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Thread: Nexus Character Directory
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- Jul 2006
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Re: Nexus Character DirectoryMuphrid
SpoilerImage courtesy of the Space Telescope Science Institute.
Alias: The Lancer
Gender: Male
Race/Species: Starling
Age: Unknown, probably in the "several millions" range.
Alignment: Neutral Good
Class/Profession: Muphrid and his brothers in his consolation are tasked with ensuring that the sky continues to spin around the world.
Power Rating: D Rank, but will progress through ranks quickly once he begins to train.
Description: There is a certain pureness about Muphrid. He's human in appearance, slightly taller than most but not so much so. His skin is a warm golden-brown, covering a well-sculpted but not overly muscly form. His golden blond hair, long enough to just touch the small of his back, is elaborately woven into countless braids, each a different work of art. Currently he wears no clothes, but he is not immodest. Muphrid stands with a certain meekness, his large, black eyes watching the world with a quiet sadness.
Personality: Despite his age, Muphrid is almost surprisingly innocent and almost even naive. Despite his alias, he's not a violent person because he's never needed to use violence. It's not that he's incapable of it - if he feels he needs to, he will. It's just that he doesn't understand it.
When you've lived for millions of years, time seems to move faster to you. Because of this, Muphrid moves, acts and thinks at a slower pace than everyone else. To him, he's acting at a normal speed, and it feels like everyone else is going too fast. If he's interacting with several people at once, it might get to the point where he is unable to process everything going on at once.
The Starling is generally quite quiet and rarely speaks loudly. Since he's among mortals, he is deliberately holding himself back from using his True Voice - the psychic voice stars use to talk to each other over thousands and thousands of light years. He doesn't know if it'll hurt a mortal, but that's not something he's keen to discover the hard way.
Equipment: Nothing, at the moment.
Abilities: True Voice (see above); light manipulation and the ability to create light up to the brightness of the sun; can turn his own light into physical items; the ability to detect life-warmth around him. However, his life-sense doesn't work on vampires and other undead - they don't have a life to detect.
Backstory: When his mother, the Nexus moon goddess Luralima, was killed by an ancient vampire, Muphrid heard her cries and fell from the sky to aid her. Now, as he walks among the world of mortals, he must come to grips with the atrocity and ultimately find peace.
Miscellaneous: Muphrid is based off this star.
Starlings have a crippling fear of being alone. When a star goes supernova and burns out, it enters The Alone as it destroys everything around it. Being a purely social race, this is an almost unimaginable horror.
So whenever Muphrid is alone, especially if he's alone in the dark, he will grow weak, and, slowly, die.
Last edited by Mr. Moon; 2011-08-09 at 02:20 AM."You tied your wings on tightly but they always come undone"
~ ClumsyMonkey, Montreal
Beautiful red panda avatar by Eldar Tsufo!
- Join Date
- Jun 2011
- Location
- Where I am.
Re: Nexus Character DirectorySilvery Extraterrestrials
Alias: Tom and Jerry
Give them some nicknames, and Ill put them here!
Gender: One man, one woman.
Race/Species: Silvery extraterrestrials
Age: ???
Alignment: Science good!
Power Rating: Proportionate to science!
Description: A pair of aliens, a man and a woman. They have silvery skin, wear silvery clothes, and have silvery eyes. Their clothes are a bizarre mix of robes, lab coats, and flight suits. They both have slivery hair, the man wears his short but the girl lets her's frame her jaw.
Personality: They seem eager to help and take lots of measurements on various things. The girl seems more active and impulsive, but the guy is more timid and patient.
Equipment: Their space ship is pretty well busted. They seem to be able to access the technology from their ship, but the main things they carry around at all times are various measuring devices, tablet-like things, and small stun weapons.
Have since made a translator circlet. It was made out of pieces of an important bit of their ship, though, so they don't carry it around.
Abilities: The main detail is their minds. Their minds do not work like our minds do. Horrid images that would permanently scar a human psyche leave them unscarred. Powerful supernatural suggestions are met with a giggle and a nudge. Mind reading is like looking into a blender in a hyperdrive in a wormhole in a flip book going at three times the speed of sound. Even horrid things Man Was Not Meant To Know are met and recorded without any head exploding to gibbering. However, this amazing boon comes with problems. Specifically, language.
Their language is complex and weird. Most beings cannot hope to understand it, and even supernatural abilities arent enough to give a straight translation. Happily, they seem to have some innate ability to understand things others are saying but specifics are often lost in translation. Names are especially a problem, but the female can seem to get most of them.
Additionally, the aliens are surprisingly resistant to damage. Large explosions will knock them out and send them flying, but nothing has yet to do permanent damage. It is unknown whether this is intrinsic in their anatomy, or perhaps somehow linked to their outfits.
Backstory: They are advanced beings from another star here to take notes on everything and get into trouble.
Last edited by Lost_Deep; 2011-09-24 at 10:19 AM.
- Join Date
- Feb 2008
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- North Woods
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Re: Nexus Character DirectorySotera
Alias: The Rescuer. Bane of kidnappers.
Gender: Female.
Race/Species: Erinys.
Age: 138 years. The equivalent of a 24 year old human female.
Alignment: Lawful Evil/Neutral. Her goals are occasionally Good, but her methods are usually Evil.
Class/Profession: Warrior.
Power Rating: B.
Sotera has pale skin, yellow eyes with vertical slit pupils, a fit physique, and rather unusual wings and hair. Oh, and her eyes are always bleeding. Her wings are black with dirty white tips and are large enough to support her in flight. Her hair is thirteen long green snakes, which regularly move around. She wears a revealing black dress that shows off her figure while allowing her to fight.
Personality: Sotera is extroverted and very flirtatious. When she gets used to people, she can be pleasant and amusing company. But break the law in front of her and she will violently kill you with sadistic pleasure.
Equipment: She has a black adamant sword and various other weapons and killing equipment stored in hyperspace.
Abilities: Sotera is an adept fighter and is capable of using infernal magic to a slight degree. Also, she can direct her snake-hair to bite people. The dose of poison in one bite is enough to kill a child, but most adults will just get sick. Several bites, however...
Backstory: To come later...
Miscellaneous: She is modeled after the Greek Erinyes and specializes in punishing kidnappers and abductors.
Last edited by FireFox; 2011-07-29 at 07:52 PM."Forsan et haec olim meminisse iuvabit."
Publius Vergilius Maro
Avatar by Siena!
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- Jul 2007
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- Georgia, USA
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Re: Nexus Character DirectoryInigo MontoyaSpoiler
Alias: None.
Gender: Male.
Race/Species: Human.
Age: late thirties, early fifties-ish?
Alignment: Lawful Good
Class/Profession: Mercenary(retired), Swordsman (retired)
Power Rating: C
((Avvie drawn by Serpentine))
Personality: Inigo is old now, and he knows it. He's more likely to tell stories about the good ol' days then try and do anything. Still, if someone were to motivate him, they'd find he's still calm and serious minded, if a bit nostalgic.
Equipment: A rapier that looks much like it's owner: Old, and having seen better days. Still very, very sharp though. Inigo also possesses a magic gauntlet of fireballs, but he hardly uses it except in extreme cases. He also possesses a locket that looks as if it has two photos in it. He never lets anyone see the inside of it though.
Abilities: A veteran of hundreds of battles, what Inigo lacks in strength, he makes up for in dexterity, and wisdom.
Backstory: Inigo Montoya is old now. After defeating the six fingered man, and spending several years in HALO, he disappeared, only to reappear now. He can feel his age creeping up on him, and has decided to retire to more of an advisory role.
- Join Date
- Apr 2011
- Location
- Australia
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Re: Nexus Character DirectoryTuriel Eseina
"Does death really fascinate you so much? I wouldn't take another step unless you want to find out all about it."
Shadow-Bound Elf
432(50+ for an elf, but due to his Shadow-binding he is basically 28-24(Human age.). At the peak of his fitness.)
Chaotic Evil to most extents. Althoug several Lawful-Evil tendancies.
Killer for hire. Part time alchemist. Part time general villian.
Power Rating:
*Image Warning*
Brooding and dark, Turiel used to be the fun-loving friendly elf before he became a Shadow-Bound. Now he is enslaved to his master, and that is only the beginning of the darkness. For to become Shadow-bound, one must have it in their heart in the first place.
He reviles himself for his lust for power and death, even though you can see the enjoyment sparkling in his eyes as he hunts you down and slits you open piece by piece. This man almost seems to have two personalities, one a friendly subdued one, one a psychopathic maniac who loves the sound of screaming almost as much as he likes the sight of blood.
Riuswein: A short sword that is cursed with unsealing wounds. Cuts made by this blade only are able to be closed by strong magic, of the healing variety.
Caeisir:The tome of his Dark-Shadow Master. This allows his master instant communication with his servant, and allows the servant to tap into the Master's power... for a price.
Eirith Battle-gear: The crafted gear of his Clan Sect, crafted for battle. It is enchanted to be able to take anything from high temperatures to nigh-on epic level magic. It is almost indistructible.
Eirith's Assassin-Commandante's Deathmask: The mask is permenantly enchanted with fear, and allows him to see the pressence of anything magical, spiritual or adversive in nature. Allowing him to see invisible creatures, spirits and such properly, and to detect magical aura's.
Dei'waith: The Cloak of shadows. It charges power for every moment not touched by light, and allows him to use such charged power to do anything from teleportation to becoming invisible.
Half a dozen spare knives, his gauntlets(Which are clawed.), five different poisons and the mark of his clan, rank and master all on one symbol.
Assassin's training allows him to handle, identify and prevent and apply poisons flawlessly, although his speciallization comes with sneaking and death. He is able to use any weapon that comes to hand, including a buttering knife if necessary.
Dark Magic, Medium to High Level: This is an inherant carry over from being bound to his master and clan, as is the shadow-magic and the mixture of Shadow-Elf effects.
Shadow-Bound Powers: He's contract allows him to melt into shadows and use the darkness to transport himself. He can also move silently as long as he is not in direct light, and scale walls like a spider.
Inspiration block. To come when I damned get around to it."Trust bladescape, Shadow of Doubt,"
My almighty and all knowing extended Signature lies HERE! Now includes awesome quotes!
If I'm needed in a FFRP scene, or someone has an idea for one of my characters, PM me. It's more likely to be received than anything else.
- Join Date
- Aug 2010
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- Questing
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Re: Nexus Character DirectoryBryce Dunlaar
Alias: None, yet
Gender: Male
Race/Species: Male
Age: 28
Alignment: Lawful good about sums it up.
Class/Profession: Armored Core Pilot
Power Rating: C- Outside his Armored Core, B+ in his AC
Description: Bryce himself is somewhat scrawny, but don't let that fool you - his body is like its made of wire, and he can spring into action at almost any time. Despite his lack of size, he's very capable physically, though his skill is more in endurance, reflexes, and flexibility than strength. he has brown hair and heterochromatic eyes - one is blue, the second is hazel.
Along his arms, spine, and the back of his head are sockets made of black metal. Usually, they're hidden by clothing and hair.
Bryce's Armored Core looks remarkably Similar to this. He calls it Cyclops:
Personality: I'll be entering something definitive here once I've roleplayed the character long enough to have a good idea of it. Suffice to say though, he fits to his alignment
Equipment: For his own person, Bryce currently only has three outfits. The first and most casual is a white tee-shirt with brown fatigue pants. he'd be wearing thse whenever he was off-duty. The second is a heavier outfit for cold weather - a thick coat, scarf, a sweater, and another pair of fatigue pants, though with long johns under everything. His final outfit is his pilot suit, which appears to be made of an orangish leather substance. Bryce has no idea what it's made of, but it was designed specifically for him, and has hole designed for his interfacing sockets.
His Core has a Six different weapons. The first is a missile launcher on its back. The second is a plasma cannon; slow, but powerful if it could ever actually hit anything. It carries a machine gun in its right arm, and has a laser blade on its left. Finally, it has a pair of (relatively) low caliber machine guns built into the shoulders for when ammo is scarce). These weapons can technically be taken out at any time if an appropriate replacement is gotten for the machine
Abilities: Bryce is well trained to use assault rifles and knives, though the largest amount of his training went into his use of the Armored Core he owns.
Last edited by Halae; 2011-08-02 at 11:43 PM.If You need me to post somewhere, drop me a message, please
Awesome avatar by the wondrous Kurien
- Join Date
- Jul 2006
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- Loving the questions
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Re: Nexus Character DirectoryAce"Pick a card. Any card."
Gender: Male
Race/Species: Half demon human.
Age: Unknown, looks to be in his late twenties.
Alignment: Chaotic Neutral
Class/Profession: Magician/Performer
Power Rating: C Rank.
Description: Ace stands on the shorter end, at about 5'3. His left eye is covered by an eyepatch, with two inwards-curving scars that run about an inch below it. He has long, brown hair, which he keeps pulled back in a woven green-and-white band that resembles a Chinese finger trap, and his right arm is covered shoulder to wrist by a similar band. He often dresses very simply aside from these to exotics, wearing a worn blue vest and heavily patched pants that may have originally been black. His vest is generally worn open to expose a slim, if not well constructed, torso. Occasionally, when **** is getting real or he's doing a performance, Ace will wear a set of small, false horns. They're nothing special, although they are somewhat pointy. About the size of a deer's first set of antlers. Often, Ace carries a bag around with him. It has a strap that goes over the shoulder and lots and lots of deck-sized pockets.
Personality: Ace is a generally friendly and unphasable fellow. He doesn't have a lot of respect for the law, but he genuinely cares for the people around him. He can be a generally lazy fellow, but he always gets really energetic when he's excited over something. And while he can have a somewhat nasty habit of stealing from better-off civilians, the money usually goes to those who need it.
Equipment: Most importantly, one animated rope that is exactly as long as it needs to be at the moment and a seemingly endless supply of playing cards.
Abilities: Ace is an actual wizard, although he prefers to make his spells look more like slight of hand than anything. A lot of what he does is reminiscent of stage magic and relies on playing cards or other props. One of Ace's primary weapon is an animated rope that he can use to grab things. He can also teleport up to roughly one hundred feet. The catch is that he can only move in a line, and can only move horizontally or vertically at once. He can go up down left or right, but he cannot go up and to the right. In addition, Ace has an extensive repertoire of card tricks, which can range from random show tricks to more complex offensive spells to straight up hurling enchanted cards, Gambit-style. When he needs to, he can also conjure things up.
Backstory: Ace grew up in a world where magic was strictly illegal and magic users were often punished harshly. Because of his demonic heritage, magic came naturally to Ace and that put him in a bit of trouble. He learned to hide his magical powers by disguising them as slight of hand, but even then he often skirted the edges of the law. He ended up living in slums, doing performances on the street for money and moving around often to avoid being caught. One of the cities his travels brought him to happened to have a small and forgotten library on the outskirts of town, which Ace stayed in for a month. In his search, he found an old, dusty spell book that contained a lot of knowledge of darker arts. Among the spells Ace learned, he summoned and bound a cat demon named Basta to his service.
It was that same book that opened a portal to a strange land known as the Nexus.
Miscellaneous: Like most demonic creatures, Ace has a true name and a public name. This is common knowledge, but no one knows his true name.
Card Tricks
SpoilerTwo of Hearts: Explodes outwards in a large fireball about five feet in the direction it's facing.
Three of Hearts: Smaller, undirected explosion in a three-foot radius.
Three of Diamonds: Create force fields.
Ten of Diamonds: Razor sharp projectiles.
Four of Spades: Electrifies whatever it's touching.
Queen of Spades: Summons Basta.
Ace of Spades: Ace's calling card. If it is given to someone who then burns it, Ace will know about it and will probably come check out what's going on.
Five of Clubs: Makes the person who destroys it fall asleep
Last edited by Mr. Moon; 2011-08-05 at 08:40 PM."You tied your wings on tightly but they always come undone"
~ ClumsyMonkey, Montreal
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- Join Date
- Jul 2010
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- Workshop, Necropolis
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Re: Nexus Character DirectorySarah Bloodchanter
You are but clay, to be kneaded to my will.
Alias: The Blood Witch
Gender: Female
Race/Species: Human
Age: 23
Class/Profession: Rogue Blood Mage
Power Rating: C+
This actually sums it up pretty well. Though her eyes only start glowing red when she's using one of her less subtle powers. They're usually an Icy blue.
Personality: Sarah tends to be abnormally cold, generally not very friendly, and has a fascination with Blood on par with most Vampires. She may get violent quickly, though she prefers not to end up in personal combat. In fact, she prefers to turn whomever is nearby into a puppet to fight at her whim.
Equipment: She has only her clothing, a dagger, a tome of occult lore, and a coinpurse without nearly enough money in it.
Abilities: I'm going to Spoiler this because it's a bit complex.
Sarah has an array of powers, that I'm going to separate into a few different categories. In addition to the magic described below, she can use a dagger, albeit rather poorly.
Augmentation Magic:
Augmentation magic was Sarah's official school of study, as she could never have openly studied Blood Magic in Starkhaven.
Heal: This simple spell stitches together torn flesh, repairs cracked bones, and generally puts things back together. If you aren't dead yet, this will help.
Rejuvenate: This spell makes fatigue and tiredness fade away in an instant, helping her allies stay in the fight. Or keep moving in the face of danger.
Ameliorating Aura: This spell releases a cloud of magical energy that, although it can be resisted, compels those in the vicinity to be a bit calmer, to stop fighting, and to just be friendly to each other. Doesn't get used much.
Blood Magic:
Blood Magic is Sarah's true school of study, and she has managed to master it so far rather than letting it master her. It allows her to trade her own vitality for power, as well as affecting the blood of others directly.
Bloodstrike: Sarah uses some of her own blood as a series of projectiles. The expelled blood turns ridiculously acidic, and usually corrodes straight through anything short of steel.
Consumption: By magically draining blood from the fallen and the still-living in the area, Sarah can replace some of her lost blood. Some magical effect changes the blood type to hers, so she won't die from an impromptu transfusion. This works even on creatures that have extremely alien blood that by all rights shouldn't help her at all.
Cold as Ice: This ability freezes a person's blood in their arteries. This is usually not only excruciatingly painful, but paralyzing. On the upside, it's not usually lethal. Usually.
Puppets of her Will: By manipulating the blood in a person's body directly, Sarah has learned to literally take control of others' bodies. However, it doesn't work in the way one might think. Sarah has learned to raise efficiency by only affecting the blood in the brain, allowing her to take precise control of their motor functions. She can manipulate the recently dead in a similar manner, though in this case she manipulates the blood that exists in Bone Marrow instead. Manipulating the dead like this happens to be a very clumsy way to control a body, so her Pseudozombies aren't the best fighters.
Backstory: From a mysterious land, in the city of Starkhaven, where Mages are persecuted because they are considered dangerous and prone to Demonic Possession, Sarah grew up in a place so riddled with hatred between Mages and the local Chantry, that almost all of them turned to the forbidden school of Blood Magic in desperation. She had, of course, turned to Blood Magic long before the conflict came to a head, but the release of so much magic and Antimagic at once resulted in a tiny breach in reality. It only existed for a fraction of a second, but it was enough to draw her to a new land. Perhaps one where she could be accepted. She adopted a new surname, and began her foray into the Nexus. And yes I'm aware of how cheesy that sounded. Gotta love what amounts to a fanfic character.Extended Signature
Óla tha eínai éna.
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Dorian SothThormag. Thanks a bunch.
- Join Date
- Dec 2008
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Re: Nexus Character DirectoryDeinonei "Deino" MalacostaRace: Alpheidan (some sort of... pistol shrimp person)
Class: Fightlady Shootems
Age: Equivalent to mid-late teens.
Power: C+ maybe? Hell if I know.
Her skin is a strange sort of grey-pink, and her hair is similar but darker. On her lower body, she has a fairly bright purple carapace. Each of her six legs ends in a grasping set of digits. Her eyes are bright yellow and have weird w-like pupils.
Abilities: Deino can scuttle pretty quickly both backwards and forwards and is able to handle rough terrain with the grasping claws on her feet. She can move even more quickly in water and is capable of breathing underwater.
Most notable is her pistolclaw; by snapping the "hammer" portion down onto the base, she creates a powerful air disruption bolt. In water, it is significantly more powerful and has a longer range.
Personality: Deino doesn't talk especially much, and is thus not very socially apt. She prefers to follow rather than lead. Her main social contact is [the person FD is going to make], her sparring buddy.
Last edited by Beans; 2014-04-10 at 10:43 AM.If you like Kamen Rider, ask me about the Rider RPG system I'm working on!
Spoiler: My Stories And Things
Devour (Alt/What-If, COMPLETED)
What Love Is (Alt-canon, COMPLETED)
Spoiler: Standard reactions to Beans.
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- Sep 2009
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Re: Nexus Character Directory
So time and time again I've found that I can't find enough information on dryads, an that I dislike what I do find. So, I've been pondering, and came up with various details for how dryads work. I've come up with enough details to make it worthwhile, so I'm going to compile that information here. So, to begin...
Appearance and Physical Traits:
SpoilerMost notably in this section is the fact that all dryads are female. There doesn't really seem to be a real reason for this, it's just how it works. Keep in mind that new dryads do not come into being through sexual reproduction, so a second gender is not required.
Dryads always take on some traits from the same kind of tree they are bonded to. There are many ways this can manifest, including leaf-like hair, bark skin, and many others.
They are almost certain to be attractive on some level. Comes with being fey I suppose. Their appearance can be widely varied between different dryads, though they do tend to be thin in general. Thin or curvy, tall or short, any variety of eye, skin or hair colours. Once again, the tree they are bound to has a large impact on this.
Skills and Abilities:
SpoilerDryads are, by their very nature, magical creatures, and have very firm roots in nature. They are generally closer to plants than most other fey, but also get along with most animals.
Influencing plants is a major ability they possess. This manipulation is always positive. Helping plants grow, causing them to grow, keeping them healthy, and any other variety of abilities along this line. Furthermore, they have an affinity for magics involving nature, and may be able to naturally cast such spells.
They also generally have the ability to manipulate their forms. These changes are rarely dramatic. Examples include thickening skin, clawing finger tips, and many others.
Birth, Life, and Death:
SpoilerA dryad's birth is far different than most other beings, even other fey. The tree that they bond to has to exist first. Only an older, healthy tree will give birth to a dryad. The dryad develops beneath the tree's bark and makes a bulge. After only a few weeks the bark splits and the dryad emerges. A hollow cavity is left behind, and it closes over time.
When the dryad is first born she is as physically developed as a five year old human. This has led to young dryads being called "children of the forest". They are generally not in danger from animals, and if danger threatens they can meld into their tree or use their innate abilities to escape harm.
Dryads develop much faster than other races. by the age of 15 they have already fully developed. They live long lives, only dying when the tree they are bound to dies, or they die through unnatural means.
When a dryad dies and her body decomposes, a tree will grow if possible. It is always of the type of tree she was bound to in life.
Tree Bond:
SpoilerA dryad is always bound to a tree. Any type of tree can have a dryad, even treants in rare cases. As previously mentioned, the dryad's appearance and other traits are dependent on the tree she is bound to.
She must always remain within a vaguely defined area of her tree. A dryad can take any part of her tree, a cutting, leaves, anything, and it will allow her to be away from the tree for several hours. If she leaves the radius of her bond, first she will feel uneasy. After going further she will feel sick. Further yet will cause her to feel pain until she dies after a number of hours.
A dryad and her tree are very closely connected. If one or the other falls ill, so will the other. If a dryad's tree dies, so will she.
In addition to the tree a dryad was born from, a dryad can live near any tree that grew from a seed that came from her tree. The dryad does not have the same connection to these trees, of course.
As mentioned in the Birth, Life, and Death section, a dryad is born out of an older, healthy tree when certain conditions are met. First of all is the the tree itself. It cannot be a very young tree as it won't be able to support the dryad growing in it. Furthermore, the tree has to flower. The reason detailed in the next paragraph.
In a way, the tree a dryad is bound to is her mother. Where their is a mother, so to is there a father. In this case it is a pixie. A particular flower may attract the attention of a pixie, and if the pixie is male, it may mate with said flower. This does not always result in a dryad being born, so it is still a fairly rare occurrence.
Half Dryads:
Half dryads are more complicated than full dryads, though how they are born is more familiar to us. A dryad can only be impregnated by another fey. This fey must be male and have the appropriate reproductive organs. As a note, dryads are not particularly fertile.
A dryad's pregnancy is very similar to the pregnancy of the type of fey that impregnated her, often similar to humans in turn. In fact, she will take on certain traits that are required for childbirth that a being that is more plant than animal should have. This is magical in nature. The half dryad child can inherit any number of plant like traits from his or her mother and will develop much like the father's species of fey.
SpoilerSo this is wear I'll throw any information that doesn't fit into the other sections.
Dryads don't normally need to eat. They get all their sustenance from a sort of photosynthesis. It's not exactly like real photosynthesis because she doesn't require any other form of nutrients to live. It is magical in nature.
A dryad only needs to eat when pregnant or when she's been cut off from the sun. Normal food won't do as much for a dryad without the sun however, and she will eventually fall ill.
Dryads also don't breath oxygen. Like plants, they inhale carbon dioxide and exhale oxygen. This also contributes to a dryad's blood being clear rather then red.
As I flesh this out and come up with more information, it will be updated.
- Join Date
- Mar 2007
- Location
- undercovers
Re: Nexus Character DirectoryMissy Halifax
Submission-In-Adversity-Brings-Peace Halifax
"Sorry, Zee, but one of you is still awake."
Alias: Missy or Halifax to her friends. She sometimes answers to Submission, which is what her parents called her.
Species: humanish
Sex: Female
Profession: Remnant Praetorian Guard
Age: 27
Power Rating: In full armour: scary. Outside armour: still kinda scary, due to wired reflexes and other cybernetics
Armour: Celerity customized Praetorian armour
Left shoulder mounted EvAT-1
Right arm - flamethrower nozzle
Both arms - rifle barrels
Backstory: Missy was born into an obscure religious sect with rigid rules, including being highly pacifistic, to the point of not believing in self-defense. She was always somewhat rebellious against their strictures, and when she was seventeen, she ended up pregnant. She had thought that she and her boyfriend Nathaniel would get married and raise the baby together, but when the child was born, it was whisked away from her by her parents and given to an adoptive family. They had convinced her boyfriend to give evidence to prove she was an unfit mother, and tried to use the experience to help her reform and be a good little Orthodox Arnaudin again. She ran away from home soon afterwards and ended up becoming a soldier in the city guard, mostly as a way of burning her bridges, but ended up really believing in her job, and in the necessity of violence. She is rabidly devoted to Vasquez, and slightly mistrusts Edijar because they were on different sides during the coup against Vyrn's rule. Subconsciously, she thinks of herself as a sacrifice for the city, taking on herself the sin of violence in order to allow others to live sinless lives.
She got her cybernetics years back to give her an edge in combat. She was naturally clumsy before then. Her cybernetics include wired reflexes, enhanced eyesight (not replaced eyes though), and a neural net.
Missy has had poor luck in love. She doesn't like to date other soldiers, but she feels awkward around civilians. She does love to dance though, and has legs to die for.
Missy's parents are Blessed-Are-The-Meek and Clemency Halifax
(The adoptive parents are Peter and Sonja Flores and the son is a stocky dark skinned ten year old boy named Halifax)
Onscreen Events:
Helped blow up K'rax-Naggath's brain
Met Zee's children
Splinter (Doomed!) Timeline:
Missy went to find her parents, for the first time since she ran away, to find out from them where her child had been placed. Her parents were dead, but she found a box of photos and letters, which was when she learned her child was a son. When she arrived, her son and his adoptive mother was still alive, but the father had been killed and replaced by a shoggoth. After his slip was caught by his wife, Missy killed him.
Returns to her parents home
Meets her son
Last edited by happyturtle; 2012-04-07 at 03:11 PM.Is it okay to skip me? Probably.
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Re: Nexus Character Directory
Cuthun Demons
Please note that 'mortal' in this write up basically means 'non-demon' and nothing else. Or more specifically, anything else that aren't these type of demons.
Appearance and Physical Traits
SpoilerDemons can look like any species and any race as they originally once were these creatures but have been changed to serve a new purpose. That said, demons always seem to change in such a way that they are more specialized at what their non-demonic counterpart were best at.
Dwarves would be sturdier and stronger, elves would be more agile and charismatic, humans more ambitious and versatile etc.
This is however very much effected by individualistic traits of the demon which can lead the transformation into completely different ways.
However all demons share a few number of traits, they don't need to breath, eat, sleep, doesn't age and are empowered by an magical energy that seems to define them as demons. This is described further in the "Skills and Abilities" section.
If a demon runs out of this energy and can't regenerate, they will eventually suffer the same consequences as a non-demonic being not having being to breath for a longer time.
There are two types of demons however, lesser and higher ones.
Lesser demons are often originally animals who have been turned but can also be more intelligent species. What defines them is their lack of sapiens and their irrational hate against all mortals. Lesser demons unguided by a higher demon just mindlessly attempts to kill all mortal life they can see. They serve the first higher demon whom commands them unquestionably.
Higher demons are sapient and are as diverse as mortals when it comes to moral questions. While many of them hate mortals as much as their lesser kind, far from all of them do. They were mortals once after all.
Higher demons are also able to give commands to lesser demons who pretty much functions as very aggressive dogs for them as they are able to issue very complex orders without any questions.
Skills and Abilites
SpoilerThe demonic essence all demons have boosts their generation rate massively and makes them to be able to survive in such hostile environments as outer space and the loss of body parts whose which would kill a normal being such as a brain or a heart.
It can also be used to boost the demons physical traits for a short time. It's not infinite however and once it runs out the demon will die as easy as it's non-demonic counterpart. The demon always slowly recharges this energy as long it haven't been in contact with silver, mithril and dragon bone lately.
Contact with these materials also makes the demon unable to use the demonic energy. In the case of dragonbone it will eventually turn the demon into whatever mortal counter part it had.
Otherwise demons have the more specialized and usually empowered versions of the abilities their mortal counter-part had.
Birth, Life and Death
SpoilerDemons are either turned mortals or 'copies' of turned mortals. Copies are directly produced by Cuthun, the demon world (which is more of a universe) and are always lesser demons. Turned mortals can be higher demons if they were intelligent before they were turned however but this is not always the case depending how the mortal is transformed (which again depends on individualistic personal traits).
Mortals can also be turned by the essence of Cuthun, often carried in small amulets. Demons produced by these kinds of amulets are said to often be higher demons and also less aggressive as well as being more powerful. This might be a myth however.
When a demon dies it's entire body breaks down into magical energy in the matter of minutes which then returns to the demon world. In case of demons turned by amulets or demonic children this process is far slower however.
Demons that
SpoilerDemons can reproduce with other races and each other but only those their non-demonic counter-part were able to reproduce with. Children produced by demons often seem to have the same mortal needs as their non-demonic counter-part (such as the need to feed, breath etc.)
Demonic flesh and blood contain a magical poison which will kill (or at least severely weaken) those who consume it unless they have resistance against magic. There are a few types of creatures whom are even able to absorb the demonic energy the demons contains and 'steal' the magical abilities they had.
Demons have two languages they are born with, any being infected with the demonic essence will eventually be able to understand and speak both of them. The first language is called Theradun and is directly stolen from the first world invaded by the demons.
The second language is called 'snakes tongue' and have the special ability of somehow being able to be understood by everyone that hears it. This is not a written language in which most demons use Theradun.
SpoilerDemons are widespread all over the multiverse and have adopted to a wast number of different societies. The majority of their own society is however based around their six gods.
The six demon gods are said to be the first demons, created directly out of the very mind of Cuthun. They are extremely powerful but now rarely interferes at all any more for reasons on their own.
Demonic society is usually a hierarchy, at the bottom are all the lesser demons and from there there are a complex network of higher demons. Demons love such titles as 'sultan', 'sovereign', 'lord' and other titles they steal from other societies and worlds.
Most of their society is directly or indirectly controlled by one of the demon gods but there are many instances of demons breaking away from them due various reasons.
The six gods are called Yigoth, Levithus, Setherel, Azurnizum, Natharnius and Luthrien and all have various agendas and ideologies.
Yigoth is the one that have interacted with the nexus the most. He's obsessed with the 'purity' of the demon race and won't allow any demons that have been turned or created by Cuthun to live. He is by far the most aggressive of the demon gods and is sadly the first and only demon god mortals get in touch with.
All his forces are solely focused on one goal, the complete destruction of all mortals and unpure demons. He especially hate mothers and children who represent the 'unpurity' of the world.
According to the teachings of Yigoth, Cuthun is sleeping and have dreamed this world into being. It was once a paradise (which is suggested to have been 'pure' in the way nothing existed) but life then came into being, corrupting it. Yigoth and all whom serves him's goal is the purge the dream of this corruption and then once all that is done also kill themselves.
Yigoth is perhaps due his nature, served by more lesser demons then the other demon gods. His tactics often involve swarming the enemy with was numbers that are gated in from one of their many host worlds.
Last edited by Shadowcaller; 2011-12-14 at 03:48 PM.
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Re: Nexus Character DirectoryHarin Grael
Alias: Mist
Gender: Male
Race/Species: Enhanced Fogborn (Fogborn will be detailed later - for now, suffice it to say they look mostly human, but have some weird powers when it comes to mist)
Age: 20
Alignment: Some form of good, probably neutral or chaotic.
Mage of some kind.Decker.
Power Rating: Probably 3-4 on Quinsar's scale, maybe going into a very minor 5. Anywhere from C- to C+ on Neon Knight's.
Description: Harin is a medium height male with bone-white hair. He has dark grey eyes, but in the same way that Fremen have blue ones. He is fairly thin. He also has several gadgets implanted in him, including a Shadowrun-style cyberdeck, and has shaved the right side of his head so that he can use the jacks there. He usually wears his armored coat, which is, for purposes of description, a floor length white leather jacket. He has a tattoo of a dark blue dragon, the had of which starts on his left cheek, and continues down as though it were perched on his back and looking around from the right.
Equipment: Armored jacket, cyberdeck, a small flechette gun (This would be the Ares Viper he carries in Shadowrun, so think of it as one if it helps you visualize it), the uniform of the Firebrand, the ship he was apparently serving on before some sort of attack or accident (An Alliance uniform from Firefly, quite literally), and 10 memory chips, at least one of which is in one of the slots in his head at all times. He also has fairly good amount of money (50 Platinums, 50 ACs (Alliance Credits)).
Implants: Harin has had some minor muscle and reflex enhancements, and the slots for a deck and memory chips. He also has the implants needed to store his experiences in said chips, as long as they're in a slot.
Abilities: Harin can turn to mist, use fairly good magic, and do some first-aid. He's also not too bad with magical theory, and can use a motorcycle fairly well.
Backstory: Harin was, apparently, serving in some capacity on an Alliance ship, probably one that was sucked into here at some point. More details later, maybe.
Miscellaneous: Nothing yet, though this will probably contain a link to the Fogborn's entry at some point.
Last edited by C'nor; 2011-08-28 at 02:08 PM. Reason: Adding power level.Plague Rat in the Playground
Originally Posted by SJ Tucker, Firebird's Child
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Re: Nexus Character Directory
Species: Shudath
The Shudath are thin, bipedal humanoids with large, shining eyes that are usually covered with a black carapace like cover to protect their eyes from radiation and debris. Upon closer inspection, these eye covers are made up of geometrically arranged tiny triangles of the thick black material that makes up the covers. Their eyes beneath have wide, deep orange irises and slightly ovoid pupils. Their faces are smooth and curving, and lack nostrils or mouths.
The Shudath as a species have pebbly skin that is a healthy shade of olive green, and thick, hair-like growths the color of oak tree bark extending from the backs of their head. Their hands have three thin fingers and an opposable thumb on either side. Their legs and forearms are thin compared to a human's, but are proportionally very large on them. Their muscles are well developed and their feet have three large toes each, each toe tipped with a large, blunt claw. They walk on the tips of their toes, giving them a bounce to their step.
Because of the way they reproduce and feed, some Shudath have patches of their body covered in fur, scales, fur, or some other sort of covering, and only those females of their species that come from mammal-based families have mammary glands. Shudath usually prefer to wear light, close fitting clothes.
Abilities, skills, and other adaptations
The Shudath breath, drink, and eat by absorbing nutrients through their skinl They can also absorb DNA from other organisms (even plants!) and take on some of their features! They are amazingly adept climbers and sprinters and are very flexible and lightweight thanks to having hollow bones like those of most avian species. They are a hunting and scavenging species, and prefer to get their nutrients by ambushing smaller animals and absorbing their nutrients via skin contact. The Shudath have inefficient hearts and metabolisms due to their silver based blood and that is why they prefer smaller, weaker prey and plants that are low on the energy pyramid, to gain the largest amounts of nutrients each feeding. They have three hearts, but only need two to stay healthy. They are skilled scavengers, and most have jobs as scrap collectors and recyclers near their home planet, which has been taken over by another species as of late.
Birth, life, and death
The Shudath lack their own reproductive organs, and must adapt them by absorbing DNA from another species and growing the required organs. This affects the birthing and feeding methods of the Shudath greatly, but not how quickly the young grow or age. The pregnancies or periods of time until any eggs hatch usually take about half a year. The young become adults (able to breed) around the age of 16 (in Earth years) and barring any disease or injury, should live until somewhere around the age of seventy Earth years.
The evolution of the Shudath has given them a predisposition to being rather impersonal, and doing whatever feels right at the time, as long as it doesn't endanger them. They don't form strong attachments to living beings, but will become extremely protective of owned objects. They see nothing wrong with claiming anything broken or left in a scrapyard, or taking a life to protect themselves or someone more important. They are rather bad at business, and because of that, most of their species was unwittingly sold into slavery as scrap collectors and arms manufacturers recently.
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Re: Nexus Character DirectoryFlix Monkoni
Gender: Male
Race: Kroot, of the Kusa Nostro kindred
Alignment: Lawful Neutral
Occupation: Shaper (Koporejime) / Mercenary
Power Level: C
Description: Flix is a tall, wiry alien standing at about seven feet in height. His face is long and almost bird-like, starting at a set of predatory, pupil-less golden eyes and terminating at a rounded, underbit beak. A set of long quills emerge from the back of his head, which twitch when he is focused or agitated. His skin is a dull greenish-brown color, and his quills are black. As far as physical appearance is concerned, Flix is pretty average for a Kroot.
What isn't average is his choice of clothing. Kindred of the Kusa Nostro clan are unique in that they tend to dress very formally, at least for Kroot. Flix prefers to dress in two-piece suits or vests that are specifically tailored to account for his alien physiology. He also keeps a pair of specially-crafted sunglasses on his person at all times, the mark of a Kusa Nostro Shaper (which they referr to as Koporejimes). The only articles that he lacks are shoes, if only because it is difficult to find a pair that can fit over his clawed feet.
Personality: Flix appears outwardly as a fairly collected kind of guy. He tends to speak carefully in a respectful tone, with his voice almost seeming to catch on certain vowels. When working under a superior, he tries to follow their commands as closely as possible, although he won't refrain from expressing himself when he disagrees with said superior. He has a very strict sense of loyalty to his kindred, his employers and those he considers friends, and will become rather agitated when they are offended or assaulted. He also has a marked disdain for what he considers disorderly conduct, and will usually correct those that offend his sensibilities with violence.
Abilities: Being a Kroot, Flix is of above-human fitness and strength. He is skilled in brawling, thanks to his clawed fingers and his mean left hook. He is also capable of sprinting large distances, his springing, hopping gait sending him far with every step.
Along with his capabilities as a melee combatant, Flix is also a capable marksman. Although, his aiming skills tend to drop drastically in the rare instances where he is surprised or flustered, and he has the nasty habit of trying to fire his pulse carbine with only one hand because it "looks co-ol."
Flix is also interested in cooking, if only out of necessity. Due to the Kroot condition of directly incorporating DNA from their food into their own genetic code, they tend to be picky eaters. Being a Shaper, this goes double for Flix as he is capable of identifying desirable (and undesirable) traits in prey. This makes him somewhat apprehensive of what most people would consider normal food, as he doesn't want to corrupt his own genetic code with junk. He prefers to cook for himself, and eats in small amounts when what he considers fine cuisine (i.e. big monsters, people) is unavailable.
Equipment: Flix owns a (recently crashed) personal space ship that looks suspiciously like an oversized black Cadillac with boosters and carefully-etched clan symbols. He stores spare weapons, batteries, magazines and clothes in the trunk.
Flix tends to keep two firearms on his person, attached to a special harness that he wears on his back. One is a pulse carbine of Tau design, painted black and brown. He prefers to use it in close-quarters engagements, and has become adept at firing off shots rapidly (at the expense of long-term staying power, of course). The carbine is also equipped with a photon grenade launcher, the ammunition of which emits blinding pulses of multi-spectrum light. The launcher is effective against most kinds of optical devices, both mechanical and biological, but it only holds one grenade at a time and is a pain to reload. His other weapon is a collapsible Kroot hunting rifle. Flix prefers to use the rifle in long-range engagements, though he is capable of using it as a sort of staff weapon in melee combat, utilizing the curved bayonets on both ends. Both weapons use similar railgun technology, and are thus quite powerful. However, they are notoriously unreliable in Flix's hands, and will usually overheat or run out of power at the most inopportune times. For this reason, he also keeps a small curved knife in a sheath on his belt.
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Re: Nexus Character DirectoryRael Kairos
Alias(es): Hunter or Frost
Gender: Male
Race/Species: Human Vampire
Age: 300, but he looks to be around 25.
Alignment: Probably neutral to neutral evil, but mostly in the sense that he'll do anything to protect friends and family, including things that even some neutral characters would frown at. Only if he needs to, but if he does, he won't hesitate.
Class/Profession: Valdemar-style Bloodmage/Leader
Power Rating: C+ or above, probably.
Description: Raelis a tall male with dark red hair. He has pale orange-yellow eyes. He is fairly thin. He usually wears a dark blue cloak with a hood, especially during the day, when it keeps the sun off of him. Underneath this, he wears a dark grey t-shirt with long sleeves, and light grey pants.
Equipment: He carries a sword, several stakes for those that need such, the clothing mentioned above, especially the cloak, and a small hand laser. He also has several knives on him at all times, since these are not only useful, they're needed for him to practice magic.
Abilities: As a vampire, he has super-human strength and senses, which he has enhanced with his magical talents. As a Valdemar-style blood mage, he can create or alter lifeforms, though it's hard work. He also has claws (not part of his base form; he added them).
Backstory: To be added later.
Miscellaneous: As a mage that uses blood in his magic, he needs to feed quite often if he uses any. Or have someone else provide it.
He's also got a house, in the form of a converted hotel in the Red Zone. Anyone is welcome to try and rob it, though I warn you, he has quite an array of created lifeforms guarding it, in addition to a couple of dozen other vampires, and some defenses that will remain nameless for the moment.
Other than that, he has a bunch of really, really, useful Blood Birds (dark red ravens with a human mouth in their chest) running around. He can see through and control them at long range, and often uses them to talk through. In effect, he can be in a lot of different places at once.
Created Species:
Quill Wolves:
SpoilerVaguely canine creatures with dark red quills, a stinger on their tails, and a human mouth in each shoulder. Human intelligence. They are linked telepathically at pretty much all times. Some of them also have odd skull structures, and others human arms coming from the sides of their chests.
Blood Birds:
SpoilerLarge dark red ravens, with human mouths in their chests. Human intelligence. Rael or any of his group can speak and see through them. When not being spoken through, they tend to extreme formality. Used as spies and an answering service, as well as to communicate with people that are in places they can't physically be at that time.
Tíre Geal (Credit for designs goes to TechnoScrabble):
SpoilerThe 'people' Phil has designed have a slightly muscled look to them are, and while they aren't what one would call slender, they aren't fat, either. Their faces are rather wide and sloped, but smoothed, sort of like a yuan-ti pureblood's, and their skin (which comes in variations of alabaster, blue, orange, and pitch black) has thin lines etched into it that runs all along their bodies. They all have shining green-grey eyes and wavy or curly metallic colored hair.
The 'people's' outer ears are lightly ridged, like a ruffle's chip () and several notes mention that the ear frills should be able to open and close and wriggle about like a blue dragon's. Another unique aspect is that each one of them, a few inches back from their hairline and leading from the top of their heads to their ears, has a circlet of horns or a webbed circlet of horns or a frill. According to Phil's notes, these should be able to raise and lower via muscle twitches.
The topsides of their fingers all seem to be covered in a thin layer of some rough, bony grey substance, and their toes are longer than a human's and designed to be better for balance and getting a foothold.
Last edited by C'nor; 2011-08-30 at 08:57 AM.Plague Rat in the Playground
Originally Posted by SJ Tucker, Firebird's Child
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Re: Nexus Character DirectorySgt. Dr. Mathew Beckett
Alias: Doc Red
Gender: Male
Race/Species: Human
Age: 43
Alignment: Lawful Good.
Class/Profession: Previously a Delta Force combat medic, currently a doctor.
Power Rating: C Rank
Homeworld: Earth
Description: Beckett is a fit man who's currently getting on in his age. He is of Irish decent, shown clearly by his red hair and green eyes. He wears his hair in a short ponytail that only just clears the bottom of his neck, with close-cropped bangs. While he's no longer in the military, he tends to cling to the role by wearing combat fatigues for pants and always wearing his old dog tags. Usually he wears a clean white cotton jacket, emblazoned with a red cross on a green, circular field on both his shoulders and his back. The same logo can also be found on the field bag he carries with him whenever he leaves his clinic. Whenever Beckett speaks, his words are accompanied by a relatively thick Bostonian accent. It used to be thicker, but lots of time away from home has made it hard for him to hang on to it.
Personality: Beckett is a kind and caring figure, father of two and loving husband of a family back on Earth. He abhors needless killing, as well as using shrapnel as a weapon. Occasionally he can be painfully self-righteous, but he always means well. He is incredibly well-read and is highly educated in many different medical fields, but he's still a huge jock. Counting baseball as one of his prime joys of life, Beckett could rattle off long lists of numbers, statistics and team histories, and any insult to the Boston Red Sox is a direct insult to him.
Equipment: The shoulder bag Beckett carries around with him could very well be a Bag of Holding for all the things it holds. If there is a mundane medical emergency, Beckett probably has something in there to take care of it. He also carries a cold iron pistol, with two clips of normal ammunition, as well as silver bullets and bullets containing holy water.
Abilities: Beckett is an extremely skilled doctor and an average combatant.
Backstory: Mathew Beckett grew up in Boston, in a family descended from Irishmen who had immigrated to America during the potato famine. Unable to find work, the Becketts enlisted in the navy. They soon went on to become prolific sailors and captains, and from thence on the Beckett family was a navy family.
That was, up until young Mathew Beckett first set foot on a boat and realized that he got sea sick painfully easily. Much to the despair of his family, he instead went to university to become a doctor, before enlisting in the army as a field medic. He was extremely skilled, and quickly rose through the ranks before being selected to join the Delta Force. In 2015, WWIII plagued the Earth, a group of religious fanatics with bizarre, nuclear technology attacking all in sight. Beckett teamed up with a SAS team as a liaison, and together they were instrumental in taking down the cult's leader and ending the war.
Upon returning to America, Beckett volunteered in rebuilding his city. However, during the clean-up, a hidden cult base was discovered, and Beckett's Delta Force team was re-assembled to check it out. While exploring the base, they discovered a strange piece of technology. Upon investigation, it activated and teleported Beckett to the Nexus.
A few years later, Beckett has settled down. He's opened up his own clinic in the slums, which is free to all.
Last edited by Mr. Moon; 2011-08-17 at 08:00 PM."You tied your wings on tightly but they always come undone"
~ ClumsyMonkey, Montreal
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- Where I am.
Re: Nexus Character DirectoryIriel
Gender: female
Race/Species: human?
Age: early twenties?
Class/Profession: Running scared
Power Rating: E
Description: a girl in a T-shirt and jeans, with sandy blue hair. She has two forelocks that she lets frame her face, but the rest is kept short.
Personality: Scared, confused, and with the unshakeable feeling shes missing something
Equipment: The clothes on her back and some money
Abilities: Interestingly, she has a degree of far energy in her that acts to both protect her from the more horrible eldritch forces and gives her some force against horrible things. Unfortunately, this makes her act as a lure causing starspawn to notice her and since she has no self-defense training
Backstory: Amnesia! Oh, no!
Miscellaneous: No of course not.
STATUS: Disappeared.
Enveri Diiai
Alias: 1:1 dealer
Gender: Female
Race/Species: Immortal being?
Age: immortal, looks mid-20s
Alignment: neutral
Class/Profession: Deal maker
Power Rating: S? Does not fight.
Description: A woman that appears to be human, wearing a long trench coat and a rather droopy wide-brimmed hat. The hat does not seem as if it should cover her eyes, but it does. There is no angle at which her eyes can be seen.
Personality: She stands and sits in corners, never approaching anyone. She most often speaks with people that want to make deals, but will occasionally participate in a conversation. There seems to be a bit of a sad story to her.
Equipment: She seems to have whatever the deal requires. Also, a wood block with the words "1:1 deals. Make any request.". This seems to be her sole form of advertisement.
Abilities: Amazing reality-warping powers, which only seem to involve making her deals and defending herself. Her deals are always at a 1:1 good:bad ratio. For every good thing you get yourself, there is a bad thing of equal force that you must accept. For some things, you can just Owe her a favor and leave it at that but not very many things. There are limits to her deals, but most of them they are really out there. First and foremost, she cannot directly kill anyone, or affect anyone outside the deal.
Backstory: To come later.
Last edited by Lost_Deep; 2011-10-28 at 04:15 PM.
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Re: Nexus Character DirectoryJane DorlorisAlias: None
Age: 43
Race: Human
Alignment: Lawful Evil
Profession: Owner of the Nexus Umbrella Corporation.
Power Rating: E
Description: She has long brown hair and brown eyes and fair skin. She's of average height and weight with an hourglass figure. She is very generic looking.
Personality: To be RPed out.
Equipment: A plaid shirt and jeans.
Ablities: None, she can't even fire a gun.
Back Story: Raised by a rich family, she was the only heir to the Umbrella Corporation. She deals in everything in the corporationInfernal Mindfreak selling Hell as Heaven by Savanna. Thank you, love!Busy with Life
Nexus Characters | Pokemon RPG Rules
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Re: Nexus Character DirectoryHalf-Dragons
Appearance and Physical Traits:
SpoilerHalf-Dragons are surprisingly similar to their non-dragon parent. it's comparable to simply have a normal being and just adding dragon parts if you want the proper effect.
In any case, the half-dragon will almost certainly be covered in scales, have sharp claws and teeth, and slitted eyes, but the rest is unique to that particular one. An individual might have have a human-like head, while a sibling could have a head more akin to that of a dragons. The most likely body parts to be different from the base are extremities such as hands and feet, the head, a tail, and wings, though other changes may be present.
There are also less visible differences inherent to half-dragons. The first is vocal range; if they inherited vocal chords from their draconic parent rather than their non-draconic one, they will have a very wide range of tones, and will be capable of mimicking most voices they wish except for extremely low or extremely high pitch. Another is the Eyelids; True dragons have several sets of eyelids, usually three, each one thicker than the last. Half-Dragons only have two sets - one semi-clear one that cuts off the glow of the eyes from within and protects the eye while in the air or underwater, while the second is much like a human eyelid. when both are peeled back, too much light will hurt a half-dragon's eyes, but it allows them to see a great distance in the dark, even in pitch black conditions.
Another difference is the Draconis Fundamentum, which is likely the single most important organ in a dragon's body. attached to the lungs and heart, it also affects the stomach. It's an elemental furnace, based on the dragon's element; it can secrete elemental energy into the lungs for the dragon to breathe out. By adjusting the stomach, the roiling elemental energy breaks down almost any sort of matter the dragon wishes to feed on, allowing the dragon to subsist and nearly anything, organic or not. A dragon could literally eat dirt and survive as healthy as they might be if they were eating sheep. the Draconis Fundamanetum extracts the energy gotten in this way from the stomach and moves it to the heart, where it can be spread to the rest of the body - the remins of whatever was eaten are what the dragon urinate and defecate. Despite this, a dragon can run on what they eat normally if for some reason the Draconis Fundamentum is impaired - they will be forced to eat reasonable food rather than things like rock, and they'll be unable to breathe their elemental energy, and won't be capable of flight.
This organ also allows fire and electricity dragons to internalize energy from their environment - a fire dragon resting in a volcano will be capable of internalizing the heat coming from the magma in their home. This can make dragons seem hyper if they internalize too much energy, but it also means the dragon won't have to eat as much.
the final difference is that many Half-dragons have a genital sheathe. Nothing more on the matter will be said.
Skills and Abilities:
SpoilerHalf-dragons are a great deal stronger than their non-dragon counterparts, and at peak condition can lift more than a ton without too much strain. Because of their link to dragons, which are arcane beings, many also have magic as a sorcerer, getting such magic directly from the source. this isn't always the case, but it's certainly very common.
Birth, Life, and Death:
SpoilerA Half-dragon's birth depends on the mother - if the mother is a creature that gives birth live children, the half-dragon will be born as such as well. if the mother is the dragon, then the Half-dragon will hatch from an egg.
Half-dragons age at the same rate that humans do until they reach somewhere around the age of twenty, though some may fluctuate more than others for exactly when their aging process slows down. after that point, they age at a rate of 1:5, meaning many human half-dragons will live to see their fourth century if nothing kills them before then.
SpoilerHalf-dragons share the genome of their non-dragon parent, which is the reason thy look so much like their non-dragon parent. what changes them to be like a dragon is the essence that gets transferred from the draconic parent. It adjusts the baby in the womb when it would otherwise be a normal creature of the non-dragon race. If this is understood, it can be a simple matter for a dragon to keep that essence from affecting an unborn child, using magic, though most either don't understand that or don't bother.
Last edited by Halae; 2012-04-24 at 06:42 PM.If You need me to post somewhere, drop me a message, please
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Re: Nexus Character DirectoryMoon Called Shadesri
Gender: Female.
Race/Species: Ice Elf
Age: Looks to be in her late forties.
Alignment: Lawful Neutral, leaning towards Evil.
Class/Profession: Mercenary, leader of the Sabertooths, founding member of AMEN (retired)
Power Rating: B Rank.
Description: Moon Called stands at just under five feet tall, but that doesn't make her any less intimidating. She is a four-foot-nine ball of muscle and strength, carrying around a wide-bladed sword as long as she is almost everywhere. She keeps her jet-black hair short and holds it out of her face with a black and white hair band. Her right eye is missing and covered with an eyepatch, with a jagged and poorly-healed scar running across her face from under it. Her form is well-built and lithe.
Super old reference image is super old.
Personality: Moon Called doesn't take herself too seriously most of the time. Almost everything she says and does is accompanied by a darkly amused smirk. However, that doesn't mean she's incapable of taking important things seriously. Moon Called is a skilled tactician (although her player isn't, so that's fun), and is even more skilled in one-on-one combat.
Equipment: Moon Called has a large arsenal of bladed weapons, but generally sticks to her greatsword. (The one on the avatar on the left.)
Abilities: Extremely skilled melee fighter. She's not a bad dancer, either.
Backstory: Moon Called left the White Sun Wastelands at an early age, travelling across her homeworld, Spire, as a sell-sword. Eventually, she signed up with AMEN in its early days and joined the Nexus when they did. She still travels between Spire and Nexus, spending more and more of her time in her home-world.
Miscellaneous: Moon Called
iswas in a relationship with Saurous Kaer, and has had a son, Maur, with him.
Last edited by Mr. Moon; 2012-07-30 at 05:27 PM."You tied your wings on tightly but they always come undone"
~ ClumsyMonkey, Montreal
Beautiful red panda avatar by Eldar Tsufo!
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Re: Nexus Character DirectoryIce Elves
Appearance and Physical Traits:
SpoilerIce Elves are short and compact, with males standing at 4'3' to 5', and females are usually slightly shorter. They have low foreheads and short, small noses and ears. This is in stark comparison to the tall and slender High Elves they are descended from, largely evolutionary methods to cope with their icy habitat. However, despite all this adaption, Ice Elves have dark grey skin, darker hair and red eyes that seem to shine slightly when surrounded by snow. They often compensate for this by wrapping themselves in white furs and keeping their hair short. A full lifespan for an ice elf is about fifty to sixty years, but they rarely die of old age.
Because food is often scarce, Ice Elves have extremely slow metabolisms and put on weight easily. They can survive for up to a week with just one large, high protein meal. However, due to the uninviting climate of the tundra they live in, Ice Elves rarely have much contact with disease-causing bacteria and thus have somewhat frail constitutions. They make up for this by being strong and athletic.
Skills, Abilities and Drawbacks:
SpoilerWhile the Ice Elf species has no special abilities, they are all extremely skilled hunters, warriors, crafters, healers or builders. Those who are unable to pick up a skill are often left to die.
Because of the curse inflicted on them by Heirno, Ice Elves have an aura identical to that of an Evil cleric. This is detectable by anyone with the psychic ability to read auras or an ability similar to a Paladin's Detect Evil. The aura is not necessarily a reflection of the individual Ice Elf's actual alignment. A Good Ice Elf would still have an Evil aura, as would a Neutral or Evil one.
Birth, Life, and Death:
SpoilerMost clans are made up of tightly-knit families. To avoid inbreeding, they have a special ritual- the Clansmeet. Once every year, during the month-long period of darkness where the sun does not shine over the tundra, every Ice Elf clan gathers to hold a great festival. The days are spent feasting, exchanging stories, competing in displays of strength, and meeting as many people as possible. When night falls, every female selects a male and leads them into a cabin to form a carnal union. The Ice Elf pregnancy cycle lasts only a little over a month, so the rest of the month is spent caring for the pregnant women. When the children are born, they are divided into clans. Boys join their father's clan, while girls join their mother's. Once the last child is born, each clan returns to it's respective land. The first night after returning, the child must spend the first night outside it's parents cabin. Only when it survives that night does it receive a name.
Over the next few years, the child must take up a skill. Usually they take the skill their parent has, but it's not entirely uncommon for a child to pick up a skill that another clansmen displays. Childhood is spent learning, often through experience.
Once a child is proficient in that skill, they are considered an adult and are allowed to join a Clansmeet. This is usually a momentous landmark in one's life and is celebrated thusly.
When an Ice Elf dies, by accident or in battle (and rarely of old age), the entire clan mourns them. The mourning process is often short, and if there is a body, always ends in the body being cooked and eaten. It is the ultimate insult to an Ice Elf to allow any meat to go to waste, especially if it is their own.
SpoilerHailing from the planet Spire, a Tolkein-esque world of high fantasy, Ice Elves are a relatively young race.
The High Elves are a beautiful race of high art and magic ruled by a monarchy. In the year 314, King Everleaf died of poison. His two heirs, Prince Silverleaf and Prince Whiteleaf, each blamed the other. Silverleaf was the oldest and thus the rightful heir to the throne, and held much favour among the nobles. However, the younger Whiteleaf was the more charismatic of the two and was well-loved by much of the lower class citizens. Eventually, the conflict over who killed Everleaf broke into a civil war. It lasted half a year, before finally drawing the attention of Spire's sun god, Hierno.
As the patron god of the High Elves, Hierno was furious over their infighting. He banished the upstarts, Whiteleaf's followers, to the forsaken White Sun Wasteland north of the the High Elf kingdom, Greenglen. He cursed them with black skin and hair, so that they would never be able to hide from his wrath again. He changed their auras so they would always trigger a Paladin's Detect Evil, so they would always be persecuted. Whiteleaf, however, was banished to the Underworld.
Soon, Whiteleaf meet the god of the Underworld, Gin. Gin, familiar with Hierno's anger, empathized with the poor prince. He recycled Whiteleaf's soul, taking his noble and charastamtic spirit and, with the help of some of the other gods, created a new minor god - Xun.
Xun, the patron god of survival and swordplay, and was appointed as the guardian of the Ice Elves. It became his job to protect them from any further displays of wrath from Hierno.
However, that only made the sun god crafty. Instead of directly attacking the Ice Elves, Hierno created the Golden Guard - an order of paladins dedicated to eradicating evil. The Golden Guard would often march into the White Sun Tundra during the summer, attacking any clan they see.
The first attack was a blood bath. The Golden Guard slaughtered four clans before the weather forced them to retreat. When the next Clansmeet was called, the festivals were reserved and quiet. On the second day, Xun appeared before the Ice Elves. He taught them how to use the swords dropped by Golden Guard soldiers and how to protect the blades so that they did not become brittle and break in the cold. He taught them how to defend themselves with their new weapons. He taught them how to create signal fires to alert other nearby clans to incoming Golden Guard attacks. He taught them how to use the environment to their advantage, hiding in snowbanks and using white furs for camouflage.
By the next year, they were ready. Clans stood together and repelled the invasions, inflicting as many casualties onto the paladins as they inflicted on them.
The next two hundred years continued much this way. Because of the constant attacks and harsh climate, the Ice Elves never progressed much as a culture or in technology. Most of their weapons are made from animals or looted off Golden Guard soldiers.
EDIT: Added more information to Skills and Abilities.
Last edited by Mr. Moon; 2013-10-24 at 12:51 AM."You tied your wings on tightly but they always come undone"
~ ClumsyMonkey, Montreal
Beautiful red panda avatar by Eldar Tsufo!
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Re: Nexus Character DirectoryZorro Kitsune
(See what I did there?)
Gender: Male
Age: 15
Race: Fox-boy
Class: Experiment
Power Level: 1
Alignment: Chaotic Neutral
Last edited by Viera Champion; 2011-08-14 at 07:04 PM.LGBTitP
The CHALLENGE|My Poetry|My Short Stories
Fantastic FFTA Assassin Viera avvie by the fabulous Jokasti
SpoilerSnow Flake: My Little Toshiro Hitsugaya Pony by Smuchmuch
Kyasarin Shihan drawing by the talented Moon Wolf
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Re: Nexus Character DirectoryLoony's Characters
I'm running out of room in my signature, so from now on I'll be compiling my character list in this post.
Allen Parker
Dr. Sgt. Mathew Beckett
James (deadtimed)
Moon Called Shadesri
-> The Sabertooths
Muphrid (deadtimed)
Samantha Rocks (deadtimed)
Saphire (spelling intentional)
Tel-Zaf Kax
Ice Elves
Starlings (coming soon)
Last edited by Mr. Moon; 2012-08-31 at 02:22 AM."You tied your wings on tightly but they always come undone"
~ ClumsyMonkey, Montreal
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Re: Nexus Character DirectoryXalicus Laffingstock
Gender: Male.
Race: Human.
Age: 22.
Alignment: Cowardly Good. Or, if you prefer conventional alignments, Neutral Good.
Class: Mage/Inventor.
Power Rating: D+ or 3.
Description: Xalicus is a slight young man who could possibly be mistaken for a woman at first sight. He has shoulder-length straight copper hair that curls at the ends, blue eyes with a faint purple tint, and glasses. He always wears long robes, typically of dark blue or purple with a matching hooded cloak.
Personality: Xalicus's main goals in life are to gain knowledge and to survive with his sanity intact, although he's not likely to have an easy time with the latter. Like many mages, he's curious about magic and enjoys experimenting with it. However, witnessing a variety of disasters has left him somewhat paranoid. When confronted with a possible threat, his first instinct is to find out if it's dangerous from a safe distance, and when confronted with an obvious threat, he usually runs away.
Equipment: Xalicus has a short staff with a clear orb on the end through which he focuses his magic. In addition, he often carries with him a few hastily-assembled wands and similar magical devices.
Abilities: Xalicus has some low-level magical abilities primarily related to light, and is also quite skilled at making magical items.
Backstory: Xalicus's early life was mostly normal until his magical powers manifested, and then became about as far from normal as possible. His family, being mundane, distrusted his power, and the accidents he caused developing it only added to their fear. As soon as they could, they sent him away to a magical academy, hoping he would be able to learn to put his talents to good use there.
His training at the academy was cut short by an attack by rogue mages who sought the power there. Xalicus fled to find a new place to learn, but had to move on once again after an attack by undead. Since then, he travelled from place to place, learning as much as he could wherever he could before he was forced to flee again due to attackers or experiments gone haywire
Somehow, he managed to learn enough magic to be ready to set out on his own. However, despite his spellcasting proficiency and respectable ability to craft magical devices, he still has much to learn before he can be considered a proper wizard.
Miscellaneous: Xalicus's magical aura, when visible, has an indigo colour.
Last edited by PurityIcekiller; 2012-05-11 at 07:44 PM.When in doubt, use cute little dragons.
(::) (::) Trog gave me cookies by accident. Mmm.
Game and roleplaying stuff.
My blade will cut you down to size! (Previous avatars)
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Re: Nexus Character DirectoryOnce there was a smith in the realm beyond, a divine being without mortal limits. Creator of swords and fortresses, storms and worlds, the smith was honored by all in that distant land of dream. Yet one day, the smith looked into that mortal realm, and watched its inhabitants and their lives; they were so fragile and small, confined and limited- but yet... yet there was something there that was troubling. The greatest works of the smith were so vast, so monumental and magnificent as to be beyond mortal comprehension, but nonetheless, when the smith considered them again, they lacked something, something that the mortals had.
In time, the smith grew dissatisfied and eventually inconsolable. No mighty weapon, no towering fortress or beautiful world crafted on the smith's forge could replicate that tiny spark in the mortal realm, that one small thing which would make those works complete. So the smith, vowing not to be outdone, determined that no art would escape the anvil, created one last work and declared victory with a final breath.
"The greatest tree grows from the smallest seed."
Aliases: The Queen of Rings, Jean
Gender: Female
Species: Raksha (fair folk)
Profession: Reality Artisan
Power Rating: Variable (Generally A to S)
Description: Genesis is without shape or form, a vague personality that interacts with the world as she wills, creating new bodies and discarding them as she desires. As such, she has no set description. However, her bodies typically bear a few traits- first, Genesis seems to identify as female, and as such, the vast majority of her forms are at least feminine in appearance. Second, for whatever reason, Genesis tends to have sharp, predatory teeth, which are often bared in a grin. Lastly, she seems to have a fondness for rings and circular patterns, and often will incorporate them into her form somehow, if only in clothing.
Personality: Inhuman. For all that she feigns humanity, Genesis has some distinctly unnatural thought processes. She sees the world as highly subjective to perception and interest, and therefore is openly willing to ignore fact and history to make way for her own preferences of what should be or should occur. Further, she critiques reality openly as if it were a narrative to be edited at will, and cares much more about how interesting something is than whether it is moral or immoral, or horrible or beautiful.
Equipment: As a magical artisan, Genesis has access to a great deal of equipment- however, much of what she makes follows rules similar to her bodies- nebulous concepts pinned together with magic and metaphors, only possessing shapes when she invokes them into reality. However, most of what she makes follows stricter guidelines as to their shape than Genesis does.
Abilities: Fair folk, artisan, magician- Genesis is broadly talented and powerful. She creates and twists shapes according to her magic, and there is very little she cannot do. However, that is not to say she does not have rules she must follow. Genesis is limited by narrative structures, and must work with symbols and metaphors, and further, has difficulty working her greatest powers outside of magically charged areas. In dreams, fey touched lands, and areas of import and magic, she has the power of a goddess, but in the mundane, her powers are generally reduced to illusions and lies.
Raksha physiology, the Graces
Last edited by AmberVael; 2012-06-22 at 07:02 PM.
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- Jun 2007
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Re: Nexus Character DirectoryZero
Aliases: None
Gender: Male
Species: Planar
Profession: Master Of Energy
Power Rating: 5-7
Description: Zero is human in appearance, he is thin and slightly sick looking with blue eyes and hair that is dark enough to be either black or brown. Due to his sickly nature he tends to wear sweatshirts and other things that help keep his body temperature up.
Personality: Usually Zero is quiet and avoids getting into confrontations with people.
Equipment: None
Abilities: Zero is a planar, he uses his control over his on innate energy to attack or defend himself.
Last edited by DoomITP; 2012-08-11 at 12:45 AM.Avatar by Crimmy
- Join Date
- Nov 2006
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- The King's Grave
Re: Nexus Character Directory
Amil 'Jeany' Wightson
Gender: Genders are inefficient (previously female)
Species: Tyranid Siren
Profession: NOC (network operations center) for Mallside
Personality: Amil is serious and strong-willed, doing everything in her power to maintain her human identity despite the unwilling metamorphosis she has gone through. She has a never-say-die attitude and a strong compassionate streak. She sees her rebirth as the chance to really do something to help the Nexus when previously she was just another helpless victim. Though if pushed too far her Tyranid fighting instincts can drive her into a berserk state.
Equipment: Amil is equipped with a number of magical devices that she's acquired in various adventures thus far. A hat that increases her durability, overalls that provide her with momentary invulnerability after being injured while at the same time increasing her leg strength tremendously, and a pendant that can provide a small aid when all other options have failed.
Bio-morph modification: Amil is able to grow bio-morphs on her body, living weapons and armor to aid her in combat. Depending on how complex the morph is it may take her more time to create it. This ability is equal parts biological, psionic, and arcane. Effects that cut off teleportation stop her from being able to gather new bio-mass from the ethereal plane, but it doesn't stop her from working with what she already has. Amil can support up to four arm bio-morphs, one tail bio-morph, and two body bio-morphs, though she can only grow one bio-morph at a time.
Ultra-dense Musculature: Even in a roughly human size and shape Amil is about four times faster and stronger than a normal human. Bio-morphs can be used to further enhance herself even beyond that level.
Ethereal Jaunt: Amil is able to slip from the material to the ethereal plane and back again, though it take some time before she can make the trip again after crossing over. Effects that cut off teleportation prevent Amil from using Ethereal Jaunt. While on the etherial plane Amil no longer exists on the material plane.
Bio-Morphs Used Thus Far
SpoilerMelee Bio-Morphs
Bone-Saber: Amil's favored melee bio-morph, the Bone-Saber is a single-edged sword-like bio-morph of exceptional sharpness and durability. The weapon is psionically charged, causing the wounds it inflicts to bite deeper than should be possible. The Bone-Saber is an intricate bio-morph that requires time to grow, it can not be employed right away in combat.
Carapace Shield: Two arms on the same side of Amil's body fuse together as the fingers splay out and are covered in thick plates of armored carapace adorned with barbed spikes. The Carapace Shield is extremely durable and can shrug off even the most vicious of attacks. because of how simple it is a single Carapace Shield can be grown quickly and employed in combat at the same time.
Claws: Basic arm bio-morph. Quick and easy to grow, Amil can give all four of her hands claws without missing a beat in combat.
Gravity Maul: A massive spiked hammer-like bio-morph of ultra-dense bone and chitin reinforced with metallic crystalline growth. The hammer uses the same gravity-well drive that Tyranid Hive-ships do to drastically increase its weight an impact power mid-swing. This large bio-morph takes considerable time to grow and can not be used right away. Two hands are required to wield this weapon properly.
Scythe Talons: Long, sickle-like arm or tail talons. Fast, strong, and durable. It takes Amil a few moments to grow a scythe, though still fast enough to use it right away in combat.
One-Handed Ranged Bio-Morphs
Spike Pistol: A basic ranged bio-morph, the Spike Pistol uses powerful muscular contractions to launch a metal-coated bone spike at bullet-speeds. The Spike Pistol is simple enough in its design that Amil can grow one and employ it in combat with no real down-time.
Bio-Flamer: This weapon looks akin to the back-end of a beetle adorned with sacs and compartments filled with fluids. It is equipped with several fleshy nozzles that fire a spray of sticky mucus particles heavily laden with enzymes. When the enzymes mix they ignite violently, coating anything caught in the stream with burning gel. The Bio-Flamer is a complex bio-morph and it can not be grown quickly enough to be used right away.
Tangle-Web Gun: A peculiar bio-morph that's somewhat oval in shape and sporting a wide, flaring orifice at one end. The weapon contains a brooding-chamber for spider like organisms that are launched from the weapon en-mass contained within a silken sac. The sac bursts in proximity to a target, hurling silk-trailing spiders everywhere. The spiders will quickly bind anything they land on. This is a complex bio-morph and it can not be grown quickly enough to be used right away.
Death-Spitter: This long, tubular weapon is armored with carapace and several bone spikes along the bottom of the barrel for melee attacks. At the back is a fleshy brood-pouch for rearing its ammunition. At the front a puckered, muscular orifice. The weapon fires acid-filled armored grubs at bullet speeds, impacting with lethal force before exploding in a spray of caustic enzymes. This is a complex bio-morph and it can not be grown quickly enough to be used right away.
Two-handed Ranged Bio-Morphs
Venom Cannon: The Venom Cannon is a massive weapon sporting two linked firing chambers. A second arm is needed to hold the brood-pouch that grows the weapon's ammunition and feeds it into the Venom Cannon via fleshy tubes. The Venom Cannon fires iron-coated crystals of toxic, acidic enzymes at hyper-sonic speeds, functioning more or less as an organic rail-gun. The weapon has a rather low rate of fire, requiring time to reload and recharge barrels between shots.
Fragfish Launcher: This large pod-like weapon is coated with heavy carapace and boasts four firing chambers each containing a torpedo-shaped fish-like organism. A second arm is needed to hold the brood-pouch that grows the weapon's ammunition and feeds it into the Launcher via fleshy tubes. The armored torpedoes are packed with high explosive chemicals and hurl deadly shrapnel everywhere when they detonate. The weapon has a rather low rate of fire, requiring time to reload and recharge barrels between shots.
Swarm Cannon: The Swarm Cannon looks vaguely similar to a mini-gun with six tubular barrels arranged in a rough hexagonal patter. Behind the barrels is a brood-sac for the ammo. A second arm is needed to hold a secondary brood-pouch that grows additional ammo to feed the weapon's high rate of fire. The Swarm Cannon uses acid filled grubs identical to those of the Death-Spitter.
PlasmAcid Cannon: Easily Amil's most powerful weapon. The cannon itself it a sizable pod of hollow carapace chambers crackling with electricity to maintain a coherent magnetic bottle inside. The end of the weapon is adorned with six finger-like focusing organs and two openings held shut by muscular sphincters until the weapon is fired. Both of Amil's lower arms are modified into a pair of tube-laden supports feeding from her back into the cannon and insulated with additional magnetic bottles. The arms are also equipped with the ability to draw matter from the ethereal plane to feed the plasma reaction. The PlasmAcid Cannon has two firing phases. It leads with a powerful organic laser to ionize the air before following up with two plasma streams that are mixed mid-air. The deadly Argon/Oxygen plasma that results is not only super-heated and electrically charged, it's also a universal solvent, dissolving any physical material it comes in contact with at an astonishing rate. In addition to requiring three arms the PlasmAcid Cannon also requires that Amil be using the Bio-Plasma morph.
Body Bio-Morphs
Bio-Plasma: This bio-morph grows a plasma reactor in Amil's gut, allowing her to blarg a gout of plasma all over a foe at close range. This ability, while powerful, has a very significant recharge time.
Active Camouflage/Stealth: Amil gains the ability to alter her coloration to perfectly blend into her surroundings, resulting in little more than a slight visual ripple when she moves. Additionally her body gives off little if any scent, heat, or psionic radiation. She becomes near silent. She's even equipped with tiny air-vents that serve to drastically reduce her drag, rendering her invisible to motion sensors as well.
Regeneration: Amil draws bio-mass from the ethereal plane to fuel stupendous metabolism, allowing her to heal at an unnaturally fast rate. This ability can be suspended by effects that block teleportation.
Reinforced Carapace: Amil's armor grows in coverage and thickness, providing her with greater protection than would otherwise be possible.
Shadow in the Warp: Amil produces subtle psionic armor that drastically increases her resistance to supernatural attacks and abilities. However she can not use any of her own supernatural abilities save to shut down Shadow in the Warp.
Story thing!
SpoilerSubject 57.934.386-B
Subjects 386-A and 386-C did not survive being captured. While a shame, they were disposable. Tyranid Gaunts have been captured and studied in the past in fairly exhaustive numbers.
Three Eighty Six Bea, however, is something altogether different. It is the opinion of this researcher that 386-B represents a new genus of Tyranid and a terribly dangerous one. In general build the Xeno resembles a typical member of the Lictor genus, though the similarity ends there. The Xeno has show a remarkable ability to-
"I'm out of water again. If I could get some more when you aren't busy?" comes the monster's siren-like voice. No doubt a clever ploy or lure to cause its victims to let their guard down.
"You will be fed at the appropriate time, Foul Xeno. As I have told you before," Thaddeus replies before returning to his notes.
386-B looks little if anything like it did when it first arrived. In a remarkable display of almost protean mutability it had shed hundreds of pounds of armor and bone and muscle, going so far as to reduce its tail and secondary limbs to little more than vestigial nubs.
Truth be told the repulsive Xeno appears almost as though it is trying to look human. Which is no doubt heresy of some kind. Or so the local head of the Guard insists. A human shaped body, armored though it is. Complete with little armored boots, disturbingly human hands, and that disgusting mess of fleshy-pink tendrils that are no doubt meant to be hair. The noseless face and orange eyes round out a truly unspeakable mockery of the human form.
As if that weren't blasphemous enough the creature even speaks in Low Gothic. This is no doubt an adaptation meant to lure prey in, quite fitting for the wily Lictors which 386-B is likely descended from.
With a sigh Thaddeus looks up from his notes again. "There will be a number of Magos biologists arriving within several weeks to examine you. In addition to observers from other departments. They will no doubt decide what your fate will be, Foul Xeno."
"...oh," the Tyranid replies, its eyes falling to the grated floor.
Thaddeus stares at the beast for a few moments longer before snapping his journal shut and leaving the room. He can't watch the monster sit there and sulk like that. Tomorrow he would return with some equipment to measure psionic activity.
No doubt it exudes a mental compulsion to make those around it perceive it as weak and pitiable.
"Do I really need to be kept locked up like this?" the monster inquires, laying on its back and peering up at Thaddeus as he works. "If you let me out I promise I won't hurt anyone. I'll even stay in the compound."
Thaddeus just snorts. "You killed and ate twelve guardsmen before you were captured. And the only reason you were captured is because everyone believed you to be dead," the adept replies, none too moved by the Tyranid's assurances of self-restraint.
"To be fair they did shoot at me first," the Xeno objects, rolling over onto its stomach in the process. "And I needed to learn your language. It would have been hard to talk to you otherwise."
"You will remain where you are, Foul Xeno."
No psionic activity. Aside from a negative imprint the monster's presence leaves in the Warp. This is, perhaps, more insidious than initially imagined. 386-B doesn't warp the mind through psionic attack, but through simple emotional manipulation. If the Tyranid's ability to mimic the human form evolves to a point of accuracy then this genus could pose a serious threat via infiltration. Especially since it shares the Lictor's ability to devour the memories of its victims.
Unlike many other Tyranids 386-B shows a frightening degree of individuality. Where most such creatures would become feral and mindless without the presence of the Hive Mind to guide it. This creature instead shows a high degree of intelligence and curiosity, operating on its own initiative. This combined with its mutability suggests a long-range scouting role.
The Tyranid was sleeping. Or at least pretending to. He honestly isn't sure whether or not these monsters actually sleep. Though he's quite certain that it isn't right now. Mostly because of the incident yesterday with Pratt.
The technicians had taken to sticking small, unimportant lab animals into the Tyranid's enclosure and placing bets on how long they would survive. Eventually the game took a turn for the worst when Pratt introduced a whole box full of lab rats into the inclosure while the monster was 'sleeping'. He had bet that the whole batch wouldn't survive a minute and had some real money on the line. About thirty seconds in he got antsy, picked up a yard stick, and began prodding at the Xeno through the feeding hatch to wake it up.
Suffice to say the Tyranid didn't seem hungry enough to bother with the rats afterward.
"You just have to keep an eye on it," Ulysses the head Adept had said. "Take some notes. Write down what it says. It might even do something interesting. This isn't very hard! But by the Emperor's gold plated cod-piece I do not want any more technicians feeding themselves to that thing! Just make sure it stays healthy until the research team arrives."
And so that's what Thaddeus did.
In addition to placing a small sign above the feeding hatch.
'No unauthorized feeding of the Tyranid.'
Thaddeus storms into the lab, ripping off his Adept robe and hurling it into the corner, leaving a rather unpleasant sticky residue on his hands. He drops into his chair and begins prying at his notebook, doing his best to separate the pages that had been glued together when a large bottle of syrup had been 'accidentally' knocked over.
He tried to be a polite enough human being. He tried to be respectful of superiors. He tried to do his job quietly and well. And apparently all those traits make him a prime target for pranks.
"He was very unkind to you," the Tyranid speaks up after watching Thaddeus stew in silence for several long, brooding minutes.
"What are you talking about?" the adept fumes back.
"Pratt," it clarifies. "He was unkind to you. He used to spend time thinking about ways to make you feel humiliated. I learned that when I ate him."
"Well I suppose he won't ever get a chance to be unkind again now will he?" Thaddeus fires back, feeling rather disgusted even having this conversation.
"I wonder why humans do that? When I'm with the Hive we all have a unity of purpose. To improve our whole race. But when I'm alone... It seems like... maybe we're unkind, too. Thinking of new ways to make other races die better."
Thaddeus rips one of the pages in his notebook. And the Tyranid makes a convenient focus for his frustration. "You're a monster! A Filthy Xeno! Your kind has killed countless trillions and for what? For a snack. I don't think 'unkind' is a strong enough term."
The Tyranid cowers slightly at the yelling, looking away from the technician. Ugh... Something about the way the monster moves. It's body language. Everything about it just gets his stomach up in knots. And to make matters worse it looks more human now than it did several days ago.
And to make matters EVEN worse his notebook is ruined. A horrific death by syrup. With a yell of frustration he hurls the book into the Tyranid's feeding tray and gives the simple device a kick, sending the notes flying into the monster's enclosure and his foot flying to his hands.
He had heard a rather nasty crack shortly after the kicking and quite suddenly it doesn't seem to have been a very good idea. Irritated and defeated Thaddeus hobbles off to the medical ward.
The next morning and some medical attention later Thaddeus found his notebook once again sitting in the Tyranid's feeding tray, this time pushed to his side of the barrier. With the Tyranid watching him expectantly. This lead to one very obvious question.
"What did you do to it?"
"I cleaned it for you," the creature replies, offering a disturbingly human smile. "And I read it, too. Some of your hypothesis on the Hive Mind are wrong. Especially the one about some massive psionic creature that controls us all. We have no leader, there is only The Hive."
Thaddeus eyes the book cautiously. The Filthy Xeno might have tainted it with spores. Or toxins. Or viruses. Or toxic virus spores. He takes some tongs and uses them to pick up the notebook and place it in an air-tight container.
"I'm going to run some tests on this, Filthy Xeno, to make sure you aren't trying to poison me. Or take over my mind. Or some other suitably nefarious trick," and with that he turns to leave the room. Only to pause shortly before making his exit. "But... if you aren't. Thank you."
About an hour later Thaddeus returns, notebook in hand. Thankfully it contained no toxic virus spores. Not even one. He approaches the Xeno's enclosure, his expression a mix of confusion and pleasant surprise and curiosity.
"How did you manage to clean my notebook? And more importantly why?"
"I whipped up a solvent that would remove the syrup without smearing the ink or damaging the paper. It wasn't very hard," the monster that's looking more and more like a female human by the day replies. "And I did it because I don't have much to do inside my glass box. I read your notes twelve times. It was a nice change of pace from counting the holes in the floor."
A beat-
"And I thought it would be kind. There aren't many people here that are kind."
Thaddeus provides the Tyranid with an incredulous look. "Thank you, I suppose. But if you're so keen on kindness why did you kill and eat Pratt?" Reasonable question right there, all things considered.
"I was hungry," the Tyranid replies with a rather non-nonchalant shrug. "I was injured badly. I needed to cannibalize most of my bio-mass to heal myself. And..." it crinkles its lips off to the side a bit at the tray of slop sitting in front of it. "The food you're giving me isn't nearly enough. My metabolism is really high and I'm burning my own meat to stay alive. Pratt saved my life, and I'm thankful for that."
The adept huffs at that. He wasn't terribly fond of Pratt. The man was a jerk. But he didn't deserve being eaten. Then again, if the Filthy Xeno is starving to death...
"Well then Fil... eerr... How much more food will you need?"
"To just stay alive at least three times what you're giving me now. But if you're wanting to show your superiors a ferocious Tyranid killing machine I don't think they'll be very impressed with me right now. Five times as much and I'll actually be able to start putting some mass back on."
"Very well, Filthy Xeno. I'll see what I can do," and with that Thaddeus turns to leave the room.
He pauses, glancing back over his shoulder. "I beg your pardon?"
"My name. My name is Amil."
Since increasing ration size Amil has been significantly more energetic than she previously was. Not only that but she appears to be growing at a noticeable rate. After explaining how unnerving her human-like shape was she was kind enough to alter herself, assuming a form more similar to that she was initially found in.
Her initial state is something of a quandary. She landed in a myotic spore accompanied by only two Gaunts of the relatively small Jabberwock Hive Fleet, easily identified by their green and black markings. Amil, however, displays a color morph yet unseen in any Hive Fleet. A light blue hide that proves to be blue and white striped when examined closely, blotched with much darker angular patches. Her carapace is a solid brass while horns are silvery black. Muscular regions are a fleshy pink, reminiscent of Hive Fleet Leviathan.
When questioned about her Hive Fleet of origin she admitted that she was originally born to Hive Fleet Leviathan, though her color morph obviously doesn't match the usual white/purple/red scheme. Perhaps she's somehow a seed of a new Hive Fleet? Amil admits she doesn't know.
Even more curious than her Fleet affiliation is her protean nature. As mentioned earlier in the report Amil displays an incredible ability to modify herself in very short order, growing new bio-morphs in a matter of seconds. Amil has explained that using this ability is metabolically taxing and using it while starving proved far too strenuous. She was happy to show off a number of exotic bio-morphs, including several which she claims are her own design. This researcher is uncertain whether to be fascinated or concerned by this discovery.
That strikes Thaddeus as an absurdly horrific way to die. It also raises a rather interesting question. "How exactly are you able to change your form so quickly? It seems as though you're breaking the law of mass conservation in the process."
Amil simply smiles back, a much less human smile since she was kind enough to shed the human shape. "Magic of course."
Thaddeus goes pale shortly before dashing from the room to fetch Cassandra, the compound's Psyker. Why? Mostly to make sure the Tyranid isn't using sorcery. Because the thought of a Hive Fleet in league with daemons is absolutely horrifying.
"Alright Amil. Do that again. With one of your arms if you please," Thaddeus requests.
The Tyranid is kind enough to obey, rapidly morphing a human-like hand into a massive scissor-pair of scythe claws in a fashion that makes the first law of thermodynamics weep in a corner alone and unloved.
Cassandra shakes her head, having been focused rather intently on the Xeno. "It's like looking into a black hole. But no, no sorcery. I'm not even sure if it-"
"She," the adept corrects. "Amil is a she."
The Psyker sighs. "I'm not even sure if she is drawing power from the Warp at all. I've haven't seen a Tyranid using psionics before, thank the Emperor. So I don't know if this is normal for them or not."
"But no sorcery?" Thaddeus prompts.
"No sorcery," Cassandra confirms. "Though I am a bit concerned with how friendly you're getting with this Filthy Xeno. You watch yourself, machine priest," she jabs a finger toward the Tyranid. "It has killed thirteen people that we know of. Get careless and it'll be fourteen. Or more. It is dangerous."
And with that she leaves the room.
"Am not!" Amil calls after Cassandra, sticking her tongue out in a rather mature fashion.
"Good morning Amil. I have your breakfast for you," Thaddeus announces, pushing the usual patter of unidentifiable slop through feeding tray. Though this morning something is rather amiss. Something that catches the Tyranid's attention. A small, red, roughly conical fruit.
"A strawberry? This is for me?" Amil asks, her tone somewhere between disbelief and joy. The Tyranid gingerly picks up the berry as if expecting it to disintegrate if she isn't careful.
"We had a shipment of them this morning. Everyone was allowed one. I thought you might like mine," the adept replies as he settles down at his desk. Amil gawks at him as he begins setting out tools and oils for the Repair Litany of Minor Devices. A microwave had broken earlier in the morning.
"I can't take this, Thaddeus," Amil states, setting the piece of fruit back down on the tray.
The adept just laughs a rather dry laugh. "I can't very well eat it now that you've touched it, can I? Protocol and all."
"Oh..." the Tyranid replies, picking the berry back up and carefully nibbling the end off the berry. "What are you doing?"
"Preparing to appease the machine spirit of this microwave. Someone put a fork in it again and now its spirit is dreadfully offended. If there's anything microwave spirits detest its offerings of metallic objects," Thaddeus grumbles. "I suspect it was Perseus or one of his toadies. They're always going out of their way to make my life miserable," a bit more grumbling before the adept adds darkly, "At least I have one fewer of them to worry about now..."
"Have you tried speaking with them about it?" Amil suggests, finally polishing off the berry and starting in on her slop. "Maybe if you told them about how their mistreatment makes you feel they would reconsider?"
Thaddeus just snorts. "Doubtful. They would probably just use it as an excuse to find new and imaginative ways to torment me."
"Maybe I could talk to them?" the Tyranid replies in a rather sly tone. "I'll bet I could convince them to leave you alone."
At that Thaddeus laughs. "I don't doubt your powers of persuasion far exceed mine. However you need to remain in your enclosure. And I doubt Perseus would be very moved by your request from behind twelve inches of sheet diamond."
And with that he begins the Litany for the microwave spirit. A great deal of application of holy tools and oils is required. Including the replacement of a few components. The spirit had been so offended that it caused several parts to burn out.
"What did you do?" Thaddeus demands as soon as he steps into the lab, his expression earnest though not necessarily upset.
Amil gives the adept a rather hurt look, though it's obviously a facade. It doesn't take an empath to realize how pleased she is with herself. Like a cat that just caught a bird. "What do you mean what did I do?" she inquires coyly.
"Perseus apologized to me. Openly. And not the sort of half-heated apology either I might expect if a superior had spoken to him. And he seemed afraid of something," Thaddeus walks up to the Tyranid's enclosure, placing a hand on the carbon wall. "What did you do, Amil?"
The Tyranid offers a smile full of teeth. "I asked him to leave you alone. I was very polite."
"That's impossible," the adept objects. "There's no way you could have dug your way out of that cage. There isn't a scratch on it. The doors to this lab are sealed when I leave. You couldn't have possibly escaped."
"I guess you're right, Thaddeus," the Tyranid replies. "I couldn't have gotten out. I guess he must have just had a change of heart then. That's very encouraging."
The adept shakes his head before dropping heavily into his chair.
If Amil could get out of that cage. And out of the lab... Both undetected. If she could sneak into the barracks and threaten Perseus... If she could do all that then she could have killed someone in their sleep. Or snuck out of the base. Or any number of unsavory things.
"How did you do it, Amil."
"By the Throne, Amil! This isn't a game," Thaddeus yells, pounding one hand on his desk. The sudden outburst from the usually quiet, reserved man is enough to make the Tyranid jump. "How did you get out? How did you do it?"
He's afraid. For himself and his fellow humans? Or for her? He isn't totally sure. And that just makes him all the more frightened.
"How did you do it, Amil?"
In a wink the Tyranid is gone. The pressure sensor on the floor doesn't register that her mass is missing... Maybe she's just invisi-
"The space between spaces," comes a voice from nowhere. Or maybe somewhere. A somewhere very much closer to Thaddeus than Amil's enclosure. "The time between moments. I slip through them. The same place I get the extra mass I use to modify myself."
The adept freezes, muscles tense, sweat running down his brow. Was that the Tyranid's breath he just felt? Or just the ventilation fans? "I need to tell my superiors about this..."
"What? No! Don't do that," the voice objects. "Here, I'll get back in my cage."
And then she is.
"Amil, I need to tell my superiors that you can escape. It's... It's too much of a risk. We can't allow you to be walking around the base freely. We-"
"I already have been. For several days," Amil replies, her tone still polite, though now with a dangerous edge the adept hadn't ever heard before. "I know where everything is. I know the routines. I know where they sleep. I know everything Pratt knew. And the four guardsmen I ate before I was gunned down, too. I could leave right now and sneak onto a ship and nothing could stop me."
"Then why don't you?" the adept inquires, asking the obvious question.
"If I escape now you'll be in trouble. I'm your responsibility, remember? You were kind enough to help me get my strength back. And I enjoyed speaking with you," Amil reasons. "But if I wait until I'm someone else's problem then you won't be to blame."
"Yes... Someone else's problem..."
The Magos biologists arrived about a week later, fascinated by the odd Tyranid and its singularly peculiar individuality. While some genestealers displayed similar behavior to a degree there had never been anything quite like this.
A Tyranid that would answer and ask questions? Truly fascinating. Though it was a real shame when the creature up and died shortly before more invasive, thorough testing of its nervous system and organs could be made. No doubt a defense to prevent itself from being probed too closely. That it's body released a potent plasma acid and dissolved itself (along with a sizable portion of the floor) after its death was even more disappointing.
The Magos biologists were all quite upset at this, but at least well documented notes had been made on the creature by the adept charged with keeping an eye on it.
A human woman, unremarkable and uninteresting, stands at the crest of a hill looking down at the waving grain-fields below. There's something about her... Something so dull and uninteresting that a passerby couldn't find it worth their time to take a second look.
Though if they overcame the psionic compulsion and did so they would no doubt notice that she isn't altogether human.
"That was a clever trick," Thaddeus comments as he walks toward her from behind. "With the melting dummy. Emperor above I hope you aren't going to make me regret this..."
Amil simply smiles at him with that disturbing not-quite-human face of her's. "Don't worry yourself. I'm just trying to get home. I'll be riding a freighter that passes near the Nexus anomaly. From there I'll just be a quick space-walk away."
"It's hard to believe everything you told me. About you being human once. Being born nearly thirty eight thousand years ago on some parallel version of Terra. Stumbling into that dreadful anomaly. It all seems too fantastical to be true."
"I know, right? Thanks for everything. For keeping my secret safe. For chatting with me. For the strawberry. I really liked the part where you stopped calling me a Filthy Xeno, too."
"You're still a Filthy Xeno," the adept laughs. "I wish you the best of luck. And if your soul is still human may the Emperor watch over it," and then he goes rather ridged when the Filthy Xeno grasps him in a hug and plants a kiss on his cheek.
Much flustered sputtering follows.
"Take care of yourself, Thaddeus!" Amil calls out as she jogs off toward the shuttle docks. "Keep up the good work on the toasters!"
One hand slowly rises to Thaddeus' cheek at he watches her depart. "...I wonder how many kinds of heresy that was..."
Last edited by Rebonack; 2011-10-26 at 10:54 PM.
- Join Date
- Jul 2011
- Location
- Avatar by Kasanip
Re: Nexus Character DirectoryTirin
Aliases: None.
Gender: Male
Species: Barghest, Human, Snake, Lion Mixture
Profession: Test Subject
Power Rating: C+ to B. At the moment, he absolutely refuses to use his empathic abilities other than to eat the rage seeds that Elena has at times.
Description: He's a human male, with claws on his hands and feet, a snake-tail, and retractable snake teeth.
Personality: Friendly, loyal, and stubborn. He's human, for the most part, but with some odd cultural things.
Equipment: Clothes. Not much else. He could maybe be counted as having a Psychic Dampener, but he needs to give it away.
Abilities: He can howl like a Barghest, and eat emotions. He's also an empath, has snake teeth with sedative venom, and claws on his feet with the same. He can leap extremely long distances. His hand claws are not connected to his venom.
Backstory: Tirin was raised by Barghest. The Barghest from his universe have an advanced culture, which places a strong emphasis on atonement. There are lists of ways to atone for crimes listed with the legal punishments if not performed. Those raised in it are also taught how to judge the severity of harms caused. While his past doesn't affect him too much normally, as many of their cultural values are the same as human norms, this can cause problems when things like what recently occurred with Clarissa happen.
Normal Nexus:
Tirin is going to marry Elena, as soon as AJ and Meli finish their cooperative testing so they can attend.
That Day:
Tirin is married to Elena already. In this timeline, Elena is three weeks pregnant. Also, she's admitted to knowing more about Tirin's sister.
All versions of Tirin are bound by a Price exacted by the Wish Witch to be completely faithful to Elena. Basically, please don't make him forget this, or mind control him into acting against it, as he has no defenses against such things, and he can't wear a Psychic Dampener because it would keep him from using his empathic abilities.
Last edited by C'nor; 2011-09-04 at 08:20 PM.Plague Rat in the Playground
Originally Posted by SJ Tucker, Firebird's Child
- Join Date
- Dec 2008
- Location
Re: Nexus Character DirectoryMeddy
Full name is Dolomedes, but she doesn't like it.
Race: Human with mecha-bits.
Age: 21
Alig: TN/NG-ish.
Power: C+
Class: Bard
Description: This picture shows her body structure; she currently dresses in t-shirts, hoodie-jackets, and fingerless gloves for her six hands. Yes, she has metal teeth.
Now, about that body structure: she is capable of disengaging from the metal spiderbody, though when she does so all she has is her arms to move around on.
Also, she appears to be pregnant, and far along enough for it to show a little.
Now wears a necklace of small pieces of human bone.
Abilities: Her hands are sensitive, allowing her to better feel vibrations and such, so it can be hard to sneak up on her. Her fore and aft legs are pretty dang strong and agile, and she can climb like crazy.
She's currently practicing controlling the spiderbody while not attached to it.
She has a bunch of feats and bard spells shown here on her horribly broken sheet.
Equipment: A rapier, two pairs of brass knuckles, a cutlass, and her spiderbody's internal audio system, with which she does her bard thing.
Personality: Meddy is a little moody, but kind and largely pleasant to be around. She isn't sure if she likes what's been done to her body, but she recognizes that it proves quite useful from time to time. She's pretty empathetic for those in need, having suffered it herself.
For a time she slipped into a habit of cannibalism, but has since renounced it in horror, prompting her to get herself to GLOG.
Backstory: Meddy had a pretty regular childhood and adolescence, went to bardic school (totally a thing), had a few flings and breakups... and then, about a few days after her 20th birthday, everything goes blank.
And then about a year later, things happen again. She doesn't remember what happened in that year period, but she does understand that 1) she lost her legs, 2) she got the spiderbody she now is equipped with, 3) she seemingly learned how to use her new lower half, and 4) she became pregnant (presumably near the end of this period).
Living on the streets and desperate, she still had her weapons and wus able to defend herself... and one night, starving, she succumbed to desperation and ate the flesh of the man she had killed in self-defense. At first it was simply needing to feed herself and her developing child, but later it became an acquired taste, an obsession
When she realized the full, disturbing reality of this fact, she fled to GLOG to get fized; so far she's not yet been taken on by a redemption supervisor, but has enjoyed cordial interaction with Timmy, Mark, and Brinika.
Last edited by Beans; 2013-10-29 at 02:00 PM.If you like Kamen Rider, ask me about the Rider RPG system I'm working on!
Spoiler: My Stories And Things
Devour (Alt/What-If, COMPLETED)
What Love Is (Alt-canon, COMPLETED)
Spoiler: Standard reactions to Beans.