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[ DSS ] Super Grieve of the Collapse

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lizbot

No Faun

PostPosted: Sat Sep 23, 2023 9:47 am



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▼ d o w n ▼
PostPosted: Sat Sep 23, 2023 9:51 am


✖ ↷ ✖ 𝓥ᴇssᴇʟ𝕾ᴏғᴛᴀɴᴅ𝖂 ᴇᴀᴋ ✖ ↷ ✖



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Name: originally went solely by Grieve of Grieve, will eventually receive the civ name Kuroi Sakurazawa

Nickname: Eve

Gender/Pronoun: she/they

Age:1036, looks around 22

Birthday: every morning is a new chance to die

Blood Type: yes

Fav. Food: all food is food

Hated Food: dirt

Occupation: jobless outside of trying to make senshi activity profitable, but maybe eventually join the morbid side of etsy and craft fairs


Hobbies:

Taxidermy: When a body looks in relatively good condition, Grieve likes to bring it back to "life" in a fun and pleasant way! Stuffed and preserved companions are nicely long-lasting, pleasant to look at, and can be counted on to not try to kill her. While existing on Grieve, this hobby helped keep her company over the years, and now on Earth, it's something to relearn with different resources at hand.

Crafting: Sometimes a body is not in relatively good condition, but that doesn't mean Grieve will let it go to waste! She's become quite adept at fashioning jewelry, clothes, and even unique weapons out of remains. On Earth, this hobby is a little harder to show off the whole range of her skills, as the available remains tend to be much smaller and less available than on her homeworld. Weapons are pretty much not possible, but she's still able to design and craft the odd piece of bird bone jewelry or ratpelt accessory.

Climbing: If there is a high point in the landscape, Grieve wants to climb it. She wants to scale the heights, just to see what's up there and get a chance to thoroughly survey her surroundings. The skyscrapers of Earth are an interesting feature, but the elevators take something away from the height. What's the point if every soft little body can just hit a button and reach the top?


Virtues:

Adaptable: Grieve survives because Grieve will do whatever is necessary to do so without getting bogged down by the mental and emotional struggles that might normally accompany said actions. She doesn't need pride or standards, she just needs a way to survive until the next day. This makes her extremely flexible in adapting to most unpleasant situations and environments, though maybe a little unsettled by soft, pleasant situations that aren't accompanied by any hardships at all.

Follows Through: They might not be bound very much by pride or loyalty, but Grieve respects contracts and follows through on their world, once given. She isn't going to let problems set her back for too long or negate her promises, and she can be extremely relentless toward her end of a bargain. Of course, she also expects the other party to be just as respectful of their end of a bargain as well, and will be just as relentless toward them if they fail to deliver.

Grounded: Grieve's mind is a place where fantasy goes to die. She's most often one of the more practical, very succinct voices in the mission room. And while she's not the most strategic or far thinking of people, she has a good sense of what's most practical and doesn't hesitate to burst any fanciful bubbles. A good trait for an ally or a friend, even if it can be a little harsh.

Flaws:

Barbaric: Grieve is crude and brutal in her methods, with little need for considering niceties or consequences beyond I live, you die. She's not someone to come to for any kind of diplomacy that needs more than simple bartering or blunt threats. She can be considered just barely housebroken.

Amoral: There's no real good or bad, just survival and self interest. Grieve can be convinced to do just about anything if offered enough benefits within their interest. While she does have kill-on-sight impulses with chaos, it's more of an instinct based around self preservation than any kind of vengeance or ideology.

Grim: It doesn't matter if the glass is half full or even entirely full, because sooner or later that water is going to evaporate and the glass will turn back into the sand from whence it came. ******** the glass, ******** the water, everything is dying and will continue to do so no matter what you think or hope will happen.



PHYSICAL DESCRIPTION

      Eyes: amaranth
      Hair: Long, dark blue, varies between straight and wavy

      Face: angular and striking

      Skin Tone: pale #fff2cc

      Body Type: 6'6", all lean muscle

      Clothes: To start with, anything people give her. Eventually she'll be able to build a wardrobe more along her aesthetics of leather, fur, metal, and bone.




▼ d o w n ▼

lizbot

No Faun


lizbot

No Faun

PostPosted: Sat Sep 23, 2023 9:53 am


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✖ ↷ ✖ 𝕲 ʀ ɪ ᴇ ᴠ ᴇᴏ ғᴛ ʜ ᴇ𝕮 ᴏ ʟ ʟ ᴀ ᴘ s ᴇ ✖ ↷ ✖




Sailor Scout Attack: One Will Fall
Grieve will either say the phrase while looking at the target, point while looking at the target, or directly touch the target's limb in order to cast. When hit with the attack, the target will feel their body collapsing in on itself with a pair of limbs (either both arms or both legs) feeing completely crushed under the pressure and no longer able to move or support their body . No lasting damage unless the player decides the target took some from any resulting fall.
Range: 10 feet
Targets: single
Duration: 15s
Uses: 3


Super Sailor Scout Attack: Two Will Fall
Grieve will either say the phrase while looking at the targets, point while looking at the targets, or directly touch the targets' limbs in order to cast. When hit with the attack, the targets will feel their body collapsing in on itself with a pair of limbs (either both arms or both legs) feeing completely crushed under the pressure and no longer able to move or support their body . No lasting damage unless the players decide the target took some from any resulting fall.
Range: 15 feet
Targets: Double
Duration: 15s
Uses: 2

Quote:
S2 Unstable Magic Roll: 1d8
1-2: rebound back on her
3-4: nothing happens
5-6: success! but hits the limbs she didn't aim for
7-8: total success


Eternal Sailor Attack: So Falls The World
A distorted ball of air forms in Grieve's hand, when smashed onto the ground it forms an AOE, distinct in the shimmering, shuddering air within it. Those within the AOE will feel their organs starts to tremble and collapse within them. Target players can decide where this feeling starts and what feels most obvious, heart, skin, lungs, brain, etc. May have lasting damage from their body being shocked into continued reaction to the sudden, if illusory, trauma at player discretion.

Range: 20 feet
Targets: 10 foot radius aoe
Duration: 30s
Uses: 1



Extras:

Quote:
Tigerstriped Feather - Used. It can be kept as a memento.

Quote:
Chrysocoin of Comfort
A small, exquisitely carved, wooden coin with a chrysocyon paw carved into it. The coin itself is a light wood, almost birch in appearance, and the paw is stained to a rich mahogany dark shade. Rub the coin over the paw, and a feeling of comfort will embrace you, as if you've just had a long conversation with a good friend of yours. It can be used once per day, and the magic lasts for up to ten minutes in non battle environments.


▼ d o w n ▼
PostPosted: Sat Sep 23, 2023 9:55 am


✖ ↷ ✖ 𝕱 ʀ ᴏ ᴍ ᴛ ʜ ᴇ 𝕱 ᴀ ʟ ʟ ᴇ ɴ 𝕯 ᴇ ᴘ ᴛ ʜ s ✖ ↷ ✖


Physical Features: Grieve is a melting pot of many extremely varied humanoid species. The last and current Grieve of Grieve was born among a near extinct species: the Avun.

The Avun are physically known for:

    Supple, bold colored skin (in this case yellow) that, upon death, retains its luster and can be treated to be extremely durable
    Hair that is naturally extremely soft, much like rabbits' fur
    Long pointed ears
    Dual sets of vibrant, shining horns (hers are pink and now blunted with time)
    Mouth containing sharp teeth (now blunted), a very long bright pink tongue, and saliva of unique taste and consistency
    Black sclera (her eyes specifically have a pink iris and yellow pupil)
    Claw-like nails (now blunted)
    A resistance to most organic poisons of their own planet, not to be confused with venoms, that allows them to eat many otherwise rotten and damaging "foods" (concerning Earth substances, she can just be considered on par with a very resilient human)

Avun were a mostly hunted and/or captive people on Grieve. But so were many things of that world.


Backstory/History:

The world of Grieve was a corrupt cesspit well before Chaos crept in. Rich in unique resources that were found most often in dangerous environments, the world has two very stark experiences: extreme wealth accompanied by the constant exploitation of those beneath, and the wretched lower class constantly pushed toward a savage state of self-interest, violence, and religious zealotry. Eventually there are uprisings, eventually there are noble bodies up against the wall. Eventually a corrupt ruling class rises again, either through the victors or from invading interests from another world. And then, once more, it falls to the hands of a people honed, once more, into weapons of desperation.

When Chaos entered, who would even notice? The beasts of land and water were more viscous, more dangerous? What was a little more danger when they had always been dangerous? What was an already cruel people becoming more murderous, more needlessly cruel? But soon the scraps of decency, those small, tenuous lights that let people strive to survive for the sake of seeing another sunrise, for the sake of seeing their children live just a little better...those disappeared. The animals killed as they always killed, the people killed as they always killed, and the world was cruel. The savagery sunk into the small corners of the world, spreading daily until it was filling every house, taking place in the middle of any given street. Until child and parent barred knives and teeth at one another, until the social strata of have and have nots finally crumbled and did not rise once more.

Grieve, the senshi, was born amongst the wretches, the filth of the world, and had little affection the place that spawned her, but more a dogged sense of contract with it. She awoke young, a chibi senshi, and lived because of it. She felt a responsibility to the world in return for the powers that allowed her to survive where others fell and wallowed until their miserable death. But she didn't allow it to be her jail and spent a good amount of her teen and adult years off planet. The final time she returned to the world, it was to a populace, from its rats to its monsters to its people, that had gone rabid. And so it became her job to put every living thing down until the world reached some kind of peace. Her contract was with the world, after all, not its many peoples.

The job was easier at the start, as the chaos infected populace simply killed each other again and again. Bodies littered the cities, and soon too, disease set in. It took a long, long time for starvation to take survivors, though. Not all of the bodies were left to rot. Eventually the job got harder, the strongest and smartest, the most ruthless and skilled were left, and they either felt compelled to hunt Grieve down, or they knew to hide from her.

It took even longer to kill all the wildlife, the monsters that had become more and more powerful. But eventually, Grieve found herself alone with her world, the environments still seeking to kill her, but the world itself refusing to let her simply die. The contract persisted.

▼ d o w n ▼

lizbot

No Faun


lizbot

No Faun

PostPosted: Sat Sep 23, 2023 9:56 am


✖ ↷ ✖ 𝕽 ᴏ ʟ ᴇ ᴘ ʟ ᴀ ʏ ✖ ↷ ✖


s o l o ▰▰▰(▰▰▰)(▰▰)
r e g u l a r ▰▰▰▰▰▰▰▰
b a t t l e ▰▰▰▰▰

b a s i c

The Charnel Cliffs + solo
Trash Goblins + Faust
Are those space pants? + Niter + space
The fog of time + Roka + Halloween
The house always wins + Halloween + solo + battle
Sleep is a Commodity: Treatment Rooms + ORP + battle
Sleep is a Commodity: Staff Room + ORP + solo
Sleep is a Commodity: Waiting Room + ORP
Sleep is a Commodity: The Parking Lot + ORP
A Familiar Face + Urania + Christmas
The Wayfarer's Ward + Urania + space
The Wildwood Games: Arm Wrestling Tournament + orp + space + battle
Widowed + Cybele + space
The Wildwood Games: The Hunt + orp + space
The Wildwood Games: Training Grounds solo + orp + space
Urania Introduction orp + Urania + space
Urania Room 5 orp + Urania + space
Urania Room 6 orp + Urania + space
Urania Room 8 orp + Urania + space + battle
hair of the dog that bit you Madriu + 711
Chrysocyon Chaos orp + Fang + space + battle
Night at the Museum orp + space
Night at the Museum Side Room orp + space + battle

s o l o ▱▱▱▱▱▱▱▱▱▱▱▱
r e g u l a r ▰▰▰▰▰▰▱▱▱▱▱▱
b a t t l e ▰▰▱▱▱▱

s u p e r

Wings are clipped and his feet are tied orp + kidnapping
Trill of a mournful song + Helio + kidnapping
The caged bird sings of freedom [Many] + orp + battle + kidnapping
Canaries + space + Murikabushi + aftermath
stupid games stupid prizes + Solaris
Mean Streets + Joy
The First Step Forward + orp
and then suddenly, we're in space + Aruna
Breaking and Entering + orp + moon
At World's End + orp + meta



▼ d o w n ▼
PostPosted: Sat Sep 23, 2023 9:57 am


✖ ↷ ✖ 𝕲 ʀ ᴇ ᴠ ᴏ ᴜ s𝕰 ᴘ ɪ ᴛ ʜ ᴇ ᴛ s ✖ ↷ ✖


Vec'an Alor : Soft, pretty, and utterly useless beyond a certain utility. (used solely for Hybris)

Visang : the tastefully erotic decor of the noble class and brothels, displayed to whet the various appetites. (used for Mirabilite)

Meceyah : the guiding star of a constellation, trusted and sought first. (used solely for Urania)

Gursaht : the shining dessert, reserved for the end of a noble's banquet table. A confection that was both a treat and an occasion in and of itself. (used for Imhotep)

Senjasta : the tallest one in the room

Venit : a vibrant little bird native to Grieve, a hunter of its own kind, quick to die once caged (has referred to Helio as such)

The Litany

And so the First Grieve stepped from the heart of the world, and in so doing became the Last Grieve; for no Beginning is without End. On high, the Hallowed Palace raised its walls as mountains, raised its voices as the storm, and lifted its heads with pride. At the the Gilded Gates, the First of the Last spoke unto them, One Will Fall.

And so the First Grieve stepped down from the heavens on high, and in so doing became the Last Grieve; for nothing Above is beyond The Fall. In the fecund lands of seething life, the masters grew replete with excess and their warriors grew cruel with restless hungers. At the Bronze Doors, the First of the Last called over their feast, Two Will Fall.




excerpt from an ancient bawdy drinking song


By the weir, in Terring Town,
the damsel and the thief,

They sat a-sipping a godly piss,
the Lord's most golden heat!

And it burned while they burned!
And they burned, oh they burned!
Til they was all hands'n'feet.



yet another bawdy drinking song


Wena Dilly did she,
dreamt a'tall hansom knights
o'er sea and unner tree
they course through the sky

For far cities they'll fight
n'take love t'make lovers' cry
o'er night and unner knight
they course through the silks

Wena Dilly don't she
know better t'chase those so fair
o'er winds and unner lee
they course toward their tragedies

For tender touch n'bloody wars
the fading knights so lovely
o'er worlds and unner stars
they course through the sky




▼ d o w n ▼

lizbot

No Faun


lizbot

No Faun

PostPosted: Sun Mar 24, 2024 8:14 pm


Quote:

“It may remain for us to learn... that our task is only beginning; and that there will never be given to us even the ghost of any help, save the help of unutterable unthinkable Time.

We may have to learn that the infinite whirl of death and birth, out of which we cannot escape, is of our own creation, of our own seeking; that the forces integrating worlds are the errors of the Past; that the eternal sorrow is but the eternal hunger of insatiable desire; and that the burnt-out suns are rekindled only by the inextinguishable passions of vanished lives.”


― Lafcadio Hearn, Out of the East
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