Jomber
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Woah hey, you found my collection of characters and worlds. This will get fleshed out as I go along. Most of the factions are just brief synopsis's. There's at least one character I play in each faction, but for now the Freelancers are getting the most love.
Factions ~ The Constant Struggle Across the Multiverse
Freelancers ~ Characters of Importance/Frequently played characters
DARKNESS LOOMS!
Fantasy Freelancers ~ Characters of Magical Importance
Factions ~ The Constant Struggle Across the Multiverse
The Ember Foundation
M.E.T.T.A.
G.C.G.
Ne'Tev
Jinvahn
Aquazorais
Vescent
A scientific group founded by the Ember lineage. The current leader is Sam Ember. They are devoted to solving astronomical anomalies, and working on humanitarian efforts. Originally a small organization, their power has grown dramatically, and most civilized areas under their influence are controlled by leading science team members. They are allies with METTA and enemies with GCG and the Ne'Tev.
M.E.T.T.A.
Multiverse Exploration and Time Travel Agency. They just really wanted it to spell META. They, among the Ne'Tev, are the most dominant multiverse travellers. They don't actually time travel, as it is a misnomer from going to an identical multiverse, just set back on the timeline. METTA specialized in multiverse travel, as their homeline was incapable of faster than light travel, and thus could not expand past their solar system. They are allies with Ember, and enemies with the Ne'Tev and GCG.
G.C.G.
Galactic Command Group. Originally a benevolent government, it slowly fell way to corruption, and now believes the entire galaxy, (and all galaxies thereafter) belong to them. They are not above performing experiments on live subjects, earning them the hatred of Ember, METTA, and the Jinvahn, but earning some respect from the Ne'Tev, but they have no real allies.
Ne'Tev
Perhaps the most dangerous group, these one-eyed beings have fused themselves with machines, and intend to spread their supreme regime across the entire multiverse through whatever means necessary. They have been known to activate bombs which pull entire planets into artificial black holes. Entire galaxies have fallen to their unrelenting thirst for domination. They all abide by the Council, and with government surveillance with obedient propaganda ensures this. A Ne'Tev invasion force is not a force to underestimate, and it will take the combined powers of several factions and powerful individuals to dissuade their advances. They are, for all intents and purposes, "The Big Bad". They have no allies. Only enemies. (This race will generally only be in threads that I start, since they are such a big threat.)
Jinvahn
Large space amoeba wearing orbed suits in order to interact with their world. They are nature-loving and generally pacifistic. Their most impressive tech is their massive terraforming towers, which can bring life to worlds. They value nature and "oneness" with the universe. The Jinvahn are all linked together with a shared memory. Their fleshy exterior has been modified to link in with electronics, allowing the easy use of their exosuits. They are also masters of the Novo crystal, a dangerous but limitless supply of energy formed when parts of other dimensions intersect with each other. Despite their relative pacifism, they can terraform enemy planets to be inhospitable to life (and then turn it back). They are enemies with the Ne'Tev and GCG.
Aquazorais
The misfits of the galaxy. They are a primitive race, only notable because of their ability to spread breeding spores across the entire galaxy, they have been used both by the Ne'Tev and GCG as experiments in their pursuit of dominance. They are a mix of a fungal and squid-like race. The Jinvahn see them as an invasive menace.
Vescent
An arachnoid race, relatively overlooked by more advanced races, they hold a special communion that no other has claim to. The eternal bondage of an interdimensional being of incredible power, gifting a few of their members with eternal rebirth, in exchange for eternal servitude. (This race usually shows up only in Fantasy settings, as, in my opinion, railguns beat magic.)
Freelancers ~ Characters of Importance/Frequently played characters
Vessel
Dusk
Vessel is odd. It is a cybernetic being, but being primarily robotic. Its head is cylindrical, the front flat end having a single red circular digital eye with a white square for an iris, capable of squinting and looking around. Two triangular extensions on either side of his head stretch towards the back end, and serve as ears. The rest of its body is of a slightly thin but still otherwise blocky build. Both hands have only two fingers and a thumb, while both its feet has only two front toes and a back toe. Its legs are digitigrade. Of most note is a circular glass window on its chest which reveals a purple beating heart.
Vessel was involuntarily made when it made enemies of an interdimensional Denizen. When a battle between two Denizens broke out, Vessel choose the opposing side, and worked at an observatory to spot any "false stars" and report them to a team that could remove them. The winning Denizen, in its rage, killed most of the resistance, and cursed those who remained. Vessel was stripped of its name and humanity, and given the curse of immortality, so that it may die again and again for the Denizen's amusement.
Vessel is a weak character, and stands little threat to any character who had combat abilities. That said, a civilian fighting it would have a harder time. It usually comes equipped with a small energy blaster, and a pulse shield, which when depleted, emits a pulse to knock anyone away from it. The shield is only good for evading one solid attack.
The heart being visible on its chest, means it tends to get "stolen" a lot. Its consciousness is stored within the heart, so headshots will not kill it, although will make it blind and deaf. Its revival is usually heralded by a drop-pod, which then dispenses its payload, Vessel.
Vessel is, for various reasons, lacking in self-esteem and being able to be social. It usually stammers, and can't keep eye-contact for very long. That said, it dosent see the point in being the person who constantly laments their life, and says oh woe is me. Sure, if asked about its past, then buckle down, but it isn't an attention hound. Sometimes it even tries to use its immortality to be heroic, posing as a distraction to the enemy, or taking the place of someone on a perilous journey. Despite its condition, it still tries to be the better person, and almost spit in its captor's eyes. That said, when faced with the prospect of a particularly brutal death, it may back down. Mental scars transcend even death.
Vessel was involuntarily made when it made enemies of an interdimensional Denizen. When a battle between two Denizens broke out, Vessel choose the opposing side, and worked at an observatory to spot any "false stars" and report them to a team that could remove them. The winning Denizen, in its rage, killed most of the resistance, and cursed those who remained. Vessel was stripped of its name and humanity, and given the curse of immortality, so that it may die again and again for the Denizen's amusement.
Vessel is a weak character, and stands little threat to any character who had combat abilities. That said, a civilian fighting it would have a harder time. It usually comes equipped with a small energy blaster, and a pulse shield, which when depleted, emits a pulse to knock anyone away from it. The shield is only good for evading one solid attack.
The heart being visible on its chest, means it tends to get "stolen" a lot. Its consciousness is stored within the heart, so headshots will not kill it, although will make it blind and deaf. Its revival is usually heralded by a drop-pod, which then dispenses its payload, Vessel.
Vessel is, for various reasons, lacking in self-esteem and being able to be social. It usually stammers, and can't keep eye-contact for very long. That said, it dosent see the point in being the person who constantly laments their life, and says oh woe is me. Sure, if asked about its past, then buckle down, but it isn't an attention hound. Sometimes it even tries to use its immortality to be heroic, posing as a distraction to the enemy, or taking the place of someone on a perilous journey. Despite its condition, it still tries to be the better person, and almost spit in its captor's eyes. That said, when faced with the prospect of a particularly brutal death, it may back down. Mental scars transcend even death.
Dusk
Dusk is a former Aquazorais Sentinel, a being responsible of commanding platoons of Aquazorais. He was captured in his infancy, and grown by the Ne'Tev, their intent to use him to instead of commanding his own kind, to command an army of drones instead. In his final stage of development, he brought to a planet with a rather strong resistance for rapid deployment once the process was complete. They intended to implant him with the memories of a Ne'Tev so that he would take on their ideals, but the resistance caught wind, and hijacked the compound and placed human memories instead. With the drone army turned against them, the Ne'Tev were forced to abort their operations.
Dusk usually hides away in his ship, and let few know about his true nature. He hangs from atop the ceiling, as various wires and supports are connected into his back. A multitude of monitors surround him, and constantly move as each one demands attention. Dusk himself has an oval-like shape, like that of a beetle. Various tentacles hang down from his underbelly, with two main tentacles towards his front. His head has three orange glowing slits for eyes. He is a large creature, taking up the space of a standard bedroom alone.
He has a cautious attitude towards most things, and tends to keep as much between him and the outside world as possible. After his initial events, and discovery that he was not in fact human, has left him in a state of partial denial, and is one of the reasons why he never lets anyone actually see him. He used to use virtual reality to relive his memories, but, as time went on, he does so less and less. He has a joking and snarky attitude towards his opponents, and anyone he views as an idiot. That said, he does show genuine concern towards those he cares about, although that's hard to convey through a drone. While he tries to remain civil, he tends to get emotional really quick, and often finds himself yelling at the offender, or giving a snide remark. To top it off, he can be pretty stubborn. He doesn't attempt to make enemies, and even gives his aggressors the chance to retreat, and not risk their lives, as Dusk doesn't like killing if he doesn't have to.
He commandeers a large (relatively speaking) scrap-cobble ship. It's about as large as an expensive house, and is comprised of various stitched together components he has either "liberated" or manufactured, as his ship construction if often an on-the-fly job. Especially if the ship experiences an unfortunate explosion. As such, he has unofficially nicknamed his ship "The Flying Coffin", but it's official name is the "Scavver". Being a paranoid security freak, Dusk has the interior of his ship lined with turrets underneath false panels, and incapacitating gas traps. He has countermeasures of various kinds, usually one for every threat he's come across and failed to deal with. If you can name it, he probably has it. That said, the ramshackle nature of the ship does lead to several faults.
While normally the Jinvahn despise anything of Aquazorais nature, they view Dusk as a rather hilarious form of Karma to the Ne'Tev, and have offered a safe place of refuge in case, well, his ship explodes. Dusk has an emergency teleporter embedded into his back, and, quite often, it has been used. Recouping the ship generally takes a long while, so it is still a devastating blow. The Jinvahn also provide a Novo Crystal as the core of his ship, which allows Dusk to manufacture his drones, although on a much smaller scale than he was first in command of.
The ship's infrastructure only allows a small amount of drones to be commanded at any single time, not to mention carrying a platoon in the ship would be highly impractical. Dusk mainly uses two types of drones, Pawns and Rooks. He named them after chess pieces because "It's none of your goddamn business," his tac-map looks like a chess board. Pawns are the weakest, but comprise of the main force. They are about half the height of a grown adult. They have a flat disc head, which has 360 degree vision. They have fine manipulators to hold weapons of various types. They are very easy to kill, and should pose no threat to any combatant alone. In groups, they can be a nuisance, but when followed by a Rook? That's a different story. Rooks are the real deal. They are significantly larger, taking on the size of a tank, but in the form of a mech. Their two arms house a railcannon, and an autocannon. They are formidable opponents, requiring a coordinated effort to take down, or a very powerful individual. (Powerful being a typical hero character) Usually only one of these can be deployed at any given time.
Dusk himself is a powerful psionic, and keeps his connection to his drones reinforced with a psionic link, after a bad encounter with a few people who knew how to remotely hack robots. Now, such attempts have to overcome Dusk's own will. Using psionics outside his own ship is rather troublesome, weak, and inaccurate. Thus, his power only truly comes into its own when he is basically in his last stand inside his own ship, should it get boarded.
Dusk's name in his native tongue does not rely on the same vocal capabilities of a human, and thus, the closest approximation is Xisteznichtez.
Dusk usually hides away in his ship, and let few know about his true nature. He hangs from atop the ceiling, as various wires and supports are connected into his back. A multitude of monitors surround him, and constantly move as each one demands attention. Dusk himself has an oval-like shape, like that of a beetle. Various tentacles hang down from his underbelly, with two main tentacles towards his front. His head has three orange glowing slits for eyes. He is a large creature, taking up the space of a standard bedroom alone.
He has a cautious attitude towards most things, and tends to keep as much between him and the outside world as possible. After his initial events, and discovery that he was not in fact human, has left him in a state of partial denial, and is one of the reasons why he never lets anyone actually see him. He used to use virtual reality to relive his memories, but, as time went on, he does so less and less. He has a joking and snarky attitude towards his opponents, and anyone he views as an idiot. That said, he does show genuine concern towards those he cares about, although that's hard to convey through a drone. While he tries to remain civil, he tends to get emotional really quick, and often finds himself yelling at the offender, or giving a snide remark. To top it off, he can be pretty stubborn. He doesn't attempt to make enemies, and even gives his aggressors the chance to retreat, and not risk their lives, as Dusk doesn't like killing if he doesn't have to.
He commandeers a large (relatively speaking) scrap-cobble ship. It's about as large as an expensive house, and is comprised of various stitched together components he has either "liberated" or manufactured, as his ship construction if often an on-the-fly job. Especially if the ship experiences an unfortunate explosion. As such, he has unofficially nicknamed his ship "The Flying Coffin", but it's official name is the "Scavver". Being a paranoid security freak, Dusk has the interior of his ship lined with turrets underneath false panels, and incapacitating gas traps. He has countermeasures of various kinds, usually one for every threat he's come across and failed to deal with. If you can name it, he probably has it. That said, the ramshackle nature of the ship does lead to several faults.
While normally the Jinvahn despise anything of Aquazorais nature, they view Dusk as a rather hilarious form of Karma to the Ne'Tev, and have offered a safe place of refuge in case, well, his ship explodes. Dusk has an emergency teleporter embedded into his back, and, quite often, it has been used. Recouping the ship generally takes a long while, so it is still a devastating blow. The Jinvahn also provide a Novo Crystal as the core of his ship, which allows Dusk to manufacture his drones, although on a much smaller scale than he was first in command of.
The ship's infrastructure only allows a small amount of drones to be commanded at any single time, not to mention carrying a platoon in the ship would be highly impractical. Dusk mainly uses two types of drones, Pawns and Rooks. He named them after chess pieces because "It's none of your goddamn business," his tac-map looks like a chess board. Pawns are the weakest, but comprise of the main force. They are about half the height of a grown adult. They have a flat disc head, which has 360 degree vision. They have fine manipulators to hold weapons of various types. They are very easy to kill, and should pose no threat to any combatant alone. In groups, they can be a nuisance, but when followed by a Rook? That's a different story. Rooks are the real deal. They are significantly larger, taking on the size of a tank, but in the form of a mech. Their two arms house a railcannon, and an autocannon. They are formidable opponents, requiring a coordinated effort to take down, or a very powerful individual. (Powerful being a typical hero character) Usually only one of these can be deployed at any given time.
Dusk himself is a powerful psionic, and keeps his connection to his drones reinforced with a psionic link, after a bad encounter with a few people who knew how to remotely hack robots. Now, such attempts have to overcome Dusk's own will. Using psionics outside his own ship is rather troublesome, weak, and inaccurate. Thus, his power only truly comes into its own when he is basically in his last stand inside his own ship, should it get boarded.
Dusk's name in his native tongue does not rely on the same vocal capabilities of a human, and thus, the closest approximation is Xisteznichtez.
DARKNESS LOOMS!
There are beings on a plane of existence inaccessible by almost all forms of technology, and yet the nameless Denizens of these lands have waged a war since the beginning of time over the entire multiverse. The Grand Campaign, as some has referred to it, has some odd nuances. Every part of the galaxy is essentially turf, claimed by one of the Denizens. It is in their best interest that their share prospers, as the energy of souls leading successful lives transfers into their domain. However, in order to claim more turf, they must wage war with the other Denizen. Most of the time, this goes unnoticed, however, when the fighting gets fierce, they can force the fight to our world. They launch an "Anchor", a sort of conduit for their power. The other side must respond in kind or else forfeit the area. The populace stuck in between the fight can choose to aide either side, or spit in the faces of both, but rewards are often offered by the Denizens as incentive to fight for them. These wars are unwanted, as they diminish the value of the land as lives are lost, but sometimes are deemed necessary. They also employ agents, beings who they deemed as useful assets, or deserving of eternal punishment. They act on their behalf, as an agent in an area acts as a sort of backdoor, allowing a Denizen to leech off another's territory. These agents are often granted the blessing or curse of immortality, for their eternal service.
Fantasy Freelancers ~ Characters of Magical Importance
Tonic
Tonic is a clockwork, which is about 8 feet high, and of significant girth and weight. It's build is that of cylindrical shapes, such as the torso, legs, and arms, and head. It is generally made of bronze. A singular stripe runs down its front, with runes etched into it, providing a protection charm. Its left hand is a crossbow, capable of loading standard bolts and alchemical payloads of various types. It also carries silver bolts, specifically meant for paranormal/unnatural creatures. A silver bayonet is attached underneath the crossbow, capable of popping out should it needs to be used. Its feet has two toes, and its right hand has two fingers and a thumb, and resemble that of claws. Two glowing eyes reside within its helm, and a constant ticking noise emanates from it.
Tonic obeys the commands of its master, usually sent to faraway lands in order to establish order. It does not know why it is sent to keep the peace, or what the master gains from it, but given the origin of its creation, believes it is for sinister reasons, although unknown. Still, protecting the land is morally right, and it is compelled to do so, whether it wants to or not. Tonic usually speaks in an authoritative manner, not usually one to joke, or to deviate from the objective. It is however, polite, and more than willing to indulge others in conversation. It usually does not banter in combat, and is the type to shoot the villain during its monologue. Tonic generally feels that most over exaggerate their abilities, and tends to pay little attention to what one may boast. When in combat, its heavy weight and large size makes it hard to dodge, but easier to stand its ground. It prefers ranged combat, although can hold its own in melee, but unable to use its alchemical payloads.
Tonic distrusts its master. It once worked underneath him as an aspiring alchemist, who went by the name of Vulmina Kreema. She studied underneath the wizard Zul'Mek, learning all kinds of exotic materials, miraculous elixirs, and powerful explosives. Zul'Mek, for reasons unknown to Vulmina, invited her to the top of his tower, where he bound her soul to a gem, and planted it within a clockwork. Tonic doesn't know why he decided to perform this action, but it is certain that although he presents a friendly facade, has ulterior motives in mind. Bound by his spell, it is forbidden to tell others of its origin, or its master. Still, things could be worse.
Tonic obeys the commands of its master, usually sent to faraway lands in order to establish order. It does not know why it is sent to keep the peace, or what the master gains from it, but given the origin of its creation, believes it is for sinister reasons, although unknown. Still, protecting the land is morally right, and it is compelled to do so, whether it wants to or not. Tonic usually speaks in an authoritative manner, not usually one to joke, or to deviate from the objective. It is however, polite, and more than willing to indulge others in conversation. It usually does not banter in combat, and is the type to shoot the villain during its monologue. Tonic generally feels that most over exaggerate their abilities, and tends to pay little attention to what one may boast. When in combat, its heavy weight and large size makes it hard to dodge, but easier to stand its ground. It prefers ranged combat, although can hold its own in melee, but unable to use its alchemical payloads.
Tonic distrusts its master. It once worked underneath him as an aspiring alchemist, who went by the name of Vulmina Kreema. She studied underneath the wizard Zul'Mek, learning all kinds of exotic materials, miraculous elixirs, and powerful explosives. Zul'Mek, for reasons unknown to Vulmina, invited her to the top of his tower, where he bound her soul to a gem, and planted it within a clockwork. Tonic doesn't know why he decided to perform this action, but it is certain that although he presents a friendly facade, has ulterior motives in mind. Bound by his spell, it is forbidden to tell others of its origin, or its master. Still, things could be worse.
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