Difference between revisions of "Nahkul the Nameless"

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* Nahkul is based off of a character built in Hero System 6e, with a year or so of mileage on it.
 
* Nahkul is based off of a character built in Hero System 6e, with a year or so of mileage on it.
 
* The secret behind Nahkul's powerset is that it's all based on a single power pool that she can allocate to strength, defense, or regeneration in a manner similar to the villain Overdrive on page 79 of Champions Villains 2, or Maxima from the webcomic Grrl Power.  
 
* The secret behind Nahkul's powerset is that it's all based on a single power pool that she can allocate to strength, defense, or regeneration in a manner similar to the villain Overdrive on page 79 of Champions Villains 2, or Maxima from the webcomic Grrl Power.  
* While I don't expect many villains to try to destroy her weapon, it's statted as a Durable Obvious, Accessible Focus, meaning it's fair game for disarm or sunder attempts.
+
* While I don't expect many villains to try to destroy her weapon, it's statted as a Durable Obvious, Accessible Focus, meaning it's fair game for disarm or sunder attempts, though maybe not so much stealing attempts as it requires superhuman strength to even wield two-handed.
 
* While she tells nobody, Nahkul has a crippling weakness to sonic-based attacks, which have a doubled effect in addition to causing a good chunk of pain to her, which bypasses her Rune of Scarring.
 
* While she tells nobody, Nahkul has a crippling weakness to sonic-based attacks, which have a doubled effect in addition to causing a good chunk of pain to her, which bypasses her Rune of Scarring.
 
* PnP stats-wise, the Rune of Scarring is written up as a "Doesn't Take STUN" automaton power tied to her runeblade. BODY(that is, structural) damage causes her to lose powers as per typical, which could still result in instant defeat if she loses use of her arm, as her STUN damage is still tracked. Thanks to PnP's balancing, this leaves her quite squishy as the way this is done greatly increases the cost of defense stats.
 
* PnP stats-wise, the Rune of Scarring is written up as a "Doesn't Take STUN" automaton power tied to her runeblade. BODY(that is, structural) damage causes her to lose powers as per typical, which could still result in instant defeat if she loses use of her arm, as her STUN damage is still tracked. Thanks to PnP's balancing, this leaves her quite squishy as the way this is done greatly increases the cost of defense stats.
 
* Specifically, Nahkul is immune to terrestrial diseases and animal-derived toxins, in addition to full environmental hazards such as temperature and pressure.
 
* Specifically, Nahkul is immune to terrestrial diseases and animal-derived toxins, in addition to full environmental hazards such as temperature and pressure.

Revision as of 21:33, 29 December 2020

An entity that's appeared in Millennium City numerous times over the past few months, Nahkul the Nameless literally feeds off of violence.


Nahkul the Nameless
Player: @Jhuno
[[Image:Nahkul.png|300px|]]
The Nameless One showing off some of her trophies.
Biographical Data
Real Name: Nahkul
Known Aliases: The Nameless One
Gender: Female
Species: Vehemic
Ethnicity: Mongolian physiognomy and cultural similarities
Place of Birth: Plains of Valara
Base of Operations: "Mongolian Earth"
Relatives: Nergui, Sister
Characteristics
Age: Unknown
Height: 5'1"
Weight: 238lbs
Eyes: Red with black sclera
Hair: Dark blue with purple sheen
Complexion: Olive
Physical Build: Densely muscled
Physical Features: Numerous piercings
Status
Fame:
██ ██ ██ ██ ██ ██ ██ ██ ██

Unknown

Alignment:
LG LN LE
NG TN NE
CG CN CE
Identity: Public
Years Active: 3 Months
Citizenship: None
Occupation: Warlord (Self-claimed)
Education: No Formal Education
Marital Status: Single
Known Powers and Abilities
Variable durability and strength
Equipment and Paraphernalia
Rune-engraved greatsword, enchanted jewelry(various)
Physical Attributes
 
   Strength
AttributeBar6.png
   Weapon
AttributeBar5.png
 
   Durability
AttributeBar6.png
   Armor
AttributeBar1.png
 
   Speed
AttributeBar4.png
   Reflexes
AttributeBar3.png
 
   Resistance
AttributeBar7.png
   Stamina
AttributeBar10.png
 
   Dexterity
AttributeBar2.png
   Agility
AttributeBar4.png
 
   Combat
AttributeBar6.png
   Regeneration
AttributeBar5.png
 
 
Non-Physical Attributes
 
   Energy
AttributeBar4.png
   Psionics
AttributeBar1.png
 
   Telepathy
AttributeBar2.png
   Willpower
AttributeBar6.png
 
   Sorcery
AttributeBar3.png
   Technology
AttributeBar3.png
 
   Intelligence
AttributeBar5.png
   Knowledge
AttributeBar5.png
 
   Charisma
AttributeBar3.png
   Bravery
AttributeBar9.png
 
 
MaekadaBox created by @Maekada



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History

First Appearance

In the early hours of a July morning in 2020, a mysterious arcane aura settled over Lake Superior, causing extreme aggression amongst the fish and other aquatic creatures. A number of local heroes traced this aura to a mysterious entity who was later identified as Nahkul, feeding off of the violence happening beneath the surface of the lake's waters. Following a short brawl that ended in a stalemate when Nahkul decided she was bored, she abruptly returned to her home via portal.

Personality

Overall, Nahkul comes across as supremely irreverent in her behavior. This is mostly true as, so far as she knows, very little in this dimension can actually harm her. However, while a violent individual, she could best be considered a martial pacifist; she enjoys the act of fighting in the same way a gourmand enjoys the act of eating, and has a very refined palate with a philosophical outlook on life, and is very reluctant to cause lasting harm to a person. Nahkul claims that this is related to her powers - she claims that motivation 'flavors' violence, and likens the loss of life to a meal turning rancid, while she describes fighting in defense of others as inducing a sort of narcotic high. An unfortunate consequence of being born and molded for the purpose of fighting is that she's developed a sort of 'hammer' mentality, and holds a certain rigidity in her expectations of others; she typically begins confrontations with a token warning or entreaty to diplomacy before leaping right into combat. It's believed that this will improve as she experiences more of human culture. Nahkul also displays a somewhat naive personality as most of the information contained in this dossier has been freely given and demonstrated for the asking.

Likes

  • Violence
  • Cooking
  • Pain
  • Heavy Metal music

Dislikes

  • Death
  • Bullies
  • Alcohol
  • Food
  • Clothing

Powers

Innately, Nahkul and her species boast a powerful resistance to harm that scales based on the attacker's intent to cause harm. This is a natural consequence of her species somehow developing the ability to feed off of hostile intent, and their eventual mutation into relying upon a certain level of ambient violence merely to exist. None among her people truly know why, but unless they immerse themself in a violent atmosphere for a certain period roughly every six hours, they will begin to suffer the effects of starvation at a greatly-increased rate. In addition to this variable durability, Nahkul's species also possesses an enhanced rate of regeneration, which lends to instantaneous blood clotting and an enhanced capacity for muscle development, which she has gleefully engaged in. While a proper battlefield test is obviously unfeasible, Nahkul's baseline capabilities are estimated to be near peak human ability, and her upper limits grant her the ability to shrug off small arms fire and even some heavier weaponry, while her lifting capacity tops out at around 100 tons.

A special note should be made that during testing, Nahkul made frequent mention of 'allocated energy' with the implication that her abilities might actually function as a sort of 'power pool' or 'multi-power'.

Equipment and Enchantments

In addition to her innate abilities, Nahkul also has access to a small assortment of minorly enchanted equipment. Firstly, her greatsword is a type of runeblade bearing five runes, each with a different purpose. In a display of good faith, Nahkul has volunteered the information that merely depriving her of this weapon immediately nullifies its effects, potentially causing system shock.

  • First Rune: Endurance - This rune symbolizes the unyielding nature of the mountains and bestows the blade with a measure of unbreakability; while a powerful enough shock will snap the metal, what sort of force that will take is completely unknown at this time.
  • Second Rune: Purity - This rune symbolizes the empty tundra, covered in virgin snow. It merely keeps the blade clean of any fluids or dirtiness.
  • Third Rune: Healing - This rune symbolizes the scabbing process and healing of wounds. It holds a charge of healing magic that can be expended to heal the wielder's wounds up to a moderate point. This rune takes up to twenty-four hours to recharge, and has only been observed healing soft tissue.
  • Fourth Rune: Immunity - This rune symbolizes resistance to environmental hazards. It bestows upon its wielder an immunity to most known diseases.
  • Fifth Rune: Scarring - This rune symbolizes the scarring process. While considered cursed among her people due to typically inspiring bloodlust, Nahkul knows that this rune merely allows one to continue fighting through exhaustion and physical pain. A bit of a double-edged sword in that while it blocks all pain, it also blocks reflexive responses to such things, and requires one to be even more mindful of their surroundings.

Second, Nahkul possesses a suite of enchanted jewelry, which enhances her attributes in various ways - most of which are cosmetic. Of particular note, however, is a translation enchantment that automatically translates what she says into plain english, though a jarring vocalization occurs when a similar concept can't be found. Bizarrely, the stenography program used during the interviews transliterated this noise as "translation error". Despite, or perhaps because of this flaw in her translation, Nahkul has developed a fondness for puns and wordplay.

Favored Tactics

Thanks to her enhanced pain threshold and regenerative powers, Nahkul's combat style is politely described as 'reckless', but more accurately described as 'suicidal'. She is completely unshy about damaging herself in combat, and has on numerous occasions dislocated her own limbs or impaled herself on her own weapon to escape a hold or take down an opponent. While she displays some awareness of risk mitigation, an accurate view of her priorities remains thus far elusive. While PRIMUS has labeled her a potential threat, current orders are to simply observe and aid if necessary.

Behind-The-Curtain Trivia

  • Nahkul is based off of a character built in Hero System 6e, with a year or so of mileage on it.
  • The secret behind Nahkul's powerset is that it's all based on a single power pool that she can allocate to strength, defense, or regeneration in a manner similar to the villain Overdrive on page 79 of Champions Villains 2, or Maxima from the webcomic Grrl Power.
  • While I don't expect many villains to try to destroy her weapon, it's statted as a Durable Obvious, Accessible Focus, meaning it's fair game for disarm or sunder attempts, though maybe not so much stealing attempts as it requires superhuman strength to even wield two-handed.
  • While she tells nobody, Nahkul has a crippling weakness to sonic-based attacks, which have a doubled effect in addition to causing a good chunk of pain to her, which bypasses her Rune of Scarring.
  • PnP stats-wise, the Rune of Scarring is written up as a "Doesn't Take STUN" automaton power tied to her runeblade. BODY(that is, structural) damage causes her to lose powers as per typical, which could still result in instant defeat if she loses use of her arm, as her STUN damage is still tracked. Thanks to PnP's balancing, this leaves her quite squishy as the way this is done greatly increases the cost of defense stats.
  • Specifically, Nahkul is immune to terrestrial diseases and animal-derived toxins, in addition to full environmental hazards such as temperature and pressure.