Welcome to Gaia! ::

♥ In the Name of the Moon! ♥

Back to Guilds

A Sailor Moon based B/C shop! Come join us! 

Tags: Sailor, Moon, Scouts, Breedables, Senshi 

Reply Information!
[FACTION] Negaverse: Youma

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit


The Space Cauldron

Captain

PostPosted: Sun Aug 15, 2021 9:30 am
Youma

    Youma are a specific subspecies within the Negaverse. The Negaverse is a military-based Chaos faction, whose power comes from Metallia and is distributed among the ranks.

    Several Factions operate within the Negaverse; Negaverse Agents and Half-Youma Agents, Corrupted Senshi, Youma, and Corrupted Mauvians.

    All youma were once humans, but have since succumbed to Metallia’s Chaos and have been transformed into monstrous beings. They come in all shapes and sizes; some may appear more humanoid, and others may appear completely animalistic.

    Youma are by far the most common terrors Destiny City will face; they are generally considered disposable agents. They are not like normal civilians and have completely different physiology. They do not need to eat or sleep, but instead they can recover energy by resting in the Rift or consuming drained energy or starseeds. How a youma drains energy depends on the youma; some might have to make physical contact, or some may be strong enough to draw the energy out of a person and absorb it while just being within the vicinity of them. Some youma may have to bite or scratch to draw energy; there are many different youma with many different methods!

    They are loyal to the Negaverse, and most youma cannot refuse an order from a superior officer. The stronger a youma is, the more autonomy it may have, but they are completely reliant on the Chaos and are typically obedient to instructions from other members of the Negaverse. A powerful youma may not respond to a command of a lower ranked agent, but most youma should respond to the commands of a General.

    An agent can summon a Specific youma if the youma and the officer have some sort of relationship. The officer has to know the youma exists to attempt to focus on summoning it specifically. However, that does not guarantee that an officer will get the youma it wants. Summoning youma works as a general radar: whatever is around will come. While they may not be able to summon a herd or flock of youma of a specific kind without knowing they exist, they may be able to summon a few to fit their needs (unless they have a special bond or have interacted before). Generals have more skills and a better chance to attract the youma they want, but only General Sovereigns can summon large numbers of specific types of youma.

    Youma do not get along with Senshi--even Corrupted Senshi. They will only comfortably work with Ascended Senshi and Corrupted Royal Senshi.

    Though they can be dusted by physical or magical damage, it is difficult to completely kill them. After a youma is dusted, it will take up to three days to reform in The Rift, but the tiara of a Royal Senshi or the sword of a Royal Knight can permanently kill a youma.

    Youma serve many purposes in the Negaverse; there are three different classes of youma: Feral, Humanoid, and Greater Youma. Information about the different classes can be found in this thread. Some Youma, such as Youmaglia, function as specific tools within the Negaverse. Youma can also bond with an agent.

    Most youma are played as NPCs or background characters and can be puppetted without any special approval, however players can also quest for a rare type of character, known as a Player Controlled Youma.

    Players with a PC Youma may also be interested in the Negaverse Training Guide, the Negaverse Intelligence Database, the Negaverse Branch Roster, the Negaverse Medal Thread, the Personal Youma Approval Thread, and the Negaspace and the Rift Information thread.
 
PostPosted: Sun Aug 15, 2021 9:30 am
Types of Youma: Feral

    Many types of youma populate the Rift and serve Metallia, but they can all be sorted into three categories. Feral youma are at the bottom of the food chain and are the weakest and most populous type of youma. Normal, unpowered civilians that are youmafied usually become Feral youma.

    Feral youma come in every imaginable shape and size, and make up the vast majority of the youma population. Youma must be organic in nature, but they can appear animalistic, plant-like, or even have crystals growing on them.

    These youma are used largely for scouting and gruntwork, and are often sent to Destiny City to gather energy. They have the processing abilities of a well-trained dog and can carry out basic tasks, such as gathering energy. They lack the cognitive processing and technical skills needed to perform complex tasks but can reasonably carry out basic commands. 'Feral' defines their processing capabilities more so than their physical appearance. While it is rare that a feral youma may appear more like a human than a beast, the defining difference between feral and humanoid youma is their ability to function and carry out complex tasks.

    A normal human, when corrupted, generally becomes a feral youma. For this reason, Humanoid and Greater youma tend to have little regard for the life of the average human. They are generally viewed as fodder, with the exception of those who are chosen for personal youma.

    Though feral youma lack refined skills and raw strength, they can still grow to be very large and very powerful. Age, exposure to chaos, and battle can forge them into formidable opponents.

    Feral youma have a much weaker energy signature than other powered characters; they would register as less than a first stage character, and a have a distinctly chaotic aura.
 


The Space Cauldron

Captain



The Space Cauldron

Captain

PostPosted: Sun Aug 15, 2021 9:30 am
Types of Youma: Humanoid

    Many types of youma populate the Rift and serve Metallia, but they can all be sorted into three categories. Humanoid youma are typically the strongest youma that will regularly appear to carry out tasks or serve the Negaverse. They are fairly uncommon, especially when compared to the far more populous Feral youma. Typically powered characters become youma when incorrectly or forcibly corrupted into one, or when a Negaverse Agent consumes too many starseeds.

    Humanoid youma can come in a wide variety of shapes and sizes, but do commonly appear a bit more human-like than their feral counterparts. Youma must be organic in nature, but they can appear animalistic, plant-like, or even have crystals growing on them.

    These youma are used largely to cause significant and meaningful damage in Destiny City, or to attack specific targets or complete specific missions. Humanoid youma have more advanced processing and technical skills than feral youma and possess the ability to think and act for themselves. They have the potential to solve complex problems and follow complicated commands. Because they can function with the same capacity as a human, they are referred to as 'Humanoid', regardless of whatever physical form they may have.

    Humanoid youma typically have a wide variety of special abilities, both physical and strength or agility based. Humanoid youma are most commonly used as a personal youma for Negaverse agents due to their increased potential. Their unique abilities and advanced proficiency make them more suitable for service, both in combat and outside of it. However, Humanoid youma are less likely to obey lower ranking officers and may only choose to obey a General or higher ranked officer.

    Though naturally stronger than feral youma because of the awakened starseed they corrupted with, Humanoid youma may continue to grow stronger as they age, are exposed to more chaos, or are forged into more formidable opponents through battle.

    Humanoid youma have a distinctly chaotic energy signature, but it ranges in power and radius depending on their strength. Their aura feels somewhat lesser than a first stage character. It is difficult to judge how powerful a youma is based on energy signature alone; any youma with a noticeably stronger than average aura is probably incredibly dangerous.
 
PostPosted: Sun Aug 15, 2021 9:30 am
Types of Youma: Greater Youma

    Many types of youma populate the Rift and serve Metallia, but they can all be sorted into three categories. Greater youma are the absolute strongest youma, and are incredibly rare. Unlike Feral and Humanoid Youma, Greater Youma almost never leave the Rift, and when they do, it usually causes catastrophic damage.

    Greater youma are ancient. They are living servants from a time when the Dark Kingdom first rose against the White Moon, and in those days were used primarily as weapons to carry out large scale attacks. In older times, when Metallia was stronger, Greater Youma could be created from the starseeds of Negaverse agents, often given willingly in service to the Negaverse. It was at one time considered an honor to die for such a cause, amongst the more devoted of Queen Beryl's servants. Greater Youma require a great deal of energy to create, and their creation requires the guidance of Metallia, Queen Laurelite, or several General Sovereigns.

    If a General-Queen or General-King (or a Corrupted Prince or Princess) consumes too many starseeds or takes in more Chaos than their body can handle, they immediately transform into a Greater Youma. Every General Sovereign or Corrupted Royal Senshi has the potential to become a Greater Youma if they consume too much Chaotic Energy. However, the Greater Youma transformation is almost always permanent. This ability should be considered a self-destruct button and it should be assumed that if a character becomes a Greater Youma, they will remain one. While they still have some abilities to think for themselves, they will be permanently enslaved to Metallia's will.

    Though Metallia may create a Greater Youma without using a General Sovereign as a base, this consumes a massive amount of energy and starseeds and is not considered a viable option for fighting in the war. A new Greater Youma hasn’t been made in ages, but there are a few that sleep deep within the Rift. It requires so much energy to awaken them that they are almost never utilized.

    Greater Youma are the only Youma that report directly to Metallia and Queen Laurelite. They may not even take commands from General Sovereigns. These youma are powerful, and while they may be every bit as clever as a human, they may have also lost all humanity and have a complete disregard for human life. They are dangerous--sometimes even to members of the Negaverse.

    Greater Youma require an immense amount of energy to sustain themselves and cannot be out of the Rift for an extended period of time. Their energy signature is incredibly large, exceeding that of even a fourth stage character

    Greater Youma will be used almost exclusively in shop run events, and while players can request powerful youma for their own events, it is unlikely that a Greater Youma will be approved for any player run event.
 


The Space Cauldron

Captain



The Space Cauldron

Captain

PostPosted: Sun Aug 15, 2021 9:31 am
Types of Youma: Youmaglia

    Youmaglia are a very small, feral-type youma. These youma somewhat resemble crystalline carapace-laden house centipedes. They were first discovered by corrupting a starseed outside of the body, exceeding the chaos energy threshold, and then shattering the starseed into a youma. While not yet confirmed, it appears these youmaglia remain small due to lack of mass provided by the host for transformation. It has not yet been discovered if there are further iterations of these youma or uses for their unique abilities.

    The name 'youmaglia' references neuroglia. Glial cells are named for their properties as the 'glue' of the nervous system. They offer protection and maintenance for the nervous system, and have some cursory effects on neurotransmission. While youmaglia do not interfere with the abilities of neuroglia, they enforce a somewhat similar effect. Youmaglia resemble house centipedes, and as such have an excess of extremely long legs that can spread through the folds of the brain. From there, they emit their own pervasive brand of chaos energy that will jar and reroute thoughts of the host.

    Youmaglia are incredibly effective tools to rework a disobedient Negaverse Officer’s thought path, and can force them to be compliant and eager to serve the Negaverse. They can also be used on Corrupted Senshi and also Half-Youma if necessary.

    These youma can be administered as punishment for disobeying Negaverse creed or jeopardizing operations. Using youmaglia is a more effective alternative to other punishments, but it is only used as a last resort when other methods are ineffective.

    The youma maintains one peculiar advantage over other youma--it lives within the body of the host rather than needing to return to the Rift to recharge. The youma can survive for extended periods outside of the Rift, provided that it receives an adequate energy supply from its host. The amount of energy required to maintain the youma depends on the rank of the officer as well as the stubbornness of the host. A particularly aloof and resistant individual will require a great deal of energy to subdue, and they may try to subconsciously fight against the influence of the youmaglia.

    The youmaglia can subtly influence the civilian, such as by making them feel as though they need to, or want to power up. When an Agent powers up, the youmaglia instantly charges themselves from their energy. Lieutenants, as the weakest members of the Negaverse, and with the least Chaotic influence, are the most difficult to subdue using a youmaglia. They have very little natural Chaos to assist in the brainwashing process. When a Lieutenant powers up into a Captain, they are naturally more influenced by the Chaos, and also have a greater amount of Chaos to charge the youmaglia. Captains are easier to control than Lieutenants, and Generals are the easiest by far due to the natural Chaos and influence of such within them.

    If someone has a youmaglia implanted in them and is promoted, there’s a marked decrease in the amount of energy required to influence the individual, as the youmagia has already spent a great deal of time augmenting the person’s brain waves. As each rank is achieved, the host can be reassessed for eligibility to remove the youmaglia and reinstate natural thinking and belief systems. Doing so will refute the weakness to Knight and Senshi magic, but may run the risk of readmitting the same devious thinking that warranted the use of a youma in the first place.

    The purpose of youmaglia are to enable players to punish characters with disobedient thoughts or behavior without taking lasting permanent damage, or to allow players to have an IC reason to play their characters differently without sacrificing their core principles. Youmaglia are intended to manipulate character thoughts or personality in a way that the owner wishes, and can be used as a narrative tool to encourage them to be more enthusiastic towards performing Negaverse duties. Youmaglia can be a temporary solution, where the youmaglia influences them until they develop a new, more agreeable temperament towards the Negaverse, or it can be a long-term tool that stays with them to continue to manipulate their personality until the player wishes to break that influence. The youmaglia’s consistency or methods are left up to the player.

    Effects of youmaglia can include:

    • Initially, characters may find it more difficult to think ill of Metallia or the Negaverse. It will become harder to think about allying or assisting the enemy. Players can write this out as a sudden hitch in the thought, a muddling that interferes with their thought process, or any number of ways that best fit them.
    • Characters may experience bolstered motivation to carry out Metallia’s whims, such as meeting or exceeding their energy draining quota. They may also feel an increased desire to attack any noted Order-aligned auric energies that cross their path.
    • Conversely, this youma living in their brain requires energy to maintain its output, and will drain the energy of the officer to remain functioning. The creature continues to drain the host even after powering down, which in turn may motivate the character to spend more time powered.
    • Officers possessing this youmaglia are markedly more sensitive to Senshi and Knight magics. This is not an effect that can be circumvented; they are naturally more susceptible to magic, and a powerful attack can destroy the youmaglia within them.

    Currently, use of youmaglia is restricted to General-Sovereigns and SpecOps branch members of Captain rank or higher, or select Generals from other factions that have proven themselves within the Negaverse. This information is carefully restricted due to the potential backlash from more straightforward officers who might frown on the practice. Knowledge concerning youmaglia is often hidden from the host; the implanting event enacts great trauma on the mind that often leaves the host entirely unaware of what transpired. There is a possibility for the host to remember fragmented feelings or flashes of recollection, but any attempts at further remembrance is promptly quashed by the youmaglia.

    Youmaglia can be introduced to the brain any number of ways, be it subcutaneously, through the ear canal, squeezed through a tear duct, or up the nose. Any number of ways are viable so long as the youmaglia can reach the brain. The most common method used is through a vein, given the youmaglia is able to pass through the blood-brain barrier. They are pliable enough to reduce to fairly insignificant, lengthy sizes, which allows them to be administered through hypodermic needles.

    They are most often administered in Negaspace where the procedure cannot be interrupted, but they can be administered anywhere. This does not preclude administering one within Destiny City, however it is most effective if administered while the subject is powered up.

    There are no outward signs that someone is infected with youmaglia; it does not interfere with any bodily function and does not have an energy signature. The host might look exhausted as they adjust, but this will fade as they settle into a symbiotic relationship. Those close to them may realize that their thoughts and opinions towards the Negaverse have changed, but this would be almost impossible to assume or prove that it was because of a youmaglia. Youmaglia do not appear on medical scans.

    Only members of the Negaverse can receive a youmaglia; Order characters are not viable hosts and the youmaglia would starve without a connection to Chaos. Even Dark Mirror Senshi do not have a viable Chaos to feed the youmaglia. In very rare circumstances, a civilian may be given a youmaglia, however the youmaglia would starve within a short period of time so it would only be useful in a very limited capacity. Using a youmaglia on a civilian host also risks putting them into a coma as the youmaglia drains them until its own starvation.

    Youmaglia can be removed or destroyed in a few ways; if an officer has proven their worth, a superior officer may summon the youmaglia out of them to disrupt its interference. They may send a surge of Chaos through the agent that burns out the youmaglia, destroying it. A youmaglia can also be accidentally destroyed by powerful Senshi or Knight magic, as it is incredibly weak to this, and makes its host more susceptible to it as well. Players can choose if they want magic to destroy the youmaglia; a single hit may be enough, or it may take extended hits over a period of time to destroy it. This is up to the player. Youmaglia can also be starved out of their host, but they will continue to drain energy for as long as they can, so it is likely that their host will fall into a brief coma between when they run out of energy and when the youmaglia actually starves out of them. They will need to recover energy, but afterwards they can return to full health without the influence of the youmaglia.

    When a youmaglia is destroyed or willfully removed, the host typically has an adjusted mindframe as a result of its influence, and will continue to show more loyalty to the Negaverse. This is not always the case, and the host can resort to their disobedient thought patterns--but their superiors will always be watching for insubordination.

    Youmaglia are issued primarily to characters who rebel against orders outright or exhibit troubles in adjusting to Negaverse life. If the character struggles with empathy toward their enemies, a youmaglia may be issued to eliminate that empathy. If a character finds their orders abhorrent, adding a youmaglia will offer more compliance for those same orders. If the character exhibits interest in purification, then there comes an urgent need to right their mindset with youmaglia. Any proposals concerning the use of youmaglia must be sent to the shop mule, The Space Cauldron using the following form:

[b]Character to receive the youmaglia[/b]: (Your character name and a link to their journal)
[b]Character to administer the youmaglia[/b]: (An NPC General-Sovereign can be used, but if a player character is requested, please include their name and rank, a link to their journal, and any justification for why they would be aware of youmaglia and how to receive and administer one. Not all characters will be trusted with this information, so please just have the player owner explain why they think their character would have been trusted with this information!)
[b]Reason for youmaglia[/b]: (What has your character done to warrant being given a youmaglia?)
[b]How long do you intend for the character to have the youmaglia?[/b]: (This can be an estimate and doesn’t need to be a concrete plan that you stick to, but if you have a plot in mind to eventually have it removed, please include it here!)

    Youmaglia were created for the shop by Strickenized!
 
PostPosted: Sun Aug 15, 2021 9:31 am
Personal Youma

    Personal Youma are Youma that have chosen to bond with a Negaverse officer who has reached at least Captain stage. They can bond with Half-Youma officers, but they cannot bond with Corrupted or Ascended Senshi.

    Personal Youma can be either Feral youma, Humanoid Youma, or Player Controlled (PC) Youma.

    Personal Youma and their Agents typically share a very strong, permanent bond and, once bonded, the will of their Agent becomes their priority. They are no longer grunt youma that can be summoned randomly by other officers, and can be specifically summoned by their bonded Agent. Summoning a youma is fairly easy, but costs a bit of energy at first. This can either be done by focusing thoughts on the youma, which effectively calls out to it in the Rift. The stronger the bond, or the Agent's rank, the less time and energy it consumes to summon your youma. A General with a good relationship with their youma can summon them for no cost of energy.

    A Personal Youma cannot be summoned indefinitely; youma draw their power from the Rift, and the longer they are away from it, the weaker they become. The Rift's Chaos naturally charges them, but if they are out of the Rift for too long they will need to consume energy or starseeds. Generally a youma should not be out of the Rift for more than a few hours at a time.
    Though the youma is still obligated to accept commands from officers that rank higher than their bonded Agent, it is typically considered disrespectful to attempt to command another Agent’s bonded youma. Only officers of a higher rank will have any success in commanding the bonded youma of another officer.

    A personal youma should be treated with the same respect that would be granted to the officer bonded to it.

    Most personal youma are NPCs played by the player; in this instance, while a bonded youma does have a unique personality, it is not a secondary character. Personal Youma cannot be RPed independently of their bonded Negas, however a player can use it as a disposable youma for others to battle if they like. In this instance, two powered characters (with different players) must be involved in a roleplay for a player to use their personal youma without its bonded agent present. Some players may choose to have their officer bond to a Player Controlled (PC) Youma when available; PC youma follow different rules by nature of being a rare, questable character type.

    You must apply for a Personal youma here! NPC Personal Youma will need detailed descriptions of appearance and abilities; staff will look for balanced profiles and will consider size, shape, body type, and abilities before stamping.

    Stronger youma are typically attracted to stronger officers. A personal youma, regardless of if it is an NPC or official shop owned character, is not guaranteed to grow stronger when their bonded agent grows in rank. Youma do not have growth requirements and should be expected to only have the power they were initially approved. However, a player may submit a revision to increase their youma's strength if they feel like it is ICly warranted! If the youma's bonded agent grows in rank, this is often a good opportunity for the youma to grow as well, however because it is not guaranteed and needs approval, the player will need to contact The Space Cauldron to explain why they feel their youma may need more power.

Finding A Youma

    To procure a Personal Youma, an officer must first seek out a youma that fits them best. Very rarely will an Agent have enough encounters with the same Youma in Destiny City to develop the bond needed to solidify them, so more often than not they will need to venture into the Rift and seek out a youma that suits them.

    This happens differently for every officer. Some seek out particular abilities in hopes that they will grow into something useful, others simply wait until they find a youma that resonates with them. The process of finding and bonding with a youma is a rite of passage for officers.

    However, this journey does not come without risks.

    Not all youma respond well to an agent trying to bond with them. Some youma are incredibly independent and would interpret this as destroying what little free will a youma has. Personal youma are extensions of their bonded Officers, and in giving themselves over they may lose their free will. Once bonded, they can bicker and argue, and the stronger ones might even resist, but an officer is capable of exerting their will over the youma and bending them to their will.

    An officer may have to fight and subdue their chosen youma before it will cooperate. Humanoid youma are more difficult to bond to than feral youma, though agents may choose to bond with either depending on their needs and abilities. Bonding with a feral youma is usually looked upon with some distaste by nature of humanoid youma being more effective tools.

The Youma Bond

    The bond between a youma and an agent is completely unique to each individual. Just as real humans can have abusive or loving friendships, so can Negaverse agents have a similar variation in experiences. Typically, the stronger a youma is, the more powerful an agent is needed to command them. On rare occasions a weaker agent may bond with a more powerful youma, but this is usually a tumultuous relationship and the agent may find themselves with a youma that absolutely does not respect or respond to orders.

    However, all bonds share one trait: they are strong. The longer an officer and youma stay bonded, the stronger their relationship. Officers can summon their Personal Youma to them at little to no cost of energy, and they can also sense their unique energy signature, making them easy to locate. A youma who is bonded to a General they are close with may also be able to sense when their officer is in danger and manifest beside them without being summoned, at no cost of energy to the General.

    A youma bond is considered permanent. Once an Agent bonds with a youma, they are a team. A bond can typically only be broken when the youma is permanently dusted, when the bonded agent is killed or purifies, or if the team suffers irreparable damage to their relationship. Like other youma, if a personal youma is dusted it will regenerate in a few days. If a youma is temporarily dusted, the bonded agent does not suffer any physical repercussions and may visit them in the Rift if they like.

    However, a Royal Senshi's Tiara or a Royal Knight's Sword will permanently kill it. Should a personal youma be permanently destroyed, it is extremely painful for the bonded Agent. An agent's personal youma is literally a part of them; if that bond is permanently destroyed, the agent will suffer. If the personal youma is permanently dusted, it leaves a part of the agent empty—like a large wound in their starseed that requires time to (painfully) heal. This process cannot be sped up or dulled down. The stronger the bond with the personal youma, the worse this will be; the Agent may have chills, aches, pains, dizziness, extreme emotional fluctuation, and feel physically drained, weak, or in constant pain. How long this lasts depends on the bond and rank of the agent; it should be expected to last roughly a week. Once the agent is recovered, though, they can travel into the Rift and bond with a new youma.

    Should a youma lose their bonded Agent, they may suffer the same effects of loss, but they may bond again shortly afterwards as well if they so choose.
 


The Space Cauldron

Captain



The Space Cauldron

Captain

PostPosted: Sun Aug 15, 2021 9:31 am
Player Controlled Youma

    Player Controlled Youma (PC Youma) are considered a rare type of character. Unlike other questable characters, PC Youma are only guaranteed one stage of art. Players can either quest for a straight-to-youma character or corrupted an existing character into a youma. Civilians will almost always become feral youma, and powered characters will almost always become Humanoid youma.

    Straight-to-Youma Characters

      These characters enter the shop as a youma, which means that they were youmafied at some point in time prior to coming into play, or within the first two weeks of coming into play as a powered character. Straight to youma characters will be handled on a case by case basis and before anyone establishes any history for their youma, they should reach out to staff with their ideas. To correspond with Sailor Moon canon, civilian characters can be youmafied at some point in the mid 1980s. Powered characters that were youmafied must have been done so at some point in time after 2011. While it may be possible to play a youma that existed during the Silver Millennium, these will need to be handled on an individual basis to ensure that no character has an unfair advantage coming into play. Players interested in pursuing this will need to PM The Space Cauldron to discuss options with staff. PC Youma cannot have awakened between the fall of the Silver Millennium and Beryl's return in the 80s, as there was no Negaverse to awaken them during that time.

      Players cannot reserve a name or sphere/wonder if they win a Straight-to-youma character; they can only say that the youma were powered (with staff approval). These characters cannot have a backstory that would give them an advantage to other characters who are freshly awakened!

    Plot Corrupted Youma Characters

      Characters that currently exist in shop can corrupt into a youma. Civilians and Order characters can be forcibly corrupted beyond repair to become youmafied. Negaverse characters can consume too many starseeds, be incorrectly promoted, or otherwise take in too much Chaos and be youmafied. The same method can cause partial youmafication in officers and full youmafication takes far more Chaos to achieve.

      These characters, while still rare, can be earned through RP. Existing characters can plot to be youmafied, though in doing so they will forfeit additional pieces of art that may have been guaranteed on their previous growth track.

    Full Youmafication occurs when a character’s starseed is severely damaged and held together by Metallia’s Chaos. When a character is youmafied, they lose most traces of their civilian self. They become more animalistic and have extreme emotional changes. While they may still possess traces of their civilian self, they become a new creature entirely. They may remember some things about their life prior to becoming a youma, however much of this will feel like trying to remember a dream they’ve nearly forgotten. Youma are treated as lesser beings within the Negaverse; characters that fully youmafy are typically more powerful than the disposable and npc youma played in the shop, but because they are not really human, the Negaverse does not regard them with the same level of respect as they would another Agent, regardless of who they were before they youmafied.

    Full Youma lose any authority they had and must obey commands from other Negaverse Agents, however powerful youma may choose to disregard commands from Lieutenants and Captains. They will feel an urge to obey, and it would be very difficult to disregard a command from a General, and nearly impossible to disregard commands from their Bonded officer or a General Sovereign. A Youma can never disobey Queen Laurelite or Metallia.

    A PC youma may be destroyed but, like other youma, after dusting they may regenerate in the Rift. Most of the time, a full youma will need to stay in the Rift, however they may leave for several hours at a time. Their energy steadily depletes while not in the Rift or Negaspace, but while outside of these realms they will need to consume energy or starseeds, or return to the Rift to recuperate. While some youma may choose to eat food or sleep, these things are not required; they can only recuperate in the Rift or through consuming starseeds and energy.

    Straight to Youma PC Youma should start out with a basic power set that is on par with other first stage characters. A youma should not be expected to grow in any way once youmafying and will be locked into that 'rank' permanently. Civilians, White Moon Senshi (excluding Chibis), Knights, Corrupted Senshi, and Negaverse Agents can be transformed into a Full-Youma. Civilians will almost always become feral youma (weaker youma, limited in skills and function, and Powered characters will almost always become Humanoid youma (stronger, more skilled, and more capable of performing advanced tasks and following advanced commands than feral youma). A Powered character that fully youmafies loses all traces of their previous magic, weapon, and general faction abilities.

    A PC Youma is not guaranteed to grow stronger after being approved, even if they are bonded with an agent that grows in rank. Youma do not have growth requirements or new stages to unlock and should be expected to only have the power they were initially approved with. However, a player may submit a revision to increase their youma's strength if they feel like it is ICly warranted! If the youma's bonded agent grows in rank, this is often a good opportunity for the youma to grow as well, however because it is not guaranteed and needs approval, the player will need to contact The Space Cauldron to explain why they feel their youma may need more power. Youma that are not bonded to an agent may also submit a request to grow in strength or have altered abilities, particularly if the youma has been around for a while or has been very active. In any instance, a plot of some sort to ICly explain the changes will need to be submitted along with the proposed changes so the staff can work with the player.

    PC Youma most often live in The Rift but may be permitted to live in The Dark Kingdom, either in the barracks or a private house outside of the main city limits. Youma very rarely have access to Negaverse Tools and Resources because they are not expected to be able to fulfill the same requirements, however a diligent and hardworking PC Youma may be given a Negaverse tablet to use. PC Youma can also join a Branch if they manage to impress someone enough to let them enlist.

Abilities

    PC Youma, as playable characters, can be roleplayed independently. Many of them have lost their humanity, but some still retain traces of their former selves. PC Youma will always be more powerful than their NPC counterparts. As full youma, they undergo a change that forces them to be powered up almost constantly, unless they summon their civilian glamour. While all Full-Youma characters may use their old civilian glamour, they may also acquire a new civilian glamour if their old identity is compromised. They can only access their civilian form for a few hours a day and should only rarely try to access it at all. It is impossible to try and live a normal human life after youmafying. They may be able to stay out in a civilian form for longer if they consume enough starseeds or energy, but this would be considered very wasteful without a good cause. They can recover in Negaspace and the Rift. Because PC Youma are more monstrous creatures than the human they used to be, they may have a difficult time blending in with normal civilians.

    PC Youma can teleport to Destiny City from the Rift, or teleport back to the Rift from Destiny City. They cannot choose where they will arrive in the Rift, but it is almost only ever the spot they were last before teleporting or being summoned out. They cannot teleport around the Rift, only to and from Destiny City to fulfill their tasks. It costs no energy for them to teleport back to the Rift. PC Youma can teleport around Destiny City with the same proficiency as a Captain, however this takes a much larger amount of energy for a youma, so they should not be doing this frequently. PC Youma can teleport to any location within Destiny City that they've previously been to before, but the further they teleport, the more exhausted they will be. They cannot teleport with a companion. They can teleport a few times during battle, but this drains a significant amount of energy.

    PC Youma can drain energy and pull starseeds more effectively than other youma.

    Youma can only be killed by an Order Royal, and will otherwise be constantly reborn in the Rift. They will restore themselves and rejuvenate after a few days. They may don a temporary civilian glamour for a few hours a day, though this takes a lot of energy. They can drain energy and gather starseeds. They cannot teleport or bond to another youma. All full Youma begin with two unique abilities; these abilities can be either physical or magical. Because each Youma is unique, these abilities are approved on a case by case basis.

    PC Youma do not have weapons; their body and their abilities are their weapon. A youma’s power is proportionate to their rank when youmafied; civilians will always make a weaker youma than a powered character would. Though youma do not have ranks, abilities can be revised as the character is played to become more precise or powerful, provided the player has been active with the character and can ICly explain why they deserve more power.

Art

    All PC Youma art is handled on a case by case basis, but full information can be found in the Custom Procedure Thread. Youma should not be confused with half-youma, or members of other factions. All youma art must be approved by The Space Cauldron.

Existing characters in play can plot to become Youma. Youma can be purified, but this will always result in them leaving the Negaverse. There is no way to heal youmafication without fully purifying.  
PostPosted: Sun Aug 15, 2021 9:31 am
Youma Tempering

With the reopening of the Transverse Workshop, certain youma have gained the ability to take on a new appearance, called tempering. This alternate appearance will grant access to new and different abilities; tempering allows a youma to shift between these two approved forms at will. Not all youma can be tempered; weaker feral youma will be temporarily dusted in the process, and NPC Bonded Youma can only be tempered once their Bonded Agent has reached third stage. PC Youma can be tempered even without a Bonded Agent.

Please note that an alternate appearance must still follow the art guidelines for youma. Bonded NPC youma do not receive shop art.

A youma's alternate form is equal in power to its original form; the only time a youma may grow more powerful is if its bonded officer was promoted or if the player submits a plot. All youma revisions need to be approved and it should not be assumed that a bonded youma automatically grows in power just because its bonded officer has been promoted.

When a youma has been tempered they may retain the same abilities that they had in their original form, but it is more common that they will inherit new abilities while in their new form.

While a youma's alternate form can look very different from their original form, there should be at least two hallmarks indicating that it is the same youma. Common examples of this might be similar colors, design motifs, or shared physical features that stay similar despite the altered builds. Staff will work with players to find a cohesive design between youma and their tempered forms, so if you have questions please feel free to send them to The Space Cauldron!

Tempering

A youma must be tempered at the Transverse Workshop, located in the Rift, in order to gain a new form. To be eligible for tempering a youma's appearance and abilities for an agent’s bonded NPC youma, a player must complete 5 RPs with their agent and their bonded NPC youma. If a player wants to temper their PC youma, the youma must have 5 battles and 8 RPs; a PC youma does not need to be bonded to a Negaverse Agent to be tempered, but the Agent tempering them will need to be at least third stage to be strong enough to help them.

The process of tempering is very straightforward. Tempering utilizes the Transverse Workshop's unique machinery and the higher levels of energy saturating the area to change the configuration of the youma's starseed. The youma must be accompanied by at least one other individual who has reached General or Ascended Eternal Senshi stage. The pair must travel to the lowest chamber, in which glowing constellations on the floor surround a lightless crucible. The youma must step into the crucible, which lowers the youma beneath the floor.

Once shut, the crucible's lid has illuminated pits in the surface. The accompanying individual must slide these pits across the lid to find a compatible configuration. As these pits are maneuvered, the youma's starseed is manipulated. The various constellations on the floor may dim or blink out of existence during this process. Once the accompanying individual finds an appropriate configuration, all of the constellations will go dark. The crucible will rise, its lid will bisect and open, and the newly tempered youma will be illuminated by a light in the pit of the crucible.

The process of tempering is extremely painful for the youma. It is akin to taking its starseed and completely reconfiguring its entire makeup. Starseeds cannot be repaired using this method, and starseeds cannot be synthesized together. This machine can only alter what is already there into a new manifestation of energy. The tempering process only needs to be performed once for a youma to gain access to it; once they have learned how to access this new form, they can shift between their two forms. Presently, a tempering a youma can only unlock one alternate form.

Personal Youma

    Personal youma may only access this ability after their bonded officer reaches General stage. The youma and their bonded officer must complete the requisite procedure at the Transverse Workshop in order for the personal youma to shift forms. Youma bonded to Captains will be dusted in the tempering process, as they are not strong enough to endure it yet.

Player Controlled Youma

    PC youma who exist in the shop as an official stamped and arted character may also gain an alternate form, with or without a bonded agent. If they do not have a bonded agent, they can complete the tempering process through the assistance of any General or Ascended Eternal Senshi, or higher ranked character, who can operate the tempering device while they are in it. The tempering process for PC youma is just as excruciating. The newly changed youma may require some time to adjust to its new form, though this may not be the case for every tempered youma.

Players may purchase alternate art for PC youma that depicts their tempered form.

Abilities

Tempered youma must meet stampable guidelines for all youma; abilities differ between Bonded NPC Personal Youma and Official PC Youma so these differences will be factored in when approving a Tempered Youma’s appearance and abilities. Tempering a youma does not mean every aspect of the youma will change; they may keep the same form but gain different abilities, or they may change form and get new abilities, or any combination of the above. They may keep one ability but gain another, if applicable. Abilities are locked to the form they are approved with; a Tempered Youma’s new abilities will only be accessible when the youma is in their new form, and their old abilities will be restored when they revert to their original form.

If a player wants to revise one or both forms of a youma at any point in time, they will need to contact The Space Cauldron so the character can be approved; revisions for youma powers or appearance need an IC plot, but this can be something as simple as being warped while in the Rift, bonding with an Agent, or evolving as their Bonded Agent grows in power.

Youma Tempering Forms

Once tempered, youma may swap forms at any time outside of battle. Swapping forms costs a moderate amount of energy, but can be done quickly and painlessly. Given the amount of concentration it requires, swapping forms cannot be done during combat.

Swapping forms in the Rift does not cost any energy.

Sending in a Tempering Proposal

All youma temperings must be approved before they can ICly occur. Please send the following form to The Space Cauldron for approval of the youma's new form.

Quote:
1. Who is the youma being tempered? (Please link to the PC youma's journal, or to the NPC youma’s post in the Personal Youma thread.)

2. What are the youma's new tempered abilities? (Please list the youma's new ability, if NPC, or two new abilities, if PC. You may also choose to replace only one ability, or to keep all abilities the same across both forms. Please remember, once you decide on the tempered form's abilities, you can only change them with a revision!)

3. What is the youma's new appearance? (Please provide a description or link an image. Please include the hallmarks that will make your youma recognizable in both forms.)

4. Please link RPs you are using for tempering. If you are tempering a PC youma, please link 5 finished battles and 8 finished RPs. If you are tempering an NPC youma, please link 5 finished RPs featuring the bonded agent and the NPC youma.
 


The Space Cauldron

Captain



The Space Cauldron

Captain

PostPosted: Sun Jan 15, 2023 6:07 pm
FAQ

  • What are Auras/Energy Signatures? How do they work?

      All magically powered characters give off energy signatures/auras that can be sensed by other powered characters. Powered characters can sense these energy signatures on a sort of magical mental radar, where they can tell how many powered characters are nearby. It is possible to read someone’s rank and faction through their energy signature. For the most part, it is difficult to identify who an energy signature belongs to unless you have a very strong bond with the person, at which point you will be able to identify their specific aura. However, this takes time to develop and does not happen easily. A first stage character gives off a smaller energy signature than a third stage character and will be more difficult to locate on a radar; the stronger you get, the more powerful your aura. An inexperienced character may feel an energy signature like a haze in the distance that grows stronger as they approach, but an experienced character may be able to pinpoint directly where a signature is and head in that direction. While there is no specific range a character can sense an aura from (because this can improve as a character gains familiarity and experience with energy signatures, and can improve naturally the longer they’ve been powered), it would be reasonable to expect that an inexperienced first stage character might be able to sense up to five blocks away, a second stage character up to seven, and a third stage character up to ten. Youma are a special type of character whose ability to sense and give off energy signatures differ from other standard factions. Feral youma have a distinctly chaotic aura that makes them easy to pick out; their energy signature is weaker than a first stage character, and they can typically only feel energy signatures at the same skill level. Humanoid youma energy signatures range in power and radius depending on their strength; their aura typically feels somewhat less than a first stage character but they should not be assumed weak by a smaller aura. Any youma with a noticeably stronger than average aura is probably incredibly dangerous. Their ability to sense energy signatures can range from being akin to a first or third stage character.

      The more energy signatures there are in an area, the harder it is to accurately read them; energy signatures of the same faction (or of Chaos and Order in general) may blend together, making it difficult to tell how many people and of what specific rank they are. Some character types have unique traits or features regarding their aura, but more detail can be found in their individual information threads. For example, Mauvians and Ascended Senshi have unique traits regarding their energy signatures, Vanguardians do not have an energy signature, and some civilians can sense energy signatures through enhancements or other magical boosts.

  • Is it possible to roleplay with Metallia? Laurelite? The NPC GQ/GKs?

      Metallia, as an extremely powerful and Chaotic being, is almost guaranteed to never be available for private request. Laurelite, however, even as Queen of the Negaverse can be requested for select plots. The NPC GQ/GKs (Axinite, Lepidolite and Hessonite) are all available for roleplays. If you want more information on them or requesting RPs, please check out their journals!

  • How old can a youma be? Can a youma be from the Silver Millennium?

      While there is a significant amount of flexibility, most youma will have been created during the 80s (civilians only) or from 2011 to present day (civilians and powered). Youma can not be created if the Negaverse was not around, so there was a long period of time between the fall of the Silver Millennium and present day where youma could not be created. Youma may be from the Silver Millennium, but these will require permission from The Space Cauldron. Players must demonstrate an understanding of the Negaverse and youma, and should not expect that all requests will be approved. Youma from the Silver Millennium will not be stronger or smarter than any other youma. Like other youma, they should have incredibly limited memories of their life before they were youmafied, and any memory they do have wil need to be approved by staff.

      While it is common for Greater Youma to have been ancient youma, this does not mean that all ancient youma are capable of reaching such power, and we will ask that players who want to have youma created during the Silver Millennium be prepared to explain a long period of them being out of play, such as extensive hibernation or being crystalized for a long period of time. This would need to span the majority of the time between the fall of the Silver Millennium and when they were first played in the shop. Because there are many options, we ask that players please be prepared to work with us if they choose to pursue this, and understand that we will not be able to accommodate every request.

      Ancient youma cannot purify nor can players claim a powered name or sphere for them. If you are interested in this, please contact the mule with some ideas and we will work with you!

  • Can Youma recall their civilian life or their life pre-youmafication?

      Sometimes youma can recall pieces of their life, but this is rare and needs plot approval in the instance of Straight-to-Youma characters. Youma may have brief blips of memory, or a sense of deja-vu. They do not typically have full memories. Trying to remember specific details will feel like a dream that’s just out of grasp. The longer a character has been youmafied more, the more they forget and the less they can recall.

  • Can all youma use a civilian glamour?

      No; some youma do not have the mental focus to be able to. Feral youma would have an incredibly difficult time maintaining any sort of civilian glamour. However, all youma have the potential to use a civilian glamour, including Personal Youma. Youma can only hold a civilian glamour for up to three hours, and they cannot take on a civilian glamour without approval or command from an Officer. There is typically no point for generic NPC youma to maintain a civilian glamour, as this would be considered wasted energy and resources. Even if a youma does take on a civilian glamour, they might not necessarily be able to pass for human. Feral youma can rarely pass for humans; while they may appear to be human, mentally they are still youma.

  • Who can create a youma?

      Any agent of the Negaverse above basic rank can create a youma, but there are a lot of factors that go into creating one. Even a first stage Negaverse character can youmafy a civilian, either by feeding them a massive amount of starseeds or pumping an extreme amount of Chaos energy, although this would be considered incredibly wasteful for them to do at this stage, especially given that they do not have the ability to create powerful youma. It is much harder to forcibly youmafy powered characters, and a General may be able to youmafy weaker powered characters. This needs plot approval to be done, so players should PM The Space Cauldron if they are interested in pursuing this plot!

  • Can youma teleport?

      For the most part, no; teleportation requires a great amount of energy and focus and most youma—even humanoid youma—lack that. A youma can be summoned by an officer, or their bonded Agent can teleport the youma to their location, but for the most youma do not have teleportation abilities. The exception lies with Player Controlled Youma, who are very powerful, special types of youma. They will have an easier time teleporting if they were an Agent who knew how to do it before youmafying, but otherwise they will need to practice to be good at this. They can only teleport with the same capacity as a Captain, although it is more draining for a youma.

  • How do standard NPC Youma leave the Rift? How do they return to it?

      Youma can be summoned out of the Rift to be commanded by officers, but Youma can also leave the Rift without outside influence by utilizing portals that appear in the Rift and allow them to pass into Destiny City. These portals appear randomly in the Rift and youma can pass through them. They are practically invisible to the eye and typically cannot even be utilized by Negaverse Officers in the Rift. If a player wanted to utilize these Rifts in some way, they would need approval from The Space Cauldron. Portals are not fixed; they can appear for a few moments and then disappear and reappear elsewhere. It is impossible to predict when and where a tear will open.

      NPC Youma can return to the Rift at will; they cannot teleport within the Rift, but they can choose to return to wherever they were last in the Rift. Similarly, if a youma is dusted while outside of the Rift, they will reappear and reform in the Rift in their last location within the Rift.

  • Will youma attack an unpowered Negaverse officer?

      While in civilian form, anyone can be attacked by a youma. Unless the Agent powers up in front of a youma, they are considered just another human. Should they power up, the youma would realize they are not viable prey and leave them alone. A youma may not remember this information in the future and may attack again.

  • How much energy can be drained from a civilian? Or different ranking powered characters? Can animals be energy-drained? Plants?

      The amount of energy that can be drained from a human depends on the person, and all energy/life force is subjective. There is no way to specifically quantify how much energy can be drained, however the higher in rank, the more energy there is to absorb. Civilians, or unpowered characters, have the least amount of energy to be drained. First level characters have the second least and fourth stage characters the most amount of energy to drain, however it is more convenient and less dangerous to drain a civilian. Civilians typically are unaware that they are being drained, and cannot sense powered characters nearby. Transcended characters can also be drained of more energy than a non-Transcended character of the same rank.

      Plants and animals can be drained of energy, but not at all to the same degree as draining a human. It is almost always a waste of time and effort to try to drain the energy of plants or animals, and this should only be done in an absolute pinch and if there are no other viable options. It will never yield enough energy to be truly useful, so it is not a viable alternative to gathering energy from humans. Plants and animals also do not have starseeds to pull.

  • Is drained energy recoverable or permanent?

      Drained energy is almost always recoverable with food and rest, however long term, frequent draining may stimulate the aging process, resulting in irreversible aging. This can only be done with plot and is extremely unlikely to happen!

  • What does it feel like to have your energy drained?

      While energy draining may feel different between each person, generally it is supposed to feel like a subtle fatigue that creeps on you. An inexperienced agent may lack control and it could instead wind up feeling like a sudden drop in blood pressure. In some cases, especially with youma, it may cause pain and discomfort. Energy draining is mostly painless—completely unlike the excruciating pain of having your starseed removed.

  • Could a Negaverse officer have their personal youma stay with them while they are powered down? Would having a cat around to suppress aura be required?

      While this is possible, it is not advised for long term plans. The youma would recognize the civilian as its bonded officer and would not attack, but may not be able to help itself towards other living creatures. Youma and cats do not really get along, so this may also be dangerous for the cat! The youma would need to consume energy or starseeds to stay out of the Rift, so it would be considered a waste of resources when they would otherwise recover in the Rift. To do this, please send the shop mule, The Space Cauldron, a PM so we can work with you!

  • What is a youma prosthetic? Can Corrupted Senshi have youma prosthetics?

      A Half-Youma is an actual, physiological change that occurs to the starseed and forces an extreme change to the character based on that. A Youma Prosthetic is a Negaverse exclusive feature that allows members of the Negaverse to be given youma prosthetics to function in the place of missing limbs or organs. A youma prosthetic is usually a singular or small thing, such as an organ. An example of this might be a youma eye to replace a lost eye; the eye might see in black and white, in normal colors, energy signatures (only of those in the usual area surrounding)--the eye would not have any additional abilities, only substitute abilities. The same could be said about any other youma prosthetics. Youma grafting is an incredibly volatile procedure and likely to result in death, so it is not a practice commonly used by the Negaverse. Any youma prosthetics need to be approved before they can come into play.

      Negaverse Agents and Corrupted Senshi can both get a youma prosthetic, however it may have more pain or issues for a Corrupted Senshi. While the youma graft is not a true youma in most cases, but merely pieces of one infused with chaos and meant to substitute damage on a human, it can still cause compatibility issues to arise when merged with a Corrupted Senshi. These are incredibly dangerous and are not standard prosthetics; Mauvian technology is far superior for creating prosthetics, so there needs to be a plot reason to risk a youma prosthetic when they are capable of being ineffective and damaging.

  • How does a Youma Prosthetic appear while a character is in civilian form? Can a character choose their graft and how it is put on them?

      A youma graft would become a part of the character no matter what form they take. In their powered form, it appears more like the youma it was grafted from. In their civilian form, it takes on a glamour to appear human but with a more withered appearance than a normal human body part. For example, a grafted youma eye might appear milky or pale, or a grafted limb might appear scarred or off color. This graft is not a merging of starseeds but rather a merging of pieces. It is a scientific experiment of the Negaverse to transplant one piece to another. They may be able to tailor specific youma to fit the needs of their officers. This would be done through an overseen procedure; the Senshi or other Officer would not go into the Rift or try to reclaim a piece themselves. The grafted piece, because it has no starseed or ties to one of its own, would simply be used to substitute another limb. Because this is a transplant, it may be rejected by the body or be generally incompatible. These are not human limbs so may be toxic to the host body if not done properly--which is why the Negaverse will not transplant youma parts to a certain degree, and why only professionals are involved in the procedure.

  • What happens to a Youma Prosthetic when a character purifies?

      If a character with a Youma graft purifies, they will completely lose any youma implants and the properties or abilities that came with the implants. These are Negaverse specific prosthetics; they are given to an Agent and work in tandem with the Chaos inside of them. Without the Chaos, there is no bond to hold them together and the magic from a fourth stage during a purification would completely burn out the youma. If an Agent has a small youma implant designed to replace a missing organ or limb, such as an eye or a hand, the purification simply burns all traces, leaving the then-purified agent with only their natural body.

  • If a youmaglia is dusted, does the Agent remember it being put into them?

      Possibly; the player has some degree of control for if they would like the memories to return or not. Youmaglia have the ability to somewhat muddle thoughts or the thought processes that would reflect negatively on Metallia or the Negaverse. Once the youmaglia is removed, it would be possible for the character to either remember what transpired or the memories could have been permanently muddled. It depends on what the player wants!

  • If a character who is infected with youmaglia purifies, what happens to the youmaglia? To the character?

      Youmaglia are designed to combat earnest attempts at purification, but if someone infected with one still manages to purify, then the youmaglia will be dusted in the process. It is not strong enough to withstand the overwhelming energy. The host will not face any negative repercussions to the youmaglia burning out, though they may feel particularly drained. The youmaglia will attempt to regain control and influence until it is destroyed, and this can be taxing on the host.

  • Are youma eligible for a Negaverse Salary?

      Youma can apply for a salary, but because of their unique circumstances they do not have a regular need for funds. Most of what they could possibly need is taken care of in Negaspace/the Rift. In rare situations, humanoid/PC youma may be eligible for extra funding but because this does not have a number that is easy to calculate, players should reach out to The Space Cauldron to discuss their interest so we can work with them!
 
Reply
Information!

 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum