Description: Renetta looks much like a wolfen, a wolf like humanoid. She is quite lithe in build and she stands almost six feet tall. The fur covering her body is a dark red and her eyes are an icy green. Her face is much like a wolf's, though with a somewhat shorter muzzle. Her feet are like paws, and each of her fingers and toes have small claws.
Personality: She is a shy and reserved woman. She's suffered a lot of abuse after being held by slavers for several months, and it shows in how she presents herself. It's hard for her to trust people and she frightens easily. Otherwise she is a very kind hearted and friendly person.
A silver and emerald necklace that belonged to her grandmother.
A warm cloak made of a thick fur hide lined on the inside with padding.
Abilities: Renetta possesses no noteworthy abilities.
Backstory: Renetta grew up a single child, largely because of the low fertility rate of elves, with her mother and father, Lydia and Ardrim. She is technically nobility, her parents both coming from lower noble families. She led a very sheltered life and her parents could be quite controlling at time. That said, she was still quite happy. She enjoyed spending time with her uncle, Gamaliel, and had a few friends among other families.
This quiet, peaceful life was regrettably changed forever one day. She was out for a stroll, and she went out further from her home than she would normally. That is where Ezra's slaver caravan came across her. Seeing the easy opportunity, they captured her. She was held for almost a year by the slavers, and during that time she would be sexually abused frequently. She'd all but given up hope, but one day while passing through the Nexus, the caravan was attacked and the slaves freed. It didn't leave her without scars, however, and soon after being freed she discovered that she was a month pregnant.
Renetta has one child:
OoC Birth Date
She is currently pregnant with her second child.
Race/Species: Wolfen/Elf Hybrid
Description: Flamecrest looks just like a young wolfen cub. She has short fur that is tan in colour with traces of red. Around her collar bones and the bottom of her muzle is a crest of red fur. Her eyes are a very dark brown.
Personality: Flamecrest is a quiet child. She doesn't have tantrums like other toddlers might... very oftem. As much as she is quiet, she is very inquisitive. She likes to see and smell everything and anything around her.
A rag doll of elven make given to Renetta by a gnoll. It contains traces of spirit magic.
A small wooden rattle painted with multiple colored stripes.
Backstory: Flamecrest may have been conceived through violence, but she has received nothing but love from her mother and Waterstrider. While still in the womb, she was transformed with her mother into a wolfen/elf hybrid by a powerful spirit called Dawn Wolf. This also had the effect of giving her a resemblance to Waterstrider. She was born in the Nexus at the Good League of Good. Born April 2012 OoC time.
While she was still a baby, Renetta and Waterstrider, along with her, went to live with Waterstrider's tribe for some time. Flamecrest has spent most of her life with the tribe.
Alias: None Gender: Male Race/Species: Human Age: 41 Alignment: Lawful Angry Class/Profession: Knight Power Rating: B+ to S rank, heavily scale-able
Description: Fferrir is a tall man, around six foot four, and heavily built, although little else can be discerned with eyes alone. The reason for this is that his skin is liquid adamantine, which tends to pretty much everything but his general shape. There are adamantine plates grafted onto his forearms and knuckles, and an adamantine mask, featureless except for two glowing eyes and a slit that serves as a mouth, is the closest he has to a "face".
Fferrir rarely wears clothes, as his metallic hide conceals pretty much everything, but occasionally he'll wear armor for important occassions, more for style than anything. Beneath his adamantine hide, Fferrir is a rather normal man, albeit one who radiates a constant air of disapproval tinged with menace and annoyance. Heavy scars run across his face, torso, and pretty much everywhere, and his black hair is cut short to keep it out of his eyes. Of course, it's unlikely this will ever matter, as he has no intention of ever removing the bracer that creates the liquid metal, nor could he.
Personality: Fferrir is neither nice, nor particularly sane. The first, most obvious thing about him is that he's entirely obsessed with honor. His life, the lives of those around him, the continued survival of anything within a hundred miles of him is, in his mind, second to honor and glory. The second is that he is continually in a state of extreme annoyance, an aura of foul temper that never abates.
Still, he respects the law, and isn't the type to randomly attack someone without cause. He much prefers to wait for someone else to break the law for him, then work off his excess aggression by beating them to a bloody pulp. He has little time for riff-raff, dishonorable folk, nor any of the other eighty percent of the population he considers "scum", but he quite literally worships anyone he finds honorable, especially if they're noble or otherwise "high ranking". It's.... Let's say very, very creepy and leave it at that.
Equipment: At the moment, Fferrir is penniless, homeless, and doesn't even have a set of clothes to his name. His only equipment is the magical braced fused to his arm, and that's practically a part of him.
Abilities: Fferrir is a top class combatant with longsword, mace, or just his fists, and trained in the use of bow, dagger, flail, shield, and claymore. He's also been fighting in heavy armor for most of his life, so he knows how to turn a direct hit into a glancing one, a talent that has become especially useful once he found the bracer. Thanks to the bracer, he is now all but impervious to attacks with edged weapons, magic, or bullets, although the impact can still cause him damage, and he can meld the liquid adamantine into weapons to fight with. In extreme danger, he can even turn his metal hide into a suit of armor, increasing it's ability to absorb blunt trauma but making it decidely less invulnerable. Finally, due to his possession by the Ion, he has all the talents of a very powerful Green Lantern, without the need for a power ring or battery, although at present he does not know about most of his new powers or have the ability to use any of them reliably.
Fferrir was born to the noble house of Eissenvis, a house of famous warriors and commanders. His father was Tarvost Vitrus, a man lacking in fame but undoubtably honorable, who held a position as the head of the city watch for fourteen years. Unfortunately, Fferrir was less interested in following his fathers example than he was in abusing the freedom his connections to the city watch gave him. From when he was twelve to his twentieth year, Fferrir lived in decadence, callously disobeying the law whenever it pleased him.
That ended. Fast. Upon his twentieth birthday his father forced him into the military, with the belief it would teach him the value of honor and glory. It did, in a way. After going too far in his disrespect for a superior officer, Fferrir was beaten, kept in isolation, starved, deprived of sleep and tortured in every other way short of thumbscrews for three months, the army's way of dealing with those who didn't follow orders. When a war broke out with the nearby kingdom of Destal he was finally freed from his punishment, and rejoined the corps.
His first skirmish was hardly his last, nor was it any place for a new recruit. The army was forced to march up a mountain, as the enemy rained down arrows, catapulted stones, and poured troops upon them. It was one of the bloodiest battles in his world's histories, with thousands of casualties on his side, and less than a hundred on the side of the Destalis. Eventually however, they managed to storm the fortress, forcing the foe to retreat or be overwhelmed by sheer numbers. Fferrir survived only due to the rigorous training he had received since birth, and even then it was luck his life was not ended by a stray arrow.
Between sudden exposure to the various and sundry horrors or war, including the loss of his right pinky finger, the brutal torture, and severe psychological issues, Fferrir emerged from his first battle a significantly different man. A war hero, to be precise, due to leading the charge that finally broke the gates of the fortress. He was promoted to sergeant, and in the many battles against the Destalis that followed, he proved himself again and again in his ruthlessness and sheer determination to win. Nothing but complete inability to continue would force him to turn back, and amazingly, it worked.
When the war was over, he was a general, known as a butcher, both of his own men and of the enemy. Despite the losses the army sustained under his leadership, he was also an excellent tacticians, and the enemy's losses were far greater, earning him the king's favor. It was by his hand that the peace treaty was signed, and in return he was offered the hand of a Destalis princess in marriage. Against his better judgement, Fferrir allowed the king to persuade him to marry her, despite his reluctance, in order to ensure the peace remained.
When he returned to his home city, a conquering hero married to a foreign princess, he was a legend, and his first act was to challenge his own father to a duel for the house of Eissenvis. There was no "duel". The campaign against the Destalis had lasted twenty years, and his father was an old man. It was a slaughter. Fferrir took possession of an ancient artifact that had long been handed down his family line, a bracer that gave the wearer impenetrable armor. Eagerly donning it, he discovered immediately why his father never wore it. Although indeed, the armor it granted was all but indestructible, it also attached itself to him like a second skin, one he could never remove.
At that point though, he was beyond caring. Battle, honor and glory were his life, his reason for being, his only reason for being. And with the peace, he was left purposeless. He went a little mad, more so than before, left alone in his mansion with only his wife, who's touch he could no longer feel. Soon the king grow weary of Fferrir's endless refusal to attend ceremonies, formal parties, and other such affairs, an annoyance matched only by Fferrir's poor manners when he did see fit to attend.
What's more, relations with Destal where steadily growing worse, and in the end, the king decided to grant Fferrir his wish of a war to fight. By sending an assassin to kill Fferrir's wife. It worked. She was killed, her pretty throat slit, and war erupted over her murder, as she was royalty. However, the king had overestimated Fferrir's desire for battle weighed against his growing obsession with honor. He did not love his wife, he did not enjoy her company, nor even regret her loss. But he could not abide what the king had done, in murdering her in such a way, in Fferrir's own house. Fferrir cursed the king in public, revealing all he had done in the king's name, a thousand brutal war crimes, before swearing an oath to leave and never return. And that's exactly what he did, unable to bear the stain of dishonor that now tainted his entire world.
The Cat Burglar by Ghar. Thanks!
Last edited by ThirdEmperor : 08-28-2011 at 12:21 AM.
Race/Species: Revenant. Unclear what previous species was.
Age: Who knows?
Alignment: Lawful Neutral
Class/Profession: Knight, though he knows some magic.
Power Rating: B- normally, D in an antimagic field or similar.
Description: Despair appears in a suit of armor, has glowing red eyes, and extremely rotted-looking flesh. In fact, here's a picture. Ignore the elf in the background. That's his squire.
Personality: Despair is extremely stoic, rarely saying anything at all unless necessary. It doesn't always want to fight, but refuses to back down if it happens, unless its entirely outclassed. He's ridiculously determined to succeed at what he does, and very few things can get in the way of that. And if he wants something, he can be ruthless in obtaining it.
Equipment: Despair always wears a magically hardened suit of armor, and carries an adamantine greatsword so large and heavy that it has no business being carried at all.
Abilities: The first of Despair's special abilities is fairly insidious. Hostile creatures within 10 feet or so of Despair must make a will save every round or have some of their energy sapped. This causes them to become fatigued and less able to go on. The second ability is a bit more direct, but also important: Despair is capable of a limited form of telekinesis, able to extend a magical claw, grappling and dragging its enemies within striking distance. It can only extend four of these at any one time, and the ability drains its energy pool. For more mundane abilities, Despair is incredibly strong, with a strength roughly equivalent to a '30' in D&D. It has strong armor, powerful defenses, and will regenerate over time. It cannot be knocked down, as some incredible supernatural force keeps it upright. It cannot even willingly lay down, though it can sit. Finally, Despair is skilled with a blade, and capable of using its sword to great effect in battle.
Backstory: Despair was raised from the dead by his own commitment to not staying down. Indeed, he fought his way out of limbo for the right to stand back up. Unfortunately, his rotting body and decaying form has eroded his skill and strength somewhat. As a consequence of this, however, he has no memories of his previous life or his name. This could be a problem, considering that he was somewhat attached to those. He was given his new name as part of the pact he made to free himself from the realm of chaos.
Age: 26 Parents: Elaine de Vere and Henry Stevenson Occupation: runs a small Watchmaking shop at <address> Home: lives above his shop
Background: The de Vere family are local nobility, and were scandalized by the behaviour of the youngest daughter who ran away from her arranged marriage to elope with a watchmaker. Though the family disowned her for a time, they reconciled soon after Henry Stevenson's death eight years ago. Mother and son were brought back to the family estate and Jacob was treated as an heir to the family. Two years ago, his family attempted to arrange a marriage between Jacob and the heiress to another noble family. The couple seemed to get along well, despite the family pressure, but the match fell through and the young lady married some other noble scion. Soon afterwards, Jacob reopened his father's shop and began working as a watchmaker, despite having been given a trust fund that makes working unnecessary. In his profession, he's thought of well, though the influx of high tech from other dimensions has hurt his trade. The broken near-engagement is the only romantic attachment in his background. He seems to be a somewhat solitary figure.
"Don’t make me shoot. I’d hate to get blood all over the place."
Alias: N/A Gender: Male Age: 34 Class/Profession: Scientist, Doctor
Description: Wolfgang is a tall (a little over six feet,) skinny, and pale man, who obviously needs to see natural daylight more often. He has a gaunt and very angular face, with a usually stoic expression. He has dirty blonde hair, always very neatly styled. The Nazi has vibrant blue eyes, always behind a pair of glasses.
His clothing is rather typical of what is expected from a scientist. He wears a white lab coat over a neatly suit kept suit. His Luger is holstered on his right hip, just under the coat.
Personality: On the surface, Wolfgang seems to be a fairly kind and sociable person. Look any deeper than the skin, however, and you will find a rather twisted psyche (as one might expect from a Nazi.) He places more importance on science than human lives, and is quite willing to sacrifice the latter in the sake of the former.
However, despite his clear lack of sanity, Wolfgang sees the practicality of moral things such as mercy. If he views it as better in the long run to let someone live, he’ll do so. He also won’t randomly kill - that doesn’t contribute to science.
Because he is a very twisted person with only a kind surface, Wolfgang speaks in Dark Red.
Equipment: A lab coat, Luger pistol, and a journal, used for notes.
Abilities: He’s an okay shot with his pistol, but he only uses it in self-defence. Outside of combat, though, Wolfgang has an immense knowledge of virtually all disciplines of science, and a good grasp of the paranormal.
Wolfgang was born and raised in Weimar, Germany, starting from 1920. He lived a very frugal childhood, as expected in the post-WW1 era. All he and his family had to their name was an awful house, terrible food, and books. The young German frequently read these books, devouring any and all information they contained. Although his parents couldn’t afford to send him to any sort of school, they did their best to educate him as he took an interest in science. They were poor, after all, not stupid.
Then the National Socialist Party took over. People promising an end to the depression, restoring Germany to its former glory. Wolfgang was swept up in these speeches. Although he knew he couldn’t fight in any war, he volunteered for one of the teams performing research for new military developments. Things went slow, and the scientists watched as the German army pushed forward, then was pushed back on two fronts. That is, until one March in 1944. The team received reports of some sort of meteorite impact a few dozen miles from Berlin. They investigated, and found something unfathomable.
What they found was an orange, glowing material, somehow not radioactive. Upon tests, they found that even a small amount of the material produced unprecedented amounts of energy. Almost immediately, Wolfgang and his colleagues set to work using this new element - Elerium - for the production of new weapons, armor, and vehicles, all under a single project dubbed “Wunderwaffen.” The Stupid Jetpack Hitler trope became a reality - with energy-based weapons, powered armor, and hovering vehicles. This vast technological advantage allowed Germany to turn the tides of the war, leading to a reconquering of Europe. It was about then that the Allies surrendered.
Germany enjoyed a new golden age, as the Wunderwaffen team found more uses of Elerium. This led to a much more rapid advancement in technology than in the real world. The latest project that Wolfgang dreamed up was the ITD - Instantaneous Travel Device, something that allowed humans to bypass the roads and simply teleport to their destination. Construction went well enough, but a few simple mistakes were made during its calibration, and Wolfgang ended up in the Nexus. Still, he found it to be a success overall, and plans to build another ITD to try and get back to his home.
Alias: Just Kybin. Some call him Warlord or Warboss Kybin, but he does not approve of it. Gender: Male. Race/Species: Human. Age: Late twenties? Early thirties? There about. Alignment: True neutral, with a villainous bent. Class/Profession: Warmage/Warrior/Spellsword. Dangerous at range, devastating in melee. Power Rating: B, pushing B+ Description: He wears a long, purple cloak, over chain mail. His face is hidden by a steel mask, and he wears heavy gauntlets and boots. Personality: Calculating and clever, he takes as little flak as possible. Nontheless, he is used to dealing with orcs and goblins, and so he has learned to survive, and thrive, in utter chaos. Also somewhat insane. Like a bond villain, but genre savy and prone to comic relief. Equipment: Armor and cloak are enchanted with some generic defense buffs. Gauntlets are of strength, and the boots presumably are for stomping. Not necessarily magic stomping, but stomping nonetheless. He carries a spiked chain with some high nondescript magic on it. His mask has amplify voice, whispered message, and sending abilities at will. Has other adventuring equipment, like first aid, potions, and climbing tools. Cloak has pocket dimension for storage. Abilities: Being a warmage, he specializes in magic that does large amounts of damage. Fire, ice, sonics, electricity, large spinning blades, etc. He is very dangerous in battle, but his choices for non-offensive spells are limited. He also is very dangerous in melee combat, using melee spells, some unarmed experience, and his spiked chain to waste anyone that he comes across.
His true danger, however, is his leadership. He is the intelligent and cunning leader of the Greenskins of Skullcrusher Mountain: a group of orcs and goblins that are generally well-equipped and well-led. He has a group around whenever he expects any kind of trouble, with the hope that the greenskins won’t cause too much trouble on their own. Backstory: Kybin graduated from the warmage academy with honors, and went adventuring for a time. After this, he started to gain control of orcs via force and goblins also via force. Today? He’s got a good sized force and is looking for something new to do… STATUS: Mysteriously Dissapeared
The Greenskins of Skullcrusher mountain:
???more to come???
Units: Each group has a Boss, and a standard bearer and a musician in large-scale combat.
Orc Boyz-Equipped with medium armor, hand choppas, and shields. Rather expendable, they only last a round or two.
Goblins-Light armor, shields, and hand weapons. Many also carry bows. Sometimes, assassins hide among the rank-and-file troops. Be careful! Most goblins die in droves, but assassins can be more dangerous.
Kobolds-Sometimes employed to rig traps or sabotage mechanics. In battle, they prefer to keep a distance and pelt the enemy with sling stones. In melee, they don’t last long and are always trying to run away.
Savages-The crazier cousins of the rank-and file orcs, savages wear light armor, paint themselves with war paint, and charge into battle brandishing two weapons. They also carry shields, but they don’t often think of that until after they’ve lost an arm. They hit hard, but they don’t last very long.
Black warriors- These are the best of the best, with the heaviest armor, shields, and weapons. They pride themselves in their excellent battle methods, and their armor that they paint a solid black, with some purple highlights to show their allegiance to Lord Kybin. Very dangerous.
Kobold Dragonshields- Very dangerous kobolds, with excellent training and lots of experience. They are not blinded by their success, and are still willing to use dirty tactics to get an upper hand. However, they are still kobolds. Against a superior foe, they still die like kobolds.
Others of note:
Administrative Assistant Goblin (AAG): Mainly carries messages. Not important, really.
Important people: Big bosses, chiefs, heroes, and most anyone with a name. These are he most dangerous and the smartest. Beware, especially, a warboss or a kobold menace!
Wolves: Large, vicious wolves. Often ridden by goblins, or tied to a chariot.
Spiders: Poisonous cave spiders, also ridden by goblins.
Boars: Great creatures of strength and endurance, the orcs’ mount of choice. Sometimes tied to chariots.
Cave crawlers: Vicious things, sometimes ridden by kobolds. Really do not like being tied to chariots. Warning: TEETH!
Description: A tall and wiry man with dark green eyes and close cut red hair. His skin is tanned from a life spent outside and he has more than a couple scars, none that are very large or distinctive however. Typically he can be found wearing leather armor or plain dark colored clothing. A bow is usually slung over his back and a dagger hangs from his waist along with two pouches.
Personality: Above all Jacob is pragmatic. In general he tends to look out for himself. This is not to say he is entirely selfish or without compassion, simply that he only really worries about his well-being and that of anyone he cares about. He isn't one to get emotional or ponder moral issues. He does enjoy making fun of people from time to time, though, and can be somewhat a womanizer.
A highly enchanted longbow that can put a number of effects on the arrows fired from it, as well as generally being more accurate.
A standard dagger, that appears to be quite old but well taken care of.
A suit of leather armor.
A hand crossbow that coats the bolts loaded in it with a sleeping poison.
A small pouch magic'd to hold far more than it should.
Abilities: Jacob is a highly skilled archer, and this is his primary calling. He has some experience with his dagger as well, though close combat is something he avoids as much as possible. He also has skill with tracking, stealth, trap finding and disabling, and lock picking.
Alias: While he normally goes by Rahlus, he may formally introduce himself as High-Philosopher Rahlus. Gender: Male Race/Species: Human Age: 32 Alignment: LN (not strongly N, very strongly L) Class/Profession: Aristocrat is probably most fitting to his role in his old world as a philosopher (term for the ruling body). Power Rating: Can very greatly depending on his surroundings (See abilities), but in a scenerio void of any emotions to draw on he is most likely at a D- (kinda competent with his rapier), or C- (level 5 caster dnd) if desperate enough to use his own emotions to fuel minor offensive magic. At his absolute best, say the middle of a raging battle field or in the presence of an epic event inspiring the greatest levels of awe and emotion in those around him, Rahlus probably caps at A ( 20-30 epic level dnd) Description: In public he would normally wear his the robes of his station, thick pure white robes with a silver belt holding a silver rapier. He normally leaves the hood off, so his head is clearly visable. He has combed back dark brown hair, long enough to conceal his ears, and brown eyes. All and all handsome, a trait he actively tries to maintain. Personality: While he is very emotionally reserved (see abilities), Rahlus is not quiet and in fact enjoys socialization immensely. Rahlus is very observant and inquisitive, eager to learn more about the worlds outside his own. He has a strong sense of justice (though not necessarily good) and will act quickly to manifest it on his surroundings. Being a experienced aristocrat is also very charismatic and at times manipulative. His eloquent way of speaking is expressed by his dialogue appearing in italics. Equipment: Rahlus is practically always going to be wearing his High-Philosopher's robes, which are enchanted to provide multiple conveniences (such as perpetual cleanness and temperature moderation) and protection comparable to plate armour. His silver rapier is unenchanted, a symbol of status rather than a weapon. Abilities: Rahlus utilizes a emotion based magic common in his home world. he is capable of reading emotion of a single person and or an entire crowd, but more importantly can use emotion he detects to fuel magic powers. For example, if he is in an inn which suddenly erupts into brawl he can use the great amounts of rage to conjure flames, if he is in a military base right before a battle he could use the great amounts of fear to conjure illusions. In other words, the powers he can manifest are directly related to the emotion he is using to fuel it. Also, the amount of emotion and its intensity are responsible for the effectiveness of the magic. Rahlus is much more powerful in a city, where people feeling a wide variety of emotions are everywhere around him, than in say a camp were he can sap on only the emotions of a few people. Likewise he is much more powerful against an attacker who is burning with vengeance than one who simply wants his coin. Rahlus himself must be very gaurded against his own emotion, for he is a beacon through which entities of pure emotion can manifest should he lose control. While normal anger may cause a wisp of rage to manifest that Rahlus could easily destroy alone, great amounts of emotion could result in powerful entities capable of possessing him (It should however be noted that accidentally manifesting a entity of positive emotion, such as hope or happiness, is significantly less harmful, perhaps even being beneficial, than say a entity of hate). Because of this, Rahlus would only use his own emotions to fuel spells in the absolute most dire of circumstances. Backstory: As a High-Philosopher, Rahlus was a member of the leading body of his home world. When the existence of other planes was discovered, he was chosen by the Arch-Philosopher to pass through a portal created by the philosophers to explore them and learn all he could about the multi-verse. Rahlus did so, and arrived in Nexus.
This is a post from his seccond day at the nexus that neatly lays out his motivation.
Rahlus woke up after a few hours of sleep. Or was it a few hours? He had been told about the paradoxical time system of the nexus, and investigation on his part was still pending. Regardless, he was awake and well rested, albeit with a slight hangover.
This would be his first day in the nexus he thought. I spent the first half of yesterday confused and in awe, the second half drunk. Now he was fully alert and ready to begin playing.
As he walked into the main lobby, encrusted with food from the now over food fight, (which he hoped with all his heart he had not participated in, his memory of the previous "day" was a little blurred) he was made aware of something he had allready noted but not spent to much time dwelling on. This was a world of chaos. He had been told about the factions the "ruled" this place and was unimpressed. They were all just guilds devoted to pushing forward their ideals, or at best trying to protect the nexus from the obvious evil of total destruction. What this place lacked was a government.
All his life Rahlus had been a part of government, and he saw law and order as the single most important trait of society. As a philosopher, he had learned how subjective the world could be, and he knew that this was unacceptable. The world could not be allowed to be subject to the whims of it's denizens, people must have free will yes but there must be a force which creates parameters that must be obeyed. Otherwise the resulting chaos would ultimately destroy free will. He could not bear to look at this place as it was, a hub for individuals of any caliber to gather and do as they wish, no doubt all the while thinking that their way of doing things was the right way. Someone to lay down the law on what is right and what isn't, while still being open to debate on those decisions. Aetherin had that in the form of the Philosophers.
Rahlus grinned as he realized a wonderfull opportunity before him, his progress was halted in Aetherin when he became High-Philosopher, for a man greater than he held the final post. But here a void was left and he knew only himself as a acceptable placeholder.
The Nexus needed a king.
He would give it a Arch-Philosopher.
Other: Rahlus has cunstructed an area called "Philosopher's Sanctorium" which exists in the plane of emotion. One can go there simply by willing themselves to. If one would like to go there (most likely to meet with Rahlus in private) simply PM me so and we can take it to Home.
Alignment: Chaotic Good
Class/Profession: Wizard Inventor
Power Rating: 7-8 or A
Description: a blue dragon-man with red eyes, is big and his front claws seem to be capable of holding things like hands
Personality: scatterbrained, rambles and talks endlessly and going off topic, eccentric, is frequently mistaken for a madman, sometimes acts his age and tells of long ago things like an old man caught up in nostalgia, doesn't like fighting since he prefers to create and not destroy, and will try every deception and trick he knows before trying to fight.
Equipment: various inventions, accessible through a transdimensional storage wristband he wears, all of which are mostly weaponry.
Natural Draconic Abilities:
Firebreathing: both exhalation and inhalation of such
Icefire Mastery: can conjure Icefire, the element of invention, which only exists as long as he wills it. It has six forms:
This is the raw, default form of Icefire. It is a block of ice with a flame inside of it, forever melting and refreezing, thus heat that rises up from it. The Icefire in this state can power an engine for all eternity, because the ice gives the fire properties of frozenness while the fire gives the ice properties to spread and devour to remake itself. Thus they cancel each other out, the fire never spreading or going out inside the ice and the ice always remaking and refreezing itself when melted by the fire. However in this state, the Icefire will explode if it impacts something or if something impacts it. Thus the Icefire that powers his reactors are highly defended, and in combat this kind of Icefire is only used for Icefire meteor bolts, essentially explosive missiles.
This form of Icefire is a more gum like substance. The Fire is a little stronger than the Ice in this form, the flame altered to impart flexibility to the ice. Thus it becomes a strange stretchy material, useful for grabbing things or holding foes down.
This form of Icefire is more to the ice side of things, its only flame inside of it is whitish-blue and it only contributes one property to the ice: the ability to spread and consume. However the ice is still a solid material thing. Thus Icefire-3 is used for weaponry, as the white-blue flame repairs and strengthens the ice around it. Thus while the Icefire will probably get damaged, it will repair itself so that it can keep being used. Also used for barriers, shields and armor.
This form, mostly known as "Flamesnow" by the Technoblins, is a red powdery, sandy substance. It burns everything it touches…without any flame. Basically think of it like this: imagine that fire was solidified into some sand like substance. Now imagine that
you could control exactly what did and didn't get burned with it, by controlling what it touches, so that if the Flamesnow hits a guy- only he will get burned by it, and the surrounding environment would be untouched.
This form of Icefire is actually steam. Zarakkan uses it for blasting, concealment and for killing large amounts of people with high-temperature air. And of course, powering steam engines.
One day, Zarakkan took a flame and applied ice's properties of solidity and coldness to it. Thus he made a frozen flame, cold to the touch but still lights the world as a flame does. He mostly uses this to light Zelkimande, having no need for a bunch of bulbs, and when things get dark, he conjures a crystal shard of it to use as a cold torch to light the darkness.
Trueflame Divination Mastery
Note: using Trueflame Divination weakens and destroys his illusions and diguises as well as others
Transformation: a single spell that is only useful for disguising himself as it takes away his natural draconic abilities while not granting him the abilities of his current form, he uses it mostly as a disguise.
Backstory: A dragon 10,000 years old has his history divided into Ages and is a living history textbook. what those Ages are will come later.
However his goal has always been to make a lot of Magi-Tech and be free
Miscellaneous: Has an extensive family of Descendants that he can call up to fight for him in his place.
Drinking water is poisonous to him.
Monkey Playwright of the Improbability Drive Fan Club, Regardless, orcs should be people.
Alias: “Kate” is rather generic, so she also answers to Kyland.
Alignment: Neutral Good
Class/Profession: Chronic Geek/Nerd
Power Rating: E+? (changes make this questionable.)
Description: She is not notably tall, short, beautiful, ugly, shapely, boxy, skinny, fat, or unnotable. She has the kind of face that reminds you of that other person you know, but not really all that much now that you get a good look at it. However, her straight hair is worn long and is bright orange.
Through a number of charms, jinxes, and magical shenanigans, Kate has been changed a bit.
Hair: Now glows a bit brighter than a torch. Has been braided and dusted by pixies, causing a few places to braid itself. The dust has also resulted in keeping her from feeling pain when the hair is pulled, and overall increasing the quality of her hair.
There is pair of large orange fuzzy antenna coming out of her forehead.
Skin: is now void of mars, scars, or body hair. She also has supernaturally smooth and soft skin. This is a divine effect, and is thus difficult to remove.
Personality: Spent her spare time watching sci fi movies, reading webcomics, and getting straight As in her classes at the science focus program. She tends to worry about the definitions of “Geek” and “Nerd.” She enjoys higher, complex, logical (or illogical) ways of thinking, but is very distractible.
Equipment: A backpack with some money, some snacks, a pair of sunglasses, and her laptop with accessories. Has since received an umbrella from a kind stranger.
Has been given a Deck of Hints by Genesis. This deck of cards can supply tips and secrets about a situation, but is often cryptic.
Has purchased a Mugger Slugger from MagMart. A little ray gun with a decent punch, but not enough shots for continued battle. She has no experience with guns, so this does not really change her power level.
Abilities: Knowledge of technology, programming, art, writing, general trivia, random trivia, science, and TV tropes. Slightly higher than average pain tolerance, a bit of martial arts training. Common sense.
Cyber eyes-super useful
Third arm: removable, hand has a storage compartment and a laser gun.
Blade in her right arm.
Power generator in her midsection.
Energy shield system.
Boneweave: reinforced and flexible bones, with a nanite monitoring and repair system.
She can also make and use pixie dust, but this usage (and other fairy magic) causes her to begin to turn into a pixie. Enough energy will change her completely, but the effect does wear off.
Backstory: A completely ordinary girl, who was rudely yanked from her reality (which is surprisingly close to, if not a perfect copy of, real life) and plopped not too far from Trog’s tavern. Wants to go to college and major in computer science, which she already seems to know a lot about.
So let me explain. Back in the olden days of yore, when ACRONYM was still in its infancy, it was afflicted with a plague. And that plague was... DUNGEONS AND DRAGONS! Indeed, references to the damn thing were basically ubiquitous - exact spell names were used, links to the SRD were mandatory, and often used in place of actual description (gods forbid a roleplayer show any genuine creativity or writing prowess!), monsters followed their Monster Manual entries to a T, and any sort of deviation from the word of that spoooooooky Wizard who lives by the Coast would be met with disbelief, 'corrections' or even derision!
"Kris, you idiot! Kal can't be a devil, because he's part-Succubus, and in the Monster Manual, all Succubi are demons, and it is therefore entirely reasonable for my Pit Fiend to call him such and attack him for it! Also, it is wrong for Kal, the grandson of an Archdevil and the ruler of two Circles of Hell, to call my Pit Fiend a 'low-level flunky' because the Monster Manual specifically states that Pit Fiends are the generals of Hell's armies and the highest ranking demons around, and so I assume Kal is actually ignorant of Hell's hierarchy and/or lying."
No lie, this actually happened. So was it wrong for me, when confronted with the fact that there was no way I was going to play my Gold Dragon character the way they were written in the Monster Manual, I had a minor hissy fit and laid down the law of how I was going to play my dragon whether you guys liked it or not?
Probably, yeah. But for some reason, people (that is, people other than me, surprisingly enough) decided they liked my ideas, and so without further ado, I present you with...
Yes, dragons! Flying, fire-breathing (except when they aren't), lizardy things. They're big, they're badass, and they have a really, really unhealthy obsession with treasure. Seriously, it's kinda creepy.
Here is a reference for all things dragon-y, at least as I will be playing them, along with the people shamelessly stealing my ideas (which of course, everyone is free to do, in part or in whole).
Types of Dragons
The real deal. True dragons are distinguished by their sapience, high intelligence, and their strong ties to the arcane. All true dragons are immortal, immune to both the effects of time and microbial disease (though magical diseases, inflicted cancers, radiation damage, toxins, poisons and the like all have their usual effects).
True Dragons are unique in their possession of Mysterious Dragon PowersTM, their ability to convert Spirit into Mana, and use it to fuel a large variety of magical abilities. True Dragons tend to be large, with lizard like bodies. Most True Dragons have wings.
The most common type of True Dragon, Terrestrial dragons tend to make their home in the material plane, hence the name. There are two main types of terrestrial dragon - Metallic dragons and Chromatic dragons.
Metallic dragons are highly social creatures. They often form large colonies of dragons, or else seek out other intelligent creatures, living in their cities and settlements, openly or in secret.
Chromatic dragons, on the other hand, are highly territorial and solitary. Though they often live in proximity to, and enjoy the company of other creatures, they are generally aggressive and mistrustful of other dragons, and will guard their homes zealously against perceived invasion.
Other than this, there are not many differences in between the two, especially not in terms of morality or ethics. Any one dragon, whether metallic or chromatic, is equally capable of cruelty or kindness as any other dragon.
Fae Dragons. Pretty simple.
Faerie Dragons are often smaller than most other true dragons - some can be the size of a cat! They tend to be social and playful, at least with other fey, though like most fae creatures, they shun non-fey. Faerie dragons are highly in tune with nature, and often possess spiritual power similar to that possessed by druids, however, like all true dragons, they are still primarily arcane in nature.
Sometime you'll see a dragon... elsewhere. These dragons tend to be among the more powerful servants of their respective planes, assuming they are indeed servants and not free agents or environmental hazards, as many Infernal and Abyssal dragons are. Though they closely resemble terrestrial dragons, their bodies have often been warped to adapt themselves to their plane. Some dragons may be appear to be made entirely out of divine winds, sunlight, degenerate matter, Abyssal darkness, shadow, even pure Chaos. They also often have divine or spiritual abilities, occasionally granted to them by their gods, and their breath weapons tend to be tied to their plane in some way, whether in its substance, or by harming beings of an opposing alignment or orientation. However, like all true dragons, they will be primarily arcane in nature.
Elemental Dragons are no less than the pure draconic manifestations of a given element. Earth, Air, Fire, Lightning, Water, Ice... yes, even Heart, though the other Elemental Dragons tend to laugh at them. Elemental dragons, much like ordinary elementals, are made entirely out of their element (Heart dragons are especially grotesque), and their breath weapons are tied to said element as well (how this works for Earth dragons have no idea.) Similarly their personalities can often be influenced by their Element as well, Mercury dragons are a pretty fluid bunch, Cesium dragons can be quite explosive at times, Chlorine dragons are particularly noxious, and Helium dragons tend to just sit there and do nothing.
Not a true species on their own, but significant enough to gain their own entry, dracoliches are merely dragons who have gained enough Necromantic power to turn themselves into one of the undead, usually after having been slain, though sometimes in order to pursue higher secrets. Terrestrial dragons most commonly become dracoliches, though occasionally Planar and Faerie dragons become dracoliches as well. Dracoliches typically retain all of the arcane power they had in life, though they lose their secondary breath weapon and often the ability to polymorph as well (though some dracoliches are able to turn into human liches). More often than not, their primary breath weapon becomes a caustic spray of shadow, instead of whatever element it was in life.
A catch-all term for the many types of 'dragon' that aren't really dragons. Though they may physically resemble dragons in form, and often share traits with true dragons, including a fondness for treasure (some are even able to breath fire!), pseudo-dragons are differentiated from true dragons by their lack of sapience and arcane might. That's not to say they aren't intelligent, though. Many pseudo-dragons are canny opponents, the same way a cat or a crow could be, and many are the bane of smaller villages and towns. Pseudo-dragons range in size from smaller than a cat, to about the size of a small hill. They are not immortal, the way true dragons are, but most types are certainly long lived, with some living up to a thousand years or so.
Similar to Pseudo-Dragons, Wyverns are further distinguished from dragons by their unique physiology. Wyverns typically stand upright on two legs, though some crawl on four, similar to pterosaurs. Their main distinction is that the two forelimbs are extended and covered in a membrane to form large wings, instead of the wings being a separate appendage as in true dragons and pseudo-dragons. Wyverns, like dragons, are incredibly diverse creaturs. Some wyverns have a similar appearance to large birds, including beaks and feathers. Others live in large rivers and lakes (very few adapt to salt-water, unlike dragons). Wyverns typically are not able to breath fire, though some have chemical breath weapons, and most have venomous spines, fangs or stingers of some sort. Wyverns tend to have much shorter lifespans than pseudo-dragons, with few species living for more than a hundred years, and most with lifespans closer to 10 or 20 years.
Commonly called 'Eastern Dragons', lóng, much like true dragons, are sapient, highly intelligent, immortal and capable of great feats of magical power. The primary difference lies in that while true dragons draw their might from the arcane, lóng are instead spiritual beings. Most lóng are manifestations or guardians of some natural phenomena, while others act as spirit guides, or servants of various gods. Lóng are typically serpentine in form, with fishlike overlapping scales and lion-like heads and manes. Lóng do not usually have wings, and can have either four, two, or no legs.
Mysterious Dragon PowersTM
Much like Wizards and Sorcerers, true dragons are able to perform great feats of arcane power by channeling mana to fuel magical abilities. Unlike Wizards and Sorcerers however, who channel mana from the surroundings or leylines, whether through ritualized 'spells' or by sheer charisma, true dragons maintain their own inner reserves of mana, which they can draw upon at will. This reserve of mana enables true dragons to weave magic far more powerful than that of most wizards, though typically with less finesse, as they are drawing on a natural talent, rather than learned skill. Some dragons do study magic, however, becoming skilled wizards in their own right. Their inner reserve of mana also allows a dragon to activate his abilities and use magic in otherwise magically dead zones, and certain types of anti-magic field or other magic blockers, though this is quite rare. The downside of this method of casting is that dragons burn through their reserves rather quickly, and must replenish this mana store constantly (see diet). Also, certain spells, like Mage's Disjunction or specially enchanted weapons can destroy a dragon's mana store, rendering it 'helpless'.
Besides fueling arcane magic, a dragon's mana store also fuels two other important abilities - their primary breath weapon, and their natural ability to polymorph. All true dragons are capable of polymorphing into other creatures smaller than themselves, including some forms of complex protists, such as oozes or slime molds. Additionally, all true dragons are capable of reproducing with any species they are capable of polymorphing into naturally, producing half-dragon offspring (half-dragon oozes, why not!). Dragons are also, of course, able to use conventional magic to polymorph themselves into a wider variety of living things, including plants and bacteria, however they are not capable of reproducing in this state. So no half-dragon palm trees, sorry.
When polymorphed, a dragon retains all of its mental faculties, but is limited to the physical capabilities of the form it inhabits, including the loss of its breath weapons. However, they are also able to temporarily override this limitation, accessing their full strength no matter what size they're in, at the cost of mana. You have not lived until you have seen a jellyfish lift a boat out of the water and then reduce it to ashes with its flaming breath.
Speaking of breath weapons, all dragons have an elemental breath weapon, that is primarily magical in nature. In the case of terrestrial and faerie dragons, the element of any individual dragon's breath depends largely on their temperament. It is true for example, that Red Dragons, by nature, tend to have temperaments leading to fire breath, thus leading to the common belief that all Red Dragons have fire breath, however this is not necessarily the case. In planar and elemental dragons, their breath weapon will relate to their home plane or element.
You know it. Large, lizard-lizard like, big wings coming out of their back. Most dragons have ribbed, vaguely bat-like wings, however some dragons have irregular wing structures, including some aquatic dragons even having sail-like or fin-like wings in order to swim better. Faerie dragons may have normal dragon wings, or in some cases butterfly or dragonfly wings. True Dragons, unlike their close cousins the wyverns, do not usually possess venomous spines or fangs. However, many terrestrial dragons, including faerie dragons, have a secondary breath weapon, usually chemical based, such as anesthetics, sedatives, paralytics, or even narcotics and hallucinogens. Unlike a dragon's primary breath weapon, which is a Mysterious Dragon PowerTM and varies from individual to individual, secondary breath weapons follow the rules of inheritance and are passed down through families, with especially unique or potent chemicals becoming strongly associated with certain families, such as the Deime family and their potent fear-inducing hallucinogenic breath.
Most true dragons start off life as a hatchling, about the size of a large cat. Among terrestrial dragons, metallics are more likely to raise their young, alone, in pairs, or as a colony, as opposed to chromatics, who often leave their young to fend for themselves. Hatchlings grow relatively quickly until about the size of a draft horse (tail not included). At this point, they undergo a brief growth spurt until sexual maturity when they are usually about the same length as a whale shark. They continue growing at a decelerating rate throughout adulthood, until their growth rate reaches about a centimeter per year. Despite this, dragons never stop growing. Very rarely, dragons can grow to become as large as a mountain or more, and there are legends of dragons billions of years old (who have inevitably left the material world for the outer planes, where it is more spacious) with sizes rivaling that of whole continents, or even planets.
But now, what do dragons eat? Well, it's kind of complicated, actually. A polymorphed dragon will only need to eat as much as his form needs to eat. As for dragons in their true form? Oh damn. An adolescent dragon is the bane of farmers everywhere - many are not above stealing vulnerable livestock to feed themselves through this turbulent phase. And it just gets worse from there. As dragons age though, their bodies slowly become more and more infused with magic, slowly destroying their need to eat as they sustain themselves on arcane energy alone. Paradoxically, a mountain sized dragon eats even less than a shark sized dragon... and the continent sized ones seem to be able to sustain themselves on thought alone...
Or not quite. Because there's a second reason dragons eat, and it's this reason that gives so many of them their poor reputation. Spirit. Life force. Dragons feed off it, and convert it into mana. It sustains them and satisfies them, beyond the simple proteins and fats their prey made of. It is the reason even the most benevolent of dragons must eventually kill living prey, or leave itself at a permanent disadvantage. And it's also the reason why, more often than not, dragons like to prey on man more than any other creature. All Life force is not equal after all, and it's pretty safe to say that any sapient creature is more Spirited than a cow or a sheep. Oh, and it gets worse. Because after all, what can be more Spirited than a regular human?
Virgins, of course!
And you get double mana if they're a princess.
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 : 07-06-2011 at 11:33 AM.
Description: Alamar has skin the color of pure gold, and where his eyes should be white they are a lighter shade of gold. His irises dark, almost enough to be the same color as his pupils. Alamar takes the word 'statuesque' to a new level. He looks almost as if a sculpture stepped down from its place and started walking around. He is tall, muscled, and has features attractive in a very sharp and defined way. Everything about him is seemingly perfectly proportional. He can typically be found wearing simple black clothing and keeps his curly dark hair short.
Personality: Alamar is a seeker. For what or who even he himself is not sure, but he is a driven individual who doesn't give up once he starts something. Sometimes this can lead him to be stubborn, refusing to abandon courses even when they are plainly no longer fruitful. He is also very outgoing, always looking to meet new people and learn about what makes them do what they do.
A black wooden staff topped by a golden orb, inscribed with runes.
A gladius with a rune-marked hilt.
Several obsidian wands, with the same kind of symbols.
A well-kept spell book.
Abilities: Alamar is a master of both sorcery and swordfighting, though he is slightly more skilled with magic. His magic is based in a set of runes developed by his people, that can be carved into objects to enchant them as well as used in rituals and spells.
Alias: Vates cannot speak, so it is likely that most of the people he interacts with will not know his name, because of this, Vates is used to going by whatever people happen to call him at any given time. Feel free to nickname him whatever you want or just call him "that psuedodragon" etc.. Gender: M Race: Vampric Psuedodragon Age: 784 Alignment: CN, not strongly either. Class: Bard/Ritualist Power Rating: E- in a brawl, but he has some bewitchment magic from his draconic vamprism. And while his rituals are rarely weapons, if he has a large amount of time to prepare for a very specific situation he could use them as such to be arbitrarily powerful. Descriprion: Vates is about two and a half feet from the tip of his barbed tail to the tip of his face. His wingspread is probably an equal measurement. His scales are a bright red, and his body is slightly more linear than a normal dragons. He has a mischievous face and the lazy yet superior demeanour of a cat. Personality: Vates is lazy and superior acting, basking in attention. Being a bard, he loves qualities and situations which would make good scenes in a story, and will often work to engineer situations as such. Like most dragonoids, he has an unhealthy obsession with treasure and shiny things. Equipment: A large and varied assortment of magic items he uses in rituals. Typically however, he would leave all such items in his lair (really more of a nest, but don't tell him that) and carries nothing on him. Abilities:He has a passive charm effect due to his draconic vamprism, he can strengthen this effect through eye to eye contact to a level dependant on the will of the target (ranging from no change in the shrug-offable charm effect to complete devotion). His barbed tail can deliver poison which can put human sized and below targets to sleep. He is immune to all things undead would be logically immune to and has typical vampire weakness'. He has extensive knowledge of rituals, and uses his lair/nest to practice them in. Backstory: To escape a normal psuedodragon's lifespan of 15 years, he intentionally contracted vampirism. To escape the mob that would end his life due to said vamprism (and possibly some abusive shinanagans) he cast a ritual of escape. Obviously, this landed him in the Nexus.
Other: For some reason, despite being telepathic, Vates cannot communicate in language. Instead, he beams general concepts, images, or music into whoever he is trying to communicate with, or just uses body language. (normally this means tvtropes articles, pictures drawn in 10seconds in mspaint, or youtube)
Thanks PersonalSavior for the psuedodragon avatar.
Description: A sphere a bit larger than a human head, with a green screen on the front. It has a place to plug in a USB device under the screen.
Personality: Really quite eager to do anything, and really quite willing to be a hero, his heroic impulses are kept in check by his lack of limbs and a bad case of insanity. As in, he is completely loco. Has bad personality shifts.
Equipment: A screen, a USB Plug-in, camera, mike, and a wireless card.
Has since been given a hard core robot dog body, and has a humanoid body in the works!
Abilities: Knowledgeable on a lot of things, and very well-educated on combat, but limited by his limblessness. Good with computers.
Backstory:Escape from the Lab of Dr. Vindleichs Who knows!
Alias: The Pokemon Trainer Male Human Age: 13 Chaotic Good Profession: Pokemon Trainer Description: Zach has short brown hair and brown eyes. He has tan skin and his nose is a bit crooked from a schoolyard fight long ago. He used to wear a hat, but it got lost when he traveled through the worlds. He wears a vest(like the kind Ash wore in the first season of pokemon) and has a belt with 3 Pokeballs on it. He is also 5'10". He also wears glasses
Personality: Zach can get emotional about things easily, so it's like he has multiple moods at once. He goes through mood swings often. Equipment: 10 Pokeballs, 5 Super Potions, 2 Antidotes, 1 Vest, 1 Vulpix(lvl23, named Voltron), 1 Nuzleaf(lvl 16, named Simon), 1 Wurmple(lvl 3, named Sting), 1 Eevee(Level 3, Named Megan), 1 pair of Glasses, 1 pokedex. Abilities: He can throw Pokeballs like nobodies business. He is smart and can make great strategies. He can spot creatures moving in grass from 100 ft away. He can swing a bat well. Misc: He will probably try to catch people that look like pokemon.
Description: Ashley is a rather attractive woman, though not exactly a knockout. She’s tall and thin, though still with some slight curves to her body. The illusionist has straight brown hair, worn past her shoulder, and sharp green eyes. She has fair, smooth skin and a pretty face.
Her clothes are made for traveling, but are somewhat form-fitting. She wears black pants, a blue shirt, and brown travel boots. She also has a blue cloak, and two small cloth bags are tied to her waist, alongside a dagger.
Personality: Ashley is a shy woman, on the surface. She tends to be rather quiet and soft spoken. She’s also not very confident of her own powers and appearance, with a borderline inferiority complex. Talking to her without an introduction can send her into a small panic.
But if you’re patient with her, you’ll discover that she is quite the loyal friend. She will protect and help her companions and allies whenever she needs to. And when someone she likes is in danger, she’ll go to just about any means to take that danger away.
She has a thirst for adventure, which is probably the main reason the illusionist ended up in the Nexus to begin with. Ashley wants to explore the unexplored, and see the unseen. It’s gotten her into trouble a few times, but she feels exhilaration when off the beaten path.
Overall, Ashley is a meek, shy optimist who is loyal to her friends and craves exploration. Hence, she speaks in Navy.
-A small bag of sand, the prime catalyst of her illusions.
-A dagger. Ashley occasionally enchants it.
-A bag of holding, that contains numerous arcane materials.
Abilities: Ashley’s main asset in combat is her ability to create complicated illusions from simple sights (known to her as catalysts.) Although she could use things in the environment (clouds, the moon, etc.) what she prefers is the sand she keeps in her bag, as it is magically charged, and helps her direct the illusion, based on the emotion she wants to provoke. For example, if she wanted to provoke fear, she would toss a small pinch of sand, and make a fearsome knight out of it. Only the intended targets can actually see the illusion.
Although this is Ashley’s best magical ability, it is certainly not her only one. She has minor conjuration and divination abilities, able to scry, create basic spells, and enchant items. Outside of magic, she has a fair amount of skill in wielding her dagger. She is always researching further into magic, so she is also able to create different spells.
Finally, she is completely immune to fire, mundane and magical. It doesn't burn her, and she doesn't feel pain (anymore, anyway.)
Blood Caste: Indigo, the highest land-dweller color.
Title: Maid of Doom
She's very pretty despite her scars; on her torso and legs are many tattoos, mostly in her own indigo hue but some in other colors, like a burgundy trigram on her shoulder. Her orange eyes, a little darker than the troll norm, seem a little far-away and unfocused most of the time...
She also has a hoodie-jacket for when it's cold. Its outer material is a nice lavender... its lining is too similar to the color of her skin not to be troll hide.
Abilities/Equip: Physically fit and skilled with her harpoon rifle.
Oh, and she's got a smartphone.
Personality: Ditzy, but with a good heart. Kuriya feels that as a highblood, she has a duty to help those below her in the hemospectrum; however, her inattentiveness can hinder her in her perceived responsibilities. She likes using bits of dead stuff for things, like bone jewelry and blood ink for tattooing. She's big on tattooing.
She has trouble with nightmares, though... rather bad ones, actually!
Name: Cacida Aiades
Age: Equivalent to 17
Title: Sylph of Fear
Description: Cacida is average in height; her hair runs down to her waist. She wears, of course, a black shirt with her theta symbol on it. Over this is a dark jacket, its pale grey lining made of troll skin. Eep! Over her black pants is an umber
Blood Color: Yellow
Personality: Cacida is normally quiet and sweet on the surface, but underneath she hides her nightmare-shaken psyche. As Sylph of Fear she is able to soothe others' minds at her own expense, building up fear within herself.
There's also that sorta kinda issue with the history of cannibalism.
Navaja Aetroi (carracaCurator)
Age: Equivalent to 17 years
Blood Color: Azure
Symbol: Double Dagger (‡)
Strife Specibus: Knifekind (mostly folding knives)
Title: Rogue of Life?
Quirk: Letters that are "crossed" are doubled. Thus, a capital H is doubled, as is f, x, Q, and t.
Ancestor: THE PARANOIR, a noblewoman whose frenzied distrust of nearly everyone led her to rampant murder and enslavement.
Equipment/Abilities: Lots of folding knives. She's a deadly fighter with them, quick and nimble.
Personality: Assumes treachery from everyone, including herself.
Querat Epista (aristotleParamount)
Age: Equivalent to 20 years
Title: Prince of Doom
Quirk: Q, E, and D all capital. K sound becomes Q. For/Four becomes Fore.
Equipment/Abilities: Walking Sticks are her main armament, and also help her get around with her pegleg.
Her Doom powers are mostly psionic, though she's also really good at rigging things so they break or are destroyed.
She also has Sight Triune, which allows her to, with effort, isolate the specific causes of a recent event or postulate the possible effect of ongoing/impending events.
Personality: Tries to be logical, but isn't built for it.
Thaunta Atre Gender: F Race: Black Dragon Age: Juvenile for a dragon. Her human form is of a girl around 19. Alignment: TN/CN Class: Alchemist and Xenovocator with levels in Lazy Jackass Appearance:
Tall and slender, Thaunta has slightly tanned skin and slate-grey eyes. Her hair is long and black, though she's dyed pale green into the tips because I feel like it, man, what's your deal?
She usually wears black cargo pants under a half-kama/buttcape/thing. Up top, a light green shirt under a teal pleather jacket. Her boots are well-versed in walkin' and her half-gloves are softworn. Abilities: Standard Black Dragon loadout. She's a potent Alchemist and Xenovocator.
Xenovocation: Xenovocation is the use of magical symbols to activate spells. The more complex and powerful the spell, the more complex the symbol. It can be written on something like paper or---more conveniently---formed of magical energy in the air. This is old magic from more bloody-minded, brutal times.
Equipment: Bottles and vials and stuff, some empty, some full of components.
Small scraps of tough paper for more complex Xenovocation. A pen for the same reason. Personality: Thaunta cares about a few things.
Doin' some rad alchemy.
Being one heck of a xenovocator.
And eating stuff, man.
Yeah, Thaunta is fairly laid-back about most things.
She will, once in a while, go hunting to keep her mana reserves up. If she can help it, she goes for evildoers.
If she kills and eats evildoers (Krys's good influence!), she has absolutely no qualms about stealing their stuff and claiming it as hers or pawning it. Pizza money doesn't make itself, after all!
She is fairly mouthy toward Krys, but you mess with my friend and I'll watch you bleed to death slowly.
[quote=Beans;11405697]Krystyna 'Krys' Malden Gender: Female Race: Tigris Age: Tigris age the same as humans do so 18 and a half. Alignment: LN/LG Class: Paladin / Alchemist Appearance:
Krys is pretty much average except for the fact that she has black tiger stripes alllll over her body. Her hair is red but almost looks dark pink and she likes to keep it up out of her face. She is usually seen wearing an armor skirt and an armor top and carrying her sword and shield if she's not carrying things for her master. Abilities: She can transform into a tiger that can walk on two legs.
Equipment: Sword, Shield, Healing potions Personality: Krys is highly moralized. Doing the right thing is right and doing the wrong thing is wrong. However she is still a girl even if she is a warrior and squees at cute little bunnies and kittens and swoons over cute boys. She's also a little clumsy but don't let that bother you. She's only ever accidentally taken a limb off of someone once.
Gender:Male Race/Species:Lizardman, lizardfolk, argonian, etc; scaly anthropomorphic dude. Age: 37 Alignment: CN would maybe be the most accurate, overall, but anthing adjacent to CG fits in some circumstance. Class/Profession: Barbarian and Sorcerer are the terms by which Drulth was commonly called. In D20 terms, Drulth would be more akin to a Barbarian/Wizard, with some elements of pathfinder Witch. Power Rating: Defensively, A-, offensively, C+; good at surviving more than immediately winning. Description: Drulth is a hunched, reptilian creature. Although of normal height, most would figure him short, on account of his hunch. The pale, mintgreen remnants of his scars flicker over his scales like the trails of shooting stars. His eyes burn a dull but burning gold, without iris or pupil, and his figure is lean and bony. Drunkedness suits him, for it is the only state in which it is not painful to form his long, flat mouth into a smile other creatures could understand. Personality: Drulth is long accustomed to, in one manner or the next, hiding his true self; few and far-between are the places, even for those who may travel freely between planes and realms, where an ophidian creature is not met with emnity. He is saturnine and wily by nature, free to being conversation, but closed to serious topics until his trust has been earned. Drulth is a creature enamoured of the dark for what it may hide from the world, from all those worlds which would intuitively despise him.
Equipment: Drulth carries with him innumerable instruments of battle, ready for enchantment, but prefers polearms and impact weapons, on the knowledge that any weapon which is to be used to kill is best used from far away, and the others best dull enought to be safe. Abilities: Drulth is an extremely capable fighter, if subdued by his own wane of affect, and more apt than one would expect in the ways of sorcerery, especiall those aspects which pertain to nature, in one sense or another.
Backstory:Drulth grew up in a swamp, as most of his kind do, but soon found himself alone in the world; his father was sacrified as a heretic by the tribl shaman, his mother was absent always, in the name of caaring for them. Drulth left as soon as he had the magic to be able. Since, he has sought nothing more than a place to belong, with the other misfits and half-breeds.
Alias: The Last Wyrmhunter Female Race: Humaan Age: 20 Chaotic Good Profession: Dragon Hunter Power Rating: Hero of Legend Description:
Plate Mail and Helm Design:
Kathrine has short dark green hair and golden eyes. She wears a helmet inscribed with runes that protect against a dragon's fire on it. The runes glow a steady blue. She wears plate mail that has runes inscribed on it that protect against a dragon's fire and makes it more resistant to damage and allows her to run faster. These runes glow purple. She has tanned skin that is flawless and freckles on her cheeks. She carries a sword that is made of metal that can break through a dragon's scales easily and has yellow glowing runes on it that protects it from a dragon's fire and from breaking. She carries a kite shield that has purple glowing runes on it that protects it against a dragon's fire and makes it more resistant to damage.* Personality: Kathrine is a happy person that helps people often. She gets uncomfortable around half-dragons that do good and other good dragons. She gets angry at dragons really easy as well. She doesn't believe that anything with even a single drop of dragon blood can ever be good. She doesn't really respond to flirting. Equipment: A helmet that protects against a dragon's fire. Plate that protects against a dragon's fire and is tougher then normal plate and allows the wearer to move faster. A sword that breaks through a dragon's scales easily and is resistant to a dragon's fire. A shield that is tougher than a normal one and is resistant to a dragon's fire. A pouch filled with 200 gold pieces. A pendant that helps her sense if dragons are nearby. It glows blue the closer it gets to a real dragon. This doesn't work on half-dragons and psuedodragons. None of the runes on her equipment that makes them better than normal work if someone who doesn't have the blood of a Wyrmhunter tries to use them. She is making a bow that is effective against dragons, but it isn't finished yet. Ablities: Because of a result of much training since her birth, she is quite skilled with any weapon. She's best with a Longsword, a Longbow, and a Greataxe. She is very skilled at fighting dragons and knows many of the tricks they try to pull in fights. The iron that is in her blood hurts dragons like holy water on a vampire. This iron is what set the Wyrmhunter line apart from other families. Her sword was made from a collection of the iron in Wyrmhunter blood over a very long period of time. It has always been around and is reforged every time a new bearer is chosen. Her blood without the iron in it acts as an elixir for dragons that makes them regenerate faster than normal. Backstory: Kathrine Wyrmhunter comes from a long line of Wyrmhunters. She is a 22nd Generation Wyrmhunter who's blood is pure Wyrmhunter. She was trained from birth to hate and to fight dragons. Her father was the bearer of the Wyrmhunter Sword before her, and his blood's iron was added to the sword after he died and the sword was reforged. In her world, dragons roamed the planet and attacked humaans for no reason. The first Wyrmhunter started the fight against these dragons and it has carried on ever since. When Kathrine was 18, she finished her training and became a full-fledged dragon hunter. He father died around that time, so she inheirited the Wyrmhunter Sword. When she was 19, her town was destroyed, killing anyone else with Wyrmhunter blood that lived there. Her town was also the last place with Wyrmhunter blood. She escaped only by the nearby river. She went back later to retrieve the armor and weapons of the Wyrmhunters, but the bow was destroyed. She went around the world then, killing all of the dragons that attacked her town and eventually killed the Mother Dragon in her nest. She took the Mother Dragon's scales for arrows, the sharpest and strongest you could get. It took her 1 year to hunt down all of the dragons. Right when she left the cave of the Mother Dragon, she fell into a rift of time and space. She ended up in the Nexus.
Because I haven't document anywhere near all the characters of mine whose names start with 'A':
Alias: None that are reused Gender: N/A Species: Merseine - Amphibious, vaguely humanoid shapeshifters. Alignment: N/A Class/Profession: Psion as a class, Extremely Minor Deity as a profession Power Rating: B More than human, but not particularly useful in a fight or a debate. Appearance: Could be anything, but it often looks like this, this, or this. but it should probably be mentioned that it (just about) always, always, has a smooth-edged, reflective smiling drama mask, with no holes for eyes or mouth, completely solid, which has a fine chain trailing from it which fades away into nothingness link by link. Personality: Overly cheerful and flirtatious, but with a short temper and a tendency to random swings of mood into depression or rage. But generally its emotional dial is on Happy. Equipment: A dagger (named Dorothy) whose hilt and crossguard are stylized as a fighting eagle and snake. From the hilt is the other end of the mask's chain, as well as several symbols (anchor, spear and shield, a mask) on their own chains like bracelet charms. Although Arlem often talks to it, it is neither intelligent nor alive. The aforementioned mask (which houses Arlem's personality and is highly magical). Little else. Abilities: First, perfect mimicry of shape and voice, as well as looking like people who exist only in its imagination. Second, pretty good mind reading, looking into memories. Less well developed psychic shields and psionic suggestions. Minor belief-based semi-religious magic. Greatly difficult to permanently kill; bodies are expendable, though good to have, and that mask is really hard to break, and seems to vanish if you're not keeping an eye on it. It's also pretty handy with a knife and a slightly better than average shot with a handgun. ((This is the powered one, after all. Well, also Riace )) Backstory: It was a pretty nice guy once, with a pretty nice life. The end of his world messed him up quite a bit. Though he was among the lucky few to escape via inter-dimensional portals, his subsequent time on a flying magic pirate ship didn't help his state of mind, nor did being excommunicated and set on by bounty hunters for his role in a terrible incident involving witch hunts, amnesia and a huge city fire that killed thousands. He left through a doorway that led to a bar in the Nexus and never went back, though (s)[z]he's revisited the ruins of her home planet and its few survivors often enough. Quite unstable by this point, a run-in with Angela, a doomed friendship? with Perhsies, Marle's vanishing, and the catperson invasion left it utterly mad.
Arlem regained a glimmer of sanity when a fake god gave it a knife, which serves as a focus for her delusions and the darker aspects of her personality. He's since stopped murdering random civilians, tried to make peace with his enemies, and took positions helping rebuild his world and defend a clan of sea-elves in his spare time. Miscellaneous: Favorite food is humans, followed by chocolate, and then tea. Quite possibly insane.
Originally Posted by Raz_Fox
He takes normality and reason and turns them UP TO 11!
Alias: Angel Eyes
Alignment: Chaotic Good
Class/Profession: Bounty Hunter
Power Rating: 4 when in fisticuffs, 5 when using his gun
Description: Wears an old, beat-up western duster, a red bandana, black sunglasses, jeans, cowboy chaps, a belt, white shirt, black vest, left hand fingerless glove, right hand full black glove, old beat up brown cowboy hat, and two ammo belts. Both his eyes are cybernetic, as is most of his head, his entire right arm, and most of his torso.
Personality: A man who just wants to see justice in the world, and for the people of the Nexus to have safe and stable lives. Of course his dealing of this justice is brutal and swift.
Equipment: His revolvers (.44 magnums), ammo in the ammo belts, and a bag full of misc things. On the ocasion he forms a posse, he likes to bust out a winchester rifle he keeps hidden somewhere.
Abilities: Because of his robotic arm and computer assissted targeting with his aim he can draw and shoot faster and more accurately than a normal person. The parts of his body covered in robotic parts are generally bulletproof and damage resistant.
Backstory: Originally an officer of the law for many years, he grew disgusted by all the injustice he saw in the world, all the crimes committeed, and the guilty getting away with their crimes. Ultimately he turned in his badge, sold his house and all worldly possessions, and used the money raised to buy himself the mechanical implants he now uses, to give himself an edge over all the scum he planned to deal justice to, one bullet at a time.
Miscellaneous: Sometimes he will form a posse if he's dealing with some pretty nasty sob's
Alias: Once operated as a KNAVE (now defunct organization that enforced a highly twisted brand of justice) under the name of Sir Conviction
Age: ?- Appears to be in his thirties.
Description: Hyde is a very large man, seven feet tall and sturdily built. His hair is dark and kept short, his face clean shaven. His features are harsh and striking, as if arrogance and cruelty are part of his very appearance. Most notable in his appearance is his eyes. Depending on the state of his 'diet', they glow red to one degree or another. When weak his irises merely gleam slightly, when strong his eyes become two blazing crimson orbs. A large brand in the shape of a pentagram stretches across his back.
Equipment: Torn gray clothing.
A small pouch that contains more than it appears.
The Grey Knight's Spear and Armor- a powerful set of infernal equipment that enhances Hyde's powers. They are tied to his soul-eating and can only be summoned when he has consumed at least once recently.
Abilities: Hyde is highly skilled in close combat, especially with his favored weapon, spears. He is possessed of great strength and can use his size to his advantage. However, his true capabilities come from his ties to the demonic. He is capable of powerful magic, especially in relation to the infernal. This comes at a price. To power these abilities, he must feed on souls. He has a few natural abilities in relation to this- the ability to consume souls, to sense them, and to manipulate them in certain ways.
Alias: Hope, Order, Knowledge Male Race: Immortal Age: Infinity Chaotic Neutral Profession: Immortal Power Rating: A B, eventually becomes an S the more he re-learns and the older he gets. Description:
He looks like a little boy about the age of 8 with really short brown hair with a cowlick. He has green eyes in this form and fair skin. He also has long, pointed ears. When he is within the pyschoplane, he looks like a 20 year old version of his 8 year old form. Personality: He does things because he's bored. So he does things unexpectedly sometimes to create excitement. He tries to be amiable most if the time. Equipment: He wears jeans and a green t-shirt most of the time, though he can easily wear anything. Ablities: He has all the powers of an Archmage of the highest caliber, plus abilities that gods have. He doesn't have access to all of them yet, because he restarted and he has to learn everything again. Backstory: John has always been one for law and order. His backstory doesn't matter because he doesn't remember any of it.
Alias:Guest#1, The PolterGuest Alignment: True Nuetral (leans toward chaotic/good at times) age: Profession:Bard (not the elan bard...smarter than that) power rating:4 by Quinsar description:middle aged half-elf, has shoulder-length black hair with 3 blue stripes running through it. wears a light grey t-shirt (closer inspection reveals a dragon print), blue-jeans, and black boots, wears a slightly shorter than average black trenchcoat over his shirt and a dark grey trilby. carries a scimitar-ish longsword with a flame aura. is sometimes seen with a large bestial-looking fire elemental. personality:moody, although almost always has a smile on his face, and is very understanding of others. knows almost all languages known to man, except for druidic...freakin' druids...very touchy about his past. equipment:aformentioned longsword...leather armor glimmered to look like a trench-coat/trilby...a red gemstone on a pendant, with which he casts spells... abilities:highly skilled singer, minors in the arcane arts and dexterious combat. kind-of a squishy. Backstory:to come later
(I am not sure what to classify this as. Maybe a pseudo faction-post as with KK's dragons?)
There is a particular world that has contributed much to the Nexus. Whether this is for good or ill is likely to be greatly debated for a very long time, but its effects cannot be denied. A specific group has been no small part of it, though it has not been the most controversial.
History (Warning, long)
In that world, two superpowers fought a very long war.
The first power was the Altaran Dominion, an empire ruled by a hereditary line allegedly stemming back to a legendary heroine who vanished from history after striking an immense blow to the (then differently-named) Dominion's enemies. Some, more fantastical accounts claim she ascended to divinity, though the truth is far less encouraging.
The Dominion was a bleak place. Its rulers were tyrannical, and it remained under perpetual martial law. The military enjoyed great power, and the nation's industrial capacity was unmatched.
This country's most (in)famous legacy is its final Prince, a man known to the Nexus as the former Emperor Vyrn, the first and only Emperor of the Acronymian Empire. The Empire's legacy spans further, in its Remnant that still rules Inside.
The second was and is known as the League of Syndicated States (informally the Syndicate), a conglomeration of smaller countries controlled by a single massive corporation-like organization. The true 'owners' of this organization are not known. As history goes, the Syndicate's territory includes what was once a particular empire that, in ancient days, was at war with the Dominion. This nation once held a massive advantage over the then much smaller Dominion, before this advantage mysteriously vanished, and the country was shattered and absorbed into the Dominion.
The Syndicate's ruling body started as a simple company and grew until it essentially controlled massive amounts of territory, close to that of the Dominion itself. This amount soon grew once again as it declared that the territory the Dominion took all those years ago now belonged to it, which started the war.
People in Syndicate territory tended to be a bit better off. Syndicate technology was more advanced in all areas compared to its Dominion competitors, offering its smaller military an edge and giving its other 'employees' (citizens) greater quality of life.
The general technological level, in more exact terms, was greater than modern even in the Dominion. Old Imperial laser weaponry, cloaking devices, and the now-defunct aerial dreadnought Haven originated in the Dominion. Examples of Syndicate technology include more advanced variable laser weaponry, advanced stealth aircraft, and power armor.
The war between these powers was long and bloody, primarily being fought in the same region the war was started over, which eventually became known as the Cemetery among forces on both sides for how bloody it was, and the fact that bodies were rarely recovered. The name was fitting, and the graves in the Cemetery only grew in number as the war went on.
This war was not fought with only soldiers and technology, however.
While the supernatural was rare in this world, it was by no means nonexistent. Individuals with unexplainable powers in it are termed Anomalies, for good reason-rarely did they ever show any biological reason for their abilities. The Anomalies were treated with extreme stigma from both sides, and neither made a secret of their efforts to capture and brainwash them for military service. Their excuse was that Anomalies were unstable, and to tell the truth, they were and are. When their abilities first manifest, they tend to be uncontrollable and destructive, though exceptions for less directly harmful powers exist. This tendency created such a massive hatred of Anomalies in the civilian population that few people objected to the treatment given to them by the Dominion and Syndicate militaries.
In addition to the Anomalies, other groups existed. Neutral areas along the borders between the two powers and away from the Cemetery banded together in hopes of avoiding the worst of the war. This, together with one Anomaly, ultimately led to the undoing of the Altaran Dominion.
First, however, it must be understood that the Dominion's scientists had been attempting to find a way to imbue individuals with artificial Anomaly powers, and ultimately, they succeeded. Codenamed Project Wraith, the product of this effort turned out to have a life of its own, and escaped. The research was done using items allegedly claimed from unusual Syndicate dig sites in the Cemetery, which dated back to its Pre-Dominion times.
Project Wraith found a host of its own, and was a total success, aside from one issue.
The host it chose was already a latent Anomaly. This union boosted the host's potential far beyond that of a regular Anomaly. He lived in a neutral city, unmarred by the war...until he was detected by the Dominion military.
The man in charge of the Dominion military's black ops division, General Drelin, ordered his abduction. It did not go as planned, as the Anomaly's abilities manifested during the capture operation, leading to the city's destruction.
Not believing the Dominion story that one Anomaly could cause all of that damage, Syndicate forces swelled as the neutrals turned to their side. Many individuals, at this point, took the opportunity to flee.
The Anomaly disappeared from the world's history completely, not appearing again after the city's destruction.
General Drelin fled what he saw as the Dominion's inevitable defeat.
One man, in charge of the Dominion's construction of the Haven, recruited his workers, took the ship (incomplete and unarmed), and fled with it in the chaos.
Another, a Syndicate officer in charge of one of their strange dig sites in the Cemetery, uncovered a secret that shook him to the core around this time. Not long after, the entire place was wiped out, the most valuable artifact discovered stolen, and all but one transport destroyed by laser fire, the last missing. The rest of the place was turned to cinders.
As the Syndicate's victory drew near, most of the Altaran royals were captured and executed, including the Emperor himself. One remained, and one remains to this day. Vyrn would go on to blaze a long, bloody trail through history.
Ultimately, the Syndicate did win. But that victory only lasted for so long.
One day, Prince Vyrn returned, and he began a rebellion against the Syndicate that brought it to its knees and came very close to restoring the Dominion. His powers gained while in the Nexus baffled many-he was not detectable as an Anomaly, and yet had powers reminiscent of one.
However, General Drelin returned too, with another monster of an aircraft, the Imperial stealth vessel Spectre. He began attacking both rebel and Syndicate forces with it, both taking severe losses from its every appearance, neither able to fight off multiple sides very well at this point in the conflict.
Vyrn eventually staged a battle in the Dominion's former capital itself to draw Drelin out of hiding, causing heavy damage to Syndicate and rebel forces. Vyrn and some of his men boarded the Spectre, and succeeded in sabotaging the craft. Drelin then took an unexpected action. He activated a device he had installed on the ship post-theft, ripping a portal back to the Nexus below the burning Spectre as it was crashing, and it came to rest near GLoG. The Prince and General were both sucked back into the Nexus as well.
The damage done in this conflict led to a widespread collapse of Syndicate control. Much of the Dominion's former territory was in chaos, until the Syndicate, still largely unopposed, once again established order. Even then, though, this order is far more tentative than before, and much lies hidden in the former Dominion.
While only understood as 'freaks with powers', Anomalies have a number of unusual traits not shared by others of that mold.
For one thing, Anomalies' powers are directly tied to their souls. Anomalies' souls are twisted, bizarre things, generating their powers as a result of some incredibly powerful and very old effect. If they were examined in detail (as much as such a thing could be) it could be described as seeming as though something had been violently torn out of the Anomaly's soul, only for the 'wound' to be 'healed' by something very different.
Anomalies are, for some reason not yet exposited, incapable of channeling 'conventional' magic directly. More complicated 'ritual' type spells are possible for them, but they cannot channel magic through themselves at all.
Individual Anomalies do NOT tend to be outrageously powerful. Most simply don't have that level of power at all, and if they do, it tends to not be accessible except in extreme circumstances.
The most powerful Anomaly is DC. He is the product of the Anomaly-Project Wraith union described in History and no normal Anomaly can have his level of power.
The powers an Anomaly might have vary greatly. One could be capable of turning intangible. Another could have fire manipulation. Yet another could be a kineticist or telepath (combinations of the two would actually be rare, and would be weaker in those areas than individuals with just one of them, besides Mr. Exception up there).
Anomalies are, as previously stated, unstable. When they first manifest their powers, they tend to lose control of themselves, often leading to chaos as the Anomaly in question randomly unleashes their powers on their surroundings, if possible. This can also occur when an Anomaly is emotionally compromised, be it by anger, sorrow, or any other overwhelming emotion. This tends to be worse in more offensively powerful individuals-a fire controller will be more vulnerable to it than an invisible. However, Anomalies who practice and gain greater control of their abilities can grow to resist this emotion-based instability.
Anomalies tend to come in three main types: Syndicate, Rogue, and Latent. Syndicate Anomalies are brainwashed servants of the Syndicate, obviously. Rogues are unaffiliated and uncontrolled. Many Rogues were once part of the Dominion's brainwashed forces. Latent Anomalies are simple-their powers have not yet manifested.
Other General Information
The only supernatural elements known in this world are Anomalies. Humans are the only sapient species. It's pretty much Earthlike in many regards.
To go into more detail about technology, Dominion tech is more advanced than modern by a significant margin, including laser weapons (though they were not deployed to all) and cybernetics (generally reserved for military higher-ups). The Dominion's technology was often used for tough, brute force-a Dominion tank might actually be greater in raw power and toughness than its Syndicate counterpart.
Syndicate technology, though more advanced, couldn't make up for the sheer military size difference enough to go toe-to-toe with the Dominion. Instead, it focuses more on precision and adaptability. Syndicate vehicles, for instance, often favored speed, maneuverability, and stealth over armor. Weapons focused more on precise strikes in vulnerable areas over area effect damage, and were often adaptable for multiple situations. Good examples of both are a certain individual's rifle and shuttle.
Why does any of this matter?
I'm giving people a chance to take the backstory and concepts I've created and create their own Nexus characters with them. These characters don't have to be Anomalies, either-you could make anything from an ex-Dominion Anomaly to a Syndicate Anomaly-hunter. There are, however, restrictions.
Power levels for Anomalies, naturally, must follow the description established.
No messing with the main 'plot' of the world. The current state of the world is described at the end of History and is not to be changed. You are free to make up minor details such as exact descriptions of some weapons or characters' hometowns-what I've worked out is mostly large-scale detail, which I hope to somewhat rectify here.
No making your characters too important in the grand scheme of things. For example, a lower-level Syndicate or ex-Dominion officer would be acceptable, but no making a General or other such individual.
Finally, besides these guidelines, all characters created from this are to be run by me before being played. I reserve the right to veto something if I feel it doesn't fit or breaks the established guidelines.
This has all been developing in my head for a long time, and has never been 'written down' until now. Each and every detail was made up as I went along with my characters, DC and Vyrn being behind most of it.
So, yes. It probably does suck, but I am fairly proud of it for what it is-something I patched details onto over a fairly long period of time.
Alias: The Hugging Butler Male Age: 22 Race: Human-Part Nymph Alignment: Good Profession: Butler Power Rating: A B+ in hand to hand combat. A D with a weapon. A C+ with silverware. A C- with firearms. Description: Reginald has short black hair and light skin. He has dark blue eyes that seem to mesmerize those who look into them. He usually wears a Victorian Era Suit with coat-tails and white gloves. He keeps a pocket watch in his pocket. Has a tattoo.
Personality: Reginald is depressed a lot because of the bomb in his brain. He also rarely talks. Equipment: Victorian Era Suit. Pocket Watch with 4 green liquid filled vials that act as Deux Ex Machinas. White Gloves. A Legal Pad. His Fists. Ablities: He is a master of hand to hand fighting and is a master with silverware which e uses as ranged weapons. He moves extremely fast when he's just using his fists. When he uses a weapon he is significantly slower. He made a deal with the devil a while ago to become one hell of a butler. This demon was later killed by a paladin traveling through the worlds and Reginald got to keep his powers and his soul. Back Story: Reginald has never been much of a talker, he rarely talks and only then it's to dispense advice. He mostly writes things down on a notepad. His world is a Steampunk-Victorian Era World. He was trained from a young age to be the best butler he could be, while also being trained to protect his master. He was trained heavily in hand to hand fighting and throwing silverware since he wouldn't always have a gun or sword available. As such he is extremely proficient with his fists and silverware, being a master of hand to hand fighting and an expert at throwing silverware. At the age of 14, he struck a deal with a demon to become the best butler he could be. This gave him amazing speed while using only his fists and great accuracy when throwing silverware. When he was 16, a paladin killed the demon, and he was able to keep his powers and his soul. At the age of 20, he pissed off the wrong kind of person who implanted a small bomb inside his head, if he doesn't hug someone every 3 hours it will go off. It starts beeping when he has only an hour left, and then it gets faster and faster until he runs out of time. Thankfully, he has trained himself to only need to sleep 10 minutes an hour. He came to Nexus through the world connection service on his world, which is a major stepping stone between all of the worlds. You can reach any world by traveling to his world, thanks to the advanced technology. Reginald is also an expert on all steam based technology, and, if given enough time and materials, he could build a steam powered mecha. Reginald wishes to find a job in Nexus(having abandoned his old job. He can be hunted down and killed for abandoning his butler job which lasts for life. Kids like Reginald are specially breed to protect a person till the day they die). He wishes to butler again, but not have to butler until he dies. Kids like Reginald are specially breed from nymphs and humans to create a good looking butler.
Age: Middle-aged. About equivalent to a human’s 21
Alignment: Chaotic Sunthinerother.
Class/Profession: Miner, survivor.
Power Rating: C+
Description: A dwarf with grey skin and blue glowing eyes, wears nothing short of leather armor and a mining helmet. Rich, course, black beard. A real dwarven beard. Always has his pick.
Personality: Jaded from spending too long underground, paranoid from too many ambushes, and cranky from the bottom of his boots, but gives respect to those who deserve it and always tries to find a third option.
Equipment: Heavy pick, mining helmet, leather, and survival equipment. Often carries enough rations for three days.
Has since received a helmet of the mist from a random encounter.
Abilities: As a deep dwarf, he has darkvision and low-light vision better than mountain dwarves. The mines have served as a bottomless resource for honing his body into a hard mass of muscle and bone. The creatures in the caverns of the depths have helped train him in with his pick, fists, feet, and whatever else might be in his hand at the moment. Finally, deep dwarves are prone to a rage in which they focus on one enemy until they are dead. (There are two ways to read that sentence, both are accurate)
Backstory: Cut off from his mining party, Darst had to navigate the tunnels, hoping that he would find a recognizable path before something else found him a recognizable meal. Surprise: he found his way to the surface. Now what is a hard core deep miner s’posed ta do?