when he wears his armor. However, those such as Charity know that he feels the consequences of every action that he does.

    What makes Edijar special however, isn't his nearly unparalleled skills or experience. It's that he is completely immune to any magical effect, to the point that he can easily walk right through magical barriers, wards, and doesn't feel a thing if someone throws fireballs or lightning at him.


    Enlisted:
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    Recruit Nellens Latas a.k.a Soldier Girl (Wood Aspect Dragon-Blooded played by Vael)
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    Latas is taller and more muscled than the average person, giving her a build that is only shy of imposing. Her long brown hair is braided and adorned with beads, though she takes care to have it coiled out of the way in emergency situations. She carries herself with discipline and confidence that marks her as a soldier.

    Widely skilled, Latas is a trained tracker and survivalist, an excellent marksman and a competent hand to hand fighter. She is further an adept medic. When her more mundane powers do not suffice, she augments them with the supernatural gifts of the Dragon-Blooded and her very abbreviated training in sorcery.

    Soldier Girl is disciplined and largely takes action in a detached, rational manner. However, she tempers her logic with spiritual devotion to a philosophy of enlightenment and self perfection.



    Sergeant Anatolij Fedorowicz Eljaszeńko.
    (Played by Morty)
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    Anatolij is a Cossack from 17th century Europe who ended up in the Nexus. When he arrived, he was something of a loser and an opposite of a stereotypical Cossack. After barely escaping with his life from a floating city filled with zombies, he decided to do something with his life and join Mortal Coil. He managed to survive the training and become a full-fledged Mortal Coil trooper.
    In terms of personality, Anatolij is a good guy, and his conscience and compassion get the better of him at times. It got him in trouble once, when he let Reinholdt join a vampire hunt because he felt he owed him for helping him flee the aforementioned flying city.
    Anatolij's role in Remnant is Fast Response. He leads a team of troopers whose role is to appear quickly in dangerous situations. He himself is an expert hand-to-hand fighter and a good shot with a handgun. He's also a very good motorbike driver and tends to arrive at the scenes he needs to on one.
    The Cossack's team is composed of four people - all of them are equipped with bikes they use to get to places quickly, but are also capable footsoldiers. The first is Filimon Romanovicz Ziejcow, a trooper. He's Anatolij's first officer and provides supporting fire from an assault rifle. Then there's Antoni Vodička, a sapper and a grenadier. He handles all sorts of explosives. The third member of the squad is Dragan Ražnatović, is a recon specialist, often sent ahead of the squad to check the terrain. Finally, there's the member who is the most often to get off his bike - Stanisław Dożynkiewicz, the sniper.



    Sergeant Mithra Fredrizar
    a.k.a Fred (Close-Combat/Assault)
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    Age: Looks about 30 human years

    Fred is a Half-Drow, about 5ft 8inches tall, very dark skin, with close cropped hair. He has a scar over one eye, and normally wears simple clothes(black or white tunics and pants for the most part).

    Fred's nature is tough, but easy going. He laughs just as readily as he fights and can take a joke in stride. However, he can be very determined when trying to get to a goal or objective, easily putting himself in front of others without a second thought.

    The elf comes from the Underdark, a place where his noble and chivalrous deeds go punished and misunderstood...*beats background over the head with a mace*

    Fred was raised in a different dimension where New York was a gateway between normal and fantasy worlds. Specifically, he lived in the Bronx. Think of the Underdark, but much scarier.

    Yeah, it was that bad.

    He fought his way through school and life, taking up boxing classes. Sure, he was partly elf, and he was made fun of it, but that just drove him on.

    One night, while he was in the ring, training, the lights went dark, and shadowy forms lunged for him. He couldn't see where he was as he fought his way out and into the streets, only to find the IA and ISF scrounging through the buildings, picking off a ghoul infestation.

    With the other refugees, he had been taken in to be processed and to find a place to live.

    Special Equipment/Abilities: Shaped Blasting Charges, equipped with a pair of shock gauntlets instead of Riot Shield, ambidextrous


    Staff Sergeant Submission-In-Adversity-Brings-Peace Halifax aka Missy aka Submission - Praetorian (Played by Happyturtle)
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    Missy was born into an obscure religious sect with rigid rules, including being highly pacifistic, to the point of not believing in self-defense. She was always somewhat rebellious against their strictures, and when she was seventeen, she ended up pregnant. She had thought that she and her boyfriend Nathaniel would get married and raise the baby together, but when the child was born, it was whisked away from her by her parents and given to an adoptive family. Her parents told her that her boyfriend had given evidence to prove she was an unfit mother, and tried to use the experience to help her reform and be a good little Orthodox Arnaudin again. She ran away from home soon afterwards and ended up becoming a soldier in the city guard, mostly as a way of burning her bridges, but ended up really believing in her job, and in the necessity of violence.

    She is rabidly devoted to Vasquez, and slightly mistrusts Edijar because they were on different sides during the coup against Vyrn's rule.

    In addition to her Praetorian power armour and weaponry, Missy has been enhanced with cybernetics: a neural implant, wired reflexes, enhanced visual capacity, improved muscles, and so on. None of it is visible, and most of the surgical scars are hidden within her religious tattoos.


    Specialists:
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    Gustav and Mewtwo (Psi-Op Specialists play by Gulaghar)
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    Gustav Rothschild
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    Gustav is a hard man. Tall, broad shouldered, with his sandy brown hair cut in a military crop. His expression is usually cold, reflecting the tight control he has over his emotions.

    He was trained from a fairly young age to prepare him to be an advanced special operations unit for the military branch of Team Rocket. Perhaps more importantly, he underwent rigorous mental conditioning. When he reached the age of eighteen he was introduced to his partner, Mewtwo.

    His training continued at that point, more specifically focusing on working with Mewtwo exclusively. Their minds are all but entirely linked. They often went on missions deep behind enemy lines and equally dangerous assignments.


    Mewtwo
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    Mewtwo is a powerful psychic pokemon. His telekinetic and telepathic powers are remarkable. He is thoughtful and calculating, though he often gets lost in his own thoughts.

    Mewtwo was not born like a normal pokemon, but instead created using the DNA from the extinct pokemon Mew. His creation was the product of decades of research by Team Rocket.

    From his creation to the present day he has rarely been far away from Gustav. Even when they are apart they are still mentally linked, no matter what the distance.


    Liam Nor a.k.a. Caet (Spellcaster/Divination Specialist played by Harnel)
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    Caet is a young man who developed an odd paranoia about the people around him. He understands that most of it is just flights of fancy on his part, but almost everything he does is in some way related to keeping himself safe from the outside world. It's his original reason for joining Remnant; A military organization protects their people, and he can do a lot of good their with his talents.

    He keeps his background quiet, as he doesn't like people looking into it. He's nexusian, but learned from a young age that mages could be some of the most powerful beings in the world - certainly one of the easiest ways to gain power. His paranoia led him to learning as much divination and abjuration as possible - spells to look in at enemies and block whatever they try to do to him. He's extremely talented in those two fields, but his studies in the other arts of magic have suffered for it. That said, he learned enough about those to not be worried, he's just much better at scrying than fireballing.

    He's 5'9" and weighs 150 Lb. so he's fairly scrawny without a lot of muscle tone. Despite this, he has a high level of endurance. Frankly, he probably just needs to get out more. He wears his hair somewhat shaggy, as he doesn't really care what it looks like. His usual attire is a remnant uniform with three additional belts, all of which have various pouches and vials on them. Only he knows what everything on his person is, but it's obvious they're components for his spellcasting. His Civilian clothes consist of different types of robes, mostly with abjurative enchantments he made himself on them. His favorite is a gold trimmed brown robe that has a kinetic barrier - it's saved his life from bullets in the past.

    Caet is something of a Recluse. He spends most of his time in his room, which is probably the most magically warded place on the entire base; The door is literally humming with magical energy, prepared for if someone attempts to force it. It probably makes more than a few people uncomfortable.

    His Real name is Liam Nor, But nobody who he doesn't trust implicitly or who doesn't outrank him knows this.



    Taul
    & Arla Parish (Cleric of Hel and Priestess of Horus respectively)
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    Ages: (Whatever 24 human years is for elves )
    Gender: Male and Female respectively

    Both are of a fair height, being elves, and have the standard pointed ears, but while Taul is pale with dark hair, Arla is dark tan, almost brown, with light brown hair. Both are in very good shape physically, and can more than handle their own in a fight. Outside their armor, Taul dresses sharply, cleanly, and always tastefully. Arla, normally wears leather and chains.

    Taul lives life quick and easily. It's his belief that you should live every day like your last, because someday, it will be your last. Arla on the other hand, takes it a bit slower, making her seem more serious and determined than her brother.

    Both were orphans, and found on the Street of Churches near Red Zone. Each of them were taken in by a separate church, but not kept apart. While they were raised, each was taught by the clergy of their respective god/goddess, and eventually arose to become clerics. After the attack of the Cat People, both joined the IA so they could better use their abilities after seeing their churches flooded with wounded. Eventually, they were approached by Vasquez and made an offer that neither of them would refuse.

    Special Equipment/Abilities: Crossbows, Holy Symbols, Clerical Powers


    Gniewomir (Priest of Svarog played by Morty)
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    Gniewomir, who somehow ended up in the Nexus from pre-Christian Eastern Europe, perhaps an alternate version of it, is a militant priest of Svarog, a Slavic god of sun and fire. Once in the Nexus, he threw himself rather fervently into the Empire's and later Remnant's, cause. He often joins combat teams to aid them with his clerical magic. His trademark spell is causing his weapon - a warhammer - to be wreathed in flame.


    Grimzig & Crew (Goblin Engineers played by Morty)
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    Grimzig Ironpick is a goblin engineer who came to the Nexus with Reelshka Trollfinger and Krugzim Greencheeks. In time, he became involved with the Empire, which employed him as one of its tech experts. He became less involved there when the goblins began to build a colony on their own in Underside, but came back after the Empire's fall to aid the fledgeling Remnant, bringing a team of goblin techies with him. He's been working there ever since.
    Grimzig and his crew are capable technicians, although disadvantaged somewhat due to coming from a low-tech world. They've largely caught up since arriving, though. As most goblin engineers, they possess a pecuilar brand of ingenuity that can be disturbing at times, but sometimes produces amazing results. It's not advisable to let them get their hands on too many explosives or incendiaries, though. Unless you want something to blow up or go up in flames, of course. As long as you have a means of ensuring they blow up and/or burn down something you want.


    Iamar Shalhoub - Reconnaissance and Infiltration (Played by Rotting Baron)
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    A Syrian from the late 12th century, Iamar is a high-ranking member of the Assassin Order (though nobody at Remnant actually knows that.) Soon after she ended up in the Nexus, she was referred to go to Remnant for work, and headed there. After an honesty test and physical, she was allowed to join. Beyond her obvious Middle Eastern appearance, penchant for hoods, and missing left ring finger, she isn't all that unique.

    She tends to be quiet and withdrawn, preferring not to speak to people. Iamar prefers to simply get any work done. This does not, however, mean that she is unkind, merely calm and collected at all times. This does, however, mean she is not the best at making friends.

    Her best abilities are reconnaissance and melee and unarmed combat, though she is also an excellent free-runner. She has stealth armor, which has cloaking capabilities and climbing gear built-in. This is worn beneath her Assassin's robes. In terms of weapons, she carries a long and short sword, throwing knives, a crossbow, and her hidden blade. Her one ability is her Eagle Vision, which has a multitude of uses - she can see people's auras, see through all illusions, and track people's footsteps.


    Eileen Thorsson (Favored Soul of Valen played by Bushranger)
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    Abilities: Healing, pathfinding, calling celestial fire down on her enemies.
    Description: Tall and Nordic with blonde hair and blue eyes, Eileen has a 'thousand yard stare' of sorts; not from battle, but from one too many failed relationships. When not working, she can usually be found enjoying a* bottle of fine** alcohol.

    * 'A' as in 'her most recent'. "One drink is nine two few."
    ** 'Fine' as in 'anything that won't make her blind'.



    Civilians

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    Charity Evans - Medical Assistant. In training to become an EMT (Played by Happyturtle)
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    Charity is a chromamancer, with a natural control over colour, and the ability to bring things she paints or sketches to life. The created objects will only exist until the original piece of artwork is destroyed. If they were made from a sketch, they can also be physically destroyed by anything that would destroy paper. She's also as an extreme pacifist who only grudgingly accepts the necessity of a military force, and certainly never expected to become the girlfriend of a soldier. But, love tends to bloom even where it's least expected. She came to stay on base after the Vanishing, because her sister needed her, but was extremely uncomfortable being in a military environment. After a confrontation with Bugs, she realized that she could be doing a lot more to support her 'life first' values than sitting around and sketching, so she asked if she could work for Bugs as an assistant.


    Sunny Evans - Engineer (Played by Happyturtle)
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    Sunny got pulled into MC > Remnant only because her sister happened to be dating Edijar. During some apocalypse or other, he insisted on moving both women onto the base for their own safety. While there, Sunny met Carl, the halfling soldier who would eventually become her husband, but she also made her way to the motor pool where her mechanical and engineering skills brought her to Vasquez's attention. For a while, she worked for Mortal Coil as a contractor, in addition to working for Magtok, building the Riftline, and trying (and failing) to run her own robotics business. After the Vanishing, she resigned her other positions to work full time for Remnant. In addition to naturally being an engineering genius, Sunny has machine empathy which allows her to sense where repairs need to be made, control non-intelligent machines, and emotionally communicate with intelligent ones. The Gorgons and Sirens consider her as their mother since she helped to create them, and she generally has one or more loyal robots around. Due to some lingering brain damage, she has trouble with language, and can occasionally come across as naive or even mentally retarded. She tends to see things in black or white still, though she's emotionally more mature than she seems.


    Care Williams (Communications. Played by Kid Kris)
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    Not very tall at 5'2", and attractive despite her strong jawline, this dark-haired, bespectacled woman of 22 years would probably look more at home in an office than a high-security military base. Either that, or in a giant stone observatory, leading some of the deadliest people in the Nexus and taking down threats that could end it just by blinking. Unbeknownst to her, Care is actually a top-secret (and possibly eeevil) clone of KR, one of the leaders of WATCHTOWER, created for mysterious, and likely nefarious purposes.

    Care's 'past', if artificially implanted memories can be called a past, is actually quite dramatic. Raised on Corulag by a single father, a former Kuat Drive Yards starship technician, Care was always something of an Empire loyalist (that's Galactic Empire, folks, not Acronymian Empire), to the point of applying to the Corulag Imperial Military Academy, despite the Imperial Navy's misogynistic leanings, and, most brazen of all, actually exceeding, despite her disadvantage. This came to an end though, when a Rebellion insurgent bombed the Academy during a ceremony, decimating Care's class, and killing her then lover. Unable to continue, Care dropped out, and took the first ship off-planet. As things would have it, said ship ended up getting sucked into the Nexus, breaking apart upon entry, and crashlanding somewhere Outside. Care's been living in Inside ever since. After getting caught in the Sheperdocalypse, Ebonocalypse, and, directly after, injured and rendered homeless in the lead up to That Day, she took up a job for the Remnant, deciding that if her life from now on was going to end up just being full of crazy, she might as well play for the winning team, instead of being just another victim.

    Personality-wise, Care presents herself as a relatively shy, and rather emotional woman. Maybe she is. When pressed, however, she reveals steel rivaling that of her source material. She's incredibly resourceful as well, especially with technology, in part due to her upbringing, though this is only a shadow of her real potential.




    Ex-Members:
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    Ted Brando - Undead Hunter. Deceased(Permanently this time).
    Amil Wightson - Communications Technician. Kicked out, but is in decent standing.


    Informants:
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    Zefir (AMEN Informant played by Zefir)
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    Description: Zefir is 6'1" tall. He has dark blond hair and brown eyes.

    Special abilities: High Knowledge about explosives, including Creating, using and disabling.
    Small Magic immunity this works like the humans immune system. Confronted with a spell hundreds of time give him a small resistant to it.
    He has two Holder Objects. The vial from the holder of Chaos and the marble from the Holder of nature.
    Drinking from the vial makes a random transmutation and the object himself makes Zefir Chaotic. The marble gives control over the elements since this is OP Zefir uses it only as assistance. (dust cloud in the enemies eyes, light candle.)

    Reason: Zefir grew up in a military family. He also worked in an Army and has taken over the strong structure. He dislikes the things in AMEN, but since they saved him he thought at first he has to make it up. Now he knows AMEN is too chaotic and they don't wanted to save him they just don't really care about anything.


    Locations Within:
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    Note: Guests at Remnant are required to stop by one of the Security Points at the gates to sign in and gain a pass. These are additional security measures that are required!

    Special Clearance Only:
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    Armoury Supply - Accessible Only by Vasquez and The Quartermaster without special permission. All others will be shot on sight if they try to enter.
    Combat Control Center - Essentially Vasquez's throne room. This is a special place similar to the Comm Center, but with master overrides and other powerful secrets.
    Prison Cells - Visitors must be signed in and are guarded. Longer term residents are gladly accepted. Special Cell Blocks are set aside for the Penal Company.


    High Security Clearance Only:
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    Critical Care Ward (Infirmary) - Generally reserved only for those heavily injured and the doctors that care for them.
    Research Labs - Normally only technical personnel are allowed into these areas.
    Communications Center - As one of the core nerve centers of Remnant, only special personnel are given clearance to enter the place. Trusted Remnants and certain Civilian Personnel for the most part unless there is a special case.


    Moderate Clearance:
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    Motor Pool - Ran by Geoff(Primary Mechanic). Houses Remnant's APCs, Attack Bikes, Sirens, Gorgons, and many basic(and advanced) work labs of both Technological and Magical nature.
    Briefing/Planning Room - A long and wide room with several tables, dozens of chairs, and a series of holographic projectors.
    Personnel Offices - Appointment Necessary for the most part.


    Minimal Clearance/ Unrestricted:
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    Interview/Interrogation Rooms - The rooms are one and the same, there there's a half dozen of them. They are stark white with harsh lighting and basic metal chairs and tables. On one side is a one-way mirror for observers to look through. Basic, but it works.
    On-Base Housing - Remnants can move through the area with no trouble, but Civilians must be guided around and given a special pass.
    Recreation Center - No Clearance required.
    Barracks - For newer recruits or Veterans who prefer to bunk as they are used to.


    Defenses:
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    Outside the Perimeter:
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    Throughout the streets surrounding the compound are well over a dozen security cameras, keeping an ever-watchful eye out for several blocks in each direction. The few buildings over four stories tall within that radius have sniper/scout teams deployed on top to provide initial security and response to any threat that begins this far out. Each of those posts is guarded with additional security measures.


    The Perimeter:
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    Aside from the multitudes of Remnants that constantly patrol the Wall, and those that keep an eye out from the watch towers, The Wall itself is thick, a blast wall designed to stand after most tank shells as well as extreme temperatures.

    The towers and security points have large mounted guns, obvious even from a decent distance. Each gate is also electrified, making breaching them a risky business.



    In Flight:
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    Remnant HQ can occasionally take off from the ground, forming a large mobile defense platform with powerful offensive capabilities including increased numbers of turrets among other potentially more lethal and heavier armaments.


    Other Rules:
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    Unlike in Inside, the Godmodding of Remnant Personnel is not allowed in this thread, due to personnel being much closer and under heavier surveillance than they would be otherwise.
    Last edited by UncleWolf; 2012-08-04 at 06:44 AM.

  2. - Top - End - #2
    Ogre in the Playground
    Join Date
    Oct 2007
    Gender
    Male

    Default Re: [Nexus] Remnant III

    Remnant Weaponry and Armor

    While all sorts of outside technology is used by Remnant soldiers, the organization itself keeps a large supply of it's own forms of weaponry and equipment. This allows new recruits a broad selection of choices depending on their unit and abilities(and depending on rank and security clearance).

    Known Equipment:
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    Armor:
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    Basic Powered Armor Type One (AT-01):
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    This is the basic Remnant's armor, the general service suit. Every member of Remnant, Civilian or otherwise, is trained in it's use and given access to this armor. However, due to the length of time it takes to put on, and the bulkiness it adds to the user, many Remnants prefer to wear their normal uniform while on the job. The appearance of the armor is fairly plain, mostly white with a deep purple cape, with Remnant's symbol printed in gold over the left breast.

    It features limited strength enhancement, up to half again the user's ability, and is resistant to both solid and energy based projectile weapon systems. The cloth between the armored plates is resistant to both slashing and piercing weapons as it is made from a tight Kevlar-like weave. Each suit is equipped with a deployable helmet which has access to multiple kinds of visual sensors, as well as motion trackers. The visor itself is as white as the armor, obscuring the owner's face and protecting them from sudden bursts of light.

    This suit runs on a stable cold fusion reactor kept behind thicker plates and protected by multiple fail-safes to ensure that overload is near impossible and occurrence of such a situation is well contained.

    Every suit is patched into the Remnant Data-Net, providing Commanding Officers and Medics real-time updates on the physical state of their subordinates. In a medical emergency, the suit can release a number of strong painkillers, stimulants, anti-biotics, and a foam spray to close wounds.

    The cape, while it appears as almost an afterthought, is made of the same material as the cloth on the armor itself, but is also laced with a neural weave. While most Remnants lack the ability to make use of it, a select few can control the cape to a degree where they can use it as a makeshift grapple, rope, or even stiffen it to form a rigid structure such as glide wings. However, the latter destroys the integrity of the cape after a scant handful of uses, making it little better than a decorative tissue.

    Overall, the armor tends to be light and effective, making it the staple of many Remnant military units, and is easily adapted to fit most life-forms, even those of non-humanoid shapes. The many sockets, slots, and pockets allow the suit to be extremely customizable as far as equipment is concerned.

    Due to the sensitivity of the knowledge of how such armor is made, and to ensure that no Remnant abuses the privilege of using the suit, each one is equipped with a tracking device that can be remotely activated if needed.


    Wraith Stealth System:
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    This suit is based off the original Mortal Coil Powered Armor unit. It is a flat black, lacking any gleaming surface, and features the same strength enhancement as the AT-01. However, to make the suit lighter and to minimize the risk of stray sounds, much of the armored plating has been replaced with an overall more flexible, if somewhat less durable, metal fiber weave.

    This unit lacks the usual Remnant symbol, as well as the cape, but instead has been outfitted with a set of stealthed hoverboots, designed by Aurora Evans, and a cloaking system. The boots grant flight capability that is effectively silent and are patched into the fusion plant to ensure that there is always a constant source of power.

    The cloaking system is technological in nature and can be used for extended periods of time. This renders the user undetectable to most sight based detection systems, but should the user move at great speeds, there is the tendency for the system to leave a blur through the air, giving the Remnant away.

    As an added benefit, the Wraith Stealth System features a skintight underlayer that negates most forms of thermal detection, as well as a slightly more limited version of the Medical Unit that the AT-01 has.

    The helmet of the Wraith Stealth System comes equipped with the usual vision filters, but also comes equipped with a small device capable of giving a burst of sound at a pitch well above that of normal hearing range. The burst of sound reflects off of varying surfaces, and when it returns to the user, a slightly delayed image is shown to them, mimicking a bat's echolocation.

    The final difference is that the number of attachment points is severely limited, restricting the Wraith to what they can carry comfortably for the most part. The exceptions to this are the bracers. Each one has a small compartment in which a wristblade or garrotte can be concealed for use in case of an emergency.

    There are only a few of these suits in service, restricted to only those who can pass special requirements and tests of skill.


    Sentinel Heavy Battlesuit
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    The Sentinel Battlesuit appears much like the smaller suit of Basic, but provides much more coverage and strength. The armor is thicker and blockier with limited observable weakpoints, leaving the joints for the most part, if only to provide some mobility. The armor provides much greater strength enhancement to the wearer, approximately five times, but this in itself poses a risk of the wearer injuring his or herself by overstressing their body. Because of this, the suit is generally reserved for those of greater than normal strength and build. Coupled with the suit's enhancements, it generally turns the soldier a near walking tank.

    Like the Basic, the Sentinel is fitted with weaponry and equipment slots, allowing the wearer plenty of versatility and choice of gear as long as it can be attached to the suit. It is generally used for what would normally be a heavy or crew-served weaponry however, letting the wearer bring more heavier weapons to the the battlefield that what might normally be possible.

    As mentioned however, what the suit has in strength and firepower, it lacks in mobility. Unlike the lighter suits, it is unable to be given flight capability, but it has small thrusters attached to the boots that are capable of slowing a fall when used at the right moment, providing a cushion of thrust to improve chances of survival. Also of note is that the feet come with stabilization clamps made to spring out and latch onto a solid surface to provide a sturdier firing platform for the shoulder-mounted weaponry. Use of such makes the wearer immobile until deactivated.


    Praetorian
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    The Praetorian suit is to the AT-01, what the AT-01 is to a nightgown. Each one of the mere 14 suits has been custom fitted to the wielder of it. They are larger and heavier with little cloth and much more armor. They appear more akin to parade armor than something just for battle, as each one is etched with ornate designs over every inch of their gleaming silver surface, but any mage who looks upon them will be able to tell instantly that those etchings are more than decorative.

    In reality, the etchings are a complex series of runes meant to ward off magic, to cause it to slip around them as water does to a boulder in a stream. The runes are layered, so if one should be destroyed, the others are still in place to provide protection from what is likely one of the primary threats to Remnant personnel. Magic. However, in every suit, under each rune is a small explosive charge. While incapable of damaging the integrity of the suit or hurting the user, these allow the user to negate this immunity if needs must by a voice command.

    Essentially, the suit has more in familiar with tank hulls than body armor, capable of withstanding many high calibre or explosive weapons. To aid in the wielder's defense, a retractable shield is attached to the user's secondary wrist. It normally takes up the space of a small rectangular block that fits on the forearm, but when deployed it extends to form a thick tower shield of the same super-dense alloy as the armor itself. The shield has a series of small nodes built into the surface that, when activated, conduct a powerful electrical shock that is capable of stunning or killing an unprotected person at the user's preference.

    The suit's strength enhancement is in the realm of ten times the user's and even helps enhance the reflexes of the wielder. While this would normally cause problems as sudden movements would likely snap bones and critically injure the user, these suits are built with internal stabilizers and bracing servos, allowing the suit to act as a second skin. These same enhancements also allow the Praetorians to carry and fire extremely heavy weapons without the need to brace them on a wall or tripod with appreciable accuracy.

    The Praetorians are given a variant of St. Evan's hover boots, made heavier and stronger so the massive suits can be given some degree of flight, but this is usually slow and unwieldy. The same could also be said of the suit's simple cloaking system. The system can only be used for short periods of time, minutes at the most, and a strong enough shock(electrical or physical) can short it out.

    The helmet's face is personalized to the wearer, allowing them to design their own, and has the same detection systems as the rest.

    To keep these rare suits from falling into enemy hands, they are given to only the most loyal and tested Remnants, to a maximum of 14 in service at a single time. Each one is also set to self-destruct upon the death of the user to prevent anyone else gaining access to the deadly units.


    The Kingmaker(Edijar's Personal Armor):
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    It is known that even during Vyrn's reign in the Empire, Commander Edijar has always been unique when it came to his armor, using personal funds to ensure he always had the best possible. Now, in the time of Remnant, he retains this principle.

    His personal suit of armor, nicknamed The Kingmaker due to his status as Praefectus of The Guard, appears to be solid bronze, and when worn, gives him a commanding stature of over seven feet tall. The suit is truly massive, easily weighing a half-ton, but when Edijar uses it, he can preform feats of agility that belie it's form.

    Because of his "natural" immunity to direct metaphysical effects, Edijar's armor is mostly unadorned. What little there is includes the symbol of Remnant in black across the massive chest plates, Laural leaves on his pauldrons, and finally, the symbols of Mortal Coil, New Empire, and Vyrn's Empire in a triangle above his heart. His armor includes a cape, but this one is blood red instead of Remnant's usual purple, and is weighed down by spiked spheres till the end is about a foot above the ground.

    Instead of many of his armor plates being solid pieces of alloy, such as his chest plate could have been, they're made up of several smaller interlocking plates instead, allowing a small but significant amount of additional flexibility that would be lacking in most heavy armors.

    The armor plating on Kingmaker is thick enough and strong enough to be able to stop a tank round. The strength enhancement is more than the Praetorians'. The difference is slight but more than enough for him to be able to deal with them should one of them turn over to a different side somehow.

    Other defensive characteristics include a shield much like the Praetorians have, though thicker, and the ability to give off a shocking pulse to everything touching him once in a great while at the cost of shorting his cloaking system for even longer.

    Offensively, his suit is a powerhouse of built-in weaponry. Aside from the obvious deadliness included with the sheer power he's able to unleash physically, his armor includes a pair of three feet long blades able to extend from his wrists. One grows superheated to white-hot in a few moments, and the other is charged electrically, crackling every time it goes through the air. Both blades are made of a hyperdense alloy specially forged for his use in combat.

    Utility wise, his armor is drastically different than most. It is equipped with an advanced medical unit, allowing the suit to cleanly sever damaged limbs if necessary, and should he be knocked unconscious, be teleported back to Remnant HQ. One of the final major differences, is that Edijar can summon his armor to his body if he needs it and is away from the HQ, using a remote device to call it to him.

    When all this is applied with what Remnant armors normally have, it makes a truly formidable weapon in the right hands.


    Mercy (Bugs' Personal Armor)
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    Where Edijar's Armor is built to deal death, Mercy is built to save life. It bears a strong resemblance to the AT-01, but with smoother plates, no cape, and the symbol of Remnant laid over a red cross on the chest and back. Strength enhancement and other utility functions are much the same, but there are obvious differences as well.

    The first difference is the left and right arms. Along the forearms are long tubular canisters full of powerful medications, anti-toxins, anti-biotics, sedatives, and other liquids of more...lethal qualities. Each of these is connected to the gauntlets by a tube underneath the armor. At a thought, long needles extend from the fingertips to inject the substances. With a reflexive movement, dozens of miniature manipulator arms tipped with needles, pliers, and saws extend themselves from the back of the hand and wrists, allowing extreme fine control and surgical precision for battlefield surgeries. For the more brutal aspects of his job, there's a powerful drill in the right arm, and a high powered bonesaw in the left.

    The helmet is the other major difference. Instead of the full white faced helmet like the others, the face is clear, allowing his patients to see who is saving their lives, giving them a face to concentrate on. His HUD shows the health of every person near him on a whim, and alerts him to any status changes.


    The Saint (Sunny Evans' Personal Armor)
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    This suit, is designed specifically for Aurora "Sunny" Evans, better known to Remnant as Saint Evans. It was put together by many men and women of Remnant, both physically and conceptually in return for saving their lives. It was constructed in secret and is likely one of the most closely guarded ones that Remnant has as they're saving it to give to her on a special occasion.

    The appearance of the suit is small, practically skin-tight to her(if their measurements turn out right), but it is better armored than the basic suit of powered armor that Remnants usually use with smooth thin plates of special alloys, forged by Vasquez herself to be able to stop nearly any bullet dead, and deflect lasers as well as absorbing much of the impact of slow velocity objects such as shrapnel or melee weapons.

    Each plate is inscribed heavily with imagery reminiscent of engineering blueprints. At a distance they appear to be of cogs, sprockets and other mechanics, but up close the viewer will notice that the etchings appear closer to circuitry. The overall design is a closed circuit, extremely complex and even possible to build if one took the time to look over every nuance and crevice in the armor.

    Aside from a pair of flight capable boots, her back has a small pair of jets, allowing her even greater speed and control if needed. The final easily apparent upgrade to it, is that after she's put on and accessed her armor's systems, the circuitry on it will glow dimly. With practice, she'll be able to direct where the light goes, making it brighter or dimmer in certain areas to provide flashlights or area lighting if its needed, to allow her to make repairs in the darkest areas.

    The rest of the upgrades to the armor are fairly standard. Increased strength, medical assets, and fully deployable helmet. The jewel of it however is what is in the helmet.

    The suit gives her the one thing no other suit or person in Remnant has. It provides a complete uplink to the full Remnant data-system, allowing her to link up with nearly any technological device that Remnant has, as long as it carries its own uplink to the system, from any distance. The system will only work for Sunny herself and is extremely heavily guarded by powerful near-sentient programs.


    Heart of Iron (Vasquez's Suit)
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    Appearance wise, the armor is amongst the brightest whites possible, nearly glowing even before any of the systems of activated. The suit itself isn't much larger than the Basic, but the sheer shock value of its appearance makes up for it. Every inch of the white armor has some form of golden filigree or rune, all centered around the symbol of Remnant.

    Strangely, the suit only has the left arm attached, with the right shoulder smooth except for a socket. The left arm has a small and smooth box shape on the outer side of the forearm and flares out towards the wrist, holding a repulsion cannon within, capable of knocking back a person or a group of people a great distance.

    The box on the arm is the focal point of an energy shield. While similar to the standard Remnant Deployable Shield in function, it's main difference is the shape of its defense. When activated it shimmers into being as glistening wall of light and force, tinged a soft gold to make it easier for people to look upon. It is more than capable of stopping kinetic and energy projectiles, and carries within it just enough magical energy in its design to help deflect and dampen spells that hit it.

    Most of the integrated systems are standard, but a few extras include boosted reflexes, advanced medical system, and increased strength well above par for the normal Remnant. Also included is a special "layered" helmet system. First, when wearing her suit, the armor creates a nimbus of soft golden-white light that surrounds her head, marking her separate from everyone else. This can be deactivated at will, but it provides a beacon for all those around her to see in order to drive them onwards in the fighting. Next is a variety of "filter shields" projected around the helm area, applying the same sort of protection that her shield does as well as filtering out dangerous compounds in the air. Not only that, but the filters keep oxygen within their field no matter what sort of environment she is in, be it high altitudes, water, smoke, or even near-void. These are both technological and magical in nature, providing dual-protection should one of those be unusable.

    Finally, there's the armor's helmet itself. It casts the same sort of light as the nimbus and has the front sculpted into a mask of her own face laced with more gold. The visual enhancements are second-to-none, complimenting her cybernetic eyes easily. Her communications and data systems are rivaled only by Sunny's Saint armor, allowing her to speak and "view" any Remnant that is activated at that point in time.

    And as usual for most Custom armors, it is equipped with Sunny's Flight Boots.

    Offensively, the suit is quite capable. Aside from the Repulsion Cannon, there are sockets for nearly any type of Remnant weapon to be attached, automated, and connected to the suit's power core. Vas' personal weaponry when it comes to this is slightly more powerful than the Remnant standard and changed aesthetically to fit. Other than this, the suit's other main offensive weaponry is dependent on which cybernetic replacement Vasquez chooses for her right arm.

    Utility wise, the suit has several useful, if simple, spells attached to it to provide things such as a louder voice when necessary, no need to eat or drink, and the ability to ignore physical fatigue much longer than what should be possible. These spells are woven into the runes covering the armor itself, so are extremely difficult to destroy.

    Overall, while Vasquez's armor isn't nearly as strong or tough as as Edijar's Kingmaker or as spectacular as Sunny's Saint, it is a suit that fills a role of it's own, designed to attract the attention of friend and foe alike and to allow her to stride through any battlefield unharmed and unerringly towards her target, guiding her followers towards conquest and victory.

    It is a suit made for a Commander.


    Model 3 Deployable Riot Shock Shield
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    While not a specific armor, the Model 3 is still classified as such due to the primary function of protection the holder/wearer. Initially, it appears as a block of semi-transluscent dark gray material approximately 1ft long by 5 inches with a connection node made to slide into place on the arm of a suit of Powered Armor. When activated, the block quickly expands into a 5.5ftx3ft lightweight tower shield clear enough to see through with only minimal difficulty.

    The shield itself is made of a lightweight polymer that is strong enough to stop most small arms fire, be it from either laser, solid projectile, or more primitive forms of attack. It is quite hard and the edges have a slight curve leading away from the wielder, making it difficult for a hooked appliance to catch, which would allow the wielder to be pulled off-balance. Along the front and sides are a series of small nodes that give off a spark of electricity. This is powered by either an internal energy cell or through the suit's own power supply. The shock is enough to stun "average" opponents, and while there's a limiter in place to prevent a lethal dose from being given, this can be overridden with the appropriate commands, allowing a massive jolt that drains the power at a much greater rate than before.




    Weapons:
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    Pistols:
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    The Standard(Modified Evolution Industries Blaster Pistol):
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    This pistol, nicknamed The Standard due to how commonplace it is, is quite the versatile pistol. It is based off the the EvP-1 that was originally purchased by The Empire. It's durable, simple to use and allows several strengths of shots to be used depending on the energy cell. While the average cell powers only 12 shots, this can vary on the power of the charge.

    Unlike the pistol's predecessor however, Remnant has added a fire selector that allows the wielder to bypass the safeguards that prevent the blaster pistol from overloading explosively. This can be used to allow the user to fire a small series of overcharged shots or if it is let set, will allow the user to use the gun itself as a small explosive device if timed right.

    The pistol can be outfitted with all sorts of add-ons, including cables to allow it to draw power from a suit of armor's cell instead of it's own, a scope, and even small blades for when battles get too personal and nasty.


    Best Friend .44 Semi-Auto Pistol
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    Best Friend is almost literally that. Even though Remnant's The Standard is quite the capable pistol, there are some situations when energy weapons simply don't pack the punch of a solid projectile. The pistol itself is small and light, but it allows a large variety of specialized ammunition to be able to be used. It only holds a total of 9 rounds, but depending on the payload, those nine could be quite vicious to anyone on the receiving end, providing a useful secondary gun to most Remnants.

    Unlike The Standard, this pistol has few modifications that are capable of fitting to it, leaving mostly the options of a silencer and a scope for those especially keen of eye.


    Ripsaw Flechette Pistol:
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    The Ripsaw looks more like a miniature Thompson Machine Gun made into pistol form than an actual pistol and provides terrifying close quarters firepower to those who are willing to risk using it. The ammo drum holds 32 "shells" that contain dozens of tiny razored slivers of Tungsten and propellant. The "flechettes" have only a short effective range of about 5 meters as they expand from the barrel quickly and lack the mass to go much further. Aside from that, they also lack penetrating power against more more than "light" armor. The gun itself is also quite prone to jamming due to the high rate of automatic fire that it is capable of giving.

    However, the rate of fire and short range makes it quite effective in tight quarters or against unarmored foes as it's capable of stripping the flesh off of a person quite easily.




    Shotguns:
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    Ripsaw Shotcannon:
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    The Ripsaw Shotcannon is the bigger, stronger, more badass version of the Ripsaw Flechette Pistol. It also carries 32 rounds in a drum magazine and is prone to the same issues of jamming and short range, but the payload of each shell is much larger and is capable of going twice as far.

    Because of this, it'll penetrate into many hard body armors, even if it will lack the firepower to completely tear through and is quite ineffective against heavier armors. It is best used when the wielder knows he or she or it is going against unarmored opponents.






    Rules for Recruitment:
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    New Recruits:
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    Hey guys, a little note about the future for Remnant. From now on, I'd appreciate it if you PM'd me before sending a PC there to join up. The reason for this is that it's getting extremely boring and monotonous to RP the same scene over and over, even with different people. That said, Remnant also won't be actively recruiting any more, except for the rare case(which should be PM'd to me so if it's a No, it's just assumed to happen offscreen).

    The big thing is, and I probably should have said this before, the more powerful the PC trying to join Remnant, the less likely they'll be willing to trust or hire them due to security issues and the increased likelihood of ulterior motives. But, to help people who are wanting to take part, here's a list of things I do and don't want.

    Don't:

    1: Scientists/Inventors/Artificers: Remnant is already riddled with them. Whether it's science or Magic, there's enough of them.

    2: High Powered Arcane Casters: There's going to be only a very low chance of high powered mages of joining. Part of this is due to such people being extremely hard to control, but also has to deal with how I seem to have a decent sized influx of them recently.

    3: Psionics. The reason for this one is mostly IC. Most of the higher up people in Remnant dislike them for what are likely obvious reasons, and would have a hard time accepting them into their ranks, even if Remnants are trained to resist such things to a degree. Security issues would be at unacceptable levels.

    4: Gods and Godlings. Kinda obvious, and while it hasn't been an issue so far, I figure I may as well explain why. Remnant is a place for mostly mortal (or "mortal") people. It's kind of the theme. Also, Security would likely be a pain when trying to think of counters for them as well since most Gods/Godlings tend to vary quite a bit, and those in charge of security would have to compensate for each one.

    That said, here's what I would be willing to let in provided the person checks out.

    Do:
    1: Squad Leaders and Investigators. It may seem like a minor thing, but I'd actually like to have a few more PCs to help lead squads into combat, and preform investigations into complaints and reports of violence and other such things. It'd help quite a bit. The person can be a low/mid power spellcaster, high-tech user, or low-tech user. It'd all be useful there. I can't be on all the time, and if a couple more people did this, then they'd be greatly appreciate it.

    2: Administrative Personnel. It may seem like it's boring, but I could use a lot of these types. Anything from diplomats to Aides and Liaisons. A few investigative types could fit here as well.

    3: Lone Wolves. Figure this should have it's own portion apart from the Squad Leaders/Investigators. There are some things that squads can't handle and there's a need for a bit more subtlety. I could probably use one or two of these. They'll be watched somewhat closer than most others due to the nature of the PCs.


    As for Divine Casters, I'm neutral about those, as healers always tend to be nice. Those who can lead squads are even better. As long as the person isn't too powerful. They can even be the "preachy" type.

    As a bit of extra advice and warning, those with external ties are likely going to be heavily scrutinized and watched closely for their length of time there. Clerics have commitments to their gods, Magtoks are Magtok, and other similar things need to be considered.


    On Infiltrating Remnant:
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    The most important thing, I want to be told before hand. It's best if we establish a few things before it even begins. The person's motives, his or her capabilities, and so on and so forth. This isn't something that I'll allow right out of the blue.

    Next, it's probably been noticed that I give out squads of NPCs to allow squad leaders to use whenever they need to. This won't be the case with anyone infiltrating Remnant as in the other cases, it's handwaved that they've had time to establish trust IC and have earned the squad. Infiltrators will have to RP this all out. They're there to spy, sabotage, and generally make things difficult, and I want to see that. That's the important part. There should be posts with the person being paranoid, the person sneaking around, the person trying to build up trust, and even trying to get messages out of the compound. Anything less, and it's not really an Infiltration, is it?

    Just joining Remnant doesn't give a person access to everything, or even most things. Different areas have different security clearance requirements. Most places will be off-limits to fresh recruits. Infiltrators will have to raise through the ranks, or do other things, to somehow gain access to tighter areas such as the Armoury, Motor Pool, and Comm Center.

    And finally, Security will likely be tighter than you expect. If an Infiltrator messes up, they mess up, and will likely be caught. Don't expect them to get away clean.

    That said, there shouldn't be metagaming on either side. By Remnant Personnel or the Infiltrator.
    Last edited by UncleWolf; 2012-07-08 at 03:37 AM.

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    Default Re: [Nexus] Remnant III

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    Quote Originally Posted by Darklord Bright View Post
    [Side Gate]

    Trix rubs a shoulder, trying to relieve some of her nervousness.

    "Um. I - I work at NO sometimes and I'm twenty, uh -" and here there is only a slight pause, "Twenty two." Everyone lies about their age, right? Besides, it was only a couple years shaved off the top.

    Her brow furrows, "Why does whether or not I'm single matter, though?" the pale-skinned woman asks, looking off to the side.
    Quote Originally Posted by singingnoodle View Post
    Prisoner Processing

    "Stop whistling or we'll find another way to restrain you." One of the guards says as they lead the Illithid to a holding cell. If nothing happens, he'll be locked in and will find that the head band can't be removed for now. "We'll keep you in here for now, until we're done meeting the Matron. If you have any special needs dietary wise, now is the time to say
    Brains. Preferably intelligent. Though I can imagine it would be difficult to find any here.
    Quote Originally Posted by Terumitsu View Post
    [Front Gate]

    "He said he would be here soon eno- Speak of the Void" the muse said, recognizing the sounds of her airbike. While the walls were quite solid here, she did have a bit of an edge due to her recently augmented senses. She was betting with herself that she could probably hear the footfalls of an ant in a quiet room if put to it now.

    That aside, it seems Arla now had whatever was left of Feia in a large chunk of rock. While it would make for a rather excellent conversation piece or perhaps a bit of modern art, it was rather doubtful that it would remain in the state it was in for very long.

    "Well, I suppose that would be the proof of demise right there." the muse said, refraining from smiling too much.
    Quote Originally Posted by billtodamax View Post
    Gate - Ghoul

    From the main building scampers out a small grey creature about a foot tall - well, when it stands, that is. It's got two legs, although it also has two arms which are serving the same purpose at the moment. Across its back in a little strap is a spanner which looks about as long as the creature. On its arms and legs are hands and feet with 4 fingers that each end in a sharp claw, one of them serving the function of a thumb.

    It has two pointy ears, sharp, short teeth, and two wide eyes on its head.

    The gremlin Iggy is scampering its way towards Kirk as fast as he can. Once he gets close to Kirk, he'll launch himself through the air and try and cling to Kirk's leg, before punching him several times in the upper leg. It probably won't hurt too much, but it's damn annoying

    Where's my robot! Iggy shouts.

    All of this is interruptible and attempted, of course.
    Quote Originally Posted by Gulaghar View Post
    [Front Gate]

    Kirk smirks at Ghoul as he nears. "Try not to look too happy to see me." Maybe he would have said more, but it seems he's being accosted my a gremlin. "What in the Nine Hells are you doing?" He tries to roughly grab Iggy and fling him off.
    Quote Originally Posted by billtodamax View Post
    Iggy is flung through the air and land heavily a short way away from Kirk. He quickly scrambles to his feet, apparently fine, and takes the spanner off of his back, holding it in two hands and waving it threateningly.

    Don't distract me! Where is it? Did you leave it there?! He shouts again.

    This is probably not the reception Kirk wanted.
    Quote Originally Posted by Morty View Post
    [Vasquez' Office]

    Dipsnig presumably arrives there, escorted by Remnant soldiers.


    Side Gate

    "It's so we can keep tabs on you." The guard tells Trix as he fills in the information. "Now, what all did you steal, and who from?"

    Prisoner Cell

    "Sorry, had the last brain myself." The guard snarks. "You can last however long it takes for the Matron to come around."

    Front Gate - Ghoul/Kirk/Iggy

    "Iggy, we'll recover your bot, I promise. Don't hurt the visitors."
    Arla tells him before looking at Kirk. "You sure it's her? We'll need to confirm it before any reward is given."

    Vas' Office

    "Is there anything I can help you, Dipsnig? And thank you for the information earlier." Vasquez tells him once the office door closes.

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    Default Re: [Nexus] Remnant III

    Cell

    Celesto sits and cleans his claws. Don't ask how. It might be a while before Baen're arrives.

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    Default Re: [Nexus] Remnant III

    Earlier - in the Engineering Labs

    "I don't like it.Project Archer is meant to pull, not to push. Pulling is safer." Sunny says, after Edijar tells her what he wants.

    "Can you push into an Empire teleblock? It's almost the same tech we use now."

    Sunny looks over the schematics, and starts tap tap tapping away at her laptop. "The power requirements will be high. It's risky."

    "And we need it ready in half an hour."

    Sunny growls a curse word, and her robots turn to Edijar menacingly. It wasn't often that a tech challenge actually made Sunny angry. "Go away and let her work." Her hover drone says. Edijar does so, making a note to apologize to Sunny later.

    Present time - Engineering Labs

    It had worked. Sunny had been given the feed from the team who went to the Sanctuary, but she only checked it long enough to see that everyone who she'd sent had arrived safely, and then she turned it off.

    It had worked, but it shouldn't have. It was rushed work, done without testing. And if it had failed, it would have left people dead. People she loved, like Vasquez and Edijar, and other people she didn't know, but whose lives were also valuable.

    She wanted to go home and cry. But she couldn't leave, because if the team had to be extracted through the teleblock field, she needed to be here. That's what Project Archer had been designed for - bringing soldiers home safely .She had worked to build things like hover boots and armour that protected the soldiers. She didn't want to build things that put them in danger. But that's what she had just done.

    And she hated it.
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    Default Re: [Nexus] Remnant III

    Front Gate

    Ghoul just turned to give Kirk a wry smirk. Given that the area they were in was a somewhat separate holding area from the actual front gate, he probably just came in on the end of that line of conversation. "Hello to you too." she replied to his remark, apparently in better spirits now than earlier.

    Or maybe it was that she wouldn't have to keep pressing Arla for information about herself now.

    In any case, Arla should really have all the information she needs just from that quick exchange. But, if she insisted... Of course, Ghoul would look a bit more... Well, mildly unearthly for one although having a pinky-toe in the grave might be a better way of putting it. Kirk might just chalk that up to the healing process, though, as she was up and around surprisingly quickly and all.

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    Default Re: [Nexus] Remnant III

    [Side Gate]

    She stutters a bit, as usual.

    "I, um..." Trix reaches into her hat, pulling out a really expensive-looking watch. Then, without so much as batting an eye, she pulls out wad after wad of 100 dollar bills, until a small pile is on the table. All from her hat.

    "Just... just that. I don't remember who's it was, but I broke into his safe and stole it, and uh. I think I might have hurt him a little, but I didn't mean to!" she insists, looking up at the officer sincerely.

    "It was... there was a thing that was making me, um... making me want to take things. I used to take things a lot, but... I got rid of it and I'm trying not to do that any more." At least that stupid ring is gone now, though.

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    Default Re: [Nexus] Remnant III

    [Front Gate - Ghoul/Kirk/Iggy]

    "Take a look for yourself. It was lying where she died. It would have been difficult to manage getting out of there alive, to say the least." Kirk gestures toward the stone.

    And as for Iggy. The drow produces the cpu and light from his pocket. "Not much left to salvage aside from this." He tosses it toward the gremlin.

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    Default Re: [Nexus] Remnant III

    [Front Gate]

    Meanwhile, after Kirk settles into a landing, a bunch of a little black balls with limbs and big eyes leap off of the bike, then proceed to run in every direction.

    Except for a few, they stay on the bike.
    Staring at Kirk.
    "Fear and creativity are conjoined twins."
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    Iggy leaps at the CPU and light, which is awkward because Kirk tossed it at him.

    He sort of flies through the air, then is knocked backwards and falls back onto his back, with the electronics on top of him.

    He scrambles to his feet and runs back to the research labs, clutching his wrench and his robot brain.

    He's basically ignored everything they said to him.
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    Default Re: [Nexus] Remnant III

    Quote Originally Posted by Wolfbane View Post
    Vas' Office

    "Is there anything I can help you, Dipsnig? And thank you for the information earlier." Vasquez tells him once the office door closes.
    Dipsnig nods.
    You're welcome. Anything to make Magtok's life a pain. I'm here about that, actually. I'd like to know what you're planning to do with this info, or have done already.
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    Vas' Office

    "We have two things from him for now. First is the location of a new assassin's guild named MURDER."
    Vasquez tells him before giving him the location. "As for his real punishment..." she starts before slowly smirking. "How do you feel about a front row seat to watching Magtok singing a Remnant propaganda song?" She asks. "He was also beaten by someone, but that's neither here nor there."

    Side Gate

    The guard doesn't bat an eye and begins to count and pile the money. "Do you remember the address or general location of him? And it's good that you got rid of the cursed object. Can you describe what that had been as well?"

    Main Gate

    Arla curses when the little puffballs start scattering, but with a few words in Egyptian, she summons up a circular wall of golden force to try and contain the creatures. Hopefully she's quick enough. As she does so, she gives off a small burst of holy power, probably making Ghoul flinch away.

    If she's not able to catch them all, snipers in the towers inside the walls begin trying to pick the puffballs off with laser blasts.

    If that reaction wasn't unpleasant enough, an APC rolls up and comes to a stop near by. The back opens up, forming a down ramp which Feia is escorted down, restrained, by Edijar in his new suit of Hunter armor.

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    Default Re: [Nexus] Remnant III

    [Vas' Office]

    A wide grin spreads over Dipsnig's face, baring his teeth. Yeees... I came here worried you were being too lenient with Magtok again, but that allieviates my concern nicely. Having him spill information about an assassins' guild and sing a propaganda song would be great by themselves, but him getting is an icing on the cake. Just out of curiosity, could you perhaps have him sneak a line in there about how awesome I am or that he really does have goblin ancestry? Just to complete the experience.
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    [Main Gate]

    It was like a sharp wind carrying glittering shards of ice. Yet, it wasn't cold. Or hot for that matter. Regardless, it felt as if the concept of coldness was there, if not the actual feeling as it, whipping past her and stinging at her eyes. Not overtly painful yet but definitely antagonizing. "The hell was that?" the muse asked as she tried putting an arm in front of her face to ward off the 'wind.' It was to no avail but it was gone fairly soon at least. This wouldn't stop the fledgeling from giving Arla a certain look and shifting ever so slightly to a more defensive pose.

    Though that would quickly change as her attentions were turned toward the APC and it's 'cargo.' While not baring her teeth, they were certainly gritted tightly together and that defensive stance shifted once more to one that could best be described as 'coiled' in nature. There would be no action, yet at least, as this would cross that fine line of brashness and insanity. "So, you knew about this?" the muse asked Arla in a surprisingly level tone. Yes, there was some anger there but it was well tempered into something usable rather than being a blind instrument. Reason was still firmly in control here.

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    Default Re: [Nexus] Remnant III

    [Main Gate]

    "Damn, I was hoping the flight would get rid of any of those buggers still clinging on. They really aren't v-" Whatever Kirk was going to say is suddenly cut off when he sees Feia. Nine bloody Hells below Feia. The drow grits his teeth, but manages to stop himself from cursing.

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    Default Re: [Nexus] Remnant III

    [Main Gate]

    The little puff balls are fairly quick, for the most part, so it wouldn't be peculiar for a few of them to have gained some distance away from the air-bike.

    Although, it seems the quick ones are also the unfortunate ones, if they are to be sniped off.
    They have no resistance to the lasers, nor seemingly any durability at all.

    Surviving puff balls all release a quiet sound, a faint airy vibration, perhaps a sound of despair for their comrades.


    Feia doesn't spend time looking around, she knows where she is.
    She does stare at Kirk and Ghoul as soon as they come into view however, a somewhat bemused smile for the former and a curious look to the latter.

    She stays quiet, for now, content to simply let things go as they will.
    Her input is no longer needed, the path is already set.
    Last edited by Chaotic Bob; 2012-01-28 at 02:09 AM.
    "Fear and creativity are conjoined twins."
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    Default Re: [Nexus] Remnant III

    Quote Originally Posted by Wolfbane View Post
    Vas' Office
    Side Gate

    The guard doesn't bat an eye and begins to count and pile the money. "Do you remember the address or general location of him? And it's good that you got rid of the cursed object. Can you describe what that had been as well?"
    [Side Gate]

    Trix vaguely describes the the area of a wealthy but otherwise quiet neighbourhood. She can't quite remember the exact address, but certainly someone will have the recorded theft and break-in on file for the area.

    Once she is done, she sets about describing the object.

    "It was, um. This... ring. Orange and glowy." she begins, "It gave me lots of powers, but it also, uh... it made me want to take things. All of the things. I had trouble taking it off, but I, um... I got rid of it."

    She glances down to her prosthetic hand. This is likely all the information he needs to determine what she's not telling him.

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    Default Re: [Nexus] Remnant III

    Front Gate

    Matron Kara'sin Baen're approaches Remnant. She's dressed in her full battle gear. Silve'tre follows. He is also dressed. Behind them 4 Duer'gar follow.

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    Default Re: [Nexus] Remnant III

    Front Gate

    A figure walks up towards the front gate of Remnant, smiling.

    She looks... well. Almost like either an incredibly advanced robot, or a youngish-looking woman with skin implants- her skin is silvery, with circuitry running over it, and silver hair, tied back in a ponytail.

    There's no immediately obvious weaponry...


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    Side Gate

    The guard writes down the description of the Power Ring for future notice, in case something akin to it pops up again before putting the paper in a file. "Alright, with that taken care of, I'd like two things from you. Fingerprints and a small clipping of your hair." He says as he searches a drawer for a pair of scissors.

    Vas' Office

    "Sadly, I think that'd offset the tone of the song. It is for Remnant Propaganda after all."
    Vasquez tells Dipsnig. "That, and I don't want the humiliation too obvious. I want it so it looks like he's doing this of his own accord."

    Front Gate 1.0 (Ghoul, Kirk, and Feia)

    "She claims to be a double. And if you killed or captured one, you still get the bounty."
    Arla explains. "Except for what's needed to repair the damage you've done in Red Zone." She tells Ghoul with a hint of distaste.

    Edijar will march Feia up towards the block. "Is this your opposite? If so, is she alive or dead?" He asks with a sharp tone in his voice. "If you lie, and we find out otherwise, things won't go well for you."

    Front Gate 2.0 (Matron Baenre)

    "Can we help you?" One of the guards asks the Matron and her escort. Either the guard doesn't know of her arrival, or if they do, is going through the protocol anyway.

    Front Gate 3.0 (Horngeek)

    "Exalted at the Gate!" One of the guards shouts up to the soldiers on the wall. The other of the pair steps foward, her gun cradled in her arms. "Can we help you?"

    (For sake of ease, each of the Front Gate scenes is occurring at a different time)
    Last edited by UncleWolf; 2012-01-27 at 11:29 PM.

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    Default Re: [Nexus] Remnant III

    Front Gate 2.0 (Matron Baenre)

    "Can we help you?" One of the guards asks the Matron and her escort. Either the guard doesn't know of her arrival, or if they do, is going through the protocol anyway.

    Where's Celesto!? Let me in. Kara'sin looks furious.

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    Default Re: [Nexus] Remnant III

    [Side Gate]

    Trix once again seems confused.

    "Why do you, uh - why do you need my hair?" maybe it was for some weird cloning experiments! "Fingerprints I, um, understand, but hair?" Or maybe they're making a voodoo doll to beat her up if she commits crimes again! That would be doubly terrible and very clever.

    She complies, but somewhat warily as she waits for an answer.

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    Default Re: [Nexus] Remnant III

    Front Gate

    The woman blinks. "...how did you know I was a Champion?

    In any case. My name is Weaver, and I come here on behalf of the Tripartite Assembly of Yugash in order to negotiate with the local authorities."
    Last edited by horngeek; 2012-01-27 at 11:45 PM.


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    [Front Gate 1.0]

    A double? Well, that wasn't exactly music to the muse's ears but it was a better alternative than having the witch escape that firestorm. Ghoul relaxed a little bit and 'uncoiled' back into a more neutral stance with her hands returning to her pockets as she gave the 'double' a return stare. She did move slightly back from Arla, however. Whatever was up with the dancefighter, she wasn't too keen on figuring out if that strange wind was just a small dose or not. It was obviously some kind of magic, though. That much was clear.

    Though apparently she wasn't terribly amicable towards the muse. Ghoul picked up on this but decided the smarter thing would be to let it go. "Damage to.. Oh, that. Yeah, sure. Take what you need." the muse responded. That little detail had completely slipped her mind. It was strange but even though it seemed to be just a few days ago, it felt like ages.
    Last edited by Terumitsu; 2012-01-28 at 02:55 AM.

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    Default Re: [Nexus] Remnant III

    [Front Gate 1.0]

    Kirk narrows his eyes. Damn that woman. Even in Remnant custody, he doesn't feel confident about this. Based on that bounty, she might not be punished all that harshly. It'd be much better if Remnant had reason to hold her longer... "I hope you're hitting her for the slavery charges too."

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    Default Re: [Nexus] Remnant III

    Quote Originally Posted by Wolfbane View Post
    Vas' Office

    "Sadly, I think that'd offset the tone of the song. It is for Remnant Propaganda after all."
    Vasquez tells Dipsnig. "That, and I don't want the humiliation too obvious. I want it so it looks like he's doing this of his own accord."
    Dipsnig nods. That still works for him, especially if he gets to sit in the front row and watch Magtok make a fool out of himself. Vasquez did well to tell him that quickly before he broke into a rant.
    That makes sense. Now, about this MURDER organization. Did Magtok have any other information, or just the location? I can't recall any notable assassinations lately.
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    [Front Gate 1.0]

    So threatening, Edijar. She is already being cooperative.

    Feia neither rolls her eyes nor acquires a dry tone at the threat.
    She merely accepts it and begins to move closer to the rock.

    There to stare at the rock for a moment, completely ignoring what Kirk says, and thinking for a moment.
    "The Antagonist sleeps. Dead for practicality, at our present time. Alive in potential."
    "Fear and creativity are conjoined twins."
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    Default Re: [Nexus] Remnant III

    Side Gate

    "The hair will let us track you through divination should the need arise." The guard explains. "I doubt it'll ever be necessary, but I'm sure you understand the need for it." He says with a gentle tone.

    Vas' Office

    "Just the location and that they're incompetent for now. But, you know as well as I that competence can change rapidly if they get the right people."
    Vasquez explains. "Of course, you should probably be able to take care of them since if they get well known it could damage your contract rate."

    Front Gate 1.0

    Edijar gives Kirk a curious look, but turns back to Feia. "And how long will this last? What measures can be taken to ensure she either stays truly dead or imprisoned?"

    Front Gate 2.0

    The gate stays shut and the guards are unimpressed underneath their opaque white faceplates. "Ah, so you're the Matron. Do you have proof of your status, or are we just going to have to take it on faith?"

    Front Gate 3.0

    "After a while here, you just get a sixth sense about such things."
    A woman says as she steps out of the gate. She's wearing a Remnant uniform with a long skirt instead of pants, carries a rod at her waist, and wears glasses, all surrounded by shoulder length curly brunette hair. "My name is Anna. How can I help?" She asks. If Weaver can sense such things, she'll be able to tell that the rod at her side is extremely powerful magically.

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    Default Re: [Nexus] Remnant III

    Weaver can sense such things right now. It varies, with Alchemicals.

    "I've been sent to negotiate a deal with authorities here- which, from what I've been able to gather, means Remnant- for resources. In exchange, we're prepared to offer aid, depending on what you may need- within reason, of course."


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    Default Re: [Nexus] Remnant III

    [Front Gate 1.0]

    Perhaps unfortunately for Edijar's patience, Feia makes a slightly non-committal sound and remains quiet for a moment.
    She does appear to be thinking on it however, so there's credit to her perceived helpfulness there.
    "Shoot it if it moves?"

    She gives an apologetic little motion and glances at her shackles.
    "While I have some ability, I am not gifted with the same level of capability to bend the arcane as she.
    Perhaps this is just a rock to protect her while she recovers. Freeze it and destroy it.
    Stasis or a magical barrier, unmake it.
    Perhaps something more convoluted, to be the threat she desired.

    I know that it is magic, that it is my 'sister' and that she is not as dead as you would prefer. How and what she will make of this is beyond me, if anything. Maybe she is wise enough to stay down while your kind remains here."

    Another little motion and she acquires a little smile.
    "I'm just a mother who only got enough to get by."
    "Fear and creativity are conjoined twins."
    Absentee Spirit

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