Gender: Feminine Speech Pattern. Race/Species: GLoG Drone. Age: However old the original GLoG drones would be. Alignment: True Neutral Class/Profession: Drone Power Rating: 1 Description: Round flying machine with glowing eye. It has a special door to hold today's cake of the day. Personality: Friendly. Wants everyone to have a delicious slice of Miss Lex's cake. Equipment: Broken alignment scanner. Siren for alerting GLoG members of evil aligned trouble-makers. Abilities: can serve cake, scan alignments, and alert GLoG of enemies trying to enter GLoG premices. Backstory: One of, if not the last drones from the old GLoG. After long being buried and forgotten, it has finally made it's way to the surface, and somehow found it's way "home". And even though it knows this is GLoG, it doesn't realize it's not the same GLoG. There must be a glitch in its system.
Should probably make one of these finally, soooooo,
Eventually she may have a last name. But for right now, um . . . uh . . . LOOK! A DEMONIC DUCK!
Race/Species: She's very, very quick to assure everyone that she's completely, 100%, totally human! Honest! . . . *nervous grin*
Age: About 19ish.
Class/Profession/Thingy: Well, she bashes stuff with a shield. And stabs stuff with a pointy-stick.
Power Rating: Hmmm. Unless/until something *coughcoughRacecough* happens, she's not much more than a well trained human fighter, with slightly more strength than she probably should have. (Not enough to, say, punch tanks to death. Just enough to seem slightly off.)
Description: She's right about 5 foot 8" even, with blue eyes, lime green hair (!).
She's fairly scrawny, and always seems to wear long-sleeved shirts, and full length pants. Generally, her shirts will always have collars, too.
But usually she can be found in her fairly spikeyarmor.
Equipment: See above links. Besides that, she has a fairly plain looking metal shield, and an equally plain looking sword.
Abilities: Well, she's pretty good at blocking with the shield, and can move surprisingly fast in the fairly heavy armor she's wearing.
S'all for now. More will come as she develops, as there's plenty I want to put down, but I don't want to yet, for fear of rushing the development.
Heck, I can't even finish the description.
'What Even Is This Outfit?' Naku Avatar by Siena. Thank youuuuuuu~
Originally Posted by Siena
Kwen's making an assassination attempt seem sheepish and shy!
Originally Posted by Siena
I'm Demon Princess of Nightmares, and I approve this idea.
Originally Posted by FireFox
Behind Civvy's complete bimbo appearance lies a cunning and devious mind.
Alias: Well, technically, Naku's not her name, but she woke up here and discarded her old name.
Race/Thingy: Human turned vampire.
Age: About 22, 23ish.
Power level: S'a tricky one, really. Back home, she'd be considered very, very weak. In the NEXUS, who knows. She was turned by a Royal Vampire, and even their weakest can still make the other horrors in the night quake in fear; and as she drinks more blood, she's just going to slowly get stronger.
Description: She's tall, at just over 6 feet, with floor length dark purple hair, red eyes that look like orbs of blood; fangs that are only really visible when she smiles, and she has a pair of tiny scars on the left side of her neck.
Also, here's a picture!
Equipment: Beyond just clothing, she has a rifle of sorts hidden under the bar.
Abilities: Who knows. She hasn't had reason to do anything.
Backstory(!): The island nation Naku used to live in was, to put it simply, not doing terribly well. The sun had been blotted out by ever-present clouds, creatures of darkness walked the streets, killing anyone stupid enough to be, well, anywhere the monsters felt like being.
No one was sure where the creatures came from, and knew just that there were zombies, ghosts, banshees, spirits that could possess you and turn you against your friends, werewolves who could be anywhere and anyone, and a multitude of others. The worst of them all, however, were the vampires.
The undisputed Lords of the Night, the vampires kept their hold over all the dark by raw power.
Naku grew up in this world, learning from the time she could hold a stick how to fight, how to see through the darkness, and if need be, how to die to save her friends.
Sadly, her first expedition after finishing her training ended in disaster: Everyone from her group, save her, dead; and she had been bitten.
After an hour or two of wandering, lost, hurting, and confused, she blacked out, to wake up in the DFI . . .
'What Even Is This Outfit?' Naku Avatar by Siena. Thank youuuuuuu~
Originally Posted by Siena
Kwen's making an assassination attempt seem sheepish and shy!
Originally Posted by Siena
I'm Demon Princess of Nightmares, and I approve this idea.
Originally Posted by FireFox
Behind Civvy's complete bimbo appearance lies a cunning and devious mind.
Class/Profession: Assassin (?) -Closest thing I suppose as far as powers go
Power Rating: A 13 if using Quinsar's scale, or a C+ if using Neon's scale.
Description: Wears a full set of very dark-blue cloth armor complete with a hood + face-mask combination which covers up to his nose. Wears black boots + white trim as with the gloves, armbands, and shoulder pads.Has a white tabard with red symbols and writing strewn about on it, with the noticeable feature being the large eye towards the top. Has light brown hair and emerald colored eyes. Complexion that of a Hylian.
Personality: The most prominent trait of Venthiar is his dutifulness. Job before anything else. If he promises he will do something you can count that he won't back-stab. Failure is also not an option with Venthiar. Being thoughtful and cautious is also a staple of his personality. Impulsiveness in a character is a drawback in his opinion. One of the things you can't call Venthiar is callous. Being a traditional Sheikah, he doesn't think highly of vulgarity. While generally aloof, he doesn't protest interacting with others in the slightest.
Equipment:A single-edged sword (looks like a Chinese Dao Sabre) slung over the back, two serrated daggers on his belt, smoke-bombs (limited)+ throwing knives (limited) + vials of poison in a bag, a sack full of odd gems which it's worth is unsure (rupees), shadow-resistant armor, and the Triforce of Wisdom.
Abilities: Being amongst the rather skilled of the Sheikah, Venthiar has several notable abilities, and some not so obvious. Can teleport into any area of shadow in the nearby vicinity from up to 50 yards away, becoming essentially one with said shadow. Has the power to become invisible for a limited period of time but gives himself away upon attacking and only has enough energy to use it once a day. Can temporarily blind a person by using a special blinding poison. Silent to the point where only someone with hearing-enhancement technology could hear him. Knows how to treat moderate poisonous wounds. Expertise with bladed melee weapons, but terrible with maces/clubs/etc. He is also known to be a very perceptive individual, noticing things most people wouldn't.
Back story: Venthiar was raised in one of the more famous Sheikah clans. It was his duty, like any Sheikah's, to become skilled in combat in order to protect the Queen of Hyrule - Zelda. His Sister and Mother were killed when he was only 9 by Ganondorf who had staged an invasion on the kingdom. Though he was defeated by a hero clad in green, his influence could still be felt for many years, the death of his family members included. When he turned 18, Venthiar finally became a full-fledged guardian to the royal family of Hyrule. Peace occupied the world for several more years until an usurper named Onox attacked with a host of marauding moblins. Caught outside of the city with limited bodyguards, Zelda was in severe trouble. She turned to Venthiar and told him to take the Triforce of Wisdom and retreat back to the castle. After a moment of deliberation he complied reluctantly and began running back to warn the army. A strange flash happened as ran though - an odd purple crack in the sky opened up and sucked away the stunned Venthiar....
Erin Go Bragh!
"Oh, so now you are saying that I'm redundant, that I repeat myself, that I say things over and over?!"
Tottenham Hotspurs. Nuff said.
Alias(es): Richard Simons, Gender: Male Species: Dragon of Unspecified Type Age: Dragon (a few hundred) Alignment: Chaotic Dragon Class: Dragon/Artificer (screw the rules, I have brains) Power Rating: C+ (with artificer powers mixed with genius A-)
Anyone read this article?
Anyone recognize his dragon form?
Equipment: Portable Hole/Bag of Holding Arrows (they are perfectly valid and completely overpowered), artificer stuff, two dragon shaped homunculus named Fang and Maw, his hoard (in various bags of holding), armor (in bags of holding), potions (see armor), wands (see potions), rods, (see wands), staffs (see rods), scrolls (see staffs), generic equipment (see scrolls), his fire, acid, ice, electricity and sonic energy enhanced dire repeating crossbow (they fire arrows, he attached a quiver of endless arrows, unlimited crossbow shots with magic enhancements), other stuff (including lots of money).
Abilities:Mysterious Dragon PowersTM. Made by Kid Kris, not by me. His breath weapon is can be shaped into a line or a wave, and he's learning how to enchance it further. He's got very low magic capabilities for a dragon, but he is, as he says, "the best artificer that refuses to ever listen to convention and abuses all power he has" (he's not even that conceited either!).
One day, Zarakkan decided to create a clan of bio-engineered catfolk ninja.
He calls them the Bioclaw Clan. They don't seem to be ninjas in a realistic sense, and seem closer to a bunch of reckless assassins with supernatural powers and magical martial arts, indicating that Zarakkan has probably been watching too much anime recently.
There are a few ranks:
Oneclaw: Rank 3 or C
Twoclaw: Rank 4 or C+
Threeclaw: Rank 5 or B
The Overclaw: Rank 6 or B+
Oneclaws are just catfolk with normal ninja kung fu and stealth capabilities, with no true supernatural powers but can nevertheless do anything that is the
pinnacle of natural abilities
Twoclaws know some actual supernatural powers, able to do anything an action movie hero can do and are capable of minor supernatural powers such as being able to walk on walls or be able to survive falls they shouldn't, subtle things like that.
Threeclaws actually know some obvious supernatural powers, often able to command a single element in battle, turn themselves invisible or some other specialized use of magic
The Overclaw is the leader, and knows powerful magic to help him/her fight, but keeps his/herself secret. The Overclaw also knows more weapon styles than the others. The Overclaw in general hides in the shadows, waiting for the right time to intervene, but leaving his Clan mostly to themselves as he watches them. The Overclaw is mysterious and perplexing.
The Trident IV Series
They are Zarakkan's giant mecha force. They are black-plated 30 ft tall humanoids, with blue X's on their chests and four round eyes in a diamond pattern.Unlike The Tridents one two and three series, the Trident IV Series is flexible, possessing two module slots for the Trident IV's or T4's to switch out powers and technology they have access to between missions. They can naturally fly, and all T4's have access to Morph weaponry that shapeshifts into any weapon that the pilot wants within reason.
A humanoid race typically pilots them in battle.
Their Modules are various, but their power level will never go above anything say considered….6 or B.
Monkey Playwright of the Improbability Drive Fan Club, Regardless, orcs should be people.
Alias: Terral, also answers to Ven Gender: Male Race/Species: Keroren Age: middle aged for a Keroren, presumably late thirties? Alignment: lawful good, perhaps more lawful than good… Class/Profession: Battlefield tactical specialist Power Rating: D+? Not sure. Description: about 5’6”, has large fuzzy ears with black fur on them and black hair. Apart from that, a diamond-shaped nose, and a slightly different facial structure, appears to be largely human. Personality: Eager, creative, and personable. Needs to be solidified. Equipment: Has only brought his side arm and his smart hat with him.
Side arm: A laser pistol, standard issue with the armed forces where he comes from. Not too powerful (often compared to a .22) but has a charging feature similar to modern emergency flashlights. You know, the kind that you shake to charge?
Smart hat: a peaked cap with a small computer, calling and messaging capabilities, and a holographic display. Useful and stylish.
Abilities: Military training and experience with a number of firearms, some experience with explosives. Training with liquid emitters and grenade launchers. Strong tactical sense. Specializes in using items to change the battlefield, like caltrops, mines, specialty grenades, holoprojectors, and sonic emitters.
Has retractable claws, which have a potent venom on them. The venom causes intense pain, a burning that spreads through the body until it reaches the head, at which point it should cause unconsciousness. There is no antivenom for it, and no living creature has yet been found with a natural resistance to it.
(If there is some question about the specifics of the venom, let me know! I've worked out a lot that I'm not putting here, because it would be too long-winded.) Backstory: Born on an average tech level planet, Terral finished his education and joined the marines. Through a series of events, hard work, creativity, and officer school he rose through the ranks and made a lieutenant and situational specialist. He became well-known as a small unit tactician and ambush specialist. He was in transit when a surprise weapon test realitally displaced him.
Description: Baldwin is covered in crimson/gold armor from head to toe, including a cloak and diamond-shaped eye patch that covers his left eye, and black gloves. This armor is very exquisite and finely made, making him look like someone of high status. He has golden blonde hair alongside brown eyes. His skin is an average shade of creamy white.
Personality: This character is indifferent to people matters in general. Baldwin is eloquent and is known to have classy mannerisms when in conversation with others and rarely loses control of himself. He doesn't get angry very often, if at all, instead he is in control of his emotions at almost all times. Actually, it isn't exactly known whether Baldwin has emotions in the first place as no one has really seen him display them. Being stubborn is also a staple of Baldwin as nothing could make him stop himself if he became bent on accomplishing something. In this form he becomes incredibly dangerous to deal with and doesn't hold back his powers if someone persists. Traits that Baldwin admire most are determination, a strong will, and protectiveness of others.
Equipment: Aside from his enchanted armor and his elegant scythe he has a rather large amount of funds at his disposal (20000), a dark-red orb, a pocket watch, and ruby necklace.
Abilities: Baldwin is both an incredibly skilled sorcerer and and expert melee combatant. He can whirl his scythe into a deadly barrage of slashes or hurl an energy blast to knock his foe off his feet. The dark-red orb that he holds is a focus which can absorb harmful magic directed at him. There is a limited amount it can hold but it's uncertain how much exactly. After absorbing said magic he can use it to mend any damage he might have taken. That being said, the orb isn't exactly unbreakable, but it is certainly very sturdy. Baldwin can summon several portals around him in which he can enter one and emerge from any other one seemingly at random. In addition Baldwin can harness the power of fire and lightning to cast balls of energy at foes. His most notable ability however is that he steadily becomes more powerful with each person's essence that he absorbs.
Back story: Baldwin was a god. With his brothers' and sisters' help he created an entire world. A thriving, beautiful world. It was a place where civilizations prospered and diversity of races existed. The drawback like any other universe was that occasionally these inhabitants would fight amongst one another leading to death and woe. This was just an effect of the greatest gift of all: free will. Baldwin hated when his creations went to war with each other but at the same time he loved how they could prosper in times of peace. His sibling deities disagreed however and said that free will was dangerous. They imprisoned him and stripped him of his power before removing the capability of free will from the world. With no other option Baldwin escaped through a portal he noticed that lead to the world of Nexus. Here he would regain his power in order to get revenge on his celestial family, and reestablish his authority once more. His only concern right now is seeking vengeance. Unfortunately for the Nexus the only way he can do this is by harvesting the very essence that exists within regular mortals...
Miscellaneous: During the battle with his brothers/sisters he lost his eye due to an accurate energy blast directed at the face.
Erin Go Bragh!
"Oh, so now you are saying that I'm redundant, that I repeat myself, that I say things over and over?!"
Tottenham Hotspurs. Nuff said.
Description:Xzikr is a carbon-based lifeform made up of numerous multicolored tendrils wrapped together into a sphere about six feet in diameter, similar to a ball of yarn. Some of these tendrils can separate themselves from the rest and act as limbs; Xzikr can have up to eight limbs at any given time, though at least three of them need to be legs for Xzikr to be able to move. The interior of Xzikr's body is mostly hollow, so it can store its equipment inside itself.
Personality: The loss of its homeworld has left Xzikr fighting to survive, and it has quickly learned that most humanoids can't be trusted, though it usually feels comfortable around other amorphous lifeforms. Xzikr believes that its home planet held a great secret that survived the destruction of the rest of the planet and might still be found somewhere on Nexus, though no evidence has yet been found to support this claim. Xzikr might have evidence, but isn't good enough at explaining itself to reveal any such information. Xzikr is highly intelligent and communicates through telepathy.
Equipment: Xzikr entered Nexus with nothing but a mysterious shard of metal from its homeworld, but after a fight with a soldier who thought it was an evil monster, it acquired a modest amount of cash (around 250 of . . . whatever they use on Nexus), a slightly rusty AK-47, a pouch of water, and some inedible rations.
Abilities: Other than the traits mentioned in its Description, Xzikr has telekinetic powers that allow it to shape liquids into animate servants that obey its commands. These servants can take any form that Xzikr wishes, but Xzikr can only control around 30 gallons of liquid at any one time (though it will be able to control more as it gains in experience). Any liquid that Xzikr ceases controlling reverts to its original form.
Backstory: Xzikr's homeworld, Yzk, was destroyed when it entered Nexus, leaving only Xzikr, a few mysterious shards of metal, and perhaps some other things that no one knows about yet. Xzikr was well off on its homeworld and the top student in its class at the Kyzrsli University of Shaping*, but none of that matters now that its world was destroyed.
*Closest English translation.
Last edited by Tarvon000 : 02-16-2012 at 11:35 PM.
Profession: Supernatural Sensei Ninja
Alignment: True Chaotic (he is so chaotic he can veer from Good to Neutral in an instant)
Personality: scatterbrained, chaotic, childlike, battle-ready, ADD weirdo who is hypnotized by shiny things, as well as being foolish and easily distracted, but well-meaning at the end of the day.
Power Rating: 6 or B+
He wears mostly normal ninja garb. However he wears Kakash-style mask and headband instead of the normal ninja mask, both his eyes and his Kakashi-style hair are blue. He wields a strange metallic scythe on his back with blue runes on it. He is very tall, being at six and half feet.
Super Ninja Athletics.
Space Ninja Magic Techniques:
Space Flash Step:
can teleport short distances, no farther than 30 ft per Flash step
Walking On All Paths Method:
Can walk on water, walls, ceiling, any surface imaginable- even clouds and thin air
Snake Eye Portal Technique:
can make up to two small portals in the air, too small to allow people through, but just big enough to redirect projectile attacks back at the foe, throw shurikens so that they strike at enemies from an odd angle or make punches as ranged attacks through them.
Space Path Cutting Style:
Uses his scythe to slash a long range portal in the air, which he then jumps through and lands on the other side. He uses this when Space Flash Step won't cut it. It eats up more energy however.
World Displacement Embrace:
Making a strange kata that ends with him extending his arms as if to embrace the world, he creates and expands a magical zone originating from himself up to forty feet away. Everyone in this zone along with himself are transported to another place of his choosing as long as the zone is maintained by his will.
Everyone in the WDE zone is imprisoned within said zone- even though they are in a different place, they cannot step outside its boundaries to escape into the rest of the place they transported to- they instead find themselves stepping back into the 40 foot zone as they step out.
This technique effectively allows him to choose the battle field and to keep his enemy from running away. However it is one of the higher level techniques and takes a lot of energy. As soon as he runs out of energy, gets knocked out/killed or someone with a more powerful will breaks the magic with some disenchantment, the WDE zone disappears and everyone finds themselves back to where they were originally.
In All Places At Once Kata:
Doing a strange dancelike kata routine, Sapphire starts dividing, the kata seeming to be mirrored by his "copies" until there are at most twelve Sapphire's in all, representing all twelve animals of the chinese zodiac. While this seems to be some multi-man or cloning magic, Sapphire is in fact at most twelve places at once, with his mind divided at most twelve ways. When he fights while being in multiple places at once, he seems to be able to
somehow coordinate both fights so that a single attack can deal damage to two completely different opponents.
However the more places he is in at once makes this more complicated, until
it gets hard for him to keep up with twelve different things to do at the same time. This is his ultimate technique and takes up the most energy.
The Starslasher Scythe: a magical scythe made out of a metal forged from a meteor. It is bonded with Sapphire Has the following magical proporties:
-Can be telekinetically controlled by Sapphire.
-Can always be summoned back to Sapphire's hand through the bond.
-Can be slashed so that it sends out starry slicing shockwaves at people named "Starslash Shockwave Attack"
Standard Ninja Gear
Venaryla "Venny" Nadakai
Profession: Supernatural Apprentice Ninja
Alignment: Neutral Good
Personality: skeptical, sane, a little cynical, sarcastic, bitter that she has such a strange and foolish mentor, mature beyond her years and utterly logical, but again she means well.
Power Rating: 4 or C+
Description: Brown hair with pigtails, purple eyes, She is short, being five feet tall at most, she wears a black veil over the lower half of her face and black ninja clothing.
Teenage Ninja Athletics (not as inhumanly powerful as Sapphire yet)
Space Flash Step
Cracks as Archways Method: Can bend space to slip through the slightest cracks and slits. She can also apply this to her weapons to easily slip through weakpoints in armor.
Walking On All Paths Method (Incomplete): She has not mastered it to the extent Sapphire has yet, only able to do walls, cliffs and ceilings, and other solid things.
Distance As Delusion Style: Can bend space so that things are closer or farther than they appear. For example, she can bend space so that her thrown shuriken travels a shorter distance at the same speed…but the enemy thinks that its the normal distance until it embeds itself into their skin faster than he expected.
At the same time, she can also bend space to be farther or be to the right or the left of the enemy's strike when they attack, the enemy being confused as to why his spot on attack seemed to miss, even though she didn't move an inch.
She also uses this technique to get stuff at the top of bookshelves because of her height. Sapphire often teases her that it was the original reason she made him teach it to her.
Standard Ninja Gear
Sapphire Nadakai was once a street kid who got teased for being a kid with blue eyes and hair. All the other kids were gang bullies of course. So he decided to defeat them street brawler style and succeeded, gradually he challenged gangs all across the city when he was young, until he was beating up adults with his street brawling.
He was only ten when he challenged the Nadakai ninja clan. They made him an offer: if he could defeat their weakest ninja, he could join the clan and learn their secrets, if he didn't, he would have to give up fighting forever.
So he took them up on it, and he soon found that it was harder than it looked to defeat a Nadakai ninja: this weakest ninja could Space Flash Step like no other, and abused it to a great extent, this simple technique alone was enough to make Sapphire an underdog, almost brought him to the edge of defeat.
however figured out the timing of the Step, tripped the Nadakai as he completed the Step, and pinned him while he was still confused, thus winning.
Thus Nadakai learned the secrets of the Clan, becoming Sapphire Nadakai.
However it soon became clear he was a loose cannon, still a street boy at heart. He used his techniques in ways no one else would consider, and often in ways that went against tradition, putting him in bad standing with the clan with the chaos he caused.
But then one day, he accidentally fell off a cliff and landed upon spy that was spying upon the Nadakai clan, capturing him. The Nadakai clan, caught in a strange position of having to reward their loose cannon member, sneakily promoted him to status of a Sensei-Ninja and gave him Venaryla- whom he soon nicknamed Venny- as his apprentice to teach him some responsibility, then sent them both off on a permanent Training Journey, hoping that they would never see them ever again.
Meanwhile Sapphire and Venny have argued ever since the "Training Journey" started but keep together despite the crazy situations they get into and grudgingly get along with each other as master and student.
Monkey Playwright of the Improbability Drive Fan Club, Regardless, orcs should be people.
Gender: male, but since he's all covered in armor, some people do guesses
Race: Human, and LOVES IT
Alignment: Neutral Good
He's has some mercy towards low ranking mooks, specially the helpless and unarmed ones, but if you're a high ranking one you better give him a reason.
Class: He's a Crusader with some mix of a Paladin taken out of Lineage 2, that means he has Shield stun, protection Skills and healing, but he's got Scratch damage. For short, a Tank. Also got a Shieldmaster Prestige Class for getting his shield potential to the max
Power Rating: Unarmed: D
Armed with any weapon: D+
Armed with Both his shield and Sword: C+
Can actively protect against B- quite well, has to fall back against B
He's rarely seen in person above all the armor he wears, but he may occationally put his helmet off and show that he's REALLY 14 years old, though tall and hair a bit long, all the armor protected him from getting scars or any other mark from fighting.
However, the most notable thing is his scarf.
Luka's a pretty nice guy normally, being friendly and calm to people around and trying to help them; but He LOVES fighting, when he's in one he explodes in hot-bloodeness and ocassionally yells (he does to a lesser extend when not in one too).
For short: He's a Medieval human Version of Fallout 3's Fawkes
He believes that the greater good is ultimately more important than Law or chaos, that they may sometimes help, and sometimes be an enemy, so he tries keeping a balance of both, earning him his alignment.
Equipment: He wears all the time a highly enchanted 24-hour Mithral Full plate of Speed that protects him well enough and doesn't turn him into a Statue, Helping him Charge towards friends in need.
His main Weapons are his Longsword and his Tower Shield:
-The Longsword is actually enchanted for holy and electric damage, the latter one since he thinks lightnings are cool.
-The Shield is his main stuff, he bashes people around with it and it's able to spend a hoard of mana on it so it can reflect spells, but it usually drains him out of it.
Values Skill over Strength when attacking, often doing spins and jumps with his sword and shield to make use of gravity and weight for hitting. When defending, prefers both Armor and Agility, but more armor.
His Paladin 2nd-Class gives him mana based skills, though he regenerate it slow and doesn't have much of it, So he doesn't use it that much since he's generally drained out, thee are some exceptions like needing to take something down for real.It also Gives him the ability to taunt enemies out of his friends, it works most of the time since it uses mana too for more effectiveness. And His Shieldmaster Prestige Class gives him the main abilities for his shield, being and expert on dazing enemies with a smack to the face and Splating them against a wall, aside from some resistance against magic and Spell Reflection that uses almost all his mana.
He's basically a tank, he barely does damage and has to get help from some ranged weapons or anything to get people far away.
Got some low air-magic ability, but as of now he's only able to cast Wind Strikes.
In D&D terms, his stats would be STR 13, DEX 15, CON 20, Int 10, Cha 18,Wis 10
Whe he was a kid he lived in a tiny village with his parents, living out of farming and constantly protected by patrols of soldiers of the nearby town "Silverlook", his sister, Aisis, was a Paladin so he didn't see her that much, but got familiar with the soldiers that passed by just beause of that.
The moment that decided he was going to turn into a Crusader was when he was 7, in a huge battle that ensued in the village, when a huge patrol fought a huge bandit party. Luka was away from his parent, his parents were cornered by a bandit, he had an adrenaline rush, grabbed the nearest cutting thing he found and stabbed through the bandit, tehn passed out. A knight witnessed the moment so the next day he offered on turning him into a Squire.
His "Squirehood" lasted for 7 years and his training was at first scary for him, then he got older and started enjoying it to the max. He got armed as a Crusader when he turned 14, he was going to be sent outside as a "knight errant" to get harmful stuff outside the territory, and as just he got outside he stumbled into the Nexus.
His training as a squire wasn't the standard one, he was noticeably trained harder than everyone else, and those knights are known around for being one-man armies, but since he's just been armed and has never fought outside of training, he's a "Newb"
His Paladin skills come from hybrid training as a crusader, while his air magic comes from both sorcerer-like ability and random study in the village
__________________ Extended sig
It's not a Paladin it's a Crusader
Bloody Screens: Bringing realism to Videogames since someone had the idea
These are Orc Robots. They are grey-plated, blue eyed, seven feet tall, super-strong and resistant to bullets, fire and blades. Their plating is double-layered, they are super-strong, super fast and wield two-handed guns and weaponry. They are the super-soldiers of Zaratech Corporations, when the Technoblins are not enough, the Bioclaw Clan too subtle, and the Trident IV's too big, they get the job.
They are all B- or 5 at the least, A or 6 at the most. Orcroids typically come in squads of five.
They also have one Module Slot, whose powers cannot be above C or 4.
Monkey Playwright of the Improbability Drive Fan Club, Regardless, orcs should be people.
Description: Elio is a seventy seven year old wizard and get's all of the trimmings. He has a long white beard, a long blue robes, and a wide brimmed pointed hat. His eyes are a vibrant blue.
Personality: Elio is the definition of kooky old dude. He's got a weird sense of humor only he really gets, a penchant for silly magic pranks, mostly toward his apprentice. He's also very wisened by old age. Seventy-seven years will do that for you.
Beyond that the key word here is kind. He's got cash, he's got life experience, he's had his run as a playboy in his youth. He's long since been at the point in his life where he just wants to give back. He'll weave a spell for as much as your willing to pay him for, which in the world will often mean free, and he doesn't care. He'll go out of his way to help people he's just met, and he'll put his life on the line for people he actually likes.
A side note, don't screw with his apprentice without his express permission. He's very touchy about the boy.
Equipment: Elio's sleeves work like a bag of holding, he keeps a great deal of equipment in there. Medkits, gold, toys, food, gadget's, and items of sentimental value.
His fifty plus years as a court magician and minimlist lifestyle have left him filthy levels of rich, so there's very little he can't buy.
Abilities: Elio is a mage. His magic is versatile and and makes use of simple spells used in creative or unexpected ways.
His specialty is the simple levitation spell which he uses to the absolute extent. His expertise with the spell has earned him the name "Thousand Hands Elio."
A more powerful and complicated magic he possesses is dimensional magic. He dubs it, teleportation magic to make himself sound less threatening, but it's about the same. He does teleport, normally with a blip sound effect, but it's quite a bit more than that.
Elio has actually mastered 5th dimensional travel. Not only can he teleport from place to place(first through third), but also through his time line(fourth), and finally between universes(fifth) which is how he got to Nexus.
You might think time travel would make him somewhat more dangerous, but not really. Notice how I only said his timeline. He can only time travel or send things and people to HIMSELF, and causality seems to keep things from mucking up.
His magical ability also extends to a subtextual level. He has incredible magical senses able to see and smell magic from several meters away He's quite skilled in analyzing spells on the magical level and subverting spells used by his opponent.
Beyond his Magic, he holds that magicians should be scholars, diplomats and businessmen, so he's not only smart, he's also very tactful, very persuasive, and even shrewd when he needs to be. Chances are he will try to solve a problem with words before spells.
Backstory: All that you really need to know is that he was a Court magician for over fifty years, as I have, and will in the future, point out again and again and again.
Other notes: "Anti-Magic" does not work on Elio or his style of magic. Preventative measures like teleportation wards or shields, or disruptive attacks can stop him fine, but anything that would simply stop his magic by virtue of simply being Anti-Magic like the famous field, have absolutely no effect.
Class: Apprentice Mage
Description: A physically unimposing young man. His hair is a dark brown and long enough to hang as a ponytail down his back. His eyes are brown. He wears blue robes same as his master, Elio, but no hat. He hasn't earned it.
Personality: Romeo is easily pushed around. He's been bullied his whole life so he's used to simply taking it when someone threatens or insults him. Since learning magic this has been slow to change, but he's been learning that he's actually quite quick and resourceful, and he doesn't always have to take it.
He's also begun to pick up some of Elio's traits. His kindness, his sense of humor, and even his love of pranks, even if he rarely pulls any himself.
Equipment: A fifteen gold coin a month stipend from Elio. Beyond that, nothing much.
Abilities: For two years, Elio has been teaching him magic and he's taking to it, but slowly. He has a few of the basics down. Moving objects, gusts of air etc. But he lacks any sort of stamina. He almost immediately runs out of breath after one or two spells.
Backstory: He was an ordinary stable hand before going to Elio for magic lessons. Situations happened and he became an official apprentice.
Pirate Justin avatar by myself. Emmi avatar by Gulaghar, Much Thanks!
Race: Scyphanthropic Cnidarian (aka Jellyfish Lady)
Alignment: Chaotic Neutral
Looks like this in base humanesque form, though she wears a pale violet hat that, combined with her tentacle-like hair, makes her look like she's got a jellyfish on her head. Her purple "hair" floats in a mass of ribbony strands, and is prehensile. Her pale skin is slightly translucent, and her teeth are pearly.
Abilities: Her hair is actually her tentacles, which can deliver a nasty sting and extend from their normal length of about 3.5 feet to 10 feet.
She also can (somehow) travel through time and space.
Age: Very Old
Race: Scyhpanthropic Coraconoid (aka Kraken Lady)
Alignment: Neutral Evil
Alias: Valaira; Guardian of Eternity; Maiden of the Cardinal Sins; Hel; The Tainted Hand of the Gods
Gender: Identifies Self As Female...Under Quotidian Circumstances
Species: As Appropriate as the Nintendo Brand of "Star Warriors" Might Be Given Clarissa's Inclinations and General Tastes, She Is Officially Recognized as a Member of the "Deathhand" Species (A Fairly Random Designation for a Chaos-Spawned "Goddess" of Sorts)
Divinity Sensors Should Perceive Her as Roughly "Half-Demon" "Half-Angel" by Most Theological Standards and Definitions
Age: Time Is an Invention of Mortals Who Find Their Allotments of it Substantially Limited and Therefore Direly in Need of Direct Measurement; Age Is a Subset of the System Implemented to Accomplish This Mortal Objective; Clarissa Transcends It, Though Her Physical Forms Always (As an Inviolable Rule) Appear as a Youthful, Lively 22 Year Old Teetering This Way and That On the Cusp of Adulthood and Childhood
Alignment: Clarissa is a self-serving egotist, heeding only advice and embarking only on adventure that amuses her or otherwise benefits her in some way or other. She cares only for herself and her own gain...for the most part. She has never had a qualm with exterminating untold numbers of unsung heroes and do-gooders to get her way. Law doesn't hold sway over her either, except in gifting her more thrilling methods by which to spend her infinite life. Breaking them is just one additional way by which she can get her kicks. Clarissa is Chaotic Neutral and verily so, but only because of...
Valaira. Clarissa is Valaira's counterpart. Her other half. Valaira is a repentant mass murderer with the same destructive tendencies as Clarissa but a genuine care for the health and welfare of others. She wants everyone to succeed and live in harmony. Even though she has committed tons of horrible crimes, only a handful of which she was "aware" for, she wants to change and help people, a peculiar stance which offsets Clarissa's "Let the world burn!" attitude.
Power Level (Scouter Scale): Scaled, because scaled is more fun than set. Scaled implies diverting, player-friendly combat each and every time! Fairness! Yay!
Occupation: Professional AMENite/"Tyrant" of Hel/Minor (Very Minor) Cultist Icon (Which Is Bound to the State of Being a Progenitor)
Description: Clarissa is exceptionally beautiful. She also boasts sundry carnal vessels. The most recently utilized body shall be detailed herein.
Clarissa: True Form
As she walks, her feet never quite seem to touch the ground. The eye would most certainly repudiate any claim to the contrary and refuse to ever dwell on the matter for a second time. With obstinate persistence and insistence (but no abstinence, mind you, for inquisitive and dedicated scientists cannot help but stare and often gawk at the focus of their studies), the unaided eye would contend that she hovers a centimeter or dozen above the lowly soil, which is not and could never conceivably be worthy to stroke the soles of her feet. And the eye, personified and possibly engendered as such, would staunchly cling, like a maddened dog, to its argument, if only for its stake in it. What wisdom could be derived from upholding an erroneous claim? Incentive drives defense, and reward the eyes of the beholder Clarissa does.
Her legs were sculpted by obsequious gods. They are the idols of obsession. And when I say gods, I do mean gods (which, in this instance, is not the broad term acknowledged to include the garden-variety slew of goddesses), as they doubtlessly were aware of what traits would reduce a man to a euphoric mass of trembling flesh and blood with little to no coaxing or teasing on the part of the seduc-...possessor. Possess she does with haunting subtlety. Back to the topic at hand, her legs are neither gangly like sticks or planks nor thick like drenched logs. They are perfectly poised in between the two extremes. Healthy, trim, and muscular, their functionality is clear yet not exaggerated, as they are ample and supple enough to rally and inspire the salivation glands of many-a-human to manufacture a surplus of product. Her milky-white skin, smiled upon by the sun and blessed by all the other elements cataloged by men who reverently grovel at their and her feet along with a spectrum which haven't yet been and may never be save in the deepest of dreams where even the subconscious lies dormant (dead to the world), stretches over them without wrinkle nor fold. So smooth and soft is it that the qualities of silk pale in comparison to it, as it is an inferior fabric to Clarissa's sublime elegance Such abnormal, perhaps abominable, perfection could only be elucidated by divine heritage, that the bearer is a scion of (or maybe even a) supernatural entity designed for an express purpose in this world. That this is a earthly symbol of her power.
From there, we move to her lower torso, which is completely devoid of a bellybutton or any other similar trait, as it would be nothing more than a special defect on her. For she was never rightly born. 'Tis a stain of mortality that she will forever deny and never-ever deign to wear.
Her abdominal region is slim, but not remarkably so. She is healthily muscular, however comfortably soft and cushiony. She's obviously raring for battle or peace, able to back up her words with force when need be and perfectly content to relax in the sidelines if she can.
Her tails are worth mention as well. All nine of them indulgently flick through the air indicating her mood. They are basked in golden splendor, a shimmering light glimmering like the heavens above. Like shining constellations glowing high in the evening sky, their patterns blink into existence as the night fast approaches, as it often does on days plumb full of merriment and joy and fade with the dawn's first breath, evaporating long before the dew on the grass. It is a splendid little quirk of Clarissa's, and no vapid thing to watch. Her tails are even softer than her skin. Far more. Furry and bushy they are, arrayed behind her like a peacock's stunningly vibrant plumage. They ooze confidence and are a major weakness in her build, upon both superficial and immersive contemplation, as they are ticklish and sensitive (the first an oddity, the second a staple of tails). Calamitous consequences will ensue from Clarissa's distress if they are tugged at all.
Clarissa's back and upper torso are equally as magnificent, but describing a back is boring and it would be a mistake to enumerate every feature of her upper torso here.
Clarissa's arms are healthy, well-toned, and attractively muscular. One wouldn't be able to discern that she could rip a car apart with her hands if the challenge set the bar high enough. One could still logically reason that she works out daily (nearly) from their condition.
Clarissa's neck is a fine thing, but not removed enough from the norm to merit more than this sentence.
Clarissa's face is a delicate thing. Throughout it, all things strike a balance. Her eyes are soft, shaped out of malleable gemstones twinkling with spectral emerald brilliance. Surrounded by a contrasting field of untarnished, pearl-white, they are. These orbs of telling glory do not belong to earth or any of her children. The pair is reserved for things more innocent or formerly more innocent than newborn life. They portray understanding and compassion naturally, but destiny would have it that these aspects are overshadowed by Clarissa's own grudge against sapient life. Malevolence, hatred, and a tinge of disgust burn behind her fiery spheres leering out at the world's ugly countenance when she takes offence to a judgmental iniquity slung at her out of ill-will. Her cheeks are soft with high, noble cheekbones, and they are often blushing, depending on the season. Her lips are strips of crimson ribbon, streams winding back on around one another in an endless loop. Gentle are they, though the rows and rows of jagged teeth which lurk behind like those of a starved shark, the cavernous maw they guard, and the forked tongue of a slithering serpent which inhabits it welcome foolish interlopers solely to their ultimate demise. Her adorable nose and bland ears which taper off to an acute point are nice as well. Her hair animatedly and rhythmically waves where it draws to an effortless end at the center of her spine. It is colored so as to match the fur of her tail seamlessly. They are composed of the same fibers, so that attribute is entirely self-explanatory.
She also sports a set of giant, fluffy, velvety, feathered, stereotypical, white angel wings that have been grafted onto her upper back. Her wingspan is no small deal either, being approximately two and a half times her height from the tip of her left wing to the tip of her right wing. They are ironically inexplicably comforting and protective. In them, one may feel as if no harm could ever really be inflicted upon him/her. Clarissa doesn't generally face ridicule or receive flak for her none-too-wicked angelic wings as she stores them in a special camouflaged nook in her upper back when they are not in use.
Equipment: Clothes. In all honesty, that usually about it, though she does own a ring Dave gave her on her wedding day that tastes like various candies with inset ruby, sapphire, and emerald colored jewels. She has a generic violet cell phone and carries a pouch of gold pieces on her frequently as well. She keeps a temple, several mansions, piles of emergency riches, and a legendary blade, but she never ever carries them with her, so they can't rightly be considered equipment.
Abilities: Conjuration; Heat Manipulation; Shapeshifting; Life and Spiritual Manipulation (Flesh Bending); More Realistic Kirby's Eating Ability (Blame Nintendo for the Nightmarish Horrors!); Super Strength; Cellular Body Structure (No Organ Systems or Veins); Poison and Virus Resistance
Validation For Vagueness (aka Note): Depending Fully Upon the Unique Situation Being Considered, This List of Skills May Be Rendered Obsolete or Be Majorly Limited, Especially During a Combat Sequence; These Abilities Are Expansive, But Not Clarissa's Maximum Potential And They Aren't All Included In Her Standard Arsenal Every Single Time Either, Thanks To Her Scaled Power Rating
Personality: This actually hasn't been nailed down. And I doubt it will ever be. Clarissa reacts differently to every character she encounters. There's no hard and fast rule to it, with the exception of two regulations.
1) If a character doesn't like nature, Clarissa won't get along with him/her.
2) If a character is perfidious, utterly self-absorbed, or openly dislikes one of Clarissa's friends/Clarissa, she won't delight in their company in the least.
Right now, it might be safe to say that she is usually of good-humor and chipper to a fault, but distrustful of most of the sapient population of everywhere, really. That's primarily due to her gloomy backstory.
Backstory: A segment of this backstory has been released in the Nexus, but the remainder of it is still classified until it is revealed IC. And the story won't make a whole lot of sense if I leave so much of it out, so I'll write it all up later.
Private Allies(As They Are Made Known):
Saintly Spec Avatar (First Attempt) By Me
Peace is a lie, there is only passion. Through passion, I gain strength. Through strength, I gain power. Through power, I gain victory. Through victory, my chains are broken. The Force shall free me.
Last edited by The Alexandrian : 02-25-2012 at 11:47 PM.
Carmine Roderick Spence Alias: None that has stuck or Carmine has taken a liking to. Sometimes he is called the Storyteller but that is more a job title. Gender: Male Race/Species: Human, though his family history is little bit shady on how true that is or not Age: 38
Alignment: Neutral. He ain’t more prone to helping folks then hurting them. He ain’t no questing knight however and will leave town if things get to hot for him. Bottom line is if he doesn’t need to cause someone trouble then he won’t.
Class/Profession: Some call him a wizard others call him a sorcerer; those are usually the nicer terms. Carmine prefers the term magician when it comes to magic but in his mind that is secondary. First and foremost he is a storyteller and a collector seeing as he travels about collecting tales and sometimes making his own along the way.
Power Rating: Rank C (level 6-7). Carmine has the magic in his blood but takes it for granted. He ain’t fond of using his magic to do anything too showy and prefers subtlety. This rule thumb keeps a pretty tight hold on what he is willing to throw his magic at. He has been travelling for a while however and has picked up a few tricks of the adventuring trade along the way. He knows how to pick a lock and sometimes a pocket. All and all the only thing that marks him as anything special is his blood.
Description: Carmine himself is not the most awe inspiring person you could meet along the way, unlike his father. He stands at about 6’2” and is fairly thin but his body has been toned from his traveling. His face seems canny as if something going on in the back of that head of his, color of his eyes are light green like a summer leaf. Straight shoulder length brown hair compliment his slightly unshaven appearance that act as signs of being on the road. On his right shoulder he has a tattoo that is rarely seen, it shows a queen of spades with woman being his wife Celina.
Personality: Carmine can be described in one word by his friends and enemies as lucky; he prefers to call himself canny. Carmine mainly likes to know what he is getting into at all times, never steps into a situation without first understanding as much as he can about it. He is patient, observant, and personable because that is what is you need to be both a storyteller and an adventurer, well to be a good one at least.
Equipment: His main get up is that of a trench coat, wide rimmed hat, sturdy boots, rugged brown pants and a shirt with a black vest on top of it. This is usually why he gets called “cowboy” and at worst challenged to impromptu gunfights. He has a pack with him that holds his travelling gear and some gambling gear also, mainly loaded dice and marked cards. He has a few trinkets in his pockets that are said to be lucky; the most notable is a silver dollar which he fiddles with while thinking, he never lost a coin toss with that coin. His most prized possession is a dark leather book that he bound himself that holds the stories of his family and some other tales that he has gathered over the years.
Abilities: Carmine brings 2 things to the table anytime things get tough, magic and skill. Carmine uses his magic to change a bad scene into something in his favor. A gun jamming, moving a root slightly so someone trips on it, making it seem as if one object is another are some of his tricks. He doesn’t like to use his magic in anything too grand, as of this point he hasn’t had the need. Carmine also comes from a long line of adventurers all of which passed down tricks of the trade onto him. Whenever Carmine is in pinch there is always some story to give him an idea of what to do. He has also been on the road for a good while and figured out a few tricks on his own, sometimes a little bit later then he wished.
Backstory: Carmine Rodric Spence was born into a line of great adventurers. All the time since he was a kid he was hearing about his grandfather and his father before him, every family member had a story to tell. His father was everything an adventurer was supposed to be. The man looked the part of a god and sometimes it was hard to say he wasn’t. A strong swordsmen, adept with magic, quick on his feet, and could charm a bloody mountain to move with the way he talked. Carmine didn’t see too much of him however, his dad was always getting messages that took him away from home. Carmine never grew resentful, there was food on the table and whenever he was around there was a new story to be heard. Trouble is that the better you become at something the more people are gunning for you.
Carmine at the age of 12 was sent around the family tree to what some would call apprentice with other family members. All of the Spence family put a piece of what they knew into him. At the age of 18 he came back to a burnt down husk of a house with different tales about how and when it happened. All Carmine cared about was whether his family was ok. The fire was very large and when the report came back no one was found in the burned wreckage. The only thing that was saved was a metal box that seemed unharmed from the fire. To Carmine’s surprise it held all of the writings of his family, a good sum of money from his great great grandfather’s defeat of a dragon, and a coat that had belonged to his great grandfather. This to him was a message that his ma and pa were all right, they just had to go. Carmine used some of the money to buy his travelling gear, pocketed some of it and the rest he gave to the town. The next morning with the sunrise Carmine was on the road with his great grandfather watching his back and his family in his blood. And thus another Spence adventurer was born.
Miscellaneous: Carmine does not appreciate being called a cowboy; the only thing he shares with them is a similar wardrobe in his mind.
"To live is to dream; to die is to awaken"
- La Bamba
“Believe in the ideal, not the idol.”
"Those who flow through life, as life flows, feel no wear... feel no tear... need no mending... no repair."
-Compassion: Much less effective on soul eating monsters.
Alignment: broken? good
Class/Profession: Insane. That totally makes sense in this slot.
Power Rating: Idk. Needs to solidify.
Description: An averagely-proportioned doll with clear blue eyes (that look creepy if you get them at the wrong angle) and a frilly blue dress and long, forest green hair.
((This is out of date))
Personality: She has the same basic character traits as Kate Kyland, but is completely nuts and has a number of mental problems stemming from sensory deprivation.
Equipment: The key with which she must be wound. It’s not really special; a copy could be made easily enough.
Abilities: Psychic powers. Can only move if wound, a full wind lets her move for 25 hours. Genre savvy. Frighteningly intelligent. Also, insane.
Backstory: She was a copy of Kate Kyland made by the entity known as Libra. When Libra died, she was left in the void… with no sensory input whatsoever. The chances of her stabilizing like this were all but nonexistent. She did, anyway.
Gender: His race doesn't actually have these, but he identifies as male. Race/Species: his race call themselves The Sons of Andile and The Favored People of Nozipho, but have no actual name yet. Age: 6 (15) Alignment: Chaotic Curious Class/Profession: Wizard in training Description: About the height of a dwarf, although his limbs are longer and his body in general is smaller. his skin is a bright banana-yellow that fades to green at his extremities. His hair is also green. Personality: Cheerful and curious, but easily startled Equipment: One pair of shorts, one armband made out of what appears to be obsidian. Backstory: One of the first people in a world still in the process of its creation. The second son of Andile(the first of his race). Had things gone differently he would have gone on to be the world's first and most iconic great wizard. Instead he hopped into the first interdimensional portal he managed to create accidentally and wound up in Trog's.
Avatar by Vulion. Vectored by me.
Aiden Kester "No, seriously, this is the book that's gonna make me famous. Just you wait."
Alias: N/A Gender: Male Race: Human Age: 24 Profession: Writer
Description: Aiden is a little plain in his appearance, but he doesn't look bad by any means. He's tall and well-built, obviously taking good care of himself. He has light brown hair and blue eyes. Aiden dresses in loose-fitting and casual clothes, normally, that are of contrasting and somewhat bright colors, a vast difference from the entirely black clothes that he used to wear.
Personality: Though he's much more social now than he used to be, Aiden is still a little awkward around large groups (a trait he believes to be natural among writers.) Still, he manages to be kind and courteous to most people, if a little too honest for his own good. He also tends to get a little full of himself when talking about his writing.
Abilities: Nothing notable.
Equipment: The clothes on his back and a thick leather-bound journal.
This particular entry isn't just one covering some PCs, but my whole Empyreum setting. As such it's divided up into sections. Yay for sections!
The Empyreum is an earthly empire ruled over by the Priests, servants of the Celestial Emperor. This deity is rather busy and so relegates most heavenly duties to his faithful Archons, ascended mortals with god-like powers.
Opposing the Celestial Emperor is the Lady of the Hunt, the other side of the dualistic deity. Where as the Empyreum is founded on the concept of righteousness, piety, and civil service those following the Lady of the Hunt value strength, ambition, and personal empowerment.
Those serving the Emperor tend to be urban or agrarian where as the servants of the Huntress are often tribal and nomadic.
While the two gods aren't technically at odds with each other (they're just two reflections of the same being after all) their servants usually are without question. Citizens of the Empyreum see worshipers of the Huntress as evil heathens who tempt away the morally weak with promises of easy power. The followers of the Huntress view the worshipers of the Emperor as fanatical bigots hell-bent on subjugating or destroying all that won't bend the knee. Both views are exaggerated in some ways and true in others.
[PCs, NPCs, and Notable Locations]
Fredrick 'Freddie' 'Winifred' Barrelson
Gender: Whatever lights your fire
Race: Four-tails Huldra
Appearance: Like all Huldra Freddie's natural form is that of a wolf-sized blue and black fox with a back covered in mossy oak bark. He's often surrounded by wisps of fox-fire and a crimson Orb that contains his original human soul. He (or she if the situation calls for it) is able to take the form most pleasing and handsome (or beautiful) in the eyes of the target person. As such s/he'll usually appear supernaturally attractive whilst in humanoid shape, though the exact form s/he takes isn't at all fixed.
The oak-bark remains in human form, though can be easily hidden by clothing. The Huldra's tails, however, are another story. They are usually hidden by glamor, though if Freddie is suitably distracted or startled they might become visible.
Personality: Freddie is incredibly conflicted. Due to fortuitously acquired Random Encounter Lewt he was able to retain his human soul after getting Huldra'd. This means on the one hand that he still has the personality of a kind-hearted peasant from a small village who had a desire to become a heroic Inquisitor and play the exalted role of a hero! On the other he's a demon of Dissonance that aches from his lost humanity and hungers to fill the void left inside with the souls of hapless victims.
While his dream of becoming an Inquisitor has been dashed Freddie still has some hope that he can play the hero. After all, it isn't as if Dissonance could corrupt him any more than he already is. Just don't sleep with him (or her).
Abilities: Freddie is a Huldra, with all the weaknesses and powers that implies. Being a Dissonant Demon-Fox grants him the following boons and banes.
Enhanced strength, agility, and durability: Huldra are strong, tough, and fast. They can shrug off most any attack that doesn't target the hollow in their back and are strong enough to bend iron bars with little effort. They're incredibly resistant to heat and move with supernatural alacrity.
Aversion to water: A Huldra completely submerged in water quickly becomes water-logged as their hollow body is filled. This snuffs their fox-fire and weighs them down tremendously. A Huldra so encumbered can't use any of their supernatural abilities and becomes nearly helpless until they dry off.
Beguiling Illusions: A Huldra can take a humanoid form. This form is usually based on the desires of a target creature and creates the most spectacularly attractive body possible with which to seduce the Huldra's prey.
Fox-Fire: A Huldra can create wisps of Fox-Fire, semi-autonomous amalgams of the souls that they have devoured and corrupted. Fox-Fire can be used to horrifically burn targets or create illusionary people and objects with actual substance. The more tails a Huldra has the more powerful their Fox-Fire can become. It's said that a Nine-Tail Huldra can completely enrapture crowds of people in a wholly illusionary world.
Essence Drain: A Huldra is able to drain away a creature's memory and personality in a number of ways. The most common is to steal it a little at a time through kisses or quite quickly through intimate contact. This deadly embrace is often used against sleeping prey to make sure they can't resist. If seduction doesn't work and violence becomes an option a Huldra will rip out a creature's liver and devour it, draining all essence in the process. A fully drained creature has their soul stolen and corrupted into Fox-Fire. Creatures without souls pass into a vegetative state and die quickly unless fed intravenously. As with a Huldra's illusions most generic methods of defense against draining effects offer no protection against this ability.
Aversion to Violence: A Huldra can not take violent action against another sapient being unless one of the following criteria is met. The creature attacks the Huldra first (or threatens to). Or creature makes a direct comment regarding the Huldra's tail(s). In any of these cases there's a strong chance that a Huldra will respond violently and remove the offending being's liver for consumption. Other Dissonant beings can be attacked at any time if a Huldra so desires.
Weakness to Allheal: Allheal is a small purple weed common in most any lawn, field, or vacant lot. A being with allheal on their person can not be drained by a Huldra and can see through their lies and illusions. A Huldra can't remove allheal from someone directly, though they may entice others to do so. Fox-Fire still burns, however.
Claw of Chatturgath: A potent artifact of the Primordial Chatturgath, the Claw looks like a two-bladed glaive fashioned from crustacean shell. The Sigil of Power smoulders with a dull red glow between the blades. The Claw is a potent melee weapon and has a number of strange abilities that can influence matter and energy. Most commonly it can fire beams of microwave radiation that quickly cause most targets to burst into flames. Alternately it can spew streams of pure kinetic force to batter foes. Any time it is used there's a 10% chance that it will instead create some random silly object rather than having the desired effect.
Templar Gregoire: Currently soul-nommed by the above Huldra. He was previously assigned to oversee Fredrick's metamorphosis into a Huldra and then deliver him to Bishop Bartholomew in Ironkeep for assigning to an Inquisitor. Unfortunately for him he met an unfriendly Sliver giant and caught a nasty case of the deads.
Priest John: The Priest in charge of the parish in the village of Riverford, Fredrick's home town. He seems like a really kind, nice old man. Who could probably break your neck with one hand.
Priest Luke: The Priest in charge of the parish in the village of Applevale. He's a relatively young guy, very bright and happy to speak with his flock about the finer points of the Emperor's Law.
Inquisitor Thomas: Nobody expects the Imperial Inquisition! Despite the usual reputation Inquisitors have Thomas is friendly, empathetic, laid back, and generally an all around cool guy. He has a tendency to nod off during villainous speeches. Despite his personality he gets the job done and he gets it down well.
Zaaldunvah Bastion: A penitent Ebony Demi-Dragon under the command of Inquisitor Thomas, Zaaldunvah is polite and proper. Though thankfully not to the stick-up-the-ass degree. He was a knight previously. And his bitch of a princess went and turned into a dragon and then ate him. He became cursed, princess was killed, he was freed, and then realized that he had been in a pretty terrible relationship.
Wiggums: A penitent Boggart under the command of Inquisitor Thomas. Wiggums is crass, mean spirited, and generally obnoxious. Though his ability as a spy and cut-throat is peerless. He and Zaaldunvah really don't get along very well.
Sister Agatha: One of the Nuns living in the Abbey atop Mount Anthor. Sister Agatha is adept at the Devotion of Joy and her bubbly, friendly personality makes that abundantly clear. She's friendly loyal to and protective of her friends. Make her friends sad and face the raw power of the Words of Creation.
Mother Martha: The Matron of the Mount Anthor Abbey. She's a portly, elderly woman wise and intelligent far beyond what her appearance suggests. She could probably have a throw-down with Yoda so don't under-estimate her.
The Wanderer: A nomad from the northern desert who was traveling through the Fiefdom of Baron Archibald when the land was uprooted out of the Empyreum and dumped into the Nexus. A powerful Sand Shaper, he's a follower of the Huntress and in search of glory and fame through honorable combat. Careful, we've got a badass over here.
Maarsukaal: An ancient Air Dragon imprisoned on Mount Anthor who knew her life span is drawing to a close. She tried to feed her spirits into a woman named Hildur in an attempt to corrupt her into a new dragon to take her Name. Thankfully Hildur was cleansed of the possessing spirits and Maarsukaal perished without corrupting Hildur, though her Name was still passed on.
The Fiefdom of Baron Archibald: The chunk of the Empyreum that was gobbled up by the Nexus and dumped into Outside. This land includes Mount Anthor, Ironkeep, The Thicket (spoooky forest!), a number of small towns and villages. Villages include Riverford and Applevale.
The Marches: A marshy stretch of plains-land that belonged to Baroness Elizabeth before it got yoinked into the Nexus. The land is crisscrossed with rivers and lakes in addition to a number of small towns and villages. Since the Baroness' capital wasn't brought to the Nexus Baron Archibald is attempting to annex the land.
[Priests of The Emperor]
The Priests hold the power of the Empyreum. While the royalty may not consist of Priests, it is without a doubt the Priests that ultimate pull the strings upon which the various feuding lords and ladies dance.
Priests begin their training at monasteries where they are give rigorous exercises, both physical and spiritual. Discipline in emphasized, both martial and mental. At the end of the training the learner is ritually endowed with a divine spark, causing them to gain the power of the Priest.
A Priest begins their service in the office of Templar. A Templar's duties are simple. To destroy monsters and servants of the Huntress wherever they lurk. Once this duty has been completed they are provided with a parish to watch over or continue the crusade against the enemies of the Empyreum as an Inquisitor.
The divine spark of the Priest gives them a wide range of mystical abilities ranging from healing wounds to calling up flames from the earth below. The abilities of the Priest usually center around the concepts of warmth, light, earth, and fire.
Good ol' Nuns! Known as The Sisters of Silence to those familiar with their function in the Empyreum. Whilst Priests gain powers and abilities of a more magical inclination the Nuns are far more martially inclined. Where the Priests are as the sun shining in its strength the Nuns are a moonless night, tranquil, still, and deadly.
While all Nuns are far faster, stronger, and more resilient than a normal human each focuses their divine spark toward specific schools of combat. The martial arts of the Nuns are divided into nine Devotions, each Devotion a different application of the divine spark invested in them upon ordination after sufficient training at an abbey. It is not uncommon for a Nun to master three Devotions. The Matron of an abbey, however, must be a master of at least seven of the nine Devotions.
Love is the Devotion of healing, focusing divine power to mend wounds and raise spirits.
Joy is the Devotion of song, employing the Words of Creation toward a wide degree of often spectacular effects.
Peace is the Devotion of silence, weaving together shrouds of moonlight and shadow and stillness to evade detection.
Patience is the Devotion of fortitude, hardening body and will to shrug off any assault.
Gentleness is the Devotion of touch, amplifying incredible divine power through the lightest contact to devastate a foe.
Virtue is the Devotion of speed, pushing one's self to dizzying heights of alacrity though mastery of the divine conception of time.
Faith is the Devotion of foresight, seeing not with one's eyes, but with one's spirit.
Meekness is the Devotion of humility, by knowing one's limits and the limits of one's foes attacks can be turned back on an attacker.
Temperance is the Devotion of self-control, the ability to press one's self beyond the limits at which the mortal body should fail.
[Sages of the Huntress]
Roughly equivalent to the Priests of the Emperor the Sages of the Huntress function as the spiritual head of whatever tribe they are associated with. Unlike Priests who require years of dedicated study before gaining their position Sages are simply chosen by the Huntress provided the individual please the goddess sufficiently.
Sages guard those under them from both forces of Dissonance as well as the Empyreum. Their abilities usually focus on cold, darkness, sky, and water.
[Forces of Dissonance]
Dissonance is the tension, disunity, disharmony, and contention between the Emperor and the Huntress as given form in the world. While Dissonance isn't a god (or even a being) many of the mortal followers of Dissonance treat it is as if it were. There are many practices and rituals carried out by Priests and Sages to keep Dissonance at bay, but that is sadly not always enough.
Most often Dissonance takes the form of monsters, disease, and natural disasters. Humans that draw on the power of Dissonance and worship its concept are known as Witches or Warlocks. The forces of Dissonance are seen as evil by both followers of the Emperor and the Huntress, one of the few things they agree on.
[Monsters and the Rituals]
There are a number of rituals used by humanity to prevent themselves from being seized and warped by Dissonace. All monsters that result from these warpings generally come in two forms, first and second generation. A first generation monster is usually more powerful and results from a human failing to uphold the proper ritual. A second generation monster is generally an innocent human that has fallen victim to an existing monster.
It is possible for a monster to be penitent, to still attempting to serve whatever god they served while human. Though unstable and extremely dangerous such creatures are considered valuable tools and weapons by the Empyreum and many Sages.
[Ritual of Naming and Boggarts]
The Ritual of Naming is simply a ceremony carried out when naming a newly born child. Children that die without being named properly are likely to rise as Boggarts, ashen tricksters that sour milk, sicken animals, break tools, lead travelers astray, and generally make a nuisance of themselves. Using a Boggart's old name in its hearing causes the monster to become violent. Boggarts can often be bribed with offerings of food to keep the pranks to a minimum.
Boggarts, given the opportunity, will steal away sick or naughty children to burn them alive and transform them into new Boggarts.
Boggarts appear to be made of fine black soot with two white pinprick eyes and a wide crescent-moon grin. Their body and head are generally proportioned like an infant's, though their arms and legs are impossibly long and spindly. Boggarts represent the sin of Envy.
[Ritual of Feasting and Weredeor]
The Ritual of Feasting is a communal meal taken on a regular basis. Those who abstain from the Ritual for too long may begin to crave flesh of other kinds as Dissonant animal spirits burrow into their psyche.
Should a person succumb to The Hunger they will transform into a weredeor, a man-beast. Human and animal spirit fight for control of the body, resulting in a creature that is violent, unpredictable, and often insane. A weredeor that consumes OTHER weredeor becomes a Chimera, a horrific protean beast of shifting form.
A person injured by a weredeor will be stricken by The Hunger themselves, transforming into a weredeor if they consume human flesh. Those slain and devoured by a weredeor will soon grow off the parent monster's body in the form of a disgusting tumor that eventually bursts open, spilling out a new weredeor.
Chimeras are altogether worse. If they devour a person they will bud off a new weredeor in a matter of seconds rather than days. Likewise the bite of a Chimera will cause the victim to rapidly mutate into a weredeor.
Weredeor can be kept way by hanging dried Wolfsbane around one's home or off fences. In places where weredeor are common it isn't unheard of to keep a pouch of dried Wolfsbane on one's person at all time. Weredeor represent the sin of Gluttony.
[Ritual of Wedding and Huldra]
In the Ritual of Wedding two pledge their love and devotion to each other under the watchful eye of a Priest/Sage and various witnesses. Children born to those under such a union are protected from the ravages of Dissonance.
To those unlucky children not so guarded there's a chance that they will become a Huldra some time between their thirteenth and eighteenth birthday. In their natural form the Huldra appears like an enormous blue and black-furred fox with between one and nine tails, bark growing over their back, and wreathed in blue fox-fire. Should the bark on their back be broken it is revealed that they're hollow inside like a rotted out log, filled with nothing more than wisps of fox-fire.
Huldra can also take the form of supernaturally beautiful women and uncannily handsome men, though they're often unable to hide the bark on their back and their tails. In these forms they seduce the unwary and drain their souls. For every 100 souls a Huldra devours they gain another tail. And it's said if they can consume 1000 souls they become fully human again. Those unfortunates who have had their soul eaten may be left to rise as Wights or, at the Huldra's pleasure, twisted into a new Huldra. First generation Huldra are born with two tails while second generation Huldra are born with one.
Because a Huldra loses their soul when they're created they likewise lose all memory of who they once were. All Huldra are driven by the emptiness inside them and seek desperately to fill it with humanity to replace what they have lost. Should a Huldra ever manage to recover their original soul they are flooded with human emotions, including guilt for all the evil they have done. Such Huldra usually go insane as a result.
Keeping dried allheal on one's person allows one to see through the illusions and lies of the Huldra. Hanging allheal over one's bed prevents a Huldra from paralyzing a person in their sleep and devouring them. Huldra represent the sin of Lust.
[The Ritual of Cleansing and Hags]
The Ritual of Cleansing is simply the confession of one's sins before a Priest/Sage. The act of the Ritual removes the taint of the evil. Those who instead covet and take pride in their sin, who allow it to fester within their heart become warped and twisted beings of Dissonance. Hags.
Hags appear to be old and hideous men or women with vulture-like qualities. They spread hate and contention to whatever people they are near as they wish to see their suffering heaped onto the heads of others. Most outbreaks of disease among people or pestilence upon crops is the working of the cruel and twisted hags. Despite their frail looking forms hags are terrifyingly strong and durable. A single scratch can send even a seasoned warrior into fits of hysterics and trembling with fever.
Eating apples on a regular basis is said to ward off the pox and hexes of a hag, but fresh fruit is often difficult for commoners to come by. Unlike the other monsters of Dissonace hags are unable to create more of their number. Hags represent the sin of Pride.
[The Ritual of Alms and Dragons]
Over the course of a person's life Dissonant spirits will cling to them, drawn by acts of greed and selfishness. Every year the Ritual of Alms is practiced to cleanse a person of these spirits by sacrificing an object of value to the person. Those instead choose to embrace their greed may be warped into Dissonant dragons.
Dragons appear as huge quadrupedal beasts with a blend of reptilian and mammalian traits, each with the elemental inclination of her original spirit. The body of the dragon is quite literally made of the corresponding elemental material. Aside from these traits dragons are incredibly varied in their appearance, even among dragons of the same element.
Dragons are driven by overwhelming greed and thirst for power. They horde valuables and devour people to enslave their spirits and increase their own power and size. Should a dragon hold a particular person as valuable they may instead transform them into a drake, binding them to serve their new parent's greed unquestioningly.
Dragons are repulsed by willing acts of generosity, finding it absolutely abhorrent. Offering them a gift of great personal value will cause them to flee back to their lair (with gift in toe of course). Dragons also find riddles irresistible. If a dragon is unable to answer a riddle it is forced to grant a single request to the riddler, though it can decline anything self-destructive. Dragons represent the sin of Greed.
[The Ritual of Service and Wraiths]
Every day the Temple is ritually cleaned by those who attend it in the Ritual of Service. The work is hard, though quite simple and often times people are placed on a rotation so they don't do the same work every day. While the work is done the local Priest (or Sage) will often provide spiritual advice and recount stories of saints and heroes. It is a time to tend to both spiritual and physical work.
Those who consistent shirk their spiritual and physical responsibility risk falling into a horrid state of apathy, eventually wasting away until they become Wraiths. Wraiths are horrible bodiless undead that retain both their soul and spirit as well as their slothful demeanor. Usually a Wraith will not manifest in an obvious fashion, but will instead sap a person's will to continue living. People who aren't rescued from the cloying depression will often find death in the end, rising as a new Wraith.
Souls violently torn from their bodies, or souls of bodies that have been utterly destroyed before burial, often become ghosts. Merely imprints of the memories of the living, ghosts are not truly aware of their surroundings. They can often utter a few phrases, enough to give the impression of still being conscious. Though more often than not they simply re-intact the last hours or minutes before their death endlessly.
Tea made of Klamath (Saint John's Wort) can dispel the doldrums caused by Wraiths. Wraiths are a manifestation of the sin of Sloth.
[The Ritual of Burial and Revenants]
The Ritual of Burial is just that. Laying down the dead to their eternal rest. Dead not provided with a proper burial may rise as Revenants, horrific walking dead that harbor deep hatred for the living as it reminds them of their own tormented existence. Both soul and spirit are bound to the corpse of the Revenant, giving it full insight into the horror of its state. Revenants can rend the soul from the body of others with their bony claws.
A person slain by having their soul removed will often rise as a Wight, a souless cadaver with no memory of who or what they once were. Vile Dissonant rituals can be used to issue simple orders to a Wight that they must obey. Without orders a Wight will often times remain motionless, mimicking a corpse, until something living to soul-flay happens by.
Garlic repels these restless dead and performing the Ritual of Burial on their remains can put them to rest for good. Revenants represent the sin of Wrath.
[Witches, Warlocks, and Dissonant Spirits]
Witches and warlocks are humans have devoted themselves to the power of Dissonance. Some see it as a means to an end, others as an end in and of itself. Some even believe Dissonance to be a third divine manifestation, stronger than the other two and worthy of worship.
A witch or warlock uses rituals and fetishes to focus the power of Dissonance, striking down their foes with disease or plaguing an area with poor weather. Followers of Dissonance are immune to Dissonant mutations unless they allow themselves to succumb.
Sickness, madness, ill-luck, and the command of twisted monsters that were once human, these are the main weapons of the followers of Dissonance. What's more, Witches and Warlocks will often employ a Dissonant spirit, a familiar that posses the body of a small animal and whispers blasphemies and plots into the mind of its 'owner'.
Dissonant spirits without a body are more or less harmless, though they mindlessly seek to destroy the works of both the Emperor and the Huntress given the chance. They often act out through causing disease and bad luck, though if a more subtle approach is frustrated they may even possess an animal or inanimate object to assault the target of their hate. Things so possessed will often times transform into trolls, brutish beasts that live only to sow Dissonance.
[The Soul, the Spirit, the Body, and Life]
In the Empyreum the Soul and Spirit are very specific things. The Soul is a being's memory and personality. The Spirit is a being's consciousness and capacity to be aware. Life is, of course, the animating principle that distinguishes a living being from a corpse. And the Body is... well... the body. A person without a Spirit would become machine-like as their ability to experience new things is removed. A person without a Soul would become mindless as their personality is gone.
Each of these four elements of a person is a composite of three of the four Cardinal Elements, created by the Huntress and refined by the Emperor before being invested in a new being.
[The Cardinal and Sidereal Elements]
Each person is ultimately a union between all elements, though all people are born with an elemental inclination imprinted on all aspects of their being. See the elemental chart below.
Each Cardinal Element is represented: Earth, Fire, Air, and Water.
Through a binding of two Cardinal Elements the six Sidereal Elements are formed: Metal, Wood, Ice, Mist, Sand, and Lightning
A person's inclination can be toward any one Cardinal or Sidereal element. Most people don't even discover what their inclination is simply because the tools needed to do so are rare and expensive.
In order to discover a person's inclination a touchstone is used. Touchstones are crafted from natural gems composed of a perfectly balanced composition of all four elements. When held the gem will change color to match the Cardinal or Sidereal inclination of the holder.
[Elemental Foci and Shapers]
Each element has a special substance associated with it, a substance that can amplify and enhance the elemental inclination of a person. People who invest enough time and practice into use of a focus can warp and bend their element to their will of their Spirit in a practice called Elementalism. A practitioner of Elementalism is known as a Shaper. A touchstone can function as a weak focus, but for a serious student of Elementalism a properly aligned focus is required.
The more powerful the Shaper and the greater the quality of their focus the more spectacularly they are able to manipulate their element. Elements can be controlled, formed, and even manifested if the Shaper is skilled enough.
The various elemental foci are as follows:
Earth: Adamantine is a dark green stone of considerable strength and density. It can be honed with great effort and is dreadfully difficult to break. Adamantine is far harder than any other substance.
Fire: Orichalcum is a brassy, red-tinted material that can be worked like metal. However, it becomes softer when cooled rather than softer when warmed like a normal metal. The hotter Orichalcum becomes the more solid it gets.
Air: Gossamer is a soft yellow crystalline material that is nearly weightless. When worked like metal it will compact when stuck, but actually sundering it is virtually impossible.
Water: Mithril is a silvery materil that is mercurial in nature. It flows and shifts like a fluid, that most blows will drift through it rather than breaking it.
Metal: Ebony is a black metal of incredible stiffness and hardness. Slightly denser than steel it is significantly stronger. Ebony blades are prized even by people without the elemental inclination to fully utilize them.
Wood: Petra is a rare wood harvested from the heart of a tree with the same name, a wood filled with glistening opal-like bands. With both the flexibility of wood and the hardness of stone petra is sought for both its beauty and its utility.
Ice: Blue Ice is exactly what its name implies, ice that is blue. Blue ice is harvested from the bottoms of glaciers and is metal-like in its qualities. Blue ice retains its coldness regardless of temperature.
Mist: Stratus is a piece of the sky fallen to earth, a solid cloud. Under normal circumstances Stratus is akin to a very thick clay in composition and can be worked as such. When heat is applied it hardens to a steel-like quality.
Lightning: Plasma is born of collecting and refining lightning bolts. Though tamed, plasma still harbors the fury of the storm and has almost unparalleled destructive potential when utilized as a weapon.
Sand: Holos is a crystalline substance, clear as glass, composed of many smaller crystals. Heat is used to fuse the sand-grain sized crystals together in order to work it into a usable shape. Even when shattered holos can quickly re-assume its previous form.
Warning! Random Encounter™ detected!
Zee is a perfectly normal human female. You suspect nothing!
Winifred 'Freddie' Fredrick
Souls Nommed: 657
Days Since Last Nomming: 0
Description: Hildur is very tall, about 6' 2". She once had blue eyes, but they are now the pale golden color of Gossamer. Her Swedish ancestry shows in her blonde hair, which she typically wears short so that she can fit it all under a hood. She is almost always in winter clothing – specifically, a white and red heavy jacket and black snow pants. She used to have a pair of goggles, but burned them to avoid turning into a dragon, which didn't entirely work. She always wears a glove made of Gossamer metal - her focus for Shaping.
At any time, she can change into her demi-dragon form, which is a little larger than the average horse. In this form, she is a creature of grace, with scales and wings of Gossamer.
Personality: The most important thing to Hildur by far is snowboarding. She talks to people and tends to be very kind, but her mind is pretty much always on flying down a mountain on her board. Because of this, some might see her as aloof or absent-minded, but she's actually rather intelligent. Still, she tends to not be all that interested in the goings-on of the world.
Partially because of her recent transformation, Hildur also has a hunger for fame, wealth, and recognition. She both wants and needs to spread her Name, Maarsukaal.
Abilities: Hildur has a knack for surviving things that nobody else should – namely, huge falls. Cold temperatures that should bother her just don't seem to. And, of course, she's very good at snowboarding.
She's also a reasonably powerful Air Shaper. Since she is essentially a Dragon in human form, Hildur becomes more powerful the more she feeds a hunger for glory and fortune.
Equipment: Hildur only has her recently repaired clothes on her clothing.
Alias/Titles: The Traitor, the Record, Vul Vraal, Jon
Race/Species: Human, technically. Clan Vraal. The clans are essentially subraces. Physical traits vary widely.
Age: Just past middle-aged.
Alignment: Probably some kind of evil or neutral.
Power Rating: Very scaleable, depending on how he prepares for a particular encounter. Can range all the way up to A, given time to prepare. With his usual gear, call it B. Casual clothes and no weapons? C.
Description: Eight foot ten inches in height, weighing in remarkably light for a creature his size, Teq Vraal is far from your average human. His limbs and fingers are gangly, as with most of his clan. The Vraal's frame could be described as wiry and lean. His skin is a sun-scorched red. His torso, and parts of his upper limbs, are covered with swirling ridges and grooves, almost like etchings in his flesh. Though they look like chitin or bone, these designs are soft to the touch, and they seem practically hand-carved.
Ancient onyx stones, still gleaming bright, are set into his elbows and kneecaps for decorative purposes. The tips of Teq's shoulders are angled and jagged with strange spiked formations. His fingers are round and thick, dull at the tips, though they are of a long, delicate quality. He has three fingers and a single thumb, but only two oversized toes on each foot.
His neck is short and thick, terminating in a rounded skull. His eyes are multi-pupiled, with the black pools overlapping and connecting like a Venn diagram. Four pupils per eye, both in different patterns. The irises surrounding these dark shapes are a lovely shade of amber.
His face has a great range of expression, with the mandibles that make up his mouth moving to imitate human facial musculature. He can smile, frown, and laugh with the best of us. It's only when he wishes to eat that his mouthparts spread, extending vicious serrated teeth along their lengths and a tubular tongue, along with two tiny pincers to grasp struggling meals. Again, ridges and curved grooves color his face, adding to the exotic appearance.
In place of hair, from the top of his head extends a small forest of thick spikes, each one gradually growing. He likes to keep them short, modest, and clean-cut.
Equipment: Teq has access to an array of weapons. What he doesn't have, he'll usually buy and then discard. To ensure a lack of traceable material.
His on-person equipment:
-A pair of spectacles. He has trouble reading without them, and his vision tends to blur.
-Contacts to replace those same spectacles. For combat situations.
-Skinchanger device. Exactly how it sounds. Changes his outward appearance into that of another species. This includes apparent size and shape. Weight remains the same. Advanced model allows for him to retain his superior physical abilities in lesser forms. Species closer to his size are more comfortable, however.
-Alternatively, a TP-82 Russian Cosmonaut pistol or an Exenterator 37 handheld flechette launcher. The first is for stopping power, the second is for armored targets and silent operations.
-Wrist communication and teleportation device. It allows him to access large quantities of information through a 'touchable' holographic interface.
Abilities: Physically, Teq is vastly superior to a modern human. He is stronger and faster, albeit much larger and less manueverable in enclosed spaces. He possesses certain racial abilities, including the absorption of equipment and supplies into his own body for later use, adaptation of his own form for new environments, ambidexterity, and the ability to see in multiple directions with only two eyes. Due to his unique faith, Teq also possesses certain supernatural abilities, such as speaking with the dead, Discord magic, and various counterspells to deal with the occasional spellslinger.
Backstory (work in progress, expect more elaboration on his career): Teq is naught but the product of his own choices. He cannot excuse himself with an unhappy childhood, a tragic loss (though he's had a few), or a lack of good sense. He was raised in a society consisting largely of perfect pacifists, men and women who see killing another as the greatest evil in the universe. But he always found their system... flawed, foolish, and perhaps immoral in itself. Killers, creatures whose names alone made men shudder, were spared by their people. The Eldest always advised against such things, or any equivalent, for the early end of life was a fate no creature truly deserved. They lived in a dying universe - it was only natural to fear and detest death in this way. But Teq never truly understood why his people always went along with the Eldest's wishes.
He fell in with a revolutionary group at a young age, despite his parent's urgings against it. These people didn't want to simply pacify invaders, transgressors, and murderers. They wanted them dead. An eye for an eye. It was their Eldest's unending mercy that allowed evil acts against humanity to continue, and in a revolutionary's eyes, the old cowards had cost more lives than any madman or mercenary. Unlike the rest of their race, these vicious Vraals had no love for the corrupt and often evil outsiders from other worlds. They saw no equality amongst them. Teq himself thought the whole race foolish - with power like theirs, they could not only defend themselves better, but strike back against transgressors. Take something back for their people, rather than watch their world crumble to dust. He lobbied with them, screamed at the walls of the council chambers, even helped start a riot or two. The Eldest were mere advisors, but the people listened all too often, and if that was so then they needed to be brought down.
At first, the revolutionaries proved peaceful. They protested, they made threats, but they didn't act. In fact, it was the Eldest that struck first, in a vain attempt to capture these rebellious youth. They thought these young people sick, a sickness that could perhaps be neutralized without bloodshed. A losing battle was fought. The youths became willing to kill, and many loyalist soldiers were not willing to die by their brother's hands. It was one thing fighting a weaker race - their bullets and plasma and swords often held little risk for the hardy, medically brilliant Vraal. But revolutionaries? Other Vraal men with their own weapons at hand? The Vraal purists saw their forces decimated. And the revolt was only gaining steam, having suffered not a single loss. Any attempts at capture - less-than-lethal weaponry and the like - ended with catastrophic results. It's a lot harder to knock a Vraal human unconscious or detain one than it is to kill one outright.
The Eldest, ironically enough, did exactly as Teq's people asked. These ancient, gnarled men and women had been through one too many civil wars between their stupid children. They were bitter, and at the appalling actions the revolutionaries committed, were willing to take lethal measures to keep their rule intact. They gathered convicts, butchers and killers, old soldiers from the remotest bastions of their clandom. And with the consent of the people, they made them Knights. The Order Ascendant, to be exact. This order was granted power by the Eldest to kill in the name of the Wheel, when no other solution presented itself. They were trained with the greatest guns mankind had ever produced. Granted armor made from Earth's strongest ores, holy artifacts from a bygone era. And when these 'Knights' finished with the rebellion, there was naught but a few broken traitors left scattered to the wind.
Teq, a youth caught up in the tide of changing times, was ultimately banished to the wastes, sent off into a dying universe. The equivalent of a death sentence, for all practical purposes. He was luckier than most of his comrades, who had met their end at the tip of a rifle-barrel. The Traitor guessed he would be eaten soon. But the walls of his reality were breaking down - allowing passage for things within and without. Teq wandered by chance to another Earth, an older Earth. He had some skill in the arts of death, despite coming from a culture that embraces life. At first, he sought to work for a good cause. These humans made war often, and combat was all Teq understood. If he was going to fight, he'd try to fight for the right reasons, confused as those seemed now.
Oh, how quickly that laughable little illusion was torn apart. In his first battle, after inflicting dozens of mortal wounds upon enemy soldiers, Teq requested a Vraal healing balm - a substance that could prevent shock, sow limbs back on, and regenerate lost flesh. The lieutenant looked at Teq's handiwork - a hillside of ravaged, screaming corpses - and laughed right in his face. Right before dropping a bag of gold in his hand. He stared at the money with despair, confusion, and to his shame, a measure of curiousity. It was stained with the blood of mere children - boys pressed into service for the good of their country. But it'd been so easy. The men of this age were like toys, they were so easily broken.
Teq lied to himself for a while after that. About necessary casualties. About the cold, indifferent, misbegotten monster that was slowly eating his mind. Whatever let him off his own hook. The Vraal warrior moved from place to place, 'helping' people. He broke this dillusion after just a few years - but he never really got over it. He'd even try to justify his actions, if pressed. 'Just following orders', that was his mantra. 'It's what I'm good at', he told himself. 'I'm only the weapon' was his favorite. All the while, he made his walls higher, and distanced himself from everyone around him. He was so far gone that some assumed him to be socially handicapped. Deep, in his heart, Teq actually seems to enjoy the end of other lives.
Acceptance, in a way, was the next step. Teq began to see life for what it was - a finite collection of meaningless choices that would one day end, before beginning again elsewhere in an endless, tortorous cycle. It did not matter if he killed a few or a few thousand. His rampant murder was inconsequential. This belief grants him mental and physical power over the universe. With it, he has the greatest excuse of all. Through this revalation, Teq came to revere something his people called the Broken Wheel - the beginning and the end, death and rebirth. He joined a forbidden sect full of Vraal like himself, a place between worlds where those skilled in the art of death might take refuge.
It's only logical that Teq found his way to the Nexus. He's walked roads all his life, and all roads end here. Teq figures he can turn a profit easily enough. He can't tell the difference between soldier and assassin anymore, and the Nexus needs plenty of both.
__________________ My avatar was done by Gulaghar. Thanks again!
In a dream I found a place
of rotting meat and eldritch grace
and looked upon his primordial face
and from my thoughts could not erase
that sense of time that sense of space
and my heart the darkness did embrace.
Name: Caledonia "Callie" Goswell/Grimm/McCaura
Race: Minor Goddess of Braves
Desc: Caledonia is about 5'8" and fairly skinny, with an average skin tone, black hair, and dark green eyes. More often than not, she has a pair of grey fox ears and a tail to match (taking after Angela). She tends to wear cargo pants, usually grey, and has her tops in various plaids.
Abilities/Equipment: Callie has some deific powers (pocket dimensions, teleportation, shapeshifting) but mostly sticks to murdering the hell out of things with her trusty claymore.
Personality: Callie is cheery, though perhaps not entirely sensible. Her enthusiasm and enjoyment of having her fox ears petted seem to outweigh common sense, and she likes eating bunnies a little too much. She describes herself as asexual and "pan-hugs-ual".
Alias: Quiz Gender: N/A Male personality Race: Sentient AI in a mech body Age: ??? Profession: ???
Description:This sans the weapon and cockpit. Has obvious damage(including his completely replaced arm) repaired by steam-punk technology(a small boiler at the shoulder, steam hydraulics). Has a white mechanical sphere with a single yellow-circle-eye(Think Space Core from Portal 2) where the cockpit is.
Abilities: Quiz's mech body gives him surprising strength and dexterity, though his repaired arm and legs hinder him slightly. His mental ability as well as stability is questionable.
Equipment: He himself is his only equipment.
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: Weapon-Thief (Title) Gender: Female Race/Species: Magically Augmented Human Age: 25 Alignment: Lawful Good Class/Profession: Warrior Power Rating: To be honest? This scales depending on what she's managed to get her hands on recently. Description:
[/url] Personality: Relatively friendly out of battle, doesn't talk much in battle. Equipment: Elizabeth doesn't carry much- a knife and a katana, generally. Due to her powers, these are much more powerful than a standard pistol or katana are. Abilities: Elizabeth has a number of abilities, both mundane and magical.
In mundane terms, she's relatively smart, and very fit, almost on the edge of human capability in terms of physical strengths. Her reaction time, in particular, is incredibly fast, on the very verge of being called 'superhuman'.
In magical terms, she can, for lack of a better word, 'hijack' weapons. If she touches anything that can be used as a weapon (which includes stuff like, say, a jet fighter) she gains an understanding of how to use it. If the weapon is magical, she also gains an understanding of how to trigger its magical properties, and she can even trigger magical properties that are normally keyed to a specific person. If she hijacks a weapon that's mundane normally, it gains a magical boost to its abilities. A low-level magical boost, but still. In any case, any weapon she touches develops glowing red lines on its surface. Backstory: TCL Miscellaneous: Anything else that you wanna put down.
Originally Posted by Revlid
And so it was that Zaeed, Aang, Winry, Ezio, Sadoko and Snow White all set out on their epic journey to destroy The Empire.
Titme Space Traveling albino drow and life bringer (lesser assimar) who became an
(archon of life as well as a magi, then became a lich, thena demilich and finally the Barrow King (see my campaign setting)
Alias: The White Darkness, once known as the Drow Killer, the Elf Bane, the Dwarf Murderer, the Gnome Slaughterer, the Slayer of Humans, the Destroyer of Orcs and the Carvern King, know just the High Adventurer Gender: Male Race/Species: Albino Drow Age: 165 Alignment: Chaotic 20, Evil 8, Good 8, Law 2 (Chaotic Neutral) Class/Profession: Monk (of chaos), artificer, warlock, fighter, rouge, ranger Power Rating: B Description:
Him with minimum equipment, normally his bag of easy carrying (a minor artifact) allows him to carry twenty times that of normal inside and around it
Personality: Haughty, Mysterious, quirky, adventurous, has combat mode; cold, harsh, sarcastic Equipment: Everything an adventurer could need. Ever. Abilities: Monk skills, Can make most anything, eldritch powers includin invocations and blasts of energy granted to him Backstory: He once travelled his low magic low power homeworld, finding species and killing all of them. Then he found the Gauntlet of Wonder (a weapon of legacy), and learned it's powers. He travelled the multiverse, eventually finding the Nexus, about a week before his first actual visit. He also travelled to earth 9178 and started world wars III-CCXXI
The Barrow King
Alias: Hildane Elgerson of the Drýmann Hélendum, Sila Olgasdottir, Scruffy Dog (a dog) Gender: Whatever it want's to be right now, once male Race/Species: Lifebringer Lich of the Barrows Age: 2795 Alignment: Chaotic 7, Evil 13, Good 8, Law 7 (Neutral Evil with a slight inclination to ocasional mercy, considering the law to be a means to an end, but not an unusefull one and pure chaos to hard to control) Class/Profession: Favoured Soul, Sorcerer, True Necromancer Power Rating: S when in Barrows of the Kings Lost, A- in armor, B- whithout, C in alternate forms Description: Once like this
then he became a lich, know, as the Barrow King, he's a vaguely humanoid green mist who usually wears the Armor of Skeibaldr's Bane
Personality: Very manipulative, gets angry quickly, but can hold it, slow to laugh, not very trusting, plans twentyfive point six steps ahead on a fast day, a few more on a slow one. Equipment: His armor (allows him to create minor undead such as skeletons or zombies whenever a corpse is handy, can create sentient versions of such as commanders, can generate blasts of pure negative or positive energy. Heh heh. Die unsubordinate zombie Abilities: Lots of magic, especially necromanct Backstory: Long form will eventually be in my campaign setting, for now I'll write the short form; he was a young warior, child of one of the Hidden Folke and a member of the Wédehund. He grew up, was abused by the others, and eventually learned of his talent for magic and joined one of the Societies of Witchcraft, the Drýmann Hélendum, and became a sorcerer healer. Eventually, in the aftermath of the war of the Mós, Wæterhelm and Holt clans that was begun as a result of the Wælgrædig losing dominance among the raiders, he found the remains of his fathers clan hunted by a force of Neásprungen, or undead. H e fought them, loathed them, trained to combat them, was trapped, fell in love with a Drýmann Neásprungen, they had a child, she tried to kill him, their child ran, eventually become master of the Licburg clans, he killed her, he fell in love again, killed his new beloved, went mad, began killing everyone he met, raised an army of undead, went to war, died, became a lich, raised another army, won, destroyed his army, became a demilich, taught other lichs, let them raise armies, destroyed them alll and absorbed their phlacteries, absorbed his own phlactery, became a lichwisp, travelled to the Barrows, fought the warrior Drýmann Hélendum guardians, killed them, keeping three as apprentices, became the new Barrow King, began training under the spirit of the origanal Barrow King (he's the third), a titan necromancer, began siding with the giants and linnorms in the Eorðdraca/Lyftfloga/Eoten Ecghete (see my campaign setting) since then has been drying to find a spell that will restore his mortality, meaning that he will retain his undead powers (remain a being of negative energy), but still be living (a being of semi-positive energy), thus uncapable of being destroyed. He has come to Nexus for that purpose, having arrived her following a banished dragons energy trail.
Power: Normal 2, Strategy mode 4-6 (depends on situation)
Description: A large slice of toast. About 5 foot 1 inches. See my avatar.
Personality: Hoffy is a jolly guy who gets joy from making people smile. He likes to make friends and avoids fights at as much as possible. He is very clumsy, almost stupid, and is always messing something up which constantly gets him in trouble. When in combat or dire situations, he can switch into strategy mode (strategy mode can be identified when he puts on his sunglasses) which greatly boost his intelligence to phenomenal levels.
(For more on strategy mode look in the spoiler)
Hoffy in strategy mode
Hoffy is actually a genius with an IQ that's said to be over 180. He just pretends to be stupid because "It's more fun!" he says. For some reason, putting on sunglasses helps him think and focus better.
He doesn't know the meaning of "quit" and will do whatever it takes to save his friends (that's why his power depends on the situation). He also has a strange hatred of any objects that begin with an F.
Equipment: A fiery boomerang, sunglasses, smoke bombs, and panda feed. You never know when you're gonna need panda feed.
Abilities: Shape shifting and strategy mode.
Backstory: When Hoffy was 10, he found a shape shifting scroll in his elven village and acquired its powers. Unfortunately, the scroll was very sacred and reading was punishable by death. He fled his village and has been on the run ever since. His most common and recognizable form is toast, because his only good memory of his home was the toast his mom made for him. No one has ever seen his original form since he left his home.
Last edited by captainspazam : 05-08-2012 at 09:10 AM.
Race To all appearances, a human. His true race is somewhat harder to guess.
Age: He looks around 26, although he is somewhat older than that. He doesn't age like humans do.
Alignment: Chaotic Neutral, perhaps?
Class/Profession: He dabbles in many things, and might be considered a Rogue overall. He claims to dabble in magic, but his powers go a bit beyond mere dabbling.
Power Rating: Variable. It depends strongly on what sort of foe he is facing. But pretty high, I'd say.
Description: He is tall, lean and muscular, with bright red hair and green eyes. His skin is more pale than tan, and he is almost constantly grinning, winking, or in general expressing his amusement to the world. He generally wears a worn maroon blazer.
Personality: He is a rather jovial sort of person, with a great sense of humor. Somewhat too great, it might be said, for he finds amusement in some things that others think are commonplace. He is fond of dry, sarcastic comments, and enjoys matching wits with people. He does display a strong streak of arrogance, however, and a complete lack of respect for authorities. That said, he is as loyal a friend as you'll ever meet, and unwavering once he has a goal to focus on.
Equipment: His coat, various magical ingredients and devices, including a few ghost bottles, and his two knives. And a broken cross pendant, which he keeps close at all times.
Abilities: He relies mainly on his superb mental capabilities, but he is as very strong and fit, displaying deadly amounts of speed when the situation calls for it. He has trained extensively with a variety of weapons, favoring his two knives for personal combat. In addition, he is skilled in many forms of martial arts, including kickboxing, judo, and kung fu.
His magical abilities are somewhat harder to pin down. He rarely uses them unless absolutely necessary, but when he does he can do almost anything. His main tricks include mind reading and telekinesis, but in the past he has shattered objects(including a building, on one occasion), made temporary magical barriers that repel anything that touches them, lit various things on fire, spoken to and raised the dead, and seen the future. He dislikes doing these things, though, as they require a tremendous amount of effort.
Phineas comes from a world where magic is a crime. Long ago, the Government decided that those born with the ability to use magic were too dangerous to be left to their own devices, and so they outlawed it's use and started a special agency to hunt down those mages who resisted them. The agency was made up of magicians loyal to the government, and they used a series of magcial scrying devices to identify potential mages before they were born. They began kidnapping the children who would one day be mages, raising them in secret labs and subjecting them to mind control and torture. The idea was to raise an army of magicians, completely loyal to the government.
Phineas was a child of thirteen when the new laws were put in place, the son of the world's most powerful mage, one Beatrice Reinhardt. She escaped the agency's men with the young Phineas, becoming a fugitive. Instead of simply hiding, she decided to strike back at the corruption, leading a resistance to defeat the agency. Enter the villain, Jeremias Golding.
The leader of the agency of mage killers, Jeremias was no slouch himself when it came to magic. In his opinion, loyalty to the Government was greater than any personal sense of morality or injustice, and he worked brutally to ensure that the government's will was carried out. He purged the resisting mages, using black secrets taught to him by the demons themselves. Beatrice sought him out and dueled him, determined to escape the fate chosen for her and her son. She was destroyed, only blackened ash remaining.
The rest of the mages went into hiding, skulking in the shadows. Some left the country, heading to places where they could live in peace. Phineas went north, disappearing into the woods in the dead of winter. No human could survive the weather for long, and he was thought dead by those who knew him. He was sixteen at the time.
Ten years later, he came back from the woods, walking barefoot through the snow. He refused to speak about what had happened there, only saying that he had found truth in the cold and the forests. The city he returned to was blighted, slowly dying under the evil that controlled it. But if Phineas brought nothing else from the forest, he brought back hope.
He traveled the land, seeking out those few magicians that remained. He spoke to the common people, those not blessed by the art, for they were suffering under the government as well. He spoke of revolution, of rising up and destroying the oppressors. But the ten years he had been gone had crushed the people's spirit, and they did not think it possible to win this war. Phineas wandered for several years, trying to ignite the flare of revolution. At last, despairing of convincing the people, he decided there was nothing to do but fight the Agency himself. He went right into the capital city, sending out a beacon of magic to draw them to him. And when they came, he destroyed them. He battled for two days, hunting the Agency through the city. At last he emerged, wounded and broken, with his enemies dead all around him. Only one had escaped his wrath. Jeremias Golding.
Little is known of what happened between the two. There was a battle, that was certain. The skies themselves turned black, and a burning wind tore through the darkened city. When all had ended, those who came forward to see the outcome found whole buildings destroyed, blackened craters filled with rubble. Fires burned everywhere, and the very stone smoldered. Of the two combatants, there was no trace.
What really happened is this. The two fought, burning all their power in a struggles like none seen before on that world. The struggling forces of magic tore a hole in the very fabric of the universe, sending the two hurtling through space and time. Somehow, Phineas ended up in the Nexus, outside Trog's Inn. He is under the impression that he died, and the Nexus is the afterlife, although he is still trying to align it with his own idea of life after death. It really doesn't seem like the afterlife he expected.
A side effect of the duel was to nearly consume all of Phineas's magic. Although it will build up over time, for now has but a fraction of the power he once did.
Brilliant American McGee's Alice avatar by the fantastic Paisley
Race A true succubus, although she often wears the form of a 20-something young woman with long scarlet hair. Her horns and wings remain hidden most of the time.
Age: A little hard to judge. Certainly longer than most mortal lifetimes but has the appearence of a 27/28 year old.
Alignment: True Neutral. Yes, she does feed on life energy and yes, sometimes humans don't survive the process. She is not out and out evil. She is what she is.
Class/Profession: After her initial summoning and first "encounter" in the Nexus, she is experiencing a creative streak and trying her hand at becoming a bard. This also extends to dancing as well.
Power Rating: Unknown but pretty low. Generally tries to avoid combat unless she has absolutely no other alternative.
Description: Pretty much as above, except she's dressed now. Currently wearing tan leather britches that stop short halfway down the lower leg, with black leather boots. She is also wearing a white silk shirt that is slightly too small for her and leaves the top half of her torso somewhat exposed but not scandalously so. Over the top of the shirt she wears a dark green cotton tunic.
Personality: An absolute charmer, as only to be expected. Prone to introspection and occasionally appears shy and innocent around people. How much of this is an act and how much is actually true remains to be seen.
Equipment: Very little at present aside from the clothes she wears and a wooden harp. The harp is non-magical.
Abilities: Fairly weak in combat, she relies more on her personality and charm. She has a natural allure to most people but does not use magic to seduce and bewitch people when a low-cut top and sweet words are so much more effective. Can fly if needed but involves unfolding her wings and showing her true form, which she is reluctant to do. While draining the life energy of people through traditional succubus methods, it leaves her victim with extremely pale skin as to be almost white and drains their hair of colour, turning it grey/white. She absorbs something of their personality for a while afterwards. NOTE: THIS DOES NOT EXTEND TO ABSORBING POWERS, more a little of their "spark": a warrior drained by her would give her an urge to seek combat, an artist would inspire her to do works of art. Draining someone with the ability to hurl meteors from space would NOT give her the power to do the same.
Backstory: Hey, I'm only 2 posts in, cut me some slack!
Originally Posted by Dallas-Dakota
Succubus gets grongratulatory cookies from me. You have stepped into the realm of puns that only the likes of Death, Your Friend the Reaper have seen.
Posting schedule likely to be erratic for the next few weeks - sorting out some personal stuff.
Last edited by The Succubus : 03-28-2012 at 10:10 AM.
Forgive the quality of this post, I'm posting from an ereader because my brother broke my comp and won't let me use his.
Reconstruction Unit 1
Appearance: Looks like a tall, bulky set of lightly polished armor with red trim and dark mail, complete with a quilted leather skirt around the waist and upper legs. The helmet is a milan hounskull (the shiny one at the bottom of wikipedias hounskull page) and is topped with a large red feather. Various pipes and mechanisms jut out in some places and can be seen beneath the chainmail, and a large open pipe extends from the back of the right shoulder. The shoulderpads have raised vertical red stripes (the dwarven symbol for healing) and there is an image of a single snake twisted about a staff on the chest. There is a red sash with a silver plus shaped buckle aroubd the waist, and the left wrist is covered in needles and medical tools. Carries a large, plain wooden tower shield but no weapons. The eyes have a soft orange glow from the magma within.
Info: RU1 was built by dwarves as a weapon against goblins and elves, but was repurposed to repair and maintain the fortress. Seeing how easy it was too break something that took so long to make, it took a vow never to kill again, and took up medicine. It will fight to defend, but will not kill and heals all unconditionally. It is made from adamantine metal, and carries all sorts of medical equipment from transdermal patches to scalpels to even a mechanical songbird used to soothe patients. It is powered by magma and dorftech and can somehow use magical healing similarly to a DnD cleric. It is also skilled in reapir, and tries to fix and maintain everything, especially people. Wants a living body so as to better understand mortality.
Race/Species: Fey corrupted Human
Age: Human age 19, Fey age 42 (includes human age)
Alignment: Chaotic Friendly
Class/Profession: Always wanted to be a writer or a chef, but was kidnapped by fey at the age of five and instead was forced to be a musician and arm candy, and from time to time a spear fighter.
Power Rating: D With his headphones, E- without them.
Personality: Out of it, almost all the time, and a rather cowardly fellow, but likes to be around people. Especially people that will protect him. Has many mood swings, and hates fey with a passion similar to that of the main characters in a raunchy mystery romance written by a single woman in her late thirties.
Equipment: A magic set of headphones given to him by the fey when his service time was up. When he wears them, he can make them play any song he wants out loud for all to hear, and the music can inspire those around him to great deeds. If he takes the headphones off, though, he can hear the darker thoughts of those around him and becomes paranoid and anxious.
Abilities: His headphones can use the minor powers of the Autumn Court
Weaknesses: No combat skill, and no powers without his headphones.
Backstory: Kidnapped by fey at the age of six and forced to serve as arm candy for an Autumn Court Noble, taught to play violin and tortured extensively.
__________________ Sergeant Scrabble slowly snuck up behind the pants militia...
Commando Avvie by Savannah!
Originally Posted by Viper9090
My weirdest nightmare has just been replaced.
Declared terminal 24 December, 2013. Come and get me.
Last edited by TechnoScrabble : 03-29-2012 at 07:22 PM.