[center][h1]Nuru Adeyemi — The Meridian Blade[/h1][/center] [b]Character Appearance[/b] [img]https://i.postimg.cc/MHKVpJsP/Full-body-long-shot-of-an-African-descended-male-with-a-beard-and-glowing-eyes-standing-with-a-radi.jpg[/img] [hr] Name: Nuru Adeyemi Age: 24 Race/Species: Aasimar Sex: Male Homeworld: Verces (the Line) [hr] Class: Solarian Alignment: Neutral Good Occupation: Monster-hunter and field inquisitor of the Meridian Circle Faction Alignments: Starfinder Society, Exo-Guardians and the Meridian Circle [hr] Primary Weapon: Solar Weapon (longsword manifestation) Secondary Weapon: Tactical Semi-Auto Pistol Sidearms: [list] [*] Azimuth Laser Pistol [*] Survival Knife [/list] Outfit & Armour: Layered synthetic weaved robes with simple plated pauldrons and bracers with monk-like ceremonial patterns. Inventory: [list][*]Satchel [*]Long term rations [*]Compact field medkit [*]Meditation beads & holo-pendant reliquary [*]Credits: 500[/list] [hr] [b]Short Backstory[/b] Raised on Verces, where day and night divided the world into extremes, Nuru learned that harmony lived between opposites. During his youth, his Aasimar lineage had burned bright, causing the Meridian Circle to discover him, praising his radiance and his knack for quiet focus. In training, he excelled with the solar blade but spent equal time in meditation, listening for the cosmic current Solarians revered. In later years, deployments against the void and cult cells left his order scarred. Senior hunters began to favour purging fire over discernment, with rumours spreading that mercy was weakness. Nuru disagreed. To him, Photon’s blaze without Graviton’s stillness was imbalance, and imbalance courted catastrophe. Lately, though, he had noticed a faint dimming in his own radiance. It was barely perceptible, like a candle’s flicker in a draft, but he felt it. He told no one. Perhaps it was punishment, reflection, or simply his imagination. Truth be told, he does not know but it lingers in the corners of meditation, a reminder that even light could waver. Rather than abandon the Circle, he stayed. His superiors sent him on solo assignments, part test, part sidelining, expecting the darkness to harden him. Instead, each mission has strengthened his conviction. He sees value in precision over slaughter, protection over spectacle, balance over zeal. To those who fear his order, his name is becoming a quiet reassurance instead of a warning. When the Starfinder Society requested aid from the Meridian Circle, his superiors agreed to send an envoy as a gesture of faith and cooperation. Nuru was the obvious choice, respected enough to represent them, distant enough not to be missed. For him, the posting was more than duty; it was a chance to act freely beyond the Circle’s growing zeal, to see the wider currents of the cosmos, and perhaps to understand why his own light had begun to waver. [hr] [b]Personality Description[/b] Tranquil, devout, and stubborn in the soft way. Nuru is a patient listener, sparing with words, fond of koans. Offers hope first, force second. Meditates before battle; in Photon he shines, in Graviton he dims, and in both he remains centred. Friends: A handful of young initiates who quietly admire his restraint. Enemies: Zealots within the Circle who see balance as heresy; several Devourer cult remnants. Romantic Partners/Lovers: Romantic trysts but nothing serious Contacts: None [hr] Feats Racial: [list][*] Darkvision (60 ft) [*] Celestial Resistance 5 (acid, cold, electricity) [*] Halo/Inner Radiance (soft glow at will)[/list] Chosen: [list][*]Weapon Focus (Solar Weapon) [*]Mind over Magic [*]Iron Will[/list] [b]Spells/Talents[/b] [list][*]Stellar Rush (Photon) [*]Defy Gravity (Graviton)[/list] [hr] [b]Attributes & Skills[/b] [list][*]Strength 16 (10 base +2 Class +4 points) [*]Dexterity 12 (10 base +2 points) [*]Intelligence 10 (10 base) [*]Wisdom 11 (10 base +1 point) [*]Charisma 18 (10 base +4 Aasimar +2 Class +2 point) [*]Constitution 11 (10 base +1 point)[/list] [list][*](DEX) Acrobatics 0 [*](STR) Athletics 3 (1 Class + 2 point) [*](CHA) Bluff 2 (+ 2 point) [*](INT) Computers 0 [*](INT) Culture 0 [*](CHA) Diplomacy 4 (+ 4 point) [*](CHA) Disguise 2 (+ 2 point) [*](INT) Engineering 0 [*](CHA) Intimidate 3 (1 Class + 2 point) [*](INT) Life Science 0 [*](INT) Medicine 0 [*](WIS) Mysticism 2 (+ 2 point) [*](WIS) Perception 4 (1 Class + 3 point) [*](INT) Physical Science 0 [*](DEX) Piloting 2 (+ 2 point) [*](CHA/INT/WIS) Profession 3 (+ 3 point) [*](WIS) Sense Motive 4 (1 Class + 3 point) [*](DEX) Sleight of Hand 0 [*](DEX) Stealth 0 [*](WIS) Survival 0[/list]