Senshi: DSS
Cernunnos of Freedom (ker-nun-os)
(Distinct from
Liberty: the state of being free within society from oppressive restrictions imposed by authority on one’s way of life, behavior, or political views. Freedom is "the power or right to act, speak, and change as one wants without hindrance or restraint." )
Uniform Color: Undecided; will likely be a pale purple and blue
Uniform: TBA - I'll be designing it:
General idea of outfit, has the non human features.
Attacks: These are your senshi's abilities and should correspond to your senshi's sphere. Senshi unlock a new magical ability to use in battle as they rank up ICly! Chibi Senshi should have weaker versions of the standard magic, or should have magic that backfires. Corrupted Senshi are allowed to have ‘darker’ magic. ‘Late Blooming Senshi’ ages 21-27 should have magic written the same as other standard Senshi but should have IC effects or erratic magic. More information can be found in the tips below! Senshi magic should be written to have a duration, a range, and number of uses. Senshi magic should be written to have a base ability, however players
can include optional effects, such as more powerful or lasting damage, that their RP partner can choose to be affected by! Senshi magic can be a buff or debuff, can be offensive, defensive, or create illusions. Senshi magic should typically only be one type of magic; it should not be a buff, and be offensive and defensive, for example.
Sailor Scout Attack: Be Free.
Cernunnos reaches towards those around him and commands them to 'Be Free'. This AoE can affect anyone within ten feet of them, and lasts roughly 15 seconds. Their mind is immediately released from all mental/emotional/behavioral restraints to allow them to act and think freely. This will affect different characters differently, depending on their basic nature. In effect, they are unrestrained from societal expectations, biases, prejudices, shame, fear, anger, and/or responsibility/duty (at player discretion), to think clearly without the interference of outside forces/emotions. This may result in confusion, sudden decision paralysis, or just no longer having a reason to attack/fight as they are released from whatever was driving them. This may not stop people from fighting, even though they are no longer bound to their reason for doing so, if its simply part of their inherent nature. He can use this up to three times.
Super Sailor Scout Attack: Be Released.
Cernunnos reaches towards those around him and commands them to 'Be Released. This AoE can affect anyone within 15 feet of them, and lasts roughly 35 seconds. Their mind is immediately released from all mental/emotional/behavioral restraints to allow them to act and think freely. This will affect different characters differently, depending on their basic nature. In effect, they are unrestrained from societal expectations, biases, prejudices, shame, fear, anger, and/or responsibility/duty (at player discretion), to think clearly without the interference of outside forces/emotions. This may result in confusion, sudden decision paralysis, or just no longer having a reason to attack/fight as they are released from whatever was driving them. This may not stop people from fighting, even though they are no longer bound to their reason for doing so, if its simply part of their inherent nature. In addition, they may find that with the clarity of mind comes realizations they may have hidden from themselves, or being faced with the truth of their actions. He can use this up to two times.
EternalSailor Scout Attack: Embrace Freedom
Cernunnos reaches towards those around him and commands them to 'Embrace Freedom'. This attack can hit anyone within 20 feet and lasts about 45 seconds. Their minds are immediately released from all mental/emotional/behavioral restraints to allow them to act and think freely. This will affect different characters differently, depending on their basic nature. In effect, they are unrestrained from societal expectations, biases, prejudices, shame, fear, anger, and/or responsibility/duty (at player discretion), to think clearly without the interference of outside forces/emotions. This may result in confusion, sudden decision paralysis, or just no longer having a reason to attack/fight as they are released from whatever was driving them. This may not stop people from fighting, even though they are no longer bound to their reason for doing so, if its simply part of their inherent nature. In addition, they may find that with the clarity of mind comes realizations they may have hidden from themselves, or being faced with the truth of their actions. He can use this once.
(I may submit a revision for this down the road, once I've had him in play)
Deep Space Senshi:Physical Features:
- Small Deer-like ears on the sides of his head
- Short deer-like antlers on top of his head, silvery lavender colored, that are brittle and delicate. Roughly 6 inches. They can be shed and grow back fairly quickly if broken.
- A nose that looks like a cross between human and animal.
- Pale skin with a blueish tint and grey freckles
- A very short, fluffy deer's tail, often hidden by his clothes.
Backstory/History:
Wisteria was a spiritual figure in his culture, blessed with magic that could free the minds of supplicants. Chaos manifested on his world as a sort of madness that ran like a plague through the population, making people violent, unpredictable and mindless, and declining food growth that lead to famine. As the world began to fail under the influence of chaos and the population dropped, Wis eventually retreated from the public and settled into a mediation as he waited for his own end. His world took this opportunity to send him into a deep sleep, effectively putting him into a sort of stasis. He was 20 when his aging stopped and he went into stasis.
He woke when the comet exploded, his world sensing the changes in energies, and instinctively followed the tug that drew him to Earth.