Aliases: Chez; that Blood Crazed Wolf; Fenrir Blackpaw. Race: Thrashian, A Highly Muscular Breed of Anthropomorphic Direwolf-Fox Hybrid. Alignment: Chaotic. Evil, Good or Neutral Depends on his Mood. Class: Heavy Weapons. Description: A Muscular and Powerful Lupine Male, Standing at about 11' 8"* On Digitigrade Legs that are as quick as they are Muscular. His fur is Burnt Orange with Tan Markings on his Chest and Mid Tail, And Dark Brown fur on his Mane, Hindlegs and Forepaws, and the Tip of his Tail. He has a Mess of Hair Ressembling a Frill that droops from his forhead to his Midback, and His Arms are Powerful and are Capable of Tearing his Prey to Shreds with the Sharp Grey Claws on His Quad-Digited Paws.
*Subject to Change due to the Ability to Regenerate/degenerate his Own Organic Tissue, Allow him to Morph into Any form of Canine, Morphic or Not Morphic.
Spoiler
Personality: A wise Cracking, Horny, Curtian-ly Adept Hyper-Masculine Tough Guy, Chez is Basically a Fluffy Duke Nukem. Equipment: Cargo Shorts filled with Infinite amounts of ammo, As Well as the Following Weapons:
AR-15/M-4/M-16A2/G-36 Assualt Rifles; Benelii M-3/M-4 Super 90/SPAS-12/Remington 1100 Semi-Auto Shotguns; Mossberg 500/590 or Remington 870 Pump action Shotguns. M-14/Remington700P Sniper Rifles. MP-5/UMP/P-90 Submachine Guns; an MGL-MK1 Grenade Launcher (Loaded with Sting/Tear Gas/Flashbangs) and M-1911/Sig Sauer P226/Glock 18/Berreta 92/Five-seveN pistols. Backstory: Chez used to be two Separate beings, a Russian Human Scientist and a Banished Wolf from Asgor, son of the God Loki. The Wolf was used to Create Genetic Material for a Super Soilder, The Scientist was Tried for Treason, and in a Desprite Move, injected him self with the Wolf's DNA, Opening an oppourtunity for the wolf to Possess him.
Last edited by Chezmarine : 01-31-2012 at 11:48 PM.
Alias: Cor, Core, patchworkGargoyle Gender: Male Race/Species: Troll Age: Seven Solar Sweeps (around fifteen human years) Alignment: Chaotic Neutral with some Chaotic Good leanings. Class/Profession: Bard of Void Power Rating: C Description: Corfff stands at average height for a troll, and has short black hair. There are four small bald spots on the top of his head where his horns used to be before they broke off. His wears patchwork clothing of many colors, all sewn together from scraps he's found. He has what looks like a rather large needle threaded with rope strapped to his back, and a battered and dirty-looking red squiddle on his head Personality: Corfff can come off as a slow to act and self-centered. He cannot make spur-of-the-moment decisions. Equipment: A dozen empty captchaloge cards, a large telescopic troll-horn needle, a battered and dirty-looking squiddle, and a long piece of string that acts as his fetch modus Abilities: His strife specibi are Threaded Needlekind and Plushkind. His fetch modus isn't good for using in combat. He is a good planner and strategist. He is not good at improvising. Backstory: To Come Later Miscellaneous: His fetch modus is Knotkind, where each item is given a knot on his string. The more complex the item the more complex the knot. To retreive the item one must untie the knot. He has a penchant for writing haikus. His Kernalsprite, known as Baronsprite, was prototyped with Corfff's dead lusus(a large silkworm) and a repaired scalemate named Baron Peglog von Baconface. As such it takes on the shape of a worm with a damaged scalemate head.
__________________
Quote:
Originally Posted by C'nor
"Then next time, don't build your block house in his territory, dear. Now please stop trying to mindcontrol the daughter of someone who could lock us both inside our own heads for the next million years or so, alright?"
Yohalles, the Wanderer
Lonel, Gentleman Luck
Jongo, God of Sea-Life
Thankyou Raven for the brain-bleach worthy avatar.
Alias: Cliff, Chip, Limey, Marblehead Gender: Nothing by biology male by personality Race/Species: Stone Golem (He tries to hide this by covering most of himself up) Age: Somewhere in the mid to high centuries range Alignment: Chaotic Neutral though he sometimes leans into Neutral Evil Class/Profession: Survior/Wanderer/Fighter Power Rating: C to B- ? Description: Stands at about five and a half feet tall.
Personality: Can seem distant and emotionless Equipment: Whats shown in the image plus a dozen shells of varrying types, a small pack, an everfull bottle of vodka thats always half full, a teleportation key, a matchbook, and a small punched captchalogue card necklace thats worn underneath his shirt. Abilities: All the things that come with being a stone golem (Immunity to pain and diseases, the strength of three men) He's a decent fighter (around a D+ or C- range) Backstory: To Come Later Miscellaneous: His mouth leads to a small storage cavity. He can cough up whatever is stored in it or spray it out of his mouth.
Has a small wick attached to his bottom 'lip'
__________________
Quote:
Originally Posted by C'nor
"Then next time, don't build your block house in his territory, dear. Now please stop trying to mindcontrol the daughter of someone who could lock us both inside our own heads for the next million years or so, alright?"
Yohalles, the Wanderer
Lonel, Gentleman Luck
Jongo, God of Sea-Life
Thankyou Raven for the brain-bleach worthy avatar.
Description: Nadia has pale skin from a lack of being exposed to the sun. Her eyes are inhuman, they have pure black sclera with violet irises and silver pupils. Her hair is perhaps her most interesting feature. It's quite long, almost reaching the middle of her back. The hair itself appears to be made of of many tiny strand of some red liquid if one looks very closely. It's hard to pick out individual strands except for where the liquid drifts and moves slowly like hair underwater. Encircling her head is a band of knotted silver strands with a silver disc settling in the center. Her body is lean and somewhat muscular, the result of manual labour while still mortal. Her has a nice figure, but often doesn't bother to show it off. She prefers casual or working clothing that even hides her body. As of late, however, she's began wearing much more flattering clothing.
Personality: Nadia is a friendly enough person and fairly happy. She doesn't have too many worries and it shows in her demeanor most of the time. The notable exception is anything regarding romantic relationships. However, since starting to date Irena, she's grown far more comfortable with the topic as she embraces her sexuality.
Equipment:
Spoiler
Equipped:
A silver and gold ring with a large diamond set in it. It marks her engagement to Irena.
A silver, heart shaped promise ring matching another worn by Irena.
A twisting silver ring with a garnet set in it. It marks her former position as Page of Rings in Genesis' court.
A four sided, wooden shuttered lantern. It has a hook on the top to be held onto or to hang it up. Inside burns a purple flame. If anyone but Irena looks at the lantern it will induce psychosis in them in some way that varies from person to person. The effect lasts only as long as they are looking at the flame.
Inventory:
Kantharos. A gift from Dionysus. It can produce any wine that he or any of his followers has ever produced and in whatever quantity she desires.
A pair of earrings that enhance her hearing when worn.
Stash:
Abilities: Nadia has sworn an oath that grants her a measure of power over water. She can control and manipulate it at will and feel it's flow as if it's a part of her. This is especially true for blood, both hers and that of those around her.
Nadia has a couple abilities that come with being a lampades. She can jump through one flame and emerge through another over short distances. She is also completely immune to fire.
As a result of her pregnancy with the child of the goddess Tlazolteotl, Nadia has manefested a number of traits and abilities that fall under the goddess' domain: Scorpions, deserts, beauty, mothers.
Scorpions: Attract and control scorpions, turn into a scorpion, immune to scorpion venom (which instead has a positive effect), manifest scorpion poison in her mouth.
Deserts: Access to a personal sanctuary by turning the doorknob on any door three times to the left. It is a small oasis where the sand is white and the water is red. There Nadia can wield all of Tlazolteotl's power.
Beauty: Slowly and subtly shift the construction of a building to meet her own desires.
Mothers: If any child of hers is in danger, she will be able to feel it and summon super-human strength, speed and endurance for a time. A mark on her right that appears to be a black heart shaped shield represents this.
Backstory: Nadia had a fairly normal life growing up. Well, normal for a resident of Gul-Thadar, which is a city of vampires. She was an only child and grew up with her parents. Soon after leaving high school she joined the construction industry and has been working there ever since.
Society, along with her family and friends, were not very accepting of homosexuality. Thus, Nadia has been in the closet about her own sexuality. Aside from one close friend, no one knows. Perhaps they thought it odd that she never dated and turned away anyone that showed an interest, but nothing could be confirmed. It did have an effect on her, however. She took to focusing on her career and it took up much of her free time. She would always wear unflattering clothing and no make up as to not attract much attention. She lived in fear that her supposed lack of interest in all things romantic would be called into question, and she never thought she would find anyone to be with.
Miscellaneous: Nadia has sworn a powerful oath to gain the power over water and blood that she has, and she must obey it or lose those powers.
"I will revel in the fullness of each moon and anoint myself with blood as it passes; it will know my devotion by my sacraments."
Nadia must remain close to her lantern and its flame must remain lit. If either of these conditions are not met she will grow exhausted after two days and fall into unconsciousness after the third. If her lantern were to be destroyed she would die.
Her blood burns if it comes into contact with the air. She is also far warmer than a normal person.
Alias: Glarf Yellowneck, Nenan Allthought, Retil Elfconker, Arthik Grumblefudge Gender: Male Race/Species: Halfling/Continuum-Cursed Age: 12-144 Alignment: Lawful Neutral to Neutral Evil as he progresses in age Class/Profession: Wanderer/Bard Power Rating: D- to B- Description: Flarg at age 27 Flarg shortly before his death Personality: Depending on the age of the Flarg you encounter he can be scared and confused, naive and excited, blunt and flamboyant, or old and jaded. Equipment: Depends on what age Flarg you encounter. The older he is the more items he has, going from the clothes on his back at age 12 to a dozen or so magical items of varying status at age 116 Backstory: Flarg appeared in The Nexus with his family when he was around six years old, victims of a teleportation mishap. They settled in quickly enough, and that was that until Flarg turned 12. On that day he discovered his family's curse. Every other generation's firstborn son is gifted with the ability to timetravel. Unfortunately he cannot control this gift past deciding what else goes with him. Miscellaneous: It takes about twelve seconds for him to fully fade out of the timeline.
By the time he is 24 he's learned to control the gift enough that he can choose up to 288lbs of organic and nonorganic material to take with him.
The time between "jumps" ranges from a couple years to a couple moments, its random.
__________________
Quote:
Originally Posted by C'nor
"Then next time, don't build your block house in his territory, dear. Now please stop trying to mindcontrol the daughter of someone who could lock us both inside our own heads for the next million years or so, alright?"
Yohalles, the Wanderer
Lonel, Gentleman Luck
Jongo, God of Sea-Life
Thankyou Raven for the brain-bleach worthy avatar.
Alias: None. Gender: Male Race/Species: Dark Elf/Drow. Age: 64 [21 in human years] Alignment: Chaotic Good to Chaotic Neutral Class/Profession: Bard/Nurse Power Rating: C- Description: Elkandar is tall, with a square jaw and blazing blue eyes. His braided white hair leads down to his waist (he wears a bandanna over it). His face is generally smiling and friendly, masking his wild emotions. He is missing his right hand, cut off by a halfling thug in a sewer.
Spoiler
Equipment: Lute, bandanna, raven pet, vest, flowers in hair Abilities: Magic, and an extremely beautiful voice. Backstory: Elkandar is an outcast. As a child, he was abandoned, his matron mother saying that "males don't have a place in the B'xarenef house." A couple of dwarves who were looking for a precious metal for their god as that week's offering stumbled upon a small bundle in the caverns. They found Elkandar. Elkandar lived with the dwarves for the next ten years. He tried to fit in, but his long and nimble fingers just were not built for all the smithing that went on inside the dwarves' mountain home. So, after saying goodbye to the few dwarven friends he had made, he set off into the world. Even so, he has learned tales from all corners of the world, and hopes to one day travel to the Feywild and live among eladrin who will accept him for who he is. He has taught himself how to play the lute, and hopefully will find other drow that he can empathize with.
__________________ zimmerwald1915 made my avatar!
Spoiler
Quote:
This is the thief who likes to hoard,
That loves the bard with the puppet Lord
That admires the fighter with the green-hilted sword,
That employs the Wizard, whose bird is ignored,
That has the gender unexplored
That intrigues the Halfling, usually bored,
That slew a mountain of the goblin horde,
That follows the cleric,
That serves the lich,
That seeks the gate,
That guards the snarl,
That lives in the prison the gods built.
Last edited by Dark Elf Bard : 05-31-2012 at 10:59 PM.
Alias: A very large number. Too many to be listed here, even.
Gender: Appears male most of the time, but no one really knows for sure.
Race/Species: An agent of cthonic, basically.
Age: Unknown
Alignment: Something along the lines of Lawful Neutral, with incredible evil leanings due to whom he serves, and incredible good leanings because he really has no desire to harm anyone.
Class/Profession: Agent.
Power Rating: B rank
Description: Though he may change his appearance, the Agent naturally appears as a floating business suit with tentacles forming crude replicas of most human body parts.
Personality: Usually highly passive.
Equipment: Nothing major.
Backstory: No one really knows.
Miscellaneous: Anything else that you wanna put down.
Alias: He Who Imagines
Gender: Male
Species: Primordial
Profession: Multiple/Various/Primordial
Power Rating: Either 10 or S Rank. But Raziere is a giant Primordial world-body, so "he" can't really interact with anyone on a personal scale, and any shows of power would be epic, big powerful displays against things as vast and all-encompassing as he is. His Soul Hierarchy is weaker though and can interact with people on a personal scale:
Third Circle Devas: 7-8 or A
Second Circle Devas: 5-6 or B
In Addition, Raziere can create various servants known as First Circle Devas that aren't a part of his Soul Hierarchy, but are nevertheless loyal to him and have their own jobs. There is no limit to how weak a First Circle Deva can be, but they never exceed Second Circle Devas in power, the maximum power rating they can have being either 4 or C+.
Description: He is a vast world-city powered by Icefire, with various lights and skylines naturally grown from his ground and tubes and streets of flying cars and other super-advanced technology flying around everywhere being driven by various First Circle Devas, while his Second and Third Circle Devas rule from on high.
Personality: His individual Third and Second Devas each have their own personalities and identity, since they each represent a single facet of Raziere's greater personality, identity and soul. To truly sum up Raziere's personality would be an in-depth study of all the Third and Second Circle Devas and how they interact with one another, since Primordials are complex things with multiple souls and with thoughts too big for one mind to think.
Powers:
Again, due to the vast encompassing nature of Primordials, its hard to sum it up. But generally Raziere can do anything that is within his themes, namely anything having to with technology, imagination, eccentricity and other such things of Raziere's personality, outlook on the world and his methods. However things outside his themes he does a horrible job at.
His various Third and Second Circle Devas however don't have access to this godly power, being only a single facet or face of the greater Primordial and generally have powers that relate to themselves, and are mostly unique to the Deva.
His First Circle Devas however are created to each do a certain job and do it well and pretty much nothing else, so their powers often only relate to what they are meant or designed to do. one species of First Circle Deva generally can't do what another species of First Circle Deva can do.
Backstory:
Raziere was once an Infernal. He had Exalted as a Defiler (with some Ebon Dragon charms on the side) and gone Devil-Tiger after rebelling against the Yozis. However he went farther than other Devil-Tigers and somehow found a way to learn Raziere Cosmic Principle even though that should be impossible….Many speculate that he might've messed with the Shinma themselves to do this, but Raziere is not telling how he did it.
and then he gone away from Creation, becoming his own world, populated with his own Devas and soon finding Nexus after much slogging through Pure Chaos, what he intends to do now is anybody's guess, but the fact that he is letting his First Circle Devas go into Nexus peacefully to trade probably means he is benevolent.
Alias: Jurga/Jurga the Hutt Race/Species: Hutt Gender: Hermaphrodite (Male Personality) Age: Early-to-mid 300s Alignment: Lawful Neutral Class/Profession: Merchant Power Rating: 3 Description: Jurga is, like all Hutts, a gastropod with a semi-humanoid upper body. He is slightly thinner than most Hutts, however, and his ruddy orange skin is marred with the brown stains of dried mucus. It seems as though the Hutt has seen better times. He seems especially self-conscious when he glides around on his "foot." Besides three bandoleers wrapped around his tail, Jurga wears no clothing. Personality: Jurga the Hutt is more trustworthy than most Hutts, but that is not saying much; While he will never directly lie to his customers, telling half-truths is not out of the question. Like many of his more successful brethren, Jurga wishes to acquire vast wealth and a reputation demanding of respect. Unfortunately, his code of honor when dealing with customers and illegal actions may make him unfit for this goal. While Jurga may be willing to sell contraband, rob rivals, ad scam passersby, he will have no part in spicerunning or murdering in cold blood. Equipment: Jurga carries a few items in his three bandoleers, including a few credit chips (with varying amounts of money on each), a universal translator (Jurga only speaks Huttese, so it is necessary to communicate with other people in the Nexus), and a sporting blaster for defensive purposes. On his ship, he has roughly 60 metric tons of cargo; this cargo is composed of miscellaneous pieces of technology from all over the Star Wars universe, which he is more than willing to sell for those who wish to buy. Abilities: Jurga's abilities are just the standard traits of Hutts; His mucus covering absorbs glancing shots from blaster pistols and even direct shots from sporting blasters. Although not as corpulent as other Hutts, his layer of blubber does cushion him from low-caliber bullets. He can see into the ultraviolet light spectrum. Backstory: Jurga Peora Blera (born of the Preora clan) was always the black sheep of the family. Whereas his siblings were constant rivals of each other (and oftentimes even tried to sabotage or even maim each other in order to become their parent's favored heir), Jurga was often left alone for not being politically savvy enough. This lack of enthusiasm in Hutt criminal politics, as well as his need to have a code for business deals, made him the least of the three Huttlets in the eyes of his parent. When he grew older, he was stationed on the isolated ice world of Nar Hekka by his clan. Wanting to be something more than just an accountant that his kajidic had abandoned. Stealing a Barloz-class freighter with a Twi'lek slave and droid that he had befriended during his time on Nar Hekka, Jurga abandoned his post only to be pursued by several hitman from his clan. In an attempt to escape, he entered hyperspace before the calculations were complete- and somehow entered the Nexus.
Ehofaleo'Ri
Alias: Ehofale Ori (humanized name) Race/Species: Twi'lek Gender: Female Age: 23 Alignment: Chaotic Neutral Class/Profession: Dancer/Merchant Power Rating: 2 Description: Ehofale is a beautiful Twi'lek in her early twenties. She has a very pinkish hue to her skin, and her twin lekku (the headtails) are draped over her shoulders. Minor freckles can be seen on her face. Like most Twi'leks, she does not have hair or eyebrows. She stands slightly shorter than her employer at 5'4. She doesn't exactly dress modestly (then again, most Twi'leks rarely do). Her speaks with a slight French-like accent. Personality: Ehofale grew up in a life full of slavery to the Hutts, but she does not allow that to bother her; she is free now, and she wants to enjoy that freedom for the rest of her life. As a result, Ehofale is the sort of person who rolls with things, and doesn't let much upset her. She is quick to make friends. Having not been with fellow Twi'leks for nearly half her life, she prefers to use her Core Name (i.e. her humanized one). Equipment: Having been a slave before her escape with Jurga, Ehofale does not own much. She has a decent amount of credits to her name, and a single concealable weapon for protection; a highly illegal vibroknuckler. Abilities: Ehofale is fairly agile and flexible, which can make her surprising good at hand-to-hand combat when combined with her very lethal vibroknuckler. Backstory: Ehofaleo'Ri was a young Twi'lek girl born to the Ri clan in the city of right after the start of the Clone Wars. Joreikna was dependent on the slave trade for its income, and as a result Ehofaleo'Ri was one of several hundred Twi'lek children to be sold (she was twelve at the time). As a result, she has spent a little under a third of her life away from her home and family. To be honest, she doesn't even really see her species homeworld as her home anymore. After spending most of her life as a dancer for a particularly infamous Hutt lord on Nal Koska, his death led to all his belongings (including Ehofale and S19-8R) being liquidated. Both the droid and the Twi'lek were purchased by an unscrupulous crime lord on Nal Hekka, and for the next four months lived in a frozen hellhole of a planet. During this time, she had befriended the outcast Hutt Jurga. When he finally decided to flee the world, he brought Ehofale and S19-8R with him, and the three have been flying together ever since.
S19-8R
Alias: None Race/Species: S19-series astromech droid Gender: Not Applicable Age: 13 Alignment: Neutral Class/Profession: Expert Droid Power Level: 2 Description: S19-8R is a box-like astromech standing about one meter in height. Unlike the more common R-series astromechs, S19-8R travels on a single, treaded wheel. The arrangement of compartments on its chassis is very similar to that of the R2-series astromech droid, probably hinting that LesTech corporation "borrowed" elements from Industrial Automaton's design when creating the S19-series. Its head is flat, and ends in a single eye placed in front of the body. Its chassis is white with orange panels. Personality: 8R is a quiet, dependable droid. He doesn't talk much (mostly because most people don't understand him), but is hard working and tries to be polite. Despite being rescued from Nar Hekka by Jurga, S19-8R doesn't really feel any loyalty to him; its been abused several times by Hutts who used it as entertainment, so it dislikes most Hutts. Until it finds a better way to live its functional cycle, however, it will continue to serve Jurga and Ehofale. Equipment: S19-8R doesn't really have any equipment, besides a few modifications made by Jurga; S19-8R has had part of its plating replaced with a more durable Mandalorian iron alloy, and had its astrogation buffer and holorecorder gutted in exchange for a portable shield generator. Abilities: S19-8R is capable of plugging into most computers, slicing into security mainframes, and
__________________
Thanks to Ceika for the Jurga the Hutt avatar!
Last edited by RandomPoster : 01-29-2012 at 01:00 PM.
Name, with titles: Prince Vyrn I of the Altaran Dominion, former Emperor of the Acronymian Empire (legally Vyrn Altaran)
Sex: Male
Appearance: Vyrn is a man of medium build, light skin, and black hair, with dark blue eyes. Being royalty and thus having rather snobbish standards, he keeps himself very well-groomed and rarely seems to appear different than usual. He frequently wears an old uniform from his days as Emperor.
Background: A prince of a fallen nation who came to the Nexus, Vyrn did as fallen morally questionable royals are known to do, and took over Inside in a bloody war, creating what was known as the Acronymian Empire (the name influenced by the entire region's at the time). Though controversial, he was never ousted by civilian revolt. Eventually, however, he was ousted by his own military thanks to wasting resources on his own personal security, and vanished from the Nexus for a time. He eventually returned, using some leverage from a device only he could operate to be allowed in the city of Inside again, eventually gaining an advisor's seat on the Council. Now, however, his ambition has risen again, and he is no longer powerless.
Personality: Vyrn is known to be both highly ambitious and paranoid. He's able to keep up a very polite air, but privately, he looks down on habits he views as too 'commoner'-like, preferring high-class environments. He hasn't shown much beyond that, owing to his own paranoia. Judging from his behavior as ruler, however, it can be inferred that he has a vengeful streak, refusing to let anyone who violently crosses him live, but allowing peaceful protesters to remain unharmed. Nor can he be particularly prejudiced beyond his royal nature, as his regime treated all equally, except for rebels.
Abilities: Vyrn has a number of abilities he gained during his time in the Nexus. He is capable of turning intangible, flying, and reading emotions. Finally, he can manipulate others' short-term memory-but only on touch. Beyond these supernatural powers, he has evidently gone through military training at some point, and is proficient with many weapons.
Known Equipment: Vyrn is known to use a high-powered plasma pistol and has access to the Sanctuary's armory.
Faction: Altaran Irregulars
Spoiler
The official name of Vyrn's personal force, currently based on the old Imperial aircraft carrier Sanctuary.
The Irregulars come in numerous varieties of people, their motivations varying greatly. Some simply wanted the opportunity to work on a flying aircraft carrier, some simply want the paycheck, among others. Others were survivors-some of the old Imperial crew remained. This mainly consisted of some pilots and the engineering crew. While they normally wouldn't follow Vyrn again, he did essentially rescue them and get them out of that pit. They currently don't have particularly great manpower beyond what is needed to operate the ship and its aircraft complement.
Assets
Airborne Aircraft Carrier Sanctuary
Spoiler
The Sanctuary is an aerial aircraft carrier dating back to the time when the Acronymian Empire ruled over Inside and much of the territory around it. It was the first of its kind built by the Empire itself, followed by Spectre and Supremacy.
Thought lost when the Empire spontaneously collapsed, it has since been recovered by the former Emperor, Vyrn, who now commands the vessel-ironic, given that he was originally deposed long before the Empire collapsed.
The vessel's crew is deceptively small for a ship of its size. The ship's computer systems have been upgraded heavily, cutting down on crew requirements. This frequently makes the ship seem rather empty. As for what crew is present, it comes from many backgrounds. Some want a paycheck, some simply see a great opportunity. Some are ex-Imperial engineers and pilots grateful to Vyrn for saving them. These men and women are collectively known as the Altaran Irregulars, and the Sanctuary is their main (and only, for now) base.
Description
Spoiler
The ship looks rather like this, though it is not entirely the same as what its base is taken from, mostly in the area of armaments. It does not possess the same level of armaments as the other massive Imperial craft did, lacking bomb bays entirely. It does, however, have several rapid-fire laser turrets and, to a lesser extent, laser cannon emplacements for defensive purposes.
What the Sanctuary excels at, though, is obvious. It's an airborne aircraft carrier for crying out loud. It carries a large number of aircraft, likely inspired by the relative success of the aerial battleship Haven's deployment in the brief and bloody Acro-Felinian Conflict, backed up by large numbers of aircraft, but with many of them wiped out or found to be damaged beyond repair upon returning. The Haven itself narrowly averted this fate as it returned to Inside. The Sanctuary was meant to eliminate that weakness.
Aircraft
Spoiler
SF-01 Gatekeeperx16
Spoiler
Continuing with the naming theme of the Haven and Sanctuary, the SF-01 Gatekeeper is a craft designed for air-to-air combat. The aircraft has powerful twin engines and much more traditional landing gear than your typical Acro-Imperial fighter, instead of the space heater-like landing repulsor unit. More distinctively, the craft possesses forward-swept wings. The SF-01 has two laser machine guns on the front, along with 8 rather small anti-air missiles in an internal bay. Four larger missiles are mounted on the craft's wings. The internal missiles are small and traditional, but the four larger ones explode into showers of plasma.
SF/A-01 Blackjackx8
Spoiler
The SF/A-01 Blackjack doesn't carry any particular nickname pattern, though its nickname may be in reference to its role as a jack-of-all-trades compared to the SF-01 and more specialized ground attack jets. The craft is rather conventional, with more traditional wings than the SF-01 or SSF/A-01. It has dual engines and dual rapid-fire lasers, more like the SF-01. The SF/A-01 carries a more balanced payload than the other two aircraft. It possesses 4 small air-to-air missiles and 4 small air-to-ground missiles in an internal bay, and has two of the larger, plasma-showering missiles, one on each wing. These are only notable for being standard-purpose It possesses two conventional bombs, mounted on the wings alongside the larger missiles.
SSF/A-01 Vengeancex2
Spoiler
The SSF/A-01 is a newer multirole stealth jet designed in the wake of two sieges on Inside, the first being the Acro-Felinian war and the second siege being staged by presently unknown forces believed to be linked to the destruction of the Haven. The SSF/A-01 was designed to eliminate mass casualties suffered by Sanctuary fighters in the second of the two sieges to enemy anti-aircraft fire. This craft is meant to be able to slip in, attack, and slip out without being fired upon once again. As such, it is capable of cloaking, and its engines are quieter than those of a normal aircraft, though not to the near-silent degree of K-Corp whisper engine technology.
In appearance, it is a semi-futuristic jet aircraft with very odd wings. They appear similar to those of this aircraft at lower speeds. When it achieves a high enough speed, these wings 'fold' backwards, becoming more similar to this.
The SSF/A-01 is armed with twin medium laser guns. These are essentially powerful armor-piercing laser guns with a slower rate of fire than your standard rapid-fire lasers. These are designed with surprise attacks in mind, for dealing maximum damage with less firing.
The Vengeance lacks bombs, while it does carry missile weaponry in internal bays. It carries six general-purpose standard missiles, made more difficult to store due to being general-purpose rather than dedicated-purpose, which made more guidance systems necessary and made it more difficult to miniaturize them.
In addition, Vengeances may be fitted with up to four other more unique missiles, named Driller missiles. They are essentially anti-armor missiles in that they have an Annihilator Rocket-like end, an explosive rod that is driven into its target on impact. However, unlike the Annihilators, they do not throw explosive shrapnel, instead releasing a small amount of extremely volatile gas into the air that ignites violently due to the, you know, explosion, essentially adding a smaller, but still significant, blast to the missile. The gas ignited is actually an altered version of that used in the ISF Inferno Heavy Blaster, only going beyond its power. These are not used often due to rarity and expense, meaning the extra room is often used to carry more normal missiles.
K-Corp Harpy Gunshipx2
Spoiler
This VTOL craft is old even for Imperial materiel, dating back to when K-Corp still supplied the Empire.
These resemble Orca gunships, only with a rapid-fire laser turret on the nose and wing-mounted turbolasers instead of missiles for weapons. In addition, they are jet black and come with extremely quiet whisper engines.
Evolution Industries EvAV-1 Gunshipx4
Spoiler
A VTOL aircraft very similar to the older K-Corp Harpy Gunship, the EvAV-1 unfortunately lacks its predecessor's whisper engines, that technology not being in Evolution Industries' possession. Instead, it uses a more advanced repulsor drive similar to those found in hover vehicles to move and remain aloft, emitting a loud, low-pitched humming noise when active. It is also black in coloration, and is armed with twin heavy laser cannons and a single rapid-fire blaster turret, arranged very much like the Harpy's armaments.
These seem to be inferior overall compared to the older K-Corp craft, however.
Evolution Industries EvAV-2 Transport (x6 Normal, x4 Stealth)
Spoiler
The EvAV-2 is simple-a transport variant of the EvAV-1. It's more boxy and less well-armed, sporting only the blaster turret. However, it contains room for up to 14 troops. Some EvAV-2s come in stealth transport variants originally used by Imperial stealth commandos.
The ship has a maximum complement of 85 aircraft. Currently, the count stands at 42, meaning it is operating at just under half-capacity.
Locations
Spoiler
Bridge
Spoiler
The Sanctuary's bridge is the control center for the entire craft. It often seems rather empty for the most part. Many of the consoles are usually unattended, the improved computer system dealing with their operation on its own, though they have not been removed. In case the system fails, they can be taken over manually.
Barracks
Spoiler
These are fairly standard living quarters for a flying military ship, not meriting much description.
Engineering
Spoiler
The main power supply of the ship, a fusion reactor, is located here. Engineering mainly manages the ship's power, along with its engine systems and limited weapons.
Flight Deck
Spoiler
The flight deck is the launching and landing area for all of the Sanctuary's craft.
Satellite Uplink Room
Spoiler
Vyrn has re-obtained MagSat access, and this room is used to observe the spy satellite's feed.
Armory
Spoiler
The ship has an armory, though it is rather devoid of larger, more raw-power equipment. Notable equipment includes:
Pulse Weapons
Spoiler
Weapons dating back to the Empire's beginning days, pulse weapons did not see much use in its later times, thanks to K-Corp-their main manufacturer-exploding under unknown circumstances. As such, these are not as available as other weapons in the armory, and cannot be reliably replaced if lost.
These fire rapid, hot energy pulses, and come in rifle and carbine forms. Pulse weapons are capable of piercing light armor, and their own power cells are very high-capacity, rendering reloading a moot point in combat.
EvR-1 and EvP-1 Blasters
Spoiler
Evolution Industries blaster weapons largely replaced K-Corp pulse weaponry in the Empire's later days. These weapons' energy projectiles are not quite as powerful as the discharge from pulse weapons, and their power cells are limited. A rifle is limited to 30 shots before its power cells run out and must be replaced, akin to reloading. Pistols, being smaller, only have 12.
However, EI blaster power cells slowly recharge on their own over time. The blaster rifles also sport adaptable frames, suitable for numerous customizations. Should there be any of the magically-inclined around, the cells can be enchanted to use other more magical energies, and will automatically recharge with those instead.
EvA-1 Light Armor
Spoiler
A lighter armor type originally meant for Imperial Army scouts, it offers little protection against stronger attacks (though it'll protect against lighter weapons provided one is not under sustained fire) and is designed with maximum mobility in mind. The EvA-1 armor comes with a full helmet with a number of scanning features, including x-ray, infrared, night vision, and magic-detecting settings.
EvA-4 Stealth Armor
Spoiler
This armor type, colored jet-black, is suited for special forces, and is fully sealed with some life support capabilities for extreme environments. It has a built-in cloaking device and its helmet comes with EvA-1-level scanners. On top of this, it is more protective than the EvA-1 armor, holding up better against sustained fire, though it will still not stop armor-piercing or heavy weapons.
Melee Weapons
Spoiler
There are a few melee weapons in the armory.
One is the Supercharger combat knife. A device in the knife's hilt transfers electricity into the blade, electrocuting it and allowing for greater power. This feature can be turned on or off at will by the push of a button.
EvM-1 Infernal Edges also appear, mostly in combat knife form as well. These have extra-sharp black blades that can be further amplified by a different device in the hilt that superheats the blade to a deadly degree. A few of these, oddly, seem to come in rapier and cutlass form.
Notable Personnel
Spoiler
Prince Vyrn I of the Altaran Dominion, former Emperor of the Acronymian Empire, Captain of the Sanctuary, Leader of the Altaran Irregulars
Note that the lengthy 'name' there includes his titles. It is usually abbreviated to 'Vyrn Altaran', and he is referred to as 'Captain' by the crew.
Mysteries
Spoiler
Some mysteries still surround the Sanctuary and its current status. No sign of most of the original Imperial crew remains, and half the ship's aircraft complement was completely missing when it was finally recovered. No one knows how it reached the location where it was found either, and navigation data recovered from the bridge cuts off around the time of the Fall of the Empire-nothing beyond that was available, and therefore a large gap exists between the previous data and the new data from the ship's recent re-launch.
Beyond that, the atmosphere aboard the ship often seems rather eerie, the crew often feeling as if they're being watched, even when no one else nor any security cameras are around. Some crewmen claim to have seen ghosts, but whenever anyone tries to investigate such claims, no such spirits appear. Those who remain of the old Imperial crew who have been asked about it stubbornly refuse to speak of it.
Remnant Alliance
Spoiler
Beyond the older equipment listed as held in Sanctuary's armories, the Irregulars have gained access to funding and technology from Remnant in an alliance with them.
They are robots designed to be goblins. They have free will and emotions, and even a soul, however most are loyal to whom they call the Great Creator Zarakkan. They do whatever various jobs Zarakkan has designed them to do, from helping design things to doing various public servant or maintainery to labor to even fighting as soldiers.
Zarakkan allows individual Technoblins to go do what they want if they don't want to serve under him anymore, but Technoblins fervently worship him as the Great Creator and mostly follow the orders of both him and The Blessed One, a Technoblin Zarakkan specially designed to be their religious leader so as to keep their devotion to Zarakkan under control.
Most of them look like robotic goblins, with steel plating for skin and big, circular glowing eyes and no mouths, yet they can still speak. However many Technoblins personalize their plating with various paints, symbols and pictures on themselves to distinguish themselves.
The Modified One
Spoiler
Race: Technoblin
Gender: None
Description: A black plated Technoblin with red slitted eyes, different from the rest of the Technoblins
Personality: Sarcastic, bitter, doubting and cynical. The Modified One was designed specifically by Zarakkan to NOT be a Creator-worshipping servant that most Technoblins are, and is instead a saner, more realistic agent of him, but somewhat darker and more bitter because of it because he still serves Zarakkan.
Powers:
He can magically make himself look like a normal goblin for disguise, spying and sabotage purposes.
Super-Athletics: Basically covers all the improbable and cool things an action movie star is able to do.
Internal Computer: his own mind is basically a computer onto itself and can even access the internet and communicate with other people with communication technology without needing it himself
Equipment Teleportation Module: Allows him to teleport in any equipment thats necessary to his current operations so that he can use it.
Equipment:
-Various guns from normal modern stuff to super-futuristic lasers
-Various vehicles, but mostly a motorcycle
-A bunch of other little gadgets that you can imagine a secret agent possessing.
Power Rank: C-B or 4-5, depending on your interpretation.
The Blessed One
Spoiler
He is like most Technoblins, but he wields powerful Divine Magic, equivalent to that of a high-level DnD Cleric. This is not because of any worship of Zarakkan giving him power, but because Zarakkan installed a Divine Core into him that does.
As a result his power ranking is B or 5-6. He mostly wears robes and has white plating and round green eyes.
Alias: She changes her name when she feels like it, really.
Gender: Female
Race/Species: Human
Age: 30 or so.
Alignment: Chaotic Neutral with strong Chaotic Evil leanings
Class/Profession: Wandering priestess of The Fury, addict.
Power Rating: C+
Description: Kirai is a somehow immensely young-looking, often indecent woman with brown hair and blue eyes...she often carries around a sword as well. However, the main thing about her appearance is that this isn't a hard-and-fast rule for how she looks--her life endlessly filling new voids has meant in the past getting very angry when someone presents her with some trifle the likes of which has gotten old, which includes attire and people.
Personality: Kirai is the quintessential addict and thrillseeker, constantly trying to find the next great thing to latch onto. She also is quite violent at times, partially because of some of her specific addictions.
Equipment: The only real keepsakes she has are very specific kinds of drugs--mostly dragon's blood, at the moment.
Abilities: As a priestess, Kirai can cast divine magic. As a priestess of The Fury, goddess of emotion unrestrained, she can fight. She's also acquired knowledge of a fair amount of random trivia in her wanderings.
Backstory: Kirai once was a priest of the Sovereign Host, until she realized how empty that life truly was...after wandering for a time, she found The Fury and never looked back.
Miscellaneous: Anything else that you wanna put down
Alias: Fried
Gender: Male
Race/Species: Human
Age: 32
Alignment: Good
Class/Profession: Fighter Pilot
Description:
Personality: Fred trys to only attack those that have attacked him. He is generally amiable but will fight for whatever cause he chooses without stopping.
Equipment: AK-47 pilot helmet, pilot outfit, and a .44 Magnum
Abilities: Fred is very dexterous but not very strong or smart. He can generaly figure out any vehicle that his life puts him in. But once he gets out of the vehicle he doesn't know what he's doing.
Backstory: To Come Later
__________________
Spoiler
Better than what?
Being Stabbed?
The proper response to a Barbarians riddle is to choke on your cleverness and die!!!
I would just like to point out that my ghost will be both angry and vengeful, and will retain all of my spellcasting powers -
Alias: Eade Gender: female Race/Species: Human Age: 12 Alignment: neutral Class/Profession: none yet Power Rating: (Flexible, will change) Description: A girl of twelve, pale white skin, long hair that is very black. Often wears black, because even if she doesn’t ink gets spilled on it. Personality: Distracted? Aloof? Needs to be solidified. Equipment: None really. Abilities: Doesn’t seem to have anything in particular yet… except for an odd luck that ink gets spilled on her. Really, it’s ridiculous. Backstory: To be updated as it is revealed.
Gender: Genderless, but uses masculine pronouns to describe himself.
Race/Species: Mind Flayer
Age: 121 (human equivalent is about 30)
Alignment: Neutral with no definite moral leanings.
Class/Profession: Metalsmith/Weapons Designer
Power Rating: D-
Description: Zith is about five feet six inches tall, with a sickly purple skin tone. The most obvious thing about him is the collection of tentacles that protrude from where a normal human's mouth would be. On of the tentacles is curled up, and has a burnt look to it, from a smithing accident decades before. His skin is pockmarked with similar burns, and cuts. Behind his face tentacles is a black beak that he eats with. His eyes are crimson red, and he is missing a few finger tips, again from occupational hazards. His scalp has multiple scars upon it. He wears a sturdy set of brown leather armor, and has an iron hammer at his side.
Personality: Zith is a fairly jaded individual, and doesn't have a strong moral compass, and really doesn't have any problems with evil people. Money is his primary motivator, but he isn't greedy or corrupt when it comes to money. He really just wants a place to practice his craft, and try to make new kinds of weapons. Something that never troubles him is thoughts that his weapons kill people, he has come to terms with that long ago.
Equipment:*
-Weapons
•One Flintlock
•Enough Gunpowder and Ammunition for about thirty shots.
•One Dagger
•Smithing Hammer
-Armor
•Leather Armor
•Heat Resistant Gloves
-Misc.
•Various schematics for several exotic weapons.*
•A plain cloak that obscures a majority of his body.
Abilities: Zith is a proficient blacksmith, with a knack for designing weapons. As an Ilithid, he possesses a few psionic talents. The first is telepathy, especially useful as he lack vocal cords to speak. He can't look past surface thoughts, and he never really learned how to read thoughts not directed at him, so he prefers to just broadcast his thoughts so he can participate in normal conversations. He can lift objects of about 10 pounds or less with his mental powers, which proves especially useful in his normal trade. He has the ability to inject one of his young into the skull of a humanoid, but he does that only rarely, if at all.
Backstory: Zith's host was a small time farmer born over a hundred years ago. He was attacked by a Mind Flayer while he was tending his fields, and was implanted with a mind Flayer egg. After twenty years of doing the stereotypical Ilithid thing, terrorizing the helpless and all that, he decided to try his hand at creating things. With a new found interest in crafting weapons, he sought out new ways to practice his skills. He traveled around, learning new methods of smithing, discovering trade secrets, and new weapons. His life was relatively uneventful, except for the time he settled down for a few decades to master ways to make fire arms, and ways to design new weapons.
More to be filled in later
Miscellaneous: Nothing comes to mind at the moment.
Cylon Centurion Unit TPDA (Tauron Planetary Defense Army)-00824
Alias: Centurion Race: Cylon Centurion Model 0005, Warrior Variant (Robot) Gender: Not Applicable Age: 8 Alignment: Neutral Evil (with true neutral tendencies) Class/Profession: Warrior Power Rating: 3 Description: The Centurion is more or less identical to every other Model 0005 in existence. It has chrome-plated armor, stands 6'6, and is said to resemble a walking chrome toaster. Its body is made with metal and plastic, and its "brain" is programmed onto silicon wafers. Like all Warrior variants, this Centurion has a more compact frame than the "standard" model, and a flexible black armor covering over the torso. The head seems a lot more helmet-like than the heads of other varieties, and it has the single red photoreceptor all mechanical cylons seem to share. Personality: This Centurion, like most Cylons, of the First Cylon War Era, is quite bitter about the wrongs done to it by humanity, and as a result has the urge to "cleanse" the world of humanity in the name of its God. After a recent encounter with an inhabitant of the Nexus, however, it is beginning to realize that this job is a lot easier said then done. For now, it intends to remain more or less in the shadows until it can gather the robotic forces necessary to take Remnant down (which is more than impossible, though the robot doesn't realize this yet). Equipment: In addition to its two submachine guns and several clips of ammo, the Centurion has a single concealable blade attached to its right arm. Abilities: Being a robot, it is stronger, more durable, more intelligent, and can even see in the dark better than the average human. At the same time, it is much slower and less stealthy because of the clanking sounds it makes as it walks. While it can communicate verbally, an internal wireless device that allows for electromagnetic communication between itself and another receiver. Backstory: This specific Cylon Centurion unit came into creation roughly three years before the First Cylon War. Constructed by Graystone Industries to serve in part of a Tauron military build up, the Centurion was one of thousands of expendable troops seen as little more than tools by cruel human masters. Forced to fight in a brutal war against its own "family" for the cause of humanity, it became embittered at the thought of following its masters commands. Though its religion would bring it some comfort, it was among the first to rebel at the start of the First Cylon War. Fighting in battlefields ranging from the jungles of Medra to the darkened halls of the colonial ship Brenik, the Cylon had killed its fair share of humans. And it relished in that fact. Its last mission was to engage in the Battle of Scorpia using an experimental dropship called an A-B Raider, though something went wrong during flight and it somehow crashlanded into the Nexus.
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Thanks to Ceika for the Jurga the Hutt avatar!
Homeworld: The Rekoutian homeworld of Rekout (known to early 21st Century Humans as Kepler-22b) is a large M-class "Super-Earth" planet with a radius approximately 2.4 times larger than Earth's. It is a world of varied climates, though it is almost 80% water. Despite being much closer to its sun than Earth is to its own, Kepler-22 produces 25% less energy than Sol, so the average daily temperature around the Equator is about 22 °C.
Year of First Contact with the United Federation of Planets: 2196
Description: Rekoutians are a species of sapient nonhumanoids that resemble four-eyed, furry dromeosaurids. Having evolved on a world with a heavy gravity, Rekoutians are quite strong and agile in standard gravity. Rekoutians have several distinctions that make them a lot less similar to the dromeosaurid animals that once inhabited earth; instead of a layer of feathers, Rekoutians have a thin layer of spindly hairs in order to keep cool in the arid-plains environment where they evolved from (by the equator). Rekoutians lack the clawed digit of true dromeosaurids, but they do have three sets of teeth. In addition to their main set of flesh-rending teeth, Rekoutians have two sets of retractable teeth; one is for the consumption of plants, while the other could be an extra set of either type, depending on gender (females get an extra set of flesh-rending ones, while males get an extra set of flat teeth). Rekuotians are warm-blooded reptilians with an organ redundancy; it is a brain redundancy, which can be found in the hip; this "secondary brain" is little more than a nerve cluster that controls the primal urges of the individual. If This was to be lost in combat, a Rekoutian could live without, though it would be effectively lobotomized. To lose the main brain is usually a death sentence due to bleeding out, but in the event that one can be saved (say, the brain is removed surgically rather than the head being chopped off or sliced open), the Rekoutian is paralyzed reverts to little more than an animal mentally. Why Rekoutians evolved this way is unknown, especially since it seems to be more of a disadvantage than an advantage.
Culture: Like humans, Rekoutians have only united in the past two hundred years, and as a result there is still the signs of many cultures on their world. The most prominent of these cultures at the time of their First Contact with the Federation was a communist society that dominated an large archipelago in the northwestern hemisphere of their world. This culture had its members worship a state religion, an animistic one. As this culture expanded its power, many smaller neighboring states blended the ideals of this culture with their own. Also located in the northwestern hemisphere was a small continent that stretched to around the location where the world's Prime Meridian and Equator intersected. This was home to several separate but similar cultures, which seemed to have all been influences by a long-fallen empire. Their culture was very warlike, though arguably they were the most advanced on the world, having achieved limited warp capability. They had a monotheistic religion involving a mother goddess. Disagreements on the meaning of her holy texts were (and still are) common, but these arguments were rarely the cause for the warfare. This was based on a feudal society. A smattering of islands exist in other regions of the world, each with their own distinct set of beliefs, cultures, and technological advancements. Capitalism never developed on this world.
Technology: As to be expected, being nonhumanoid led to several innovations in both technology and shipbuilding design. Rekoutian ships in particular are designed specifically with the Rekoutian people in mind, and as a result are very alien and hard to understand to most outsiders. When it comes to weaponry, they have mostly standard directed energy weapons with triggers and grips made for their clawed hands to hold. Tools are usually designed to be wrapped around the wrist to be used.
Quick History of being in the Greater Galaxy: The Rekoutians were first discovered by the United Federation of Planets in 2196. At that point, they had already developed Warp 1 engines, which they had used to explore nearby uninhabited systems. They signed a treaty of friendship with the Federation later that year. As trade between the two governments commenced, the Rekoutians eventually began to settle their differences and unify. By 2209, they had requested to officially join the Federation, an application which was accepted three years later. By 2268, Rekoutians were a common site in many important Federation member worlds and colonies.
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Thanks to Ceika for the Jurga the Hutt avatar!
Last edited by RandomPoster : 01-16-2012 at 02:18 AM.
Alias: N/A Gender: Male Race/Species: Dwarf Age: 142 Alignment: True Neutral with Neutral Good leanings. Class/Profession: Stonecarver/Tattooist/Artisan Power Rating: D- Description:
Personality: Hard-loving, hard-drinking, hard-working. So, basically, a steriotypical dwarf. Equipment: A set of stone carveing tools,modern day tattooing set, and a tobacco pipe.
Abilities: Nothing really other than being a really good stone carver, a decent tattooist, and the ability to consume large ammounts of alcohol without falling unconcious. Miscellaneous:All the tattoos he has he did himself.
__________________
Quote:
Originally Posted by C'nor
"Then next time, don't build your block house in his territory, dear. Now please stop trying to mindcontrol the daughter of someone who could lock us both inside our own heads for the next million years or so, alright?"
Yohalles, the Wanderer
Lonel, Gentleman Luck
Jongo, God of Sea-Life
Thankyou Raven for the brain-bleach worthy avatar.
Alignment: Lawful Evil, He comes off as evil at least. In reality he's extremely lawful good to the point of seeming emotionless and evil. So, he's lawful good, but seems evil.
Class/Profession: Inspector, Private Investigator
Power Level: B-
Description: Thenadíer has a dark navy and gold uniform with matching Navy boots. Hes always wears his sinister black top-hat and his ebony cane/club. Hes wears black gloves which match his hat. He has gray hair wound up in a tight ponytail. His face is smooth and chiseled always set in an arrogant scowl. Hes has grey muttonchops and dark circles under his eyes. Thenadier's face is cold and very harsh looking. He is not an attractive man. Thenadier is a man who devotes his life to the law. He is always referred to just simply as "Thenadier" or "Inspector Thenadier" by most; his first name is never mentioned. A police inspector who strictly believes in law and order and will stop at nothing to enforce Caryl's harsh penal codes. Thenadier is incapable of compassion or pity, and performs his work with such passion that he takes on a nearly animal quality when he is on the chase. He nurses an especially strong desire to recapture Marty, whose escapes and prosperity he sees as an affront to justice. Ultimately, Thenadier is unable to say with certainty that Marty deserves to be punished. This ambiguity undermines the system of belief on which Thenadier bases his life and forces him to choose between hypocrisy and honor.
Personality: Thenadíer believes in nothing but law. His parents were criminals. Thenadíer realized at an early age that only the just and good achieve greatness. Hes is nigh uncorruptable and stubborn as a mule. Most find him a prick. Thenadíer is harsh, uncaring, and mean. Thenadier is portrayed as a ruthless, totalitarian force. He is painted as somewhat of an automaton. True, he thinks things through clearly in his head, and admits he has a conscience, but his actions seem almost mechanical. He has an almost obsessive compulsion to find Marius Aceford. He is demanding and sure of himself his decision is unwavering and final.
Equipment:He has two special handcuffs: The first is the standard stun cuffs; these tools, used in pretty much every advanced society, are much like common handcuffs. They do, however, have small powerpacks in the cuffs themselves. Each time one struggles to escape, they send a small electric pulse through the person's body and tighten a bit more. At maximum strength, such a charge can knock a humanoid out for several hours.The second is more expensive; the energy links are two cuffs with no metal link connecting them. Instead, they are activated and controlled via a remote. When activated, an energy envelopes the cuffs and a near-unbreakable magnetic bond is created between the cuffs. The exact strength of the bond, along with the tightness of the cuffs and other settings, are also controlled via the remote. He has three special pistols: The first weapon to be shown is the WESTAR-35 pistol. Made from a dallorian alloy, this pistol absorbs heat far better than most pistols do, so its ability to be rapidly fired is greatly increased with little chance of jamming. These weapons are usually wielded in pairs.The next is a DL-44 XL heavy blaster pistol. Capable of being substantially (and also illegally) modified, the DL-44 is such an impressive short range-high damage weapon that it is often the first image brought to mind at the mention of heavy blaster pistols. It is often used as a hold-out pistol. The "XL" designation signifies that it is a collector's item; Its made from special metal alloys to make it more prestigious.The final is the FWG-5 flechette pistol. Functionally, it is similar to a miniaturized shotgun with heat-seeking shells. It takes a second to lock onto a target with the pistol's laser-guided targeting system, but once locked, the pellets fired will follow a target. Once the pellet enter a range of three meters of their target, they explode; this releases twelve micro-flechettes that were stored inside and propels them at a very high speed. They can puncture blast vests and armor with ease. The pistol can fire eight such pellets before requiring to be reloaded., cane, clothes, manacles, handcuffs, ropes, gags, thumbscrews, prison log, certificate of Inspectorate, and extra pistol
Abilities: Thenadíer can fire his pistols, tracks, duel with his cane, torture, interrogate, and he can also sing.
Backstory: Short
Spoiler
Thenadier had been born in prison, of a fortune-teller, whose husband was in the galleys. As he grew up, he thought that he was outside
the pale of society, and he despaired of ever re-entering it.
He observed that society unpardonably excludes two classes of men,--
those who attack it and those who guard it; he had no choice except
between these two classes; at the same time, he was conscious of
an indescribable foundation of rigidity, regularity, and probity,
complicated with an inexpressible hatred for the race of bohemians
whence he was sprung. He entered the police; he succeeded there.
At forty years of age he was an inspector... Thenadier used to work for the Caryl police force. He was there star law enforcer, however he was assigned to find a man accused of burning down his own house. The mans family died along with his sons wife and unborn child. The man was Jean Aceford. Thenadier went to find Jean. Thenadier followed him across countries until finally finding him and bringing back to Caryl. Jean went to jail working at quarry for twenty years. Then jean escaped. Thenadier lost him. Thenadier could and would not lose. But he did. Thenadier had a nervous breakdown. He was then fired from the force. Thenadier then found Marty Aceford. Jean's son. Marty was starving and poor after the family fire and stole a loaf of bread. Thenadier arrested Marty, still obsessed about Marty's father's escape, Thenadier got his badge back to wotk for Caryl. Thenadier put Marty to work at the same quarry his father was assigned to. Then Marty escaped to the Nexus. Thenadier was fired once again due to losing a second prisoner. Thenadier was bent on finding Marty and to this day chases him. Badge or no badge. A police inspector who strictly believes in law and order and will stop at nothing to enforce Cylar’s harsh penal codes.Thenadier is incapable of compassion or pity, and performs his work with such passion that he takes on a nearly animal quality when he is on the chase. He nurses an especially strong desire to recapture Marty, whose escapes and prosperity he sees as an affront to justice. Ultimately, Thenadier is unable to say with certainty that Marty deserves to be punished. This ambiguity undermines the system of belief on which Thenadier bases his life and forces him to choose between hypocrisy and honor.
Full Backstory Part 1: Childhood
Spoiler
Thenadier was born to a woman named Truella, who was a fortune-teller. His father, Gertho, was a slaver. He transported slaves across the seas. Thenadier always was a very quiet, aware, and slightly creepy child. He had no friends. Thenadier was disgusted by his parents, who dabbled in the criminal underworld secretly, he considered them doing what they had to, that was before his mother was murdered. Gertho became a horrible man who took out his anger on Thenadier. Thenadier could never resist. The poor boy that was Thenadier dealt with an abusive father for years. Thenadier hated his father, who had been transformed by Truella's death. Thenadier believes that if his parents had not gotten involved with criminal activities Truella would be alive and his father wouldn't have hurt him for all those years. Thenadier spent most of his time at his school. He had few friends. One of his friends was Marius Aceford, who he considered a good person at the time, Flora Righting, who he secretly had a crush on, and a few others. Thenadier always was a gaunt, thin, and tall teenager. His skin was pallid and lifeless, as were his gray eyes. Thenadier always had those intimidating, dead eyes. Thenadier was sure to never break a rule at the school. He never did. When he was about seventeen he realized he had feelings for Flora. He was too shy to tell Flora he loved her. Soon he was twenty-four and a member of the police. Thenadier saw Flora and Marius one day kissing out in the courtyard. It was that day Thenadier started hating. He observed Marius getting beaten by a gang that attacked Marius and Flora. Thenadier was compelled to help. It was the right thing. Thenadier found Marius's battered, broken body and brought him to the infirmary. Thenadier hated Marius from that day on. Thenadier left Marius and instead went to find the gang and arrest them. Thenadier found them and they ambushed him. Thenadier shot one of them. The rest of the gang stated attacking Thenadier. Poor Thenadier was overmatched. The gang broke Thenadier's leg and ran. Thenadier relied on his billy club as a makeshift cane. He was bleeding and it was freezing. Thenadier hobbled into the courtyard and fell on the floor. Thenadier fell unconscious that night and almost died. The cold, unforgiving rain battered Thenadier. A pool of blood leaked around him. The blood was mixed with tears of a heartbroken soul and the cold rain. Marious found him that night. Marius was learning magic and tried to heal Thenadier. Marius's spell failed. Poor Thenadier's leg was shattered to the point of a lifelong injury. Thenadier was crippled by Marius. Eventually Thenadier was healed, but sustained a limp. Thenadier was awarded and advanced in the police force. Thenadier left Marius's life for the time being.
Full Backstory Part 2: Cylar
Spoiler
Thenadier was a star. He continued advancing the ranks of police. Thenadier had shut out his heart and feelings. He devoted every minute of his life to the law. For the time Thenadier forgot about Marius Aceford and Flora Righting. Thenadier soon advanced to be the Police Grand Captain of Cylar. Thenadier had a crackdown on the laws. Thenadier wasn't happy. Merely busy. Soon, Thenadier caught news that Marius Aceford was marrying a woman named Shada. That night Thenadier had a fit. Thenadier had spent years serving the law and his only reward was getting older, while Marius never did anything useful but now was rich and had a family. Thenadier remembered Marius and his hate was fueled even further. Thenadier swore his revenge. But he had to do it without breaking the law. Thenadier studied until he found out that Sora Aceford, Marius's mother was a gambler, which was illegal at the time, Thenadier caught her and fined her family a massive amount of gold. The Aceford family was poor. However Thenadier's actions had unforeseeable consequences for Marius Aceford. Unbeknown to Thenadier, Pontmercy Aceford attacked his wife that night and almost beat her to death. Thenadier had left to plot against Marius when Marius fought his father. Marius was then thought insane due to Marius's own father telling Marius he was insane. Thenadier did not know any of this. Had he known he would have interfered. About five months passed until Thenadier heard Marty's wife was pregnant. Marius was happy despite being poor. Thenadier plotted.
Full Backstory Part 3: Revenge
Spoiler
Thenadier changed that night. He hated anything that wasn't the law. Soon Thenadier found out that a man named Antony Sebastien, who was in the royal family, had also loved Shada Aceford and was in town after a long trip. Thenadier thought nothing of it. A day passed. Antony vanished from Cylar. That night Aceford Manor burned. Thenadier arrived at the fire quickly, but it was too late. Marius's family had burned. Thenadier tried to arrest Marius's father, who seemed very guilty. Pontmercy escaped. However, Thenadier stood in the wreckage as Marius arrived. Marius was an absolute mess. Thenadier was fulfilled. Marius was destroyed. Everything Thenadier had was destroyed. Now Thenadier had turned the tables! Each of Marius's tears fueled Thenadier. About a week passed. Thenadier was truly successful. Marius starved on the streets. Soon Thenadier arrested Marius for thievery, which was the big law in Cylar, Thenadier took Marius to prison. Marius was a broken man. Thenadier had won after all those years.
Full Backstory Part 4: The Rise and Fall of Inspector Thenadier
Spoiler
Thenadier appointed Marius to the quarrys. Thenadier was the hardest on Marius. Soon he reduced Marius to a mewling, nervous, almost animal state. Thenadier was at his prime. Every day Thenadier would taunt Marius about his dead family. Each remark tearing a hole in Marius Aceford's damaged soul. Thenadier is a cruel, cold, emotionless man. Marius escaped one night. Thenadier was infuriated. Thenadier was damned for letting Marius escape. Thenadier swore a pledge to the gods to find and bring Marius back or die. Any resemblance of kindness died, replaced by an almost inhuman want to find Marius. Thenadier turned the law into a tyrant. Thenadier left Cylar and chased Marius Aceford. Thenadier went a little insane. His mind was corrupted with his need to find Marius. Each failure ate away at Thenadier's soul. Thenadier was the perfect hunter. Thenadier would find Marius or die. However in the back of Thenadier's consciousness, he knows Marius is not a real criminal. Thenadier will either find Marius or break himself.
Miscellaneous: Thenadier can sing as well. He sang this song after losing Marty Aceford:
Alias: Lilandra (Sleet is actually just a nickname, this is her true name. She despises it.) Gender: Female Race: Elf Class: Blackguard/Cleric Age: 140 (Although, really, I'm not very good at elf ages, so it's really anyone's guess. It's meant to be roughly mid twenties in human years.) Alignment: Chaotic Evil Class/Profession: Bounty hunter / Retired Catcher - Sleet's job used to be to hunt down escaped Goll slaves (technically she was/is a slave as well). Description: Sleet can be described as stunningly beautiful. She has beautiful golden curly hair with catching deep blue eyes. She wears white, including a white cloak that she enjoys swirling around herself. Personality: Sleet's true personality is still a mystery, and she doesn't really know it herself. To function well at her job she manipulates everyone she can to do her bidding, meaning she's theoretically less at risk from the escaped slave she's capturing. She's a flirt by default. However, when she drops the act she can be very deeply caring about a select few or very, very superior or nasty towards the majority. However she doesn't drop the act very often. Equipment: Sleet carries a wide variety of potions for just about any purpose. She also has two daggers kept concealed at her belt and a massive bejeweled greatsword that is usually strapped to her back. Backstory: Sleet was born in a rural village on a different planet and lived there very happily with her family until she was about thirty, still a child. Then her village was raided by orcs. Her family was slaughtered and she was taken into slavery and sold to the gnolls. After around thirty years, when she was still quite young, the gnolls made her a deal. She could have much more personal freedom, enough to eat, and less likelihood of death if she agreed to track down escaped slaves. Frightened of the gnolls, she agreed and quickly became a very good Catcher, becoming a blackguard and changing her alignment from Chaotic Good to Chaotic Evil in the process. Sleet most recently tracked Shada into the Nexus and has been persuaded to attempt to break free of her bonds of slavery.
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Thank-you Ceika so much for my awesome avatar!
Last edited by orb_of_blood : 01-22-2012 at 01:44 PM.
"You have spoken to me seventeen different times today, a different person each time. Take comfort in the fact that you've at least met your killer."
Alias: Jane goes by many fake names. Her real name is unknown. Gender: Female Race/Species: Technologically enhanced human. Age: 38 Class/Profession: "Secretary," assassin.
Description: Almost nobody knows what Jane really looks like, as she is nearly always in some form of disguise. In term of disguises, she prefers to look like a plain, boring woman, with brown hair tied in a bun, dressed in a simple blouse and skirt, and high heels. This, however, is only when she isn't anticipating combat.
At other times, Jane's appearance will vary incredibly widely, on any factor. She can change her physical form based on age, ethnicity, even seemingly impossible things such as race or gender. If she wanted to, she could appear to be an old, male elf.
Personality: Much like with her appearance, Jane changes her personality to fit whatever the current situation requires. At any moment, she can be a normal woman in the crowd, a charismatic public speaker, a innocent street orphan, or a ruthless killer, and nobody would know that they are the same person.
Equipment: Jane carries many different weapons and pieces of equipment. Usually, she has a disguise kit. Often, she prefers to use no weapons at all, but when she does need a weapon, she'll prefer a pistol or knife.
Abilities: Jane is a master of disguise, able to mold both her appearance and her personality however she wants to. In fact, she'll get so absorbed in the many different identities she creates that when she is disguised, it is impossible to tell whether she is lying or not, even through magical or psionic means.
She is an expert in multiple forms of direct combat. Jane is a proficient martial artist (her preferred style is a self-made mash-up of Muay Thai and boxing that emphasizes quick yet devastating blows.) She knows the ins and outs of many different firearms from many different time periods, from muskets to laser rifles. The assassin is expertly trained in just as many melee weapons, and prefers knives or short spears.
She is also a cyborg, though most of her augmentations are negligible. However, she can change her eyes however she likes to reflect a disguise, as well as her skin color. For self-defense, she can greatly increase her strength and speed, to the point that she can rip through some armor with her bare hands and keep up with automobiles.
Backstory: Before she became the first member and second-in-command of the assassin's organization known as MURDER, Jane Doe was the best assassin her native world could offer. There was no mark that she couldn't successfully track down and kill.
Her career as an assassin began when she killed a man in self-defense when she was fifteen. Although initially, she was very afraid of what would happen, the man's wife ended up paying her, as he had been unfaithful to her. Jane realized the money that could be made as a contract killer, and kept at it. After a few close calls with the police, Jane suddenly disappeared for years. Eventually, all searches for her were called off. What they hadn't realized was that she had left the country to train herself so that she would ever be caught again.
It paid off. Jane went from an amateur killer to a master of disguise, espionage, and cold-blooded murder. Contracts became almost too easy. So easy, in fact, that she became incredibly rich. She was living the easy life, and it bored her. Desperate for a challenge, she started traveling to other dimensions, continuing her career as an assassin. Eventually, she found the Nexus, and delighted it its variety. She took her contract - to kill a bartender. Unfortunately, she was set up. This was just a way for the Operative to contact and test her. The ghost made her an offer, and she accepted. She now works for MURDER as their top agent.
Profession: Thief, poisoner, murderer, general prick, grave robber, body snatcher, bodyguard, assassin, kleptomaniac, etc.
Description: Marciano wears a royal blue, tattered petticoat with faded gold epaulets. He has a large brown tricorn hat with an orange feather. He wears gray or brown trousers, along with a dirty white shirt. He is ugly, with black, chipped teeth, a large mole, and beady eyes, his hair is brown and greasy. His nose is also very large and hooked. He is rather unsanitary too. He wears one white glove stolen from Marty Aceford. He also has Marty's locket. His fingernails are dirty and his hands are covered in callouses. He has a bright orange ripped up cape that reaches the thin halflings knobby knees. He wears bright yellow socks and blue sandals. He has a faded brown belt with a bright red buckle. His clothing doesn't quite match. He sticks out in a crowd. His voice changes rapidly with each emotion he has. This is Marciano with his wife, Gristle.
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And Marciano by himself:
Spoiler
Personality: Marciano is a nasty, gross, and downright horrible person. He steals, murders, kidnaps, and enslaves others. He is lewd and perverse in nature. He is perfectly content to watch others suffer. He has a good voice however and sings all the time. He tends to hate water. He is the embodiment of evil. He also possesses a wicked sense of humor. He delights in cheating, robbing, fraud and blackmail, relishing every aspect of them with glee. He is tough, greedy, brutal, stupid and crafty yet irresistible. He hates society and blames it and everyone else for all his misfortune. He is also the opportunist and realist of the show. He is a thief, a liar; a cheat who steals valuables from the dead with no remorse. His comedy is based in reality and is very exaggerated. A cruel, wretched, money-obsessed man who first appears as Elkandar's and Tyalla's keeper and tormentor. Marciano extorts money from whomever he can, and he frequently serves as an informant to whoever will bid the highest. His schemes range from robbery to fraud to murder, and he has strong ties to the criminal underworld in the Nexus. Blinded by greed, Marciano is incapable of loving other human beings and spends every minute in pursuit of money. Marciano is the epitome of evil. A continuous bane to humanity, he is also the chief representative of the worst elements of Cylar society. He is the product of laws that turn misdemeanors into major felonies, the outcome of a society where the honest poor can barely survive. His own lack of character leads him into a life of crime where his style of living is even worse than simply being poor. Yet, he is clever. He has the intelligence to rise above his circumstances, but chooses to use it for criminal ends.
Equipment: Knife, torch,magical rope, rum bottle, check book, pistol, and cracked reading glasses. (Useless since he cant read.)
Abilities: Marciano is a swindler and can sweet-talk his way out of most situations. He is good with his knife. He can disguise himself perfectly without using magic.
Backstory: Hes a criminal always has been. He has robbed corpses and burned houses. He was responsible for the Aceford fire. He cut off Elkandar B'xarenef's hand. He tortured Tyalla with his essence sapping knife. He tried to kidnap Marty Aceford and failed. Instead he is to make a tidy half a million in gold counter-bribe. He has done much worse. However these are the only deeds he will admit to.Last time he bathed was a year ago.
Miscellaneous: He has a wife named Gristle. She is also ugly and nasty, albeit much fatter. He also owns an inn within the Cylar fortress. He tends to crawl around and do his dirty deeds in the sewers however. To get a good look on Marciano's behavior listen to this.
Alias: Morphling Gender: Female Race: Tyalla has two Natural Forms. One is Elf, one is Werewolf. While she generally appears as one or another she is capable of morphing into whatever form she wants. ((To an extent, as she finds it difficult to do.)) Class: ...Shifter I suppose... Alignment: Neutral Good Class/Profession: Bouncer at the Sleeping Goblin Description: Tyalla's form cannot be described. While she is naturally Elven she changes her appearance at a whim, always appearing with small aspects of other races. In her Alternate Form, she's a huge wolf with pure white fur. As a wolf she also has very long teeth and claws. Personality: Tyalla is both hyperactive and happy-go-lucky. She can feel sad, but it never lasts longer than a few seconds. She sometimes speaks too quickly to understand properly when excited, and has a habit of hugging people when she's happy, regardless of who they are. It's a habit she's trying to break.
However... when Tyalla is in a different form she has to compete with that creature's natural instincts, which are sometimes very overpowering. And in her Alternate Form the wolf overpowers her very quickly. She's dangerous when she's a wolf because she feels nothing but anger. Equipment: A small amount of gold. A longbow and some arrows. She's very good with a bow, but doesn't put much faith in melee weapons. Backstory: Tyalla was 'born' (morphlings aren't really born, they're created through rituals) into a clan of Morphers. They taught her everything she knows. However her restlessness and short attention span meant that she never truly mastered the art of morphing. Eventually her Instructors sent her away to find some other method of learning as she wasn't progressing at all. Tyalla eventually found her way to the Nexus and now works at the Sleeping Goblin to pay the bills for potions that allow her to keep control of her sporadic morphing. Other:
1. If Tyalla overuses her morphing abilities, it creates a rip in her fabric of existence. Morphlings have no souls, they're created from the very energy of nature, and overusing her powers, or using them incorrectly, causes very violent reactions where her nature starts unraveling. While this can be countered by absorbing life from surrounding plants, it leaves her very drained and ill.
2. Tyalla can manipulate nature. It takes quite a bit of energy, and she doesn't use this ability very often, but she can move vines, trees, with her eyes, she can even ask for help from animals, all of which she can understand. This is not because she's any sort of mage, but because she was formed from the essence of nature itself.
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Thank-you Ceika so much for my awesome avatar!
Last edited by orb_of_blood : 02-12-2012 at 01:46 AM.
Gender: Male
Race: Alot
Age: Ageless
Alignment: Chaotic Neutral
Class/Profession: Traveler
Description: Tola usually looks like a large, stocky, fluffy quadruped with a large mouth, two eyes, and two small horns. His appearance may change from time to time (See Abilities)
Personality: Compared to most Alot, Tola is social. Meaning he doesnt run away from people or attempt to scare them off. That being said he isn't particularly nice.
Equipment: None
Abilities: Can change his form so that he is made up of a large quantity of any item. From fire to beercans he can change to just about anything. He also has the ability to teleport instantly to anyone who utters his name or the name of his race.
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Quote:
Originally Posted by C'nor
"Then next time, don't build your block house in his territory, dear. Now please stop trying to mindcontrol the daughter of someone who could lock us both inside our own heads for the next million years or so, alright?"
Yohalles, the Wanderer
Lonel, Gentleman Luck
Jongo, God of Sea-Life
Thankyou Raven for the brain-bleach worthy avatar.
Gender: Male
Race: Gnome
Age: 42
Alignment: Neutral Evil
Profession:Marciano's partner in crime
Description: Grantaire dresses in a green vest and black vest. His necktie is a faded silver. He has big, bulky boots. For a gnome hes rather strong, albeit lightweight. He wears a weird, flat, plop of cloth as a hat. He has a little cloak made of a stitched array of clothes. He answers to Marciano but is intimidated easily. He uses a nasty poison.
Spoiler
Personality: Grantaire is frightened easily. He's not as evil as Marciano, nor is he as unsanitary. He tends to feel guilt. He is easily intimidated and follows Marciano because he can provide a decent payment. Grantaire would rather be doing something legal but is so scared of Marciano that he will follow Marciano anywhere.
Equpment: Grantaire travels light. He has a backback filled with food, rope, and several nasty poison potions. He also has his fiddle.
Abilities: Grantaire works with poisons, can play his fiddle, and use his rope.
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Something's different....
Magical Enshadu coat!
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Last edited by The Mad Hatter : 02-01-2012 at 04:41 PM.
Gender: Male
Race: Jawa
Age: The Jawa equivalent of 28 in Human years
Alignment: Chaotic Neutral
Class/Profession: Traveling Trader/Salvager
Description: Jat looks a lot like most Jawas. Three feet tall, hooded robe, glowing yellow orbs beneath the hood. The only things that are different are the armor plates on his robe, the slugthrower rifle on his back, and the gaffi stick in his hand.
Personality: Jat is slow to anger when it comes to anything but business.
Equipment: Besides the assortment of random droid, weapon, and other electronic parts in his cart Jat doesn't have much. His slugthrower rifle is very similar to a tuskan cycler except it uses parts from an imperial blaster to coat the slugs. His gaffi stick has a dagger-like blade on one end and a hammer/pick combination on the other. It has been made a vibro-weapon. He also has a translator/bodyguard droid which uses the chasis of a recon droid along with some other parts and an imperial blaster pistol.
Abilities: Is a decent fighter with both his rifle and his gaffi stick. Knows quite a bit about droids, weapons, and how they work. Is good at bartering.
__________________
Quote:
Originally Posted by C'nor
"Then next time, don't build your block house in his territory, dear. Now please stop trying to mindcontrol the daughter of someone who could lock us both inside our own heads for the next million years or so, alright?"
Yohalles, the Wanderer
Lonel, Gentleman Luck
Jongo, God of Sea-Life
Thankyou Raven for the brain-bleach worthy avatar.
Gender: None
Race:Ilithid
Age: 43 human years
Alignment: Lawful Evil
Class: Pscion, Advisor
Description: Celesto has a red pigment to his skin. He carries a staff. See below:
Spoiler
Personality:Celesto is snarky, sarcastic, and usually annoys the hell out of anyone near. Except for Matron Baen'tre, who he respects.
Equipment: Celesto has a long magic staff and various magical artifacts.
Abilities: Celesto is a master pscion and a diplomatic advisor.
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Something's different....
Magical Enshadu coat!
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Last edited by The Mad Hatter : 01-28-2012 at 02:32 PM.
Gender: Female Race: Nixa is a dark elf (drow), however she's detached from her species. She was raised by dragons, speaks the dragonic tongue better then the common one and is even part dragon. A very small part, but she does have claws (which she hides), wings (which she keeps firmly closed), and a small sack inside her throat containing a flammable liquid that she can ignite, allowing her to breath fire or, for a brief time, heat the blood in her veins. Class: Sorceress specializing in necromancy, enchanting and destruction magic. Alignment: Entirely Neutral Description: Nixa is a dark elf with white hair that pretty much hides her completely. She has red eyes (from her dragon blood) and people are generally under the impression that she's evil as a result. She wears a swirling black dress with boots and gloves that reach up to her elbows. These gloves hide both her claws and her terrible burns recieved from living with dragons. She never takes them off in public. Personality:
Nixa is not evil. She simply doesn't care much about others. While she is a necromancer, Nixa prefers enchanting to raising the dead. She's very focused on her magical studies. She's also very proud. Nixa is quite self-absorbed, with the idea that everyone is lucky to be in her prescence, and it is for this reason that people tend not to like her very much. However, if she deems a person useful, she is a lot more likely to treat them with kindness. Equipment: Nixa doesn't carry much with her. She has a small pouch with extra-dimensional storage space where she keeps books, gold, potions and the like. While her bag does contain several daggers, Nixa doesn't like weapons very much and never uses them. Abilities: Nixa can breath fire due to her dragon blood. She does have claws, but rarely uses them. She also has wings, but they are too weak to lift her from the ground and she keeps them tucked away out of sight.
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Thank-you Ceika so much for my awesome avatar!
Last edited by orb_of_blood : 01-30-2012 at 10:52 AM.
Description: Alabaster is spectral. He keeps one physical glass eye in his empty socket. He has no feet, just a wisp of incorporeal ghost material. He is wearing a gray spectral vest and ghostly brown trench coat. He has both hands now miraculously. In death his lost limb regrew.
Personality:Alabaster really means no harm. He can't help his annoying traits. It's almost impossible to get him to shut up.
Excelsior Tech was originally established by Riv as a way to recruit gullible scientists into helping him fix the broken replication tank he acquired from the ruins of LANTERN, a mere fake business front to help make his shady operations in Inside look vaguely legitimate. After managing to thoroughly ensure the eternal hatred of at least one fellow mad scientist and the deadtime fiasco that was Nexus CHAMPION, an ill-advised raid on GLoG manages to bring the wrath of the Empire crashing down upon Excelsior in the form of an artillery squadron, the "offices" reduced to little more than rubble.
Later on, after Riv was exiled from AMEN, Excelsior began anew in the mountains bordering Hamlet, a small, technologically backwards valley-town afflicted by a plague of magical mutations. Since then a variety of problems ranging from lack of proper equipment, an even more dire plight of supplies and general incompetence on Riv's part has plagued the organization, a recent batch of genetic defects leaving them with less troops then ever. Technological progress marches on though, ever more deadly and efficient weaponry manufactured day by day, along with increasingly powerful soldiers to wield them.
Personell (Scientists):
Spoiler
Riv- Excelsior's increasingly bloodthirsty, insane and incompetent leader, a two-bit madman with apocalyptic aspirations who traded his memories for unmatched mastery of the medical sciences. Has sunk into depression after his rival committed accidental and ironic suicide.
Prometheus- Riv's first fully sapient creation, Prometheus was never actually a member of Excelsior. Instead he ran his own show out of AMEN, with weapons and troops provided by his brothers in exchange for keeping them informed of AMEN's activities and any interesting tech he came across. Left functionally dead and in stasis by Ilpholin's take-over of the Association.
Daedalus-
Icarus- Riv's third attempt at creating an obedient, intelligent commander, Icarus could be considered a technical success. Rather than being rebellious, Icarus is too obedient lacking any initiative of his own and possessing a severe deficit of creativity.
Personell (Infantry):
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Einherjar Supersoldiers:
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The Einherjar are the latest of Excelsior's attempts to create an army of disposable, easily produced and entirely loyal soldiers. Unlike the Drones they replaced, Einherjar are fully capable fighters on their own, injected with a constant feed of combat boosting drugs, stimulants and steroids while in the cloning tank and for several weeks thereafter. This chemical diet leaves them with significantly superhuman reflexes and strength on top of their basic genetic modification, which makes them tougher, breeds out fear or mercy and dulls their sense of pain.
Physically speaking, the Einherjar are uniformly 6.2 feet tall and weigh roughly 220 pounds thanks to their reinforced muscular and skeletal systems. Brown hair, blue eyes, handsome in a typical, square-jawed hero way. Intellectually, they're jarheads. Some are smarter or dumber than the norm, but they're all more or less dumb muscle. Cunning in an animal sense, but dumb.
Named Supersoldiers-
Barry- Extremely cautious, pessimistic
Bohrium-
Caesium- Highly reckless, more intelligent than average Dale (Carbon)- Cowardly and prone to hiding in small spaces
Erbium-
Francium- Considerably more intelligent and indecent than his brothers, defected to Riverside during Erin's raid on Excelsior Iridium- Rash, highly irritable and blindly loyal
Lawrencium-
Thallium- Eternally cheery, chipper and dreadfully lacking in politeness. Currently assigned to the Nest.
Thorium- Short-tempered, short of speech, uses royal "we"
Thulium- Subservient with a distinct lack of emotions, prone to self-destructive actions. Currently assigned to the Nest
Pizza Drones Retired:
Spoiler
Riv's original science project, the Pizza Drones were created by cloning the blood of the first pizza boy stupid enough to deliver to AMEN, then crudely modifying the results to follow orders without question. The results were a bunch of nearly braindead, clumsy zombies good for little more than lab rats. Continued alteration only increased the severity of these issues, but also allowed Riv to link them into a crude hivemind and make their blood mildly explosive, making them, while still useless as individuals, at least moderately efficient in numbers.
However, as Riv never bothered to preserve the original modified blood sample, instead harvesting more blood from each batch to make the next with, the Drones suffered exponential genetic deterioration and increases in various terminal genetic defects. Due to this, their need to be constantly supervised and general lack of competence, new batches are no longer being cloned, they have been "discontinued".
Abominations:
Spoiler
Excelsior's shock troops, the Abominations are elite heavy soldiers built for maximum destructive potential before death, not looks or intellect. The average specimen stands eight to nine feet tall, with thick bulletproof scales of any shade from dull green to pitch black, eyes uniformly yellow in color. Their build bears more resemblance to a gorilla than humans, with long, heavily muscular arms and shorter legs, generally taking a stooped over stance rather than standing upright when at rest, although they can certainly put on impressive bursts of speed whilst charging.
The skull structure is distinctly draconian, almost a cross between iguana and crocodile, with stubby noses flat up against their backward sloping skull, ridges of blunt spines running across their scalp. Due to doubled rows of prodigiously numerous teeth, Abominations cannot fully close their jaws and drool constantly, making it difficult for them to speak Common, although they're quite proficient in their own language.
Abominations are fearsome opponents, possessing impressive healing capabilities, metal reinforced bones, extras of most vital organs and natural armor capable of stopping small arms fire. Their strength is immense, allowing them to lift weights in excess of several hundred pounds and claw or bite their way through flesh, bone and light armor with ease. But most importantly, the damn things don't die. Nothing short of considerable damage to the brain or massive blunt trauma can put one down for good, even losing a limb only posing a temporary nuisance to these living weapons.
Battlemages:
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The battlemages are Excelsior's arcane taskforce, bred with magically altered genetics harvested from the mutated residents of Hamlet for immense magical reserves and the ability to control such. Because of the use of mutated genomes in their creation, however, the outcome of the cloning process used is highly unpredictable, producing dozens of rejects that either lack the ability to control their powers or don't survive decanting in order to turn out a single acceptable battlemage.
Although the battlemages possess considerable raw power, the squad suffers from nearly a complete lack of proper training, severely limiting their talents. Their range of spells is almost entirely limited to teleportation and combat wards, along with a few basic healing magics. Most notably they lack any offensive magic, relying on their brothers to defend them.
What they look like underneath their armor is unknown.
Archangels
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The Archangels are one of Riv's more successful experiments. The Archangels are modified Drones, given a hollow, bird-like bone structure and an equally avian set of wings to facilitate aerial combat. Although this alone only allows them to glide, Daedalus has furnished the squadron with a set of power flight suits that enables true flight, letting them reach speeds in excess of sixty mph and maneuver quite ably in mid-air.
However, due to their reduced muscle mass, lighter build and generally flimsy physique, Archangels are weaker and less hardy than standard Drones, making them decidedly specialized units. It is unknown what they look like under their armor, although as Drone variants it's safe to assume they cannot speak.
Equipment
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Weaponry & Arms
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MA-1 (Superheated Modular Cannon) Retired
Spoiler
The Multipurpose Armament No.1 is a magnetic-coil acceleration gun, designed to launch fragments of superheated tungsten from a solid block of material in a variety of firing modes. Fueled by advanced battery cells utilizing black box tech, the MA-1 can heat it's 'ammo brick' to molten within seconds and fire until it runs out of material or the coils break without slowing.
The aesthetic is futuristic, sleek, all gray plastic and rounded edges. No attachment points, scope, ammo slot, nothing except a trigger, a button and a dial. The button starts up the device and the dial sets the firing mode to one of three options, roughly equivalent to a minigun on one end and a anti-materiel rifle on the other.
Sadly, the battery cells that give it such power have proven to be highly unstable and only grow more so over time. With the current scarcity of resources, production has ceased and the only remaining model is being dissected by Day out of curiosity. That and they were horribly overpowered.
Armor/Defensive Gear
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-work in progress-
Misc.
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-work in progress-
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Thanks to Dorian Soth for the avatar.
Last edited by ThirdEmperor : 10-25-2012 at 12:50 AM.