***** 'Anon', ???: 10HP, 100DR   Abilities: Unknown, Grandmaster Negotiation+4   Appearance: a green skinned humanoid, approximately 7' tall, with a slightly masculine build. Prefers formal suits, but will wear informal if a dismal event occurs. Sometimes wears a mask, also green. Often chides and insults the Operators for poor valor, and rewards them well for exceptional performance. Does not appear to have been in this world very long, but has been noticed by Naliyna at some time in the past. He seems to be some form of gestalt created by the Operators, though that is merely one possibility. It is unknown if he is free, or merely acting in Razorback's shared interests. In such a case, he may be their prisoner, without the Operators themselves knowing it.   Relationship: 'Anon' seems to have taken a great deal of interest in Thrill's relationship with Naliyna, referring to another being at times in a mildly hostile manner. Although this cannot be considered a relationship per se, there seems to be a heavily vested interest in their shared well being, more so than to the other Operators.   Unique Item: "Ride Ender". A long-barreled, silver .41 Magnum revolver with a 5-cartridge cylinder. Considered a very rare firearm on most worlds. First used by an Operator, taken and reshaped for Anon's use. When an Operator commits suicide, the "Ride Ender" replaces the firearm used shortly before the act takes place. It is currently unknown why this occurs, as Anon has expressed great distaste for noting such an action.   ***** Belltower, Nightblade: 160HP, 3DR (+1DR from infused Armor Charm)   (Brawler, Curious, Distrust: Arcane/Eldritch, Elite: Senses, Inquisitive, Natural Charmer, Quick, Sneaky)   Appearance: a fairly well toned, cheery and bright batpony, an offshoot of the pegasi species with diamond-pupilled eyes and down on their leathery wings. Coat, down, the three claws on each main wingjoint, and hooves are all a dark green. Mane is split in half, left to flop on both sides. Tail is left long, split in half, and trimmed into an inverted V. Red diamond pupils, hazy forest green eyes. With her tufted ears, constantly curious nature and soft, cashmere-like downy coat, Belltower seems quite out of place as a Nightblade. Was personally hoofpicked by Twisted Wing before becoming a General for her senses, charm, wits, and sisterly attitude to the Guards, whether Day or Night. While she can step into the shadows, she much prefers to enter a fray and smash heads, bring chaos, and generally make a ruckus. Although rarely heard without unleashing puns, Belltower has a serene, contemplative side to her, sometimes drawing immaculate conclusions from sketchy information, or discerning somepony's nature in an instant. As happy go lucky and cheerful as she is, Belltower's confinement in a doll for over two months has left her shaken, untrusting of relics of the past. After a training exercise well over 3 years ago with barely promoted Nightblade juniors, had made it into Baskregg, the Reaper's Crypt without the sealed Void Remnant spotting her or her trainees. Touching a stasis rune as a dare, they left after deciding it could not be harmed. She suspects that the intense want of the doll for her daughter may have triggered the rune into action. Was delivered, in a box with a pair of enchanted gloves, to Jeff on the old train. Discovered she could make lantern gems flicker, and finally spoke up several weeks after, realizing that he was no danger to her, especially since being experimented on by others in the invincible doll's state. A side effect of being handled with the gloves often was the ability to 'stick' to anything with her plush hooves, now transferred to her. Guided Jeff and a team back to Baskregg, where they retrieved her body from a Void Remnant's protection/waiting state. She has a daughter in the Moors, named Malyne. Feels indebted to Jeff and the other Operators for their actions. After learning what Jeff had aided Filth and Hollow with, snapped on him, pinning him and using her weakened venom to incapacitate. Draining some of his blood, she found the source of his erratic actions, and gave him an ultimatum: either take her blood as well and learn to be a better being, or she would leave/mercy kill him, if his degeneration continues. He accepted her offer, in turn gaining her insight into actions, consequences, and her stable, ever-shifting and learning view of the world, viewed from her unique, calmly meditative perspective. Now in the process of guiding Jeff's actions to better himself, as well as Razorback as a whole. Has an exceptional dislike/hatred of arcane or Eldritch artifacts and beings.   Status: living at Razorback Fortress. Free Agent.   Cutie Mark: a tree, cut off at the midsection, with an eye in the shape of bell suspended over it.   Abilities: Blood Drain+2 (Steals blood from a pinned/stunned target, X result is the HP damage to the target and HP restored to Belltower, can ONLY target living beings!), Venom+2 (A strong painkiller with a euphoric element, roll result is turns lasted, -4 to all actions taken, ONCE per Operation only!), Basic Ambush+1, Basic Intimidation+3, Basic Leadership+3, Basic Negotiation+4, Expert Meditation+3, Expert Stealth+2, Expert Theft+4, Expert Speed+4, Expert Evasion+6, Expert Perception+6, Expert Melee+7   SHARED ABILITY: Basic Feelin' Batty: Jeff's time spent with Belltower has been quite good overall, though a very difficult period of time emerged in with she gave him a choice of either accepting where he is, or she would leave/mercy kill him if he did not own up to his actions and take responsibilities. After sharing blood with each other, Jeff is able to perceive his actions, and the actions of others, through a unique, calm interpretation, the way Belltower views the world. This also confers a PASSIVE Basic Meditation skill, allowing him to clearly think through a situation or event, bypassing his often negative frustrations and emotions.   (Out of Operation version) -Jeff may ask Belltower to share her blood,  and further insights into a situation, puzzle, or to simply calm him down. If accepted, he will drain 1HP from Belltower and roll a 1d6, gaining a +1 bonus to ONE of several skills: Negotiation, Stealth, Dodge, or Perception. If Perception is chosen, Jeff's eyes will become much like a batpony's: rusty red replacing white, pupils becoming black slits, instead offering +2 Perception in the dark.   (In Operation version) -Jeff may activate his Trait for free the first time in an Operation after rolling a 1d6, wherein the result will last X amount of turns equal to the roll result, gaining an additional +1 to Negotiation, Dodge, Stealth, or Perception. This may be repeated at the cost of -1HP once more during that Operation. The cost can be negated by asking Belltower to share her blood with him again. If Perception is chosen, Jeff's eyes will become much like a batpony's: rusty red replacing white, pupils becoming black slits, instead offering +2 Perception in the dark.   UNIQUE ABILITY: ???   Relationship: Jeff. Prefers his company.   ***** Celestia, the Corruptor: 400HP, 0DR   (Anti-Otherworldly, Challenger, Efficient, Nocturnal, Planes Delver, Polite, Scarred)   Appearance: a dusk grey alicorn with shiny eyes, slightly smaller than Luna. Formerly the sun goddess and one of three princesses of Equestria. Removed herself from her station after allowing her ego as the Solar Tyrant to erupt during a meeting in Canterlot Palace. Went into hiding after realizing that her actions had caused an immense amount of harm, far beyond her reckoning. Spent several months in a secluded, isolated cottage, eating only enough to survive and grieving for her lost adopted daughter, Sharonel. After days wandering through the snow aimlessly, she eventually lost the will to continue living and stayed a week holed up in the cottage, hoping that her suffering would end. Answering a letter written by Filth, Celestia was stunned, afraid of retribution from her actions. Calming her down, Filth requested that she leave with him to the Fortress, acknowledging her worsening condition. After leaving to see the Nightmare, she returned with Filth to the Fortress once more. Unconcerned about her appearance, Celestia is worried that her past crimes will haunt her still. Although her initial reception was quite cold, she has chosen to remain and perform any action, regardless of harm to herself, that may salvage her mind and heart. Deciding to travel to the ruins of Old Canterlot in an attempt to find pieces of her past untouched by the Tyrant, Celestia and Filth encountered an Ethereal Remnant, one she had forgotten was called to Equestria. Directing Filth to the north entrance of the now exposed, underground third level mockup training city and arena, Celestia suffered under the Remnant's focused attacks, allowing Filth to set several charges to cover their escape. Losing her timidity to the event, Celestia is sure that there were actions she had taken outside of the Tyrant's control, though has decided to keep that knowledge quiet for now. Failing to give the unicorn and Crystal pony in the temporally lost mansion a proper goodbye, Celestia does not know where she stands, or what she is, giving up the last vestiges of her formerly formidable resistance to sharpen her terrible eyesight. Has taken the path leading away from the sun. The shock of seeing six undead ponies during an Operation gone awry forced her to confront her most primal fear: death, allowing her to remember the essences of other planes she had wandered. Choosing the Vortex plane as her inspiration, Celestia has become a Corruptor, focused on disrupting, slowing, and ensnaring enemies, preparing them for rapid, painless elimination. -Historical Findings: 19   Cutie Mark: a stylized black sun with light grey and pale white flames.   Status: attempting to live at Razorback Fortress.   Abilities: Perception+2, Basic Regenerate, Basic Shapeshift+1, Basic Enchanting+2, Basic Shadowstep+2 (Functions as both Speed and Stealth, though may use only ONE per turn), Expert Melee+6, Expert Casting+6 -Lost Abilities: Resist Damage (Time-Stuck Mansion)   SHARED ABILITY: ???   UNIQUE ABILITY: BASIC CHAOS VORTEX: summons an anti-elemental vortex for 1d6 turns, dealing 1d6+20 damage and bypassing DR. This ability slightly disrupts hostile psions, summoned planar or extra-planar beings, and Otherworldly beings, forcing them to roll at -2 to all offensive rolls. This ability does not work on purely physical beings.   Items: Aussie Hat: scavenged from the mangled corpse of an Australian, currently used to keep the crown in place while running around. Cardboard Crown: made from a cardboard box used to send a Charm amulet to Filth in the Hive. Best crown ever. Sun Basilisk Saddle: a large, specially designed saddle with a golden pommel to hold onto for Filth's usage, due to his new, heavy armor. Created by Krinza from wood, basilisk hide, and a selection of yellow gems, inscribed with gryphon runes and glyphs of the sun.   Relationship: Filth, wants his company.   ***** Cu'Nir, Huntsmaster of the Vale: 320HP, 18DR (10DR from Red Segmented-Laminated Armor) https://www.dropbox.com/s/r6gb7qxmgdzde53/Cu%27Nir.png   (Cocky, Detail Oriented, Honorable, Strong Willed, Temperamental, Vindictive)   Appearance: a golden raptor-eyed, grey feathered gryphoness with a light blue crest and golden yellow beak, swirling patterns painted onto it by the game she hunts. The underside of her wings are a snowy white, though her feline side is much like a snow leopard's coat. Her front avian claws are a metallic grey. After the events that made her become a Hunter for the Vale she underwent the painful process of having her wings and feathers forged into runic steel, which involved the muscles of her wings being dipped into a forge's furnace. Is fond of the Operators, seeing them as competent hunters, and regularly visits the Fortress to lead teams on hunts. Sees the Operators as -her- hunters, and will defend them and their honor if the need arises. Thanks to Marquis du Spiral, she overrode much of her formerly great disdain towards casting and teleportation, though she still has reservations towards magic in general, particularly translocation. Spiral noted that gryphons suffer no ill effects when they hold their breath during a translocation, however.   Skills: Raptor's Eye+11 (Adds an extra roll to Ambush, Melee, Perception, and Stealth), Expert Perception+7, Master Stealth+7, Master Ambush+4, Master Agility+5, Master Steel Wings+9   SHARED ABILITY: ???   UNIQUE ABILITY: Basic Predator's Instinct: ONLY activates once Cu'Nir is aggravated. when this occurs, all rolls gain an additional +1, and temporary buffs depending on the party size. Cannot be reasoned with unless a crit is rolled on Speech based skills, and will only be sated once the offender is dead or mutilated enough for her tastes.   Items: -Runic Steel Wings: adds +2 to all Melee rolls when used. -Red Laminated-Segmented Armor: adds 10DR when worn. her Armour is a red to go along with her war-painted beak. The armoring covers the joints on her forelegs and hind-legs, while the segmented chest piece covers her crest and along the length of her wings. Brass trimmed edging. -Large Tungsten Blades: two large blades forged from the fangs of a Basilisk Major. The 10 foot long fangs were heated and folded onto themselves, making them 5 feet long, and were further folded. Half of the resulting fang was gnarled into handles, while the other half was sharpened into double sided blades. The master forgers of the Vale made these weapons light enough to carry, though not cumbersome so as to lose effectiveness. Adds 2x 1d6+20