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The Nexus Code


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One of the most heavily argued issues in the creating of the 'Nexus' newsgroup was the code- do we use it, or not?  What should go in it?  What should stay out?  Who's going to use it?  Why do we need it?  and, most importantly, What's it going to look like?  Well, after 300+ emails and a lot of fine-tuning, Paul Gilham (Samurai) put out the 'final' version of the code.  That doesn't mean that it won't be changed again, but at least it was something that we could all agree on to start with.  Much thanks to Paul for dealing with all of our nit-picking and putting it all together.

Why do we need a code?

Some people don't use the codes.  They argue that it takes the place of real role-playing or story-telling by turning it into a bunch of stats and dice rolls, and that stuff's on their web pages, anyway.  Some people do.  They say that it's a convenient and much-needed guide for those times when your connection's down or you just don't feel like waiting for a page to load on your dinosaur browser.  You can glance down at the .sig and see if this person's small enough for you to carry, or what form a shape-changer's in right now, or simply what gender, something that can cause considerable embarrassment.  The upshot of all this is that a code's not essential.  You can use it if you want, or ignore it if you want.

-------- begin Nexus Code, v1.32


When completed, the Nexus Code should look something like the one below, which refers to a wingless black dragon called Samurai. To find out about specific parts of the Code, just click on the appropriate section.

NC.D Sg Ce Gm LwA Ay480 WcfbWind M0 P6c0 T5

The Nexus Code is based loosely on the AFD's Dragon Code, created by Red Dragon and maintained by Baxil. Thanks to all those involved in the making of both that and this.


The full Nexus Code starts with NC.

RACE

This code immediately follows the NC.

NC.D dragons and wyverns
NC.E elves
NC.F felinoids (bipedal cat or feline)
NC.G griffins/gryphons
NC.H humans
NC.Race (appropriate substitution) for others
NC.(Race) for shapeshifters (parenthesised race is current form)

Example: NC.(Dwarf) for a shapeshifter currently in dwarven form

MIXED RACE

Simply add a stroke between the two relevant races.

Example: NC.H/orc for a human-orc cross


SIZE

There are two systems for this, depending on how specific you want to be. Firstly, if a rough description is sufficient, use one of the following codes -- the parenthesised animals are suggestions for that category.

St tiny (domestic cat or smaller)
Ss small (shetland pony or most dogs)
Sm medium-sized (most elves and humans)
Sl large (horse or minotaur)
Sh huge (elephant or giraffe)
Sg gigantic (rocs and baleen whales)
Sv vast

Alternatively, you can be more exact by basing this section of the code on the longest dimension of a character, so most humanoids will use height, dolphins and snakes length,for example. Quadrupeds may use either -- their height is measured at the shoulder for such purposes).

Developing a suggestion by Wyrm, the prefix S is followed by H and/or L for height and length and the measurement. For reference purposes, 1m ~= 3.25', 1cm ~=0.4", and 1km ~= 0.6 miles.

Example: a 5'10" human would be SH5'10", and a horse 1.5 metres and 3 metres long would be either SL3m or SH1.5m


COLOR

Simplified from the Dragon Code, this section consists of 'C' followed by letters for skin and hair color, and modifiers. If your character is entirely fur-covered, then assume the pigmentation in your code counts for both.

Ca silver (from 'argentum', its heraldic equivalent)
Cb brown
Cc clear or see-through (but still visible)
Ce black or ebon
Cf human or humanoid flesh -- of _all_ racial types
Cg green
Co gold (from 'or', its heraldic equivalent)
Cp purple
Cr red
Cu blue
Cw snowy white
Cy yellow or blond
CYourcolor (appropriate substitution) for others

Example: a turquoise dragon would be CTurquoise

If your color is other than the basic hue, these might help:

PREFIXES

D dark prefix (CDu=dark blue)
F fiery or flaming (CFr=fiery red)
H luminous/glowing (CHr=glowing red)
I iridescent (CIw=mother of pearl)
L light prefix (CLe=grey -- 'light black')
M metallic (CMu=metallic blue) -- don't bother using M in front of what is obviously a metal
S shining or glossy (CSe=glossy black)
T transparent (CTg=green glass)

Multicolored creatures may wish to specify the ways in which their colors are combined with these symbols:

SUFFIXES

|   stripes - w|e means white with black stripes.
.   spots - w.e means white with black spots.
@   mottled - w@e is black mottling on a white base.
*   stars - Astral creatures may prefer this to "spots"
W   wings - wWe is a white creature with black wings.
&   tail - w&e is a white creature with a black tail.
_   underside - w_e is a white creature with a black belly
=   hair - For humanoids, centaurs, merfolk etc.

Example: a human whose black hair has a white streak in it would be Cf=e|w while a piebald horse would be Cw@b

(Thanks to Theslin for suggesting @ as mottled in the Dragon Code, and K'Urlac for suggesting _ as underside in this one.)

Those in transition from one type to another -- Cw>e is a white creature whose color is changing to black.


GENDER

There are several possible options for this:

Gf female
Gh hermaphrodite
Gm male
Gn neuter/lacking any discernable gender
Gv variable
G? confused/uncertain

Those in transition from one type to another -- Gm>f is a male creature changing to female.

If a character's personality indicates a different gender to their physical one, note the former in parentheses: Gf(m) is a female that always acts as a male.


LIMBS

This category should not be included in characters' Nexus Codes if they have the usual number of limbs for their species (dragons are assumed to have four legs and two wings for this purpose). However, if there are any difference from the norm, use the following categories, adapted from Shadowdragon's and Kaijima's suggestions:

La an arm (any limb used mainly for manipulation rather than locomotion)
Lf a fin or fluke of an aquatic creature
Ll a leg (including limbs with opposable thumbs if used for walking)
Lt a tail
Lw a wing

and add the appropriate suffix:

/ one crippled
/# more than one crippled (substitute a number for #)
- one lost or missing
-# more than one lost (substitute a number for #)
A a set of limbs usually present on that species is genetically absent
P a set of limbs that species normally lacks is present

Examples: a wingless griffin would be LwA, a lizard with eight legs (eight!?) would be LlPP and a man who had lost both legs to a shark would be Ll-2


AGE

This denotes your character's level of maturity and physical age. All the numerical ages given in the first part of the code are approximate ages at which the average human would be in each category -- clearly other races will reach them at different times.

Ab Baby, toddler or hatchling
Ac Child (5+ for humans)
At Adolescent (12-17 for humans)
Ay Young adult (18-25 for humans)
Aa Adult (25-40 for humans)
Am Mature adult (40+ for humans)
Ao Old (60+ for humans)
Av Venerable (upwards of 80 for humans)

If you want a more specific age in your code, simply add it after the age-band -- a 500 year-old elf might be Am500.


WEAPONRY

Many creatures have natural forms of attack, or a favourite weapon they are never without. This category covers the most common:

Wa bow or crossbow (any type)
Wb# breath-weapon (substitute type of breath for #)
Wc claws or talons
Wf fangs, teeth or beak
Wh hug or constrict
Ws sword (any type)
WOther for any variants you want to include

Examples: a dragon with a chlorine-gas breath would be WbChlorine, and a barbarian swinging his favourite axe would be WBattleaxe

If a creature has more than one weapon, include all -- a bear would be Wcfh, for instance.


MAGICAL SKILL

Adapted from the section in the Dragon Code suggested by Drekana, this category refers to your character's general skill with magic.

M0 No skill at all
M1 Any attempted magic could backfire disastrously
M2 Magic just fizzles -- only sometimes will it work properly
M3 Minor cantrips can be used without problems
M4 Lower-powered spells are possible
M5 Reasonably potent spells are within the character's grasp
M6 High wizardry is possible
M7 The Great Magicks may be wielded, but there is always risk ...
M8 Archmage (hehehe!)
M! You can call me 'Almighty One'! :)
M!! So, got any universes that need creating? ;)

Baxil notes: "I am inclined to treat the ! as a modifier to any of the other elements, so someone who isn't technically an Archmage but considers themself at the top of their trade can add a !."

Example: the inept court mage in a kingdom with no other sorcerers might conceivably be M!3

If your character uses magic granted by a deity or force of nature rather than by arcane ritual, add C after the M -- a priest whose god has seen fit to grant quite powerful magicks would be MC5, for instance.
(Thanks to Siege for suggesting this!)

SPECIALISATION

If your character may be particularly adept or unskilled at one or more types of magic, place letters from the list below after the M, with appropriate numbers by each one.

a air/weather
d detection/divination
e earth/nature
f fire/heat
h healing
i illusion
n necromancy (power to contact or control the dead)
p protection
w water/ice

If your character has no powers outside those of his or her specialities at all, do not put a number immediately after the M.

Example: a fire and earth elementalist with a reasonable level of skill in the former but little in the latter would be Me2f5


PSYCHIC SKILL

This is another type of paranormal power your character can wield, but is quite separate from magic -- there are no outside power sources, merely the character's own psyche.

P0 Psi-what? (no skill at all)
P1 Uncontrolled (functions all the time at quite a powerful level, whether desired or not)
P2 Wild (functions intermittently or at low power with no conscious control)
P3 Minor psychic effects can be carried out at close range
P4 A fair degree of mental power at short ranges
P5 Able to reach out with the mind to distant locations or times
P6 Strong psychic powers, but the more potent the use, the more physically draining to the user
P7 Strong powers that can be used constantly for considerable lengths of time
P8 Can cause almost any physically possible effect the user can understand the principles behind, but more potent effects are again tiring, making extremely large undertakings such as moving mountains likely to be fatal)
P! You can call _me_ 'Almighty One', too! ;)
P!! Mind is at one with existence -- almost anything can be done, including temporary changes to the fabric of reality

SPECIALISATION

If your character is particularly adept or unskilled in one or more mental powers, place the appropriate letters from the list after the P, and note the power of that speciality as above.

a mental assault (mind-to-mind combat or possession of another's body)
c clairvoyance (precognition, prophesy, farseeing)
e empathic power (receiving and projecting of emotions)
k telekinesis (moving and levitating objects)
m psychometabolism (alterations to one's own body and mind)
p teleportation (moving from place to place instantly, or near- instantly -- includes planar travel)
t telepathy (thought-reading and mind-to-mind communication)
w warding (heightened defence against magical and psychic effects)

(Thanks to Siege and The Dorcat for these categories)

Example: a creature who is competent in most forms of psychic activity, but lacks any ability to influence physical objects with his his or her mind, would be P5k0

If your character has no powers outside those of his or her specialities at all, do not put a number immediately after the P.


TELEPATHIC RECEPTIVENESS

This category shows your character's normal level of sensitivity to telepathic and empathic powers -- unless your character is more sensitive to one than the other, use the following code to represent both.

T0 Totally immune to all telepathy and empathy, including friendly communication and other psi-powers that the character might want to receive
T1 Can receive mind-to-mind communication if expecting and prepared for it, but otherwise immune as above
T2 Exerts a strong barrier constantly (only powerful psychics can read the thoughts and emotions beneath)
T3 Exerts a weak barrier constantly (blocking only uncontrolled and wild psychics)
T4 Exerts a strong barrier if concentrating, and a weak one at other times
T5 Exerts a strong barrier, but only when concentrating
T6 Can exert only a weak barrier when concentrating
T7 The character's mind open to all psychics all the time
T8 The character's mind is exceptionally malleable and easily influenced by others

If your character's score for empathy is different from that of telepathy, the figure after the T will refer only to telepathy -- place an e (for empathic sensitivity) after that, followed by the appropriate number.

Example: a character that can block an empath strongly when concentrating, but telepathy only weakly, would be T6e5


-------- end Nexus Code, v1.32


If you have any suggestions or additions, feel free to email me and/or bring them up on the newsgroup!

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