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Al's Character Barn
Posted: Mar 04, 2023 7:02 pm
by FracturedSimulacrum
Welcome to Al's Character Barn!
Purpose:
The purpose of this thread is to store FracturedSimulacrum/The Alexandrian's Character Sheets.
Index: (Coming Soon)
The bulk of this post is reserved for an Index and General Information.
General Information:
This post will be updated periodically. Changes are listed in the Changelog below.
Changelog:
► SHOW SPOILER
- 4 March 2023: Thread Creation
Re: Al's Character Barn
Posted: Mar 05, 2023 2:20 am
by FracturedSimulacrum
Terracharis von Finkle (WIP)
Biographical Information:
► SHOW SPOILER
Other Aliases:Asera, The Abeyance of the Divine; Terra; Charis; Charissa; The Sinner (More Villainous/Adversarial Alter Ego)
Titles: Aspirant of the Fly; Imperial Legate of Abaddon, The Angel of the Abyss
Family Members: Clarissa von Finkle (Mother), Dave Smith (Father), Nicole von Finkle (Sister), Penelope von Finkle (Sister) ((Ten Other Siblings Not Listed))
Species: Archfiend
Sex: Fluid (Typically Female)
Gender: Non-Binary
Apparent Age: Mid-Twenties
Laterality: Right
Voice: Contralto
Languages Known:Common, Infernal, Celestial, and Draconic
Occupation: Devil, CEO of Goetia Heavy Industries (In Support of the Infernal War Machine); Commander of Three Infernal Legions (Abyssal Defense Force)
Physical Summary:
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Baseline: Tiefling
Height: 72 Inches (183 Centimeters)
Weight: 166 Pounds (75.25 Kilograms)
Body Type/Build: Athletic/Statuesque
Eye Color: Solid Gold (No Delineation Between Irises and Scleras)
Eye Shape: Almond
Eyebrow Shape: Arched, Tapering
Face Shape: Oval
Hair Color: Scarlet
Horn Color: Black
Horn Shape: Curled, Ram-Like
Lip Shape: Full
Nose: Greek
Skin Color: Magenta
Permanent Markings: None
Transient Markings: Novelty Temporary Tattoos and Makeup
Tail Length: 54 Inches (137 Centimeters)
Tail Tip Shape: Spade
Tail Tip Color: Black
Innate Magical Resistances (Above Human Baseline):
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- Magical and Mundane Fire (Fiendish Heritage)
- Magical and Mundane Cold (Fiendish Heritage)
- Poison (Fiendish Heritage - Also Biomancy)
- Disease (Fiendish Heritage - Also Biomancy)
- Charm/Enchantment Magic (Fiendish Heritage)
- Sleep-Inducing Magic (Fiendish Heritage - Also Biomancy)
- Sanity Effects (Fiendish Heritage)
Innate Weaknesses:
Natural Abilities:
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General:
- Fiendish Physique: Terra's anatomy is strikingly alien and incorporates several bizarre, nigh-on eldritch features. In areas suffused with magic, Terra has no need to eat, drink, or breathe. Additionally, Terra has no need to sleep, is biologically immortal, resists poison and disease, and "rapidly" (substantially quicker than human baseline and typically without surgical intervention) regenerates from non-lethal injuries.
- Short-Twitch Muscle Fibers and Three-Tiered Bone Structure: Terra's bone and muscle structures allow her to lift up to 1,650 Pounds (748.5 Kilograms).
- Prehensile Tail: Terra can use her tail to grasp, constrict, and otherwise manipulate objects. However, Terra cannot use her tail to effectively wield weapons excepting bows and bow-like weapons - i.e. her tail can draw bowstrings, reload firearms, and the like but cannot perform tasks that require fairly high-levels of finesse such as picking pockets.
Senses:
- Transparent Nicititating Membrane: Terra possesses a transparent inner eyelid that she can close to protect her eyes from environmental hazards without impairing her sense of sight.
- Rods and Cones: Terra can see relatively well in low-light conditions as though she possesses a tapetum lucidum. As a result, her eyes appear to glow in low-light conditions.
Special Weapons:
- Tail Maw: The tip of Terra's tail can open into a gaping maw and, much like a mythical sea serpent, engulf objects and creatures.
- Tail: Terra’s tail can bind and constrict targets.
Supernatural Abilities:
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Discipline: Geomancy/Earth Manipulation
By exercising her power, Terra can bend the land to her will.
Subdiscipline: Metal Manipulation
Terra can bend metals and metal-like elements/compounds to her will. She can even transmute modest volumes of metal and metal-like elements/compounds, allowing her to speedily fabricate machinery in heat of battle.By moving metals through magnetic fields, Terra can generate electricity including assembling synchronous motors and associated circuitry. She cannot directly control this electricity; instead, said electricity functions as physics dictates as soon as she generates it.
Subdiscipline: Tremor Sense
Terra can sense vibrations propagating through the ground. She can also sense earth and metals moving through space in proximity to her body. This effectively grants her range-limited tremor sense.
Subdiscipline: Magma/Lava Manipulation
Terra can bend magma/lava to her will. Interestingly enough, Terra can absorb magma/lava and incorporate it into her anatomy (and vice versa) either in its natural state or as a substitute for biomass.
Subdiscipline: Magma/Earth/Metal Shifting
In the presence of sufficient quantities of magma/lava/earth/metal, Terra can cast a spell to temporarily transmute her body into magma/lava/earth/metal. When this spell drops, her physical form immediately reverts to her humanoid body sans any equipment destroyed or displaced by her shifted form.
Discipline: Fire/Smoke Manipulation
Terra commands ravaging fire and suffocating smoke.
Subdiscipline: Pyrokinetic Flight
By directing exhaust flows as though they were being ejected through a propelling nozzle, Terra can fly.
Discipline: (Limited) Biomancy
Terra can very, very rapidly absorb biomass to accelerate her natural regeneration and increase her size. She can also interface with organic technology created by her siblings/other similar entities.
Discipline: Hivemind Psionics
Terra is part of Clarissa’s Hivemind and has consequently gained (1) the ability to teleport to locations she can see or is very familiar with and (2) telepathically communicate with her family members and other members of the hivemind.
Skills:
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- Editing Audio and Video Feeds
Weapon and Armor Proficiencies
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One-Handed Melee Weapons
Two-Handed Melee Weapons
Firearms
Explosives
Vehicles
- Biological/Powered Exoskeletons
Other
Personality:
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Hobbies:
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- Listening to Music (Prefers Punk and Metal)
- Trying to Start a Profitable Business
Dislikes:
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- Swimming (She usually sinks.)
- Romance Media, Particularly Serialized Romance Media
- High Fashion (She just doesn't understand it.)
Costume 1 - Casual:
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Hairstyle:
- Curled, Layered, and Long (Extending to Mid-Back)
Headwear:
- Customizable LED Mask Covering (Her) Mouth and Nose
Upper Body:
- Torn, Sleeveless Hooded T-Shirt (Black) With Stylized Art of a Man With Three Heads - the Head of a Toad, the Head of a Man, and the Head of a Cat - Encircled by Infernal Script Which Reads "ASTAROTH"
- Studded Denim Battle Vest (Black) Adorned With Patches from Various Punk and Metal Bands
- Silver Pauldrons Shaped Like Human Skulls
- Studded Leather Gauntlets Covering Her Forearms
Lower Body:
- Skin-Tight, Denim Daisy Dukes (Black)
- Distressed Thigh-High Socks (Black) With a Decal of a Blood Red Pentacle Over Her Knees
- Lace-Up Knee High Boots With Silver Chains
Inventory:
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- 1 "Leather" Coinpurse Containing Soul Coins
- Edible, Sulfurous Mushrooms in a Plastic Bag
- 1 Obsidian Box Containing Shards of a Scrying Mirror
- 1 Strangely Normal Steel Key to a Small Office
- 1 Silver Hip Flask Containing a Viscous "Alcoholic" Substance
- 1 Spool of High Tensile Wire
- 1 Enchanted Ebony Slate (Functions Like a Smartphone)
Changelog:
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5 March 2023: Generated 1st Draft
29 April 2023: Generated 2nd Draft
Re: Al's Character Barn
Posted: Apr 25, 2023 8:41 pm
by FracturedSimulacrum
Alexstrasza "Alessia" Androktasiai (WIP)
Biographical Information:
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(Self-Styled) Title(s): L'Éminence Carmin -or- The Carmine Eminence
Family Members: Zefir (Adoptive Father), Clarissa von Finkle (Gene Editor), Two Dragons/Wyverns/Lindworms/Wyverns (Identities Unknown), Bip (Kobold), Bap (Kobold), Bop (Kobold)
Species: Great Lindworm
Sex: Female
Gender: Non-Binary
Apparent Age: Late Teens
Laterality: Right
Voice: Mezzo-Soprano
Languages Known:Common, Dwarvish, and Draconic
Occupation: Student and Dungeoneer
Physical Summary - Humanoid:
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General Physique: Elven
Height: 64 Inches (163 Centimeters)
Weight: Ranges from 125 Pounds to 135 Pounds (56.75 Kilograms to 61.25 Kilograms)
Body Type/Build: Stout (Especially for an Elf)
Eye Color: Amber Irises
Pupil Shape: Jagged, Saurian
Eyebrow Shape: Soft Angled Arch
Ear Shape: Pointed
Face Shape: Oval
Hair Color: Amethyst with Pink Highlights
Horn Color: Carmine
Horn Shape: Small, Slightly Curved
Nose: Roman
Skin Color: Olive
Permanent (Humanoid Form) Markings: Right Forearm-Mounted Datajack/Wet Port; Carmine Latticework Adorning Arms, Legs, and Neck
Transient Markings: Makeup
Tail Length: 60 Inches (152.5 Centimeters)
Tail Shape: Serpentine
Tail Plating: Scales
Tail Color: Lustrous Carmine with Saffron Accents
Physical Summary - Lindworm:
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General Physique: Serpentine
Overall Length: 605 Inches (1,537 Centimeters)
Weight: Approximately 3,000 Pounds (1,361 Kilograms)
Eye Type: Crocodilian/Saurian
Eye Color: Amber Irises
Pupil Shape: Jagged
Hood: Cobra-Like, Collapsible
Horn Color: Carmine
Horn Shape: Slightly Curved - Reminiscent of Saharan Horned Viper
Scale Colors: Lustrous Carmine with Saffron Accents
Scale Pattern: Disruptive
Permanent Markings: Luminous Amethyst Latticework on Underbelly
Innate Magical Resistances (Above Baseline Human):
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- All External Magical and Physical Sources of Damage (Dragonhide)
- Poison Excepting Targeted Poisons (Biological)
- Disease Excepting Biological Weapons (Biological)
- Tech-Based Viruses (Technically Lower Than Baseline Human But Higher Than Baseline Computers)
- Magical Fear Effects (Biological)
Natural Abilities - General:
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General:
- Draconic Biology: Alessia's anatomy is draconic. She is biologically immortal, is resistant to poison and disease, and "rapidly" (above human baseline and typically without invasive surgery) regenerates from non-lethal injuries.
- Dragonhide (Always Active in Lindworm Form): Alessia's natural armor provides a measure of defense against external magical and physical damage. Attacks that bypass her natural armor are unaffected by this feature.
- Prehensile Tail: Like an opossum, Alessia can use her tail to grasp and manipulate objects. With sustained concentration, she can use her tail to execute tasks requiring high-levels of finesse such as picking pockets. She often exploits this feature to help her scale branches, columns, and other surfaces she can wrap her tail around.
Senses:
- Transparent Nicititating Membrane: Alessia possesses a transparent inner eyelid that she can close to protect her eyes from environmental hazards without sacrificing her sense of sight.
- Thermal Imaging: Alessia can see heat signals in her immediate environment. She has been known to use this feature to navigate in low-light conditions.
- Enhanced Hearing: Like an elf, Alessia's sense of hearing is preternaturally sharp. She can hear sounds outside of the human auditory range.
Special Weapons:
- Tail: Alessia’s tail can bind, constrict, and outright crush targets. Additionally, she can coil her tail behind her like a spring then extend it to launch herself in various directions.
Natural Abilities - Humanoid:
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General:
- Short-Twitch Muscle Fibers and Three-Tiered Bone Structure: Alessia's bone and muscle structures allow her to bench up to 1,300 Pounds (590 Kilograms) without injuring herself.
Natural Abilities - Great Lindworm:
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General:
- Serpentine Strength: With her colossal size and strength, Alessia can demolish structures, uproot trees, and grapple with giants.
Senses:
- Forked Tongue: Alessia can "smell" with the chemoreceptors in her forked tongue. This allows her to track scents. A drawback of this feature is that Alessia is so sensitive to smells that she finds strong smells repellant and attempts to avoid them when she can.
Supernatural Abilities:
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Discipline: Abjuration Magic
With proper preparation, Alessia can break magical wards, remove magical curses, and dispel magical energies. At times, she generates fields of utter mundanity, rendering transmundane phenomena utterly mundane.
Discipline: Probability/Luck Manipulation
Unlike archetypal dragons, Alessia "flies" (though only for very brief stints) by manipulating the probability that certain random events will transpire to fling her into the air. Likewise, her breath weapon makes those it touches incredibly unlucky, usually to comical/cartoonish effect. With the power to control probability/luck, Alessia is everyone's "friend" when walking into Finals and everyone's "enemy" when they glance through their exam packets.
Skills:
Weapon and Armor Proficiencies
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One-Handed Melee Weapons
Two-Handed Melee Weapons
Projectile Weapons
Armor
Other
Personality:
Inventory:
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- 1 Small Bottle of Clean Water
- 1 Bottle of Antiseptic (Isopropyl Alcohol)
- 1 Dagger (Except Where Prohibited)
- 1 Set of Cosmetic Products
- Random Keys Obtained in Dungeons
Changelog:
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29 April 2023: Generated 1st Draft
Re: Al's Character Barn
Posted: May 01, 2023 11:17 pm
by FracturedSimulacrum
Becca Barone (WIP)
Biographical Information:
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Aliases: Big Bad Becca
Family Members: Mimi Shen (Grandmother - Fey Bear (Himalayan Black Bear)), Michael "Mikey the Muzzle" Barone (Father - Fey Bear (Marsican Brown Bear)), Lucinda Shen (Mother - Fey Bear (Himalayan Black Bear))
Species: Fey Bear (Brown x Asiatic Black Bear Hybrid)
Sex: Female
Apparent Age: Young Adult
Laterality: Ambidextrous
Voice: Sonorous Contralto
Languages Known:Common, Sylvan, and Elvish
Occupation: Thief
Memberships: Fey of the Summer Court (Seelie Fey)
Physical Summary - Bear:
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General Physique: Bear
Length: 81.75 Inches (207.75 Centimeters)
Height (At the Shoulder): 43.25 Inches (109.75 Centimeters)
Weight: Approximately 510 Pounds (231.25 Kilograms)
Eye Color: Hazel
Ear Shape: Bell-Shaped
Nose Color: Black
Fur Color: Emerald
V-Shaped Chest Patch Color (Moon Bear Heritage): Gold
Claws: Long and Curved
Permanent Markings: Dynamic Golden Patterns Flowing From Her Chest Patch
Transient Markings: N/A
Tail Size: Short
Physical Summary - Humanoid (Locked):
Innate Magical Resistances (Above Baseline Human):
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- All Physical Sources of Damage (Fey Bear)
- Poison Excepting Targeted Poisons (Fey Bear)
- Disease Excepting Biological Weapons (Fey Bear)
Innate Weaknesses:
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- Magic and Traditions Specifically Targeting Fey Creatures
Natural Abilities - General:
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General:
- Fey/Ursine Biology: Becca is a bear from the Feywild. Like the preponderance of (stereotypical) Fey creatures, she is biologically immortal, is resistant to poison and disease, and "rapidly" (above human baseline and typically without invasive surgery) regenerates from non-lethal injuries.
- Fur: Becca's shaggy fur fends off physical blows, excessive heat, excessive cold, and inclement environmental conditions. Attacks that bypass her natural armor are unaffected by this feature.
- Ursine Strength: Becca can easily lift 1,500 Pounds (680 Kilograms). While Becca is not fond of exceeding this limit, she can do so in dire circumstances.
Senses:
- Tapetum Lucidum: Becca's tapetum lucidum (reflective tissue behind her retina) grants her superior night vision. In darkness, her eyes appear orange when illuminated.
- Enhanced Sense of Hearing: As a bear, Becca possesses an acute sense of hearing. She can hear sounds outside of the human auditory range from great distances. Her sense of hearing is roughly on par with a dog's sense of hearing.
- Enhanced Sense of Smell: Becca also possesses an acute sense of smell. She can detect the source of an odor from a distance of approximately 20 miles.
Special Weapons:
- Teeth: Becca is omnivorous, but with a bite force of approximately 1,000 Pounds-Force Per Square Inch (6,900 Kilopascal) and durable teeth, her bite can be quite lethal.
- Claws: Becca's long, curled claws help her scale trees and similar surfaces and slash at her opponents.
Natural Abilities - Humanoid (Locked):
Supernatural Abilities:
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Discipline: Shapeshifting (Locked)
Discipline: Tactile Telekinesis
Becca attributes her amazing strength, speed, dexterity, and durability to her physical prowess. In actuality, she passively emits a telekinetic field that allows her to control (almost) any object she touches on a molecular/atomic level. She can harness this power to fly; transform air, water, and other substances enveloping her into armor plating; lift extremely large objects; tear targets apart at a molecular/atomic level; shield other creatures from harm, etc.
Skills:
Weapon and Armor Proficiencies
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Other
- Comical/Unnerving Tools/Weapons/Props for Inflicting Cartoon Violence
Personality:
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Hobbies:
- Hunting, Fishing, and Foraging
Inventory:
Changelog:
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1 May 2023: Generated 1st Draft
Re: Al's Character Barn
Posted: May 03, 2023 2:08 am
by FracturedSimulacrum
Penelope von Finkle (WIP)
Biographical Information:
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Other Aliases:Penumbra, The Cosmos in Repose; Penny; The Dancer in the Dark (More Villainous/Adversarial Alter Ego); Julia Kingston (False Identity)
Family Members: Clarissa von Finkle (Mother), Dave Smith (Father), Nicole von Finkle (Sister), Terracharis von Finkle (Sister), ((Ten Other Siblings Not Listed))
Species: Shadow-Born Archfiend
Sex: Fluid (Typically Female)
Gender: Non-Binary
Apparent Age: Mid-Twenties
Laterality: Left
Voice: Mezzo-Soprano
Languages Known:Common, Infernal, Celestial, Draconic, Sylvan, Abyssal, and Primordial
Occupation: Devil, Intelligence Officer (In Support of Family Interests)
Physical Summary:
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Baseline: Standard Human
Height: 63 Inches (160 Centimeters)
Weight: 123.5 Pounds (56.0 Kilograms)
Body Type/Build: Slender
Eye Color: Hazel
Eye Shape: Almond
Eyebrow Shape: Moderately Arched
Face Shape: Oval
Hair Color: Raven
Lip Shape: Full
Nose Shape: Celestial
Ear Shape: Oval
Skin Color: Pale
Permanent Markings: None
Transient Markings: Makeup
Innate Magical Resistances (Above Human Baseline):
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- Magical and Mundane Fire (Fiendish Heritage)
- Magical and Mundane Cold (Fiendish Heritage)
- Poison (Fiendish Heritage - Also Biomancy)
- Disease (Fiendish Heritage - Also Biomancy)
- Charm/Enchantment Magic (Fiendish Heritage)
- Sleep-Inducing Magic (Fiendish Heritage - Also Biomancy)
- Sanity Effects (Fiendish Heritage)
Innate Weaknesses:
Natural Abilities:
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General:
- Fiendish Physique: Penny's anatomy, while passably human at a cursory glance, is alien and incorporates several bizarre, nigh-on eldritch features. In areas suffused with magic, Penny has no need to eat, drink, or breathe. Additionally, Terra has no need to sleep, is biologically immortal, resists poison and disease, and "rapidly" (substantially quicker than human baseline and typically without surgical intervention) regenerates from non-lethal injuries.
- Short-Twitch Muscle Fibers and Three-Tiered Bone Structure: Penny's bone and muscle structures allow her to bench approximately 1,200 Pounds (544 Kilograms).
Supernatural Abilities:
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Discipline: Shadowmancy (Advanced Photokinesis)
With naught but a thought and jot of magic, Penny can create and control resplendent light or creeping darkness.
Mode 1: Light
In this mode, Penny can emit and modulate beams of light. While she sometimes applies this talent to relatively innocuous ends such as touching up her whites and brights or adding a splash of color to an otherwise dismal room, she often finds generating hard light constructs, firing laser beams, bending light around her to become invisible, inspecting electromagnetic waves, crafting visual illusions, and empowering herself by absorbing light more useful in her day-to-day trials and tribulations. Every now and then, Penny also finds it convenient to temporarily convert her humanoid body into rays of light allowing her to moonlight as a pure energy being.
Mode 2: Shadow
With one notable exception, this mode merely changes Penny's aesthetic. At a high level, Shadow Penny is capable of replicating any effect Light Penny can engender, albeit with darkness instead of light. As mentioned above, Shadow Penny's abilities differ from Light Penny's abilities in one very significant way: Shadow Penny can pull other people and objects through shadows.
Discipline: (Limited) Biomancy
Penny can very, very rapidly absorb biomass to accelerate her natural regeneration and increase her size. She can also interface with organic technology created by her siblings/other similar entities.
Discipline: Hivemind Psionics
Penny is part of Clarissa’s Hivemind and has consequently gained (1) the ability to teleport to locations she can see or is very familiar with and (2) telepathically communicate with her family members and other members of the hivemind.
Skills:
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- Vehicle Maintenance and Repair
Weapon and Armor Proficiencies
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One-Handed Melee Weapons
Two-Handed Melee Weapons
Firearms
Explosives
Vehicles
- Biological/Powered Exoskeletons
Other
Personality:
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Hobbies:
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- Reading (Preferred Genres: Horror, Mystery, and Fantasy)
Dislikes:
Costume 1 - False Identity:
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Hairstyle:
Headwear:
Upper Body:
- Short Sleeve Dress Shirt (Sky Blue)
Lower Body:
- Ankle-Length Socks (Black)
Inventory:
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- 1 Enchanted KA-BAR Fighting Knife
Personal Vehicles:
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- 1 Yellow 1970 Plymouth Hemi Superbird
Changelog:
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2 May 2023: Generated 1st Draft
Re: Al's Character Barn
Posted: Jun 08, 2023 2:32 pm
by FracturedSimulacrum
Nike von Finkle (WIP)
Biographical Information:
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Other Aliases: Nicole; Nicolette; Kimmerioi, The Warden of the Wailing Wall
Titles: Doctor (Medical Doctor)
Family Members: Clarissa von Finkle (Mother), Dave Smith (Father), Terracharis von Finkle (Sister), Penelope von Finkle (Sister) ((Ten Other Siblings Not Listed))
Species: Archfiend
Sex: Fluid (Typically Female)
Gender: Non-Binary
Apparent Age: Early-Twenties
Laterality: Right
Voice: Sultry, Drawling Alto
Languages Known:Common, Infernal, Abyssal, and Black Speech
Occupations: Necromancer; Biomancer; Medical Doctor
Physical Summary:
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Baseline: Human-Animal Hybrid
Height: Defaults to 74.5 Inches (189.25 Centimeters)
Weight: Defaults to 185 Pounds (84 Kilograms)
Body Type/Build: Defaults to Buxom
Eye Color: Defaults to Luminous Crimson
Eye Shape: Defaults to Close-Set
Eyebrow Shape: Defaults to Thin, Arched
Face Shape: Defaults to Oval
Hair Color: Defaults to Cherry Red
Ear Shape: Defaults to Triangular, Fox-Like
Lip Shape: Defaults to Full
Nose: Defaults to Button
Skin Color: Defaults to Pale
Permanent Markings: Defaults to None
Transient Markings: Defaults to None
b]Number of Tails:[/b] Three
Individual Tail Lengths: Left: 40 Inches (102 Centimeters); Right: 40 Inches (102 Centimeters); Center: 48 Inches (123 Centimeters)
Tail Type: Fox
Tail Coloration: Cherry Red with White Tips
Innate Magical Resistances (Above Human Baseline):
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- Physical Weapons (Biomancy)
- Magical and Mundane Fire (Fiendish Heritage)
- Magical and Mundane Cold (Fiendish Heritage)
- Poison (Fiendish Heritage - Also Biomancy)
- Disease (Fiendish Heritage - Also Biomancy)
- Charm/Enchantment Magic (Fiendish Heritage)
- Sleep-Inducing Magic (Fiendish Heritage - Also Biomancy)
- Sanity Effects (Fiendish Heritage)
Innate Weaknesses:
Natural/Preternatural/Supernatural Abilities:
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General:
- Malleable Physique: Nike's anatomy is in a state of flux. In areas suffused with magic, Nike has no need to eat, drink, or breathe. Like her siblings, Nike has no need to sleep, is biologically immortal, resists poison and disease, and rapidly regenerates from non-lethal injuries. As her biomancy is woven into the fabric of her being, she can shapeshift parts of her body at will. By default, she manifests the bare minimum of organs necessary to sustain an ooze/slime masquerading as a highly intelligent humanoid.
- Natural Tools, Armor, and Weapons: Nike can manifest a variety of natural tools, armor, and weapons to compliment her abilities.
- Chemical Synthesis: Nike can synthesize venoms, toxins, and a whole slew of stimulating/lethal/addictive/benign chemicals for internal and/or external use.
- Chemical/Biological Analysis: Nike can assay chemical concoctions and organisms to identify “what makes them tick.”
- Spawn Servitor: Nike can spawn and subjugate organisms. Such servitors have no will of their own; they simply execute commands Nike transmits to them.
- Biomass Absorption: Nike can very, very rapidly absorb biomass to accelerate her natural regeneration and increase her size.
- Fleshsculpting: Nike can sculpt the flesh of other organisms thereby healing others, modifying their physical traits, and the like.
Supernatural Abilities:
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Discipline: Necromancy
By manipulating negative energies, Nike can raise the dead, animate the undead; shackle the undead to her will; drain the life from animate creatures; steal, devour, bind, and mutilate souls; and defile holy energies. Nike’s undead may be incorporated into Clarissa’s hivemind.
Discipline: Hivemind Psionics
Nike is part of Clarissa’s Hivemind and has consequently gained (1) the ability to teleport to locations she can see or is very familiar with and (2) telepathically communicate with her family members and other members of the hivemind.
Skills:
Weapon and Armor Proficiencies
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Vehicles
- Biological/Powered Exoskeletons
Other
- Exotic, Biological Weapons
- Wands, Staffs, and Staves
Personality:
Costume 1 - Casual:
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Hairstyle:
Headwear:
Upper Body:
- Oversized AMEN Varsity Jacket (Black and Red)
- Torn White Tank Top Held Together by Tape Featuring a Disturbingly Realistic Depiction of Several Corpses Being Picked Apart by Scavengers
Lower Body:
- Torn Cargo Trousers Held Together by Tape (Originally Black - Now Flecked with Red and Blue)
- Lace-Up Ankle-High Work Boots (Red and Black)
- Grommet Belt (Red and Black)
Inventory:
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- 1 "Leather" Coinpurse Containing Soul Coins
- 1 Shrunken Human Skull on a Keychain
- 1 Fishing Line, Bobber, and Barbed Hook
- 1 Enchanted Ebony Slate (Functions Like a Smartphone)
Changelog:
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8 June 2023: Generated 1st Draft