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[FACTION] Negaverse: Agents

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The Space Cauldron

Captain

PostPosted: Wed Jul 13, 2011 12:43 pm
What is a Negaverse Agent?

    The Negaverse is a military-based Chaos faction, whose power comes from Metallia and is distributed among the ranks. The Negaverse operates under a strict structure and disobedience will be met with punishment; the stronger a character grows, the more influenced they are by Metallia’s will and the more difficult it will become to disobey. The Negaverse believes that the White Moon Senshi and Knights, and all those who align with them, are a plague and must be stopped at all costs. This means that officers of the Negaverse understand that, for the good of the Earth and all mankind, they need to take drastic measures to ensure the forces of the White Moon don’t destroy the world as we know it.

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

    All agents of the Negaverse are heavily influenced by Metallia’s will, and as such will find it easier to perform tasks that may have otherwise been horrifying to them. Draining energy and taking starseeds should become second nature, and characters should grow to understand that these are necessary sacrifices to secure Metallia’s reign, and to ensure the forces of the White Moon are stopped.

    Metallia rules The Dark Kingdom and is practically a deity within the Negaverse. Though she is almost never seen or heard from, the highest ranked officers act as her mouthpiece and deliver her commands. Metallia is the single source that powers all Negaverse Agents, and while she does not actively inhabit the minds of her officers, constant acts of disobedience or treachery will attract her attention. Queen Laurelite is Metallia’s highest representative, and she often leads large meetings and distributes commands to the General Sovereigns: General King Axinite, who leads the Information Branch, General King Lepidolite, who leads the Infiltration Branch, and General Queen Hessonite, who leads the Special Operatives Branch. Player owned General Sovereigns operate in tandem with the above characters and have earned leadership roles within the Negaverse that help them shape and direct Metallia’s forces. Generals and Corrupted Eternal Senshi operate directly under them, and often have Captains and Corrupted Super Senshi, and Lieutenants and Corrupted Basic Senshi they look over. Captains may directly watch over Lieutenants and Basic Corrupted Senshi.

    Members of the Negaverse are expected to follow the rules and commands of higher ranking officers, and should be expected to be ICly disciplined or punished if they disobey.

    Negaverse Agents can awaken as young as age 14 and have no maximum age, however the Negaverse is always looking for officers that can benefit them in some way. Because they are a military organization, they are looking for people who can be trained to be effective, who will follow rules, or who have power in high places.

    All Negaverse Officers must be awakened by Agents who have reached at least General stage, and they can only be corrupted or upgraded by General Sovereigns or Queen Laurelite. Negaverse officers are officially named by those who corrupt them, though they may choose their own name from the database if they are permitted to. If anyone attempts to awaken or corrupt an agent and are not the appropriate rank, the efforts may be ineffective or may result in a partial or full youmafication.

    Members of the Negaverse are encouraged to utilize Destiny City Medical Center, a Negaverse owned and operated hospital that gives them free checkups, medical aid, and various other treatments if they choose to opt in for it.

    Players with a Negaverse Officer 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: Wed Jul 13, 2011 12:44 pm
Negaverse Tools and Resources

    Upon joining the Negaverse, all agents are given access to a few tools and resources to make them into the most effective officers they can be.

Training Guide

    All new recruits, or newly corrupted agents, will be given access to the Training Guide. This is vital information and there is no excuse for a character not to know this information. Any character in a leadership position who fails to provide this resource for new recruits will be reprimanded, and new recruits who fail to learn this information of their own choice may be punished more severely for any infractions. This information should be known to all members of the Negaverse within the first two weeks of joining the Negaverse. The Training Guide can be accessed from the Computers in the Castle or on the Negaverse issued Tablet.

Tablets

User Image


    Negaverse Tablets are the most effective way for an officer to access Negaverse resources. They offer a variety of functions and can be utilized just about anywhere. They have two forms; when not in use it will appear to be a thin silver rod approximately eight inches long and will appear similar to a pen. A purple crystal is embedded in one end. The pen has a button on the side that will allow an agent to speak into the pen like a microphone to record a message that can then be sent out as a distress message; this button also sends out the message with a GPS location. The pen can also be used to call other members of the Negaverse to communicate with in real time. All calls and messages have a unique 'Caller ID'; this will always be their official Powered Name and there is no way to alter the name that displays when messages send.

    When the agent wants to utilize the full tablet functions, the pen can be pulled apart into two halves, connected by a metal strip that will allow the two halves to be stretched up to a foot apart. Once the two halves have been pulled apart, a holographic touch screen will appear. The tablets are charged by the tiny purple crystal; visits to the Negaverse can recharge the tablet in as little as three hours. The crystals will hold a charge of sixty hours of active use; if an agent cannot access Negaspace or needs a quick charge, gathered energy can be siphoned into the crystal to extend its life.

    The tablet screen allows access to several applications, however access to them is dependent on a facial recognition scan. If the tablet detects the face of anyone other than a member of the Negaverse, it will immediately shut down and can only be accessed again while being reopened in Negaspace. Current Applications include:

    • The Negaverse Database: This application links to the database outside of the Dark Kingdom however does not allow information to be uploaded like the computers in Negaspace. Information can be accessed from here but cannot be edited.

    • Messaging: A messaging system on the tablet allows the agent to record a message and send to anyone else in the Negaverse or type a message to be delivered to their account. The messaging application has a complete list of all Negaverse agents, including Officers, Corrupted Senshi, and even some Youma that have shown intelligence and can be trusted enough to have access to this information. Officers can choose to customize their information a bit; the list will allow them to set up a profile that includes information on their Branch, their team, or their abilities. They may choose to upload a work-appropriate image as well. The messaging system is not monitored, and there is no block function; if any officers are found harassing another officer, they will be punished appropriately.

    • Camera: A camera that allows pictures or video to be taken; flash is optional. While it can capture sound, the microphone will only pick up noises within ten feet.

    • Notes: This application allows the user to take notes, either by writing with their finger on the tablet screen, using the onscreen keyboard, or by using the voice to text feature the tablet offers.

    The official operating system is based off of unique Mauvian designed and is known as chaOS. If a character wants to create an app they can use whatever coding language they like; the formatting of the Tablet can accommodate any recognized coding language. Apps should be approved through The Space Cauldron before being ICly put into play.

    Every member of the Negaverse will be assigned a tablet and an account to sign on with it. If the tablet is damaged they need to take it to a Mauvian for repair. No one can access any tablet but their own. All tablets are designed with accessibility features in mind and have an optional screen reader program installed. Mauvian technology has also been installed to provide real time subtitles and captioning for all video and audio messages.

    Before tablets, the Negaverse used Communication Crystals to communicate. These are a now defunct method of communication that could send and receive transmissions, create a distress call, or recieve updates or announcements sent from superior officers. While some officers may have chosen to keep theirs, they are almost never used and offer no benefit.

Subspace

    Subspace is a little pocket dimension that Agents can utilize for storing items. This functions essentially as a miniature storage unit and is roughly the size of a backpack. Agents can access this immediately upon awakening and will have an innate understanding of how to reach it, put something in, and pull something out. All sorts of items can be stored here, such as first aid kits or snacks. Any perishable food will deteriorate at the same rate it would on Earth; things will continue to age while in subspace, and living creatures cannot be sent to subspace. They cannot use subspace to hold additional weapons, and subspace is only accessible by the Agent it belongs to. To summon an item from subspace, the Agent simply needs to focus on the item and it will be drawn into their hand. Similarly, to send something to subspace, the Agent needs only to imagine and focus on mentally tucking it away there.

Salary

    Salary determination requires taking into account a character’s rank, length of service, standing with the Negaverse. Salary is typically expected to be supplemental pay, but agents who also have a Negaverse sponsored job (as is common in the Infiltration branch, where the Negaverse can set them up with a job that will aid them in branch duties) may have this bonus tacked onto their typical salary for that position.

    Salary is determined by meeting certain benchmark goals as well as a flat base pay. A first stage character will get a base pay of $1600 per month, a second stage character can get $2000, a third stage character can get $2500, and a fourth stage character can get $3000+. This salary will increase depending on years served, especially in the case of agents who have shown consistent and thorough performance while meeting quota. This can be assumed to be +$100 per month for years served. Time spent where the character did not power up for personal reasons will not accrue any bonuses unless OOCly approved.

    This is a loose parameter for what to expect and we will work with players who want to earn more or less, so please PM to work out specifics if you want to use more than the basic parameters above! Players who want their character to be eligible to earn a higher salary can be easily approved for this; if your character has projects or events they are working on for the Negaverse, have accumulated at least ten medals, or regularly spends (or is willing to spend) their ‘35 hour work week’ doing Negaverse aligned duties (such as Infiltration positions in Destiny City, Negaverse tasks or paperwork around the castle, or training themselves/others/etc.) they will be eligible for higher pay.

    If a character is younger than 18 years old, their salary may be put into a bank account owned by the Negaverse to be transferred to them upon their 18th birthday; until then, they will have a bank card to use but may need to work with a superior officer to access large sums of money. Financial aid classes and guidance are available. Due to Mauvians’ technological skills, they can leave a clean trail to avoid any tax or audit issues. If a character chooses to forego their salary, the Negaverse can pay the amount of their salary in the form of a donation of their choice, or do some other goodwill for the city in their honor (such as setting up scholarships or investing the money back into the Negaverse and its projects).

    One Time Bonuses

      Upon reaching second stage, all Negaverse characters are eligible for a one time $500 bonus. Upon reaching third stage, all Negaverse characters are eligible for a one time $1000 bonus. This can only be granted once; if a character does multiple side swaps and returns to the Negaverse, they do not get an additional bonus for regaining lost ranks. If a character has reached a rank prior to this release, they will be compensated with their bonus with their first paycheck.

    Recurring Bonuses

      These can be distributed based on need/player desire. If a character has ICly been going above and beyond in such a way that is documented in RP (shown in RP, not just handwaved or headcanoned off screen), they might be spotlighted/rewarded for their dedication. There might be bonuses for gathering starseeds, draining energy, taking down enemy combatants, running successful missions, etc; players interested in this option should reach out to the mule to discuss what they are hoping for/what fair compensation they are seeking. Bonuses can be treated as accomplishing certain tasks that go above and beyond, or as ‘overtime’ for work already expected of them.

    OOC Exemptions from Salary

      If a player wants to avoid changing their character’s living situation or has plots that require their character to remain within a certain pay bracket, there are some ways to ICly navigate this and we can work with players OOCly to find a plot explanation that satisfies them. Some explanations might be sudden and unexpected bills (home repair/increased living expenses/auto accidents/family emergencies/etc.) that constantly drain any extra funds they might have been eligible for. In some rare cases, there may be some issue within the Negaverse that would limit funds reaching them, such as a Captain/General redirected funds that should go to them elsewhere, but this is not commonplace and would require a plot. We are willing to work with players to ensure this doesn’t disrupt plots or character types they want to play, but we do want to open up the doors for the Negaverse to begin to adequately compensating their workers.

      Credit for working to introduce a Negaverse Salary goes to Sunshine Alouette/General Aquamarine!
 


The Space Cauldron

Captain



The Space Cauldron

Captain

PostPosted: Wed Jul 13, 2011 12:45 pm
Growth and Stages

About the Lieutenants

    As a Lieutenant, you're at the bottom of the Negaverse and will be expected to spend most of your time improving yourself and growing comfortable in your new role. You will most commonly be put under a Captain or General to watch over you as you grow and adapt, as you share the same abilities, but Lieutenants may be put under Corrupted Super or Eternal Senshi as well. You are given some leniency but are expected to follow the rules and meet the expectations of officers above you. You should spend this time training, gathering energy, and considering what Branch you might like to enroll in.

Responsibilities

    As a Lieutenant, your primary focus is training. You were recruited with a purpose in mind, and should be taking this opportunity to learn about the operation, the Branches, and the people who run this place. Once here you'll have all the resources you need: people to teach you how to fight, how to gather energy, and the answers to all your questions. You are likely to get a few tasks to orient you with the different Branches of the Negaverse, but primarily, you will be learning the basics. At this stage you cannot teleport, so you will need to rely on your superior officers to get you in and out of Negaspace! You should start by gathering energy, and pull starseeds if directed. You have no major responsibilities except to respect those above you in the Negaverse hierarchy and take this opportunity to get settled and improve yourself.

Powers

    As a Lieutenant, you are just entering the war but you still have a chance to make a big impact! Your abilities are almost completely defined by your strength, speed and wit. It's best to do what you can to hone your combat skills now; your weapon will only grow stronger so training now will prepare you for what it will become.

    Lieutenants do not gain magic, however just by powering up they get an immediate boost:

    You have access to the following abilities:

    • You gain a weak, flimsy, or generally useless weapon; this will later grow into a weapon you can use to properly defend yourself, but presently you have no access to anything dangerous or magical. This weapon should have a natural progression as it grows into new forms. At this stage, it shouldn’t be able to do severe or long-lasting damage, and it can be based off of toys or trinkets. If you lose or break your weapon during battle, you can summon it back, but it takes a bit of energy to do so.
    • You gain a natural durability that makes your body more resilient to physical attacks. Negaverse uniforms make them naturally more resilient to natural weather conditions as well!
    • You are now capable of jumping 2-3 stories high (maximum) and have an increased speed of 2x your normal civilian pace. At this stage, you also gain 1.25x your normal civilian strength.
    • You have the ability to drain energy from a person's body, as well as reach into their chest and draw out a starseed. At this point in time you can drain energy from one target at a time.

Uniform

    Full requirements for all stages can be found in the Custom Procedure Thread. Uniforms typically get more detailed as Agents rank up, so as a first rank Lieutenant you should typically have the most basic version of your outfit

    • The uniform must be predominantly dark colors and must look professional. They should reflect a military or business style of dress. Formal Military, Military Dress Uniform, and Ceremonial Uniform are encouraged for Military inspiration, as tactical uniforms may have too much armor and are not professional in appearance. These uniforms should not be overly sexy or revealing.
    • The weapon must appear on the art somewhere.
    • The uniform should be at its most basic and as the Lieutenant levels up it should become more detailed. They should not have any armor at this stage. The uniform cannot be mistaken for any other faction and should not have anything that looks like a cape or capelet at this stage. They should not have masks that cover their eyes or more than half of their face.
    • Knights who have corrupted into the Negaverse have some leniency in their uniform; they may have broken symbols and have influence from the planetary themes of the world they previously represented.
 
PostPosted: Wed Jul 13, 2011 12:46 pm
Growth and Stages

About the Captains

    At this stage you have begun to comfortably grasp your role and are coming to terms with your new powers. You will be given more responsibilities and power, and you are expected to represent the Negaverse to the best of your abilities.

Responsibilities

    As a Captain, you should continue to focus on improving yourself. Many Captains choose a Branch to specialize in and further hone a specific set of skills. A Captain is given an increased quota of energy and starseeds to collect, but this amount may be influenced by the expectations of the General you serve under. You may be expected to look after some Lieutenants or Basic Corrupted Senshi of your own and help guide them on their path in the Negaverse. Lieutenants or Basic Senshi who perform poorly will reflect poorly on the Captain assigned to them, so it’s important to keep an eye on yours. You should be practicing and exploring your new powers and you should continue to represent the Negaverse to the best of your abilities.

Powers

    As a Captain, you are stronger and more resilient; your weapon will take a new form and you will be entrusted with more abilities. You will gain increased physical boosts as well.

    You have access to the following abilities:

    • Your simple weapon has now evolved into a more useful object that you will use in battle. The weapon can be far more dangerous, even lethal now, but it isn’t your final weapon and should show logical progression from your Lieutenant weapon. If you lose or break your weapon during battle, you can summon it back; while it still takes a bit of energy to do so, this is significantly less draining than it was as a Lieutenant.
    • You have an increased speed of 2.5x your normal civilian pace. At this stage, you also gain 1.75x your normal civilian strength. You have a natural durability that makes your body more resilient to physical attacks. Negaverse uniforms make them naturally more resilient to natural weather conditions as well!
    • You can drain energy a bit easier, which means you can collect more from a person in less time. With great focus, you can simultaneously drain energy from up to five people within a five foot radius of you.
    • You now have the ability to teleport. Teleporting takes a vast amount of your energy, so starting out you won't be doing it frequently. When you first begin to teleport, you might feel as if you have been sprinting for a mile. At this stage, you can teleport to any location within Destiny City that you've previously been before, but the further you teleport, the more exhausted you will be. It's nearly impossible for a new and unpracticed Captain to teleport long distance, but experience can make this easier! Only the most experienced Captains should even be attempting to teleport with a companion; even with practice this will be incredibly draining and may result in unconsciousness. However, it takes significantly less energy to teleport to Negaspace and back to Destiny City.
    • Teleportation during battle is common, however it is sometimes draining. When first starting, you may comfortably teleport around the battlefield roughly three times, but anything else will be extremely taxing until you practice. Practice will build up toleration!
    • With the aid of a General, you now have the ability to corrupt civilians into the Negaverse! At this rank, you are strong enough that the General can siphon some of their energy to you to corrupt an unpowered starseed. This will be taxing for both the Captain and General but is a great learning experience. You can only awaken civilians into Negaverse Agents; Corrupted Senshi require a General Sovereign.
    • You gain more experience and earn more respect from the youma; you may now summon and command two random feral youma of normal strength. They may not listen to specific instructions very well, but they can respond to basic commands. You may now also acquire a personal youma! You will have a special bond with this youma and it can aid you in battle when you call it. These youma can typically be stronger than your generic youma.
    • Experienced Captains can summon their direct subordinates to them at no cost of energy. This is easiest when done in Negaspace, but with great concentration they may also be able to summon them while in Destiny City. They can only summon one at a time.

Uniform

    Full requirements for all stages can be found in the Custom Procedure Thread. Uniforms typically get more detailed as Officers rank up, so as a Captain you should have an upgraded version of your Lieutenant outfit.

    • The uniform must be predominantly dark colors and must look professional. They should reflect a military or business style of dress. Formal Military, Military Dress Uniform, and Ceremonial Uniform are encouraged for Military inspiration, as tactical uniforms may have too much armor and don't look professional. These uniforms should not be overly sexy or revealing, and should be a logical progression from Lieutenant stage.
    • The uniform should be a natural progression from their Lieutenant uniform and can be more detailed. They should not have more than 15% armor at this stage. The uniform cannot be mistaken for any other faction. At this stage, they may have capelets that fall to the shoulder blades. They should not have masks that cover their eyes or more than half of their face.
    • The weapon must appear on the art somewhere.
    • Knights who have corrupted into the Negaverse have some leniency in their uniform; they may have broken symbols and have influence from the planetary themes of the world they previously represented.
 


The Space Cauldron

Captain



The Space Cauldron

Captain

PostPosted: Wed Jul 13, 2011 12:47 pm
Growth and Stages

About the Generals

    Generals command great respect within the Negaverse and as such you have earned your place in a position of leadership. While you still report to the General Sovereigns, your new role means that lower ranking officers will come to you for guidance. You are given much more freedom to effectively serve the Negaverse and are encouraged to run missions or make efforts to improve the Negaverse. You need to set a good example for lower ranking officers and are expected to represent the Negaverse to the best of your abilities.

Responsibilities

    As a General, you are in charge of overseeing the Captains and Super Senshi to ensure they are still growing and that they are effectively training their first stage subordinates. As a General, it is always required to be some sort of leadership or guidance figure to help lower ranking officers adjust and grow. Your duties now include recruiting promising new members; you have the ability to corrupt civilians into the Negaverse and you can assign them to a Captain. As a powerful officer in the Negaverse, you are expected to gather more energy and starseeds, and you should be active in your Branch. While all officers might not be inclined to engage in physical combat with the White Moon, you should be working towards their eradication in some way, even if it’s just through Infiltration in your civilian life or by collecting Information on the enemy in any way you can. You report direction to the General Sovereigns (especially, though not limited to, those in charge of your Branch). You have the experience and skill to run your own missions, and can coordinate with your subordinates or other Generals to run them.

Powers

    As a General, you have gained more power, both personally and within the Negaverse.

    You have access to the following abilities:

    • Your weapon has again evolved and is now incredibly lethal. It is typically larger and more ornate than your Captain stage weapon but should still be a natural progression from it. Some officers may find that instead of growing in size or physical threat, their weapon has obtained a magical enchantment that makes it more dangerous. If you lose or break your weapon during battle, you can summon it back without any energy cost to you.
    • Your speed has increased to bursts of up to 3x your normal civilian pace, and your natural agility has improved phenomenally, allowing you to respond quicker and with more dexterity. You are slightly more durable to physical attacks now. At this stage, you also gain 2.5x your normal civilian strength. You have a natural durability that makes your body more resilient to physical attacks. Negaverse uniforms make them naturally more resilient to natural weather conditions as well!
    • You can now teleport easily and it is far less draining. You can comfortably travel more frequently and to further distances, though you cannot teleport outside of Destiny City. It is minimally draining to teleport small distances, such as across the battlefield while in combat. You can teleport with more guests without exhausting yourself, but you will still need to practice to perfect this skill. Experienced Generals can take up to five people with them while they teleport, however this can be exhausting if you are not going directly to Negaspace, which takes much less energy to travel in and out of. Generals may be expected to take groups of Lieutenants into, and out of, Negaspace, as Lieutenants cannot travel by themselves.
    • Generals can summon any member of the Negaverse below their rank to them at no cost of energy. This is easiest when done in Negaspace, but with a bit of concentration they may also be able to summon groups of up to five at a time to them while in Destiny City.
    • You can drain energy quite easily, which means you can collect more energy from a person in less time. You can also easily gather energy from any group of people within ten feet of you.
    • You now have the ability to corrupt civilians into the Negaverse without any assistance! You can only awaken civilians into Negaverse Agents; Corrupted Senshi require a General Sovereign. Skilled Generals may also siphon energy into Captains to help teach them how to perform civilian awakenings; this will be taxing for both the Captain and General but is a great learning experience. Corrupting a civilian into the Negaverse will always feel a bit draining, no matter how experienced the General is, but a bit of rest will recover them quickly.
    • You gain more experience and earn more respect from the youma; you may now summon and command groups of up to five youma to fight for you. Summoned youma will almost always be feral youma, but you can also summon more intelligent humanoid youma, capable of carrying out more complex commands. As you grow in strength, so too might your personal youma!

Uniform

    Full requirements for all stages can be found in the Custom Procedure Thread. Uniforms typically get more detailed as Officers rank up, so as a Captain you should have an upgraded version of your Captain outfit.

    • The uniform must be predominantly dark colors and must look professional. They should reflect a military or business style of dress. Formal Military, Military Dress Uniform, and Ceremonial Uniform are encouraged for Military inspiration, as tactical uniforms may have too much armor and don't look professional. These uniforms should not be overly sexy or revealing, and should be a logical progression from their Captain stage.
    • The uniform should be a natural progression from their Captain uniform and can be more detailed. They should not have more than 30% armor at this stage. The uniform cannot be mistaken for any other faction. At this stage, they may have full capes. They should not have masks that cover their eyes or more than half of their face.
    • The weapon must appear on the art somewhere.
    • Knights who have corrupted into the Negaverse have some leniency in their uniform; they may have broken symbols and have influence from the planetary themes of the world they previously represented.
 
PostPosted: Wed Jul 13, 2011 12:48 pm
Growth and Stages

General Sovereigns

    A General King or Queen, also known as General Sovereigns, have extreme influence on the Negaverse and are the prime example of everything an Agent should be. Generals and Corrupted Eternals will report to them with problems, and the General Sovereigns will be expected to oversee a specific Branch of the Negaverse. They report only to Queen Laurelite, or Metallia—if you should be so unfortunate as to catch her attention. These are special stages and do not have standard growth requirements like the previous stages; it is not guaranteed that anyone will earn a fourth stage Negaverse Agent but it can be earned through roleplay.

Responsibilities

    As a General Sovereign, you will help head one of the Branches of the Negaverse. It is your responsibility to ensure that things are functioning at optimum efficiency. You work with other General Sovereigns to make the Negaverse the best it can be. Your responsibilities not only include protecting and defending your cause, but overseeing and taking responsibility for anyone you have under your command. You are the ultimate fire power and are needed to make sure the Generals and Eternals in your Branch know what they’re doing and have the resources they need to succeed. You are also responsible for Corrupting Knights and Senshi into the Negaverse, awakening Corrupted Senshi into the Negaverse, and performing all upgrades within the Negaverse.

Powers

    General Sovereigns are extremely lethal and have Metallia’s full backing. You are an incredible force to be reckoned with. At this stage, you have access not only to a new weapon and strengthened magic, but also several new abilities. You are equally matched to Royal Knights in speed, agility, and raw strength, and are physically stronger than Royal Senshi. General Sovereigns have a much stronger energy signature. Other changes include:

    • Your speed has increased to bursts of up to 3.5x your normal civilian pace. You are slightly more durable to physical attacks now. You gain 3x your normal civilian strength at this stage.
    • Your weapon has once again evolved into an incredibly powerful form. This weapon is usually incredibly detailed and is an enhanced version of your previous weapon. These weapons can be magically enhanced to be even more deadly than their previous stage.
    • You can teleport easily and when moving alone it is hardly draining at all. You can comfortably travel nearly any distance within Destiny City, though you still cannot teleport outside of its boundaries. You can travel small distances, such as across the battlefield while in combat, without any loss of energy. You can take up to ten people with you while they teleport, however this can be exhausting if you are not going directly to Negaspace, which takes much less energy to travel in and out of. You do not need to be touching someone to teleport with them, but they must be within five feet of you to move with you.
    • You can drain energy incredibly easily, which means you can collect more energy from a person in less time. You can also easily gather energy from any group of people within twenty five feet of you.
    • You can awaken Corrupted Senshi into the Negaverse. You are skilled enough that you can also siphon your energy into a General or very experienced Captain within the Negaverse to aid you in awakening one. While General Sovereigns can do this alone, this is a good technique to train Agents, as well as to reward them for finding eligible Agents to join the Negaverse.
    • You gain the ability to promote members of the Negaverse. You will review eligible candidates and decide when they should be entrusted with more power. You can upgrade Corrupted Senshi or create a Chaos stone to give to a Corrupted Mauvian so they can upgrade a Corrupted Senshi with your blessing. You can also siphon your energy into a General or very experienced Captain within the Negaverse to aid you in promotions. While General Sovereigns can do this alone, this is a good technique to train Agents, as well as to strengthen the bond between them and the officer being promoted. It is not uncommon to use an officer’s assigned superior to aid in promotions.
    • You can corrupt Senshi and Knights who have already awakened and serve others. Corruptions do not need to be voluntary and you can force Chaos onto enemies if you can catch them. Corruptions of previously awakened characters can be incredibly draining and General Sovereigns will need to rest at some point to recover their strength. You should not be doing many corruptions of this nature within a short period of time. You can also siphon your energy into a General or very experienced Captain within the Negaverse to aid you in corruptions. While General Sovereigns can do this alone, this is a good technique to train Agents, as well as to reward them for being involved in assisting the corruption in some way.
    • You may switch between your third stage General form and your General Sovereign form at will, allowing you to keep a low profile while still working in Destiny City. It is best to stay in your General form if you intend to lay low because your General Sovereign form emits a huge energy signature. If you want to access your full General Sovereign abilities, you will need to be in that form, otherwise you only have access to your General stage weapon and abilities.
    • You gain more experience and earn more respect from the youma; you may now summon and command large groups of youma to fight for you. Summoned youma can be a mix of feral and humanoid youma to overwhelm your enemies. As you grow in strength, so too will your personal youma!

Uniform

    Each outfit is individualized to the General Sovereign in question; however each one must adhere to a few rules. Their new uniforms must retain a similar color scheme from their previous outfits, and must look like a logical progression of their previous stage. At this stage, uniforms should still reflect Negaverse rules but they can be incredibly elaborate. General Sovereigns should not have more than 45% armor at this stage.
 


The Space Cauldron

Captain



The Space Cauldron

Captain

PostPosted: Wed Jul 13, 2011 12:49 pm
Growth and Stages

Negaverse Officer Variations: Half-Youma (Partial Youmafication)

    Partial Youmafication of an officer, colloquially known as a 'Half-Youma' Agent, is the result of an extreme strain on the starseed. An officer can partially youmafy in one of a few ways, most commonly through consuming too many starseeds, trying to harness too much Chaos energy, accidentally merging with a youma, or being incorrectly corrupted or promoted under duress. Information about the process, and plotting to partially youmafy a character, can be found here.

    Half-Youmafication is the general term for any character who is partially youmafied, but still maintains the sentience and personality of a human. Half-Youma do not necessarily become more aggressive or animalistic, but some officers find they have a difficult time connecting with either humans or youma after the change. These agents are generally still regarded as human, however other members of the Negaverse may have an aversion to them. Youma may feel more inclined to take commands from them.

    Physical Changes

      They will always appear humanoid and may simply look as though they have adopted some animalistic or monstrous qualities. Half-Youma appear to be humans with monstrous youma parts; all youma parts must be biological in some way. They can appear animalistic, plant-like, or even utilize some crystals.

      Half-Youma may appear somewhat monstrous, but they are still people and require human needs to be fulfilled; they must eat food, sleep, and breathe air, although individual Half-Youma may have biological modifications that alter some of these needs. They do not need to drain energy to sustain themselves, and they should be especially careful not to consume too many starseeds, as it is easy for a Half-Youma to consume too much Chaos and accidentally completely youmafy. Because of their physical changes, they can no longer live in Destiny City and would need to stay in The Dark Kingdom, where they could live in either the Barracks or reclaim a home in the fallen city.

      Half-Youma starseeds are still relatively intact and they still have three stages. Half-Youma officers regain the standard abilities of an Agent their rank; they can teleport, drain energy and pull starseeds, and command youma with no change. However, they lose their weapons and instead gain either physical or magical abilities, in addition to changes to their body. These characters do not have an altered energy signature and feel like other same-ranked agents in the Negaverse. They will grow like regular Negaverse agents and would be guaranteed at least three stages of art provided IC requirements are met.

      Half-Youma should not have more than 50% abnormal or youma-esque features. Half-Youma characters may have abnormal skin or eye colors that would not be permitted on human characters. Half-Youma mutations should be biological and should not be mechanical or cybernetic in nature. Their mutations mean they can never pass for a human unless utilizing a glamour.

      When an officer partially youmafies, they lose their civilian self; as a Half-Youma, they must be permanently powered up, and can only hold a civilian glamour for up to three hours per day; this is taxing on the body and they will need to recover in Negaspace or the Rift for a while afterwards. Alternatively, they can consume starseeds or drain energy to replenish their spent energy, but they cannot use these abilities while using a glamour. They may appear either as the civilian they were before partial youmafying, or receive a new civilian glamour if their identity has been compromised. They cannot control or alter their appearance at will; they can only assume one assigned glamour. Even if the Half-Youma has strange, non-human appendages or forms, they will feel and appear human. While under glamour, all of the Half-Youma's abilities are suppressed and it would feel as if they were powered down. As soon as they attempted to use an ability, their glamour would disappear and they would have full access to all abilities again.

    Powered Changes

      Half-Youma officers can still join Branches, bond with a youma, utilize Negaverse resources, such as Tablets, be promoted, get an office--anything a standard Negaverse Officer can do, so can a Half-Youma. The only major difference is that they lose their weapon and become a weapon. Half-Youma get two abilities, either magical or physical in nature. These abilities will be approved based on their current rank, but as they grow stronger, players can contact The Space Cauldron to submit a revision for stronger, more rank-appropriate powers.

      Physical Abilities are usually a set of physiological differences that allow a Half-Youma to function differently than a normal human could be expected to. There are usually a few different physical changes that are meant to assist a youma in battle. Typically physical abilities mean the Half-Youma gains a few boosted physical traits based off of their physical changes. A Half-Youma based off of a snake may have retractable fangs and claws, a poison bite, enhanced smell or hyper awareness of nearby movement, and scaly skin that offers a bit of defense. The more impactful your physical abilities are, the less physical abilities a Half-Youma should have.

      Magical Abilities must be an effect that is temporarily cast and creates a specific result. These abilities should be written with the same parameters as any other magical attack (so must include duration, number of uses, cooldown information, and effect). This is a magical ability that either causes damage or can provide a boost for others; it should be written to be about the same power as a second stage senshi attack. These attacks are best compared to Pokemon attacks.

    No two Half-Youma will be completely alike, so these will always be approved on a case-by-case basis. Before a Half-Youma character can come into play (even a premade won in an event), a plot to partially youmafy must be approved, youma abilities must be approved, and the art must be approved by the The Space Cauldron.

    Half-Youma can be purified, but this will always result in them leaving the Negaverse. There is no way to heal partial youmafication without fully purifying.
 
PostPosted: Thu Jul 14, 2011 2:31 am
Branches of the Negaverse

    The Negaverse is divided into four subdivisions, called Branches, to ensure optimum efficiency from all agents. Some agents may be more effective in certain tasks, so to make sure their skills are utilized effectively, they have the opportunity to join one of three specialized Branches if they feel so inclined. All agents begin in the General Operatives Branch and, as they grow and become more experienced, are given the opportunity to join one of the three focused Branches: Intelligence, Infiltration and Special Operatives.

    These branches do not exist to separate the Negaverse—instead, they exist to properly hone an agent's strongest skills and put them in a position where they are guaranteed to succeed. All four branches work together; while each division may specialize in something, every agent is expected to continue growing and learning. There is a lot of room for working together; for example, a new lieutenant, newly placed in the General Operatives branch, may have regular meetings with an Intelligence Officer for guidance and resources or to submit information for them, may meet with an Infiltration Officer for aid in advancing their civilian career in a way to benefit both them and the Negaverse, and may meet with a Special Operatives Officer for more intensive combat training.

    Regardless of which faction they are in, all agents are still expected to:

    • Drain energy from the civilian populace to raise the power and capabilities of the Negaverse. While there is a dire need for starseeds, not all agents are requested to pull these. Only Agents prepared and willing to pull them are being asked to do so. New recruits are spared these duties.
    • Patrolling the streets of Destiny City to search for enemy targets including Senshi and Knights, and dealing with them appropriately.
    • Planning and carrying out missions pertaining to energy draining, recruitment, or training of new officers.
    • Co-operating with other divisions and other agents as needed and serving as loyal foot soldiers of the Negaverse.

    The four Branches of the Negaverse are:


General Operatives

    The main and default division of the Negaverse is the General Operatives [GenOps] Branch. General Operatives are the most common Negaverse officers and are the main army of the Negaverse. Their primary focus consists of going on patrol to drain civilian energy and combat any Senshi, Knight or otherwise Order threats that they may encounter. By default, any newly recruited Negaverse agent or Corrupted Senshi is a member of this division, where they will receive their most basic training. Many officers choose to remain a General Operative for their time in the Negaverse, but some may wish to specialize their talents by focusing in the other divisions. There is no shame in remaining in GenOps; choosing a further specialization is purely optional.

    Generals in the GenOps are expected to properly guide new recruits and help them settle into the Negaverse and explore and hone their skillset. General Operatives has no General Sovereign to oversee it, however any issues or questions can be raised to any of the other three Branch leaders. Queen Laurelite keeps her eye on GenOps; she also handles any issues that the General Sovereigns cannot.

    Key Responsibilities:

      Because GenOps is not a specialized faction, it does not have any key focuses or responsibilities; new agents are expected to explore the other subdivisions and, if interested, apply to join them. This faction, the most malleable and well rounded, is expected to work with the other subdivisions. Being in GenOps does not imply inferiority or a lack of devotion to the Negaverse, and many of these agents choose to train and work with agents from other Branches to improve themselves without limiting themselves to one focus.

Intelligence

    Used to both gather information on the enemy and on the members of their own faction, Intelligence Officers [IntOs] have the important task of learning as much as they can about the other factions, while keeping their information current. They are expected to be cunning, observant, charismatic, and to always keep their true mission in mind. Don’t think that they are above scrutiny, themselves; working with the enemy is extremely risky business and your own comrades are probably keeping close tabs on you to make sure you aren't getting too involved. Some more ambitious agents may turn their own in for punishment; one squad of the Special Operations branch manages court martial and discipline referrals for wayward IntOs.

    These agents are most frequently on the field gathering information and updating records in the Negaverse Archives.

    General King Axinite oversees the Intelligence Branch.

    Key Responsibilities:

    • Gathering information on important people and happenings of the forces of Order.
    • Speaking to White Moon Senshi and Knights and identifying major threats, and their weaknesses.
    • Organizing data, paperwork and files, and updating the Negaverse Register on a special network of computers in Negaspace.
    • Reporting pertinent information to superior officers.
    • Quietly monitoring allied Negaverse agents and Dark Mirror Senshi for any signs of treason or weakness. They may work closely with the Special Operatives subdivision to submit someone for punishment.
    • Gathering information on civilians for recruitment potential. They may work closely with Infiltration Officers for potential candidates.

Infiltration

    Infiltration Officers [InfOs] usually have already made (or are in the process of making) civilian names for themselves in PR, and their invasion hasn't stopped there. The goal of the InfOs is to be everywhere. Your teacher, your newscaster, your mailman, your neighbor… All agents of the Negaverse. They recruit both young and old, from the children of politicians to those in established and prized positions. Their job is to influence, and to wait. When the time comes, the world’s peoples will unite against the invading senshi and their misguided knights. The InfOs are the foot-soldiers in this movement and may spend a significant amount of time as civilians to perform their duties to the Negaverse. While they are frequently looking for new candidates to join the Negaverse, they must also be prepared to spread the good word and justify the Negaverse should the time come. These individuals should be incredibly witty, sociable, and capable of manipulating the masses.

    These agents are most frequently making civilian connections and securing allies and resources for the Negaverse while powered down, and doing PR for the Negaverse to ensure they are perceived in a positive light.

    General King Lepidolite oversees the Infiltration Branch.

    Key Responsibilities:

    • Obtaining and maintaining a position in civilian society that can be beneficial to the Negaverse, including but not limited to media, politics, law enforcement, education, and beyond.
    • Making contact and befriending people who may have some sort of influence or public authority.
    • Identifying possible recruits to be corrupted into the Negaverse, either for social placement or other skills.
    • Assisting new recruits in finding positions in society or maintaining what status they have, including helping side-swapped characters procure new identities and settle into their new lives.
    • Maintaining a positive image for the Negaverse in the civilian life and planting the seeds of doubt in the general public against the Senshi, Knights, and other 'Forces of Order'.

Special Operations

    Special Operatives [Specs] require, first and foremost, the willpower to do all that is necessary to secure the Negaverse’s success—no matter how brutal and bloody that might be. These agents are extremely combat oriented and are trained to turn off their emotions to complete all tasks. They are battle hardened and undergo extreme training beyond normal combat measures; these agents are expected to be able to kill without sympathy. Their skills are not for use only on the battlefield; they are taught intense interrogation techniques. Being in this Branch requires a thick skin and an iron stomach; you will be asked to do things that aren't pretty or kind. These agents are expected to meet up with professional therapists to ensure mental health. There are rumors that Metallia favors these agents best due to their strong drive to eradicate the enemy, though this hasn't been confirmed. These agents must have extreme trust and loyalty in Metallia and the Negaverse, and if they are lacking, she is not above using her influence to secure their unwavering faith in her.

    These agents are most frequently making calculated attacks against Order characters that have been identified as a threat, and ensuring absolute loyalty to Metallia from within.

    General Queen Hessonite oversees the Special Operatives Branch.

    Key Responsibilities:

    • Battling Order-aligned Senshi and Knights who refuse to see the truth of Chaos.
    • Maintaining a body in peak fighting physique through rigorous training.
    • Training new recruits to be more skilled and adept in various forms of combat.
    • Targeting and eliminating threats to the Negaverse without hesitation.
    • Delivering punishment to assigned agents in response to insubordination or treason.

    Players can sign their characters up for a Branch here!
 


The Space Cauldron

Captain



The Space Cauldron

Captain

PostPosted: Mon Nov 19, 2012 6:39 pm
Weapon Infusion

With the reopening of the Transverse Workshop, agents have partially reclaimed the ability to infuse weapons with their bonded youma, allowing for new weapon forms or abilities. This is a powerful art that allows agents to explore new strategies and fighting styles, and gain an edge on the battlefield. Weapon transformations temporarily fuse a youma to the weapon, which creates an entirely different weapon in the process. Half-Youma are ineligible for Weapon Infusion.

Only Generals may transform their weapons with their bonded youma. They must have an established bond to infuse a weapon with their youma. Attempts to do so with an unbonded youma, an immature bond, or a lower ranked character will result in a faulty fusion; the youma will be temporarily dusted. If a General Sovereign is infusing their weapon with their Personal Youma, their weapon may have two forms; if they choose to manifest their infused weapon while they are in their General form, it may have a different form or abilities than if they were manifesting their infused weapon at full power. These are the only characters whose weapons might take on two forms.

Infusing

To infuse a weapon, a General must take their bonded youma to the Transverse Workshop in the Rift. The agent and their youma must first visit the large, circular room where a single crucible sits surrounded by glowing constellations on the floor. The youma must step into the crucible and the weapon to be infused must be laid on a glass tray that sits atop the crucible. The agent must provide their energy to the glass tray, which will disperse and be drawn into the machine above it.

Once weapon and youma are in position, one of the workshop's mechanisms will fire a beam directly onto the glass tray, which will pierce into the crucible and intensify the glow of the constellations on the floor. The weapon will gather energy, glow, and begin the hum. The process takes a few minutes, and during this time, the weapon gives off enough heat that it is dangerous to touch until the process has concluded. The youma in the crucible may feel warm and satiated given the amount of energy used to fuse youma and weapon. Once the process is completed, the light fades, and the agent may retrieve their new weapon from the crucible's glass tray.

Weapon infusion can only be done once per weapon/youma combination. If the agent loses their current bonded youma and obtains a new one, this process must be repeated. While a ritual can be performed to break the infusion, the Agent must provide their own energy, either through energy orbs they have gathered, or starseeds. Only an Agent’s weapon and Bonded Youma can be offered for infusion; if an Agent offers any other item, or any youma other than their bonded, the machine will not activate.

The Infused Weapon and Personal Youma

While the initial weapon infusion can be a stressful process, once the infusion has been completed, the Agent can summon their Personal Youma and will it to fuse with their weapon at any point in time. While the weapon is transformed, the agent's personal youma is unavailable, as the youma's form has combined with the weapon.

A weapon transformation infuses the weapon with an agent's bonded youma to produce a new form of the previous weapon. This might result in a new magical ability, a new physical form of the weapon, or both. If the weapon is gaining a new magical property, this will replace the weapon's standard magical property. The new magical property should be based on the youma's ability in some way.

If the weapon is gaining a different form, the infused weapon does not need to be a logical progression from the agent's standard weapon. The strength and type of the weapon must fit within the agent's rank guidelines, so please reference these when brainstorming weapon infusions! Since the agent's Personal Youma is a huge component of the infusion, many of the weapon's parameters will depend on the Personal Youma.

Once a weapon infusion is OOCly chosen, the infused weapon cannot be changed into something else unless the agent bonds with a new youma, or the player submits a revision and plot to explain any changes. Bonding with a new youma will require another visit to the Transverse Workshop. Just as no two starseeds are exactly the same, it is exceedingly rare for a new bonded youma to yield the same weapon infusion as the old youma.

Unlike standard Negaverse Weapons, if an Infused Weapon is damaged it cannot be repaired-mid battle. If the weapon is damaged too greatly or breaks, the youma infusion will also be broken. The youma will immediately be dusted and need to reform in the Rift; when the Agent recalls their weapon, it will appear in its original and true form.

Even in perfect condition, the Infused Weapon is only usable for a limited time. The duration of the Infused Weapon is dependent on the strength of the agent's bond with their youma, the type of youma, the type of weapon, and how rigorously the weapon is used. Each youma may have their own opinions on fusing with a weapon, which may affect the weapon's infusion duration. An Infused Weapon may be reverted back to its standard form early if the agent wishes it, or it may break due to the strains of battle, but in both instances the Personal Youma will be removed to the Rift to recover. If an Agent reverts their weapon willingly, the Personal Youma will typically regain enough energy to manifest again after several hours of recuperating in the Rift. If the duration of stable fusion runs out before the Infused Weapon is broken, the Personal Youma will separate from the weapon and need to recover in the Rift for several hours before it can be summoned again. If the weapon is broken and the Personal Youma is forcibly torn out of the infusion, it can take up to three days to rejuvenate in the Rift. If the youma is dusted in battle, it cannot be used to infuse the weapon again until it reforms in the Rift. Due to the unique configuration of an Infused Weapon, if a Royal character attacks with a magic that would ordinarily dust a youma, the magic won't have the same effect. Instead, the bond between the youma and weapon will end prematurely. The youma will be sent to the Rift where it can recover as it would if being dusted through other means.

Agents may feel more in sync with the status of their Infused Weapon and have an innate ability to sense when the stability is fading; their Personal Youma will not be able to communicate with them or otherwise impact the battle while they are Infused. The Infused Weapon will not have a noticeable energy signature during the Infusion. While an Agent can summon their weapon to them if they are disarmed, they cannot dismiss the weapon and recall it without disrupting the Infusion.

A General Sovereign can maintain their Infused Weapon for up to five minutes at a time before it loses stability and separates. A General can maintain their Infused Weapon for up to three minutes at a time before it loses stability and separates. However, this is the max duration each rank can accomplish at this point in time, and the weapon will become more brittle as time goes on. There is a greater risk of the weapon breaking as the duration goes on, so Agents will need to keep an eye on their Infused Weapon.

Because the transformation is temporary, an infused weapon may not appear on a character's official art.

Sending in a Weapon Infusion Proposal

All weapon infusions must be approved by staff before they come into play. Please PM this form to The Space Cauldron to gain approval for a new weapon infusion!

Quote:
1. Who is getting a weapon infusion? Who is their youma? (Please link the Agent’s journal as well as the name and link for their Bonded Youma’s information; an NPC Youma’s information should be approved and posted in the Personal Youma thread, and an PC Youma should have a Powered Journal.)

2. What is the desired weapon infusion and abilities? The weapon infusion does not need to be a logical progression of the character’s current weapon, but it is encouraged to be related to the bonded youma in some way. If the infused weapon gains any magical elements to it, it will replace the weapon’s existing abilities for the duration of the fusion. Any new abilities should be in some way based on an ability of the bonded youma.)

3. Please link the 5 RPs featuring the character and their bonded youma. RPs must have a minimum of 500 words and be completed in order to be eligible.
 
PostPosted: Mon Nov 19, 2012 6:41 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.

      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.

  • What effects does Negaverse Chaos have on a character’s personality? Does being in the Negaverse mean my character has to be evil?

      When Negaverse Chaos infects a starseed, Metallia’s will is imposed on the character. The lower someone’s rank, the less Chaos their starseed can hold. By General or Eternal Stage, a character should be loyal to Metallia and have a difficult time ignoring her commands or doing anything that could damage the Negaverse. Chaos skews morality and makes it easier to do otherwise inhumane tasks, such as gathering energy or pulling starseeds; it is easier to hurt or kill others that stand in the way of the Negaverse. Some characters may find negative traits enhanced, but generally the Chaos makes them more willing to do anything the Negaverse requires of them, regardless of the harm it may cause to others.

      This does not mean that your character has to be ‘evil’, but it does mean that they should prioritize fulfilling the Negaverse’s goals to the best of their ability. If they cannot stomach gathering starseeds, they need to be able to effectively put their skills to use somewhere else. The Chaos in each character may affect them differently but it does not exactly make them evil. Metallia's Chaos is more like brainwashing; it eases away a guilty conscience and makes it easier to do horrible things—all in the name of a worthy cause. While Chaos can absolutely turn your character into a twisted monster who shows no mercy and acts like pure evil, it is not a guaranteed consequence, only an option.

  • What happens if my character opposes the beliefs and goals of the Negaverse?

      Depending on how vocal your character is and who they speak to, they will likely be punished. Sometimes physical punishment can solve problems, or your character may have a superior officer who sends them on menial tasks to help them learn their lesson. In the event of a truly problematic officer, Youmaglia may be used to aid in their conditioning (you just have to send a plot or information to the shop mule, The Space Cauldron!). In extreme cases of disobedience, death. Please be mindful if you are playing an agent who openly opposes the beliefs and goals of the Negaverse—while someone still needs OOC permission to punish your character, it is unrealistic if your character is a long-term trouble maker within the organization. If they cause too much trouble and are showing no signs of improvement, the only logical outcome is death; if your character is truly unhappy with the Negaverse, please consider Purification.

  • What type of punishment might my character experience? Why might they be punished?

      This is mostly up to player choice and there are varying degrees of punishment. Characters can be punished for any number of reasons, but it would not be ICly acceptable for any higher ranking command to abuse a subordinate. While this might be plotted, if this was ICly discovered, the higher up would be punished accordingly. Typically IC punishment is given to characters who disobey direct orders or rules, fail to meet their energy gathering quota, or who are otherwise disruptive or problematic. Typical punishments might be requiring more time training, a greater quota, or more personalized punishments discussed by the player. Extreme infractions might result in physical or mental punishment (to be discussed between both players beforehand; the Negaverse does use capital punishment but this is typically reserved for private punishments unless the character very publicly rebelled). A character might be punished severely for helping Order characters, sharing secrets, or sabotaging missions. In instances of disobedient thoughts, characters might be given a youmaglia. In severe situations, characters might be forcibly youmafied or sentenced to death ICly, but these extreme changes will never be forced onto a player and would be discussed OOCly beforehand. If you are playing a particularly disobedient and troublesome character, please be aware that there will eventually be severe repercussions ICly! You can play a disobedient character if you intend for them to purify or face the consequences, but the Negaverse is a strict military organization that demands respect, so ICly these things would not be tolerated.

  • 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! Each NPC has a certain set of skills, leads a different branch, and has a different personality, so if you need an NPC please check over their profiles and then PM the shop mule, The Space Cauldron, to make a request! These characters are available for recruitment, promotion, or general conversation; if you have an idea or special request, please let us know! There are some limits for what you can roleplay with an NPC—while friendships may blossom, it is unlikely that your character will be able to be romantically involved, or that your character will be able to murder one of these NPCs.

  • How does gathering energy work? Is there a quota?

      Each member of the Negaverse has a handwaved quota of energy they are required to collect for the Negaverse. When they have met their official quota, officers are encouraged to also collect and keep a personal store of energy on themselves at all times to counter the unpredictable nature of the senshi. Generals and Eternal Senshi, specifically, are encouraged to keep a starseed or two on them as an emergency boost if something should go horribly wrong. To gather energy, a Corrupted Senshi or Negaverse Agent simply needs to focus and draw the energy from their target. When energy is pulled from someone, it looks like floating purple orbs. These energy orbs need to be actively maintained; if they lose focus, the energy will dissipate back into the environment. Because of this, it can be very difficult to drain energy in dangerous or stressful situations.

      Non-Negaverse characters cannot physically grab the orb. If the agent loses focus and the orb dissipates, they may be able to quickly draw it back into an orb; otherwise, it is lost to the environment.

      After the energy is gathered, the character can send it to subspace, where it will remain protected and trapped until they return to Negaspace (The Dark Kingdom) to turn it in. There are special centers with refined crystals specifically designed to harness and store energy. If the energy is released into the Rift, it will still (albeit slowly) collect in these crystals for harnessing. Because a first stage senshi cannot teleport, they must meet up with a more experienced, stronger officer to turn in their energy.

  • 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.

  • How does gathering starseeds work? Is there a quota?

      To pull a starseed, a member of the Negaverse simply needs to reach into their target’s chest. The Chaos they possess allows them to reach into the pocket dimension the starseed is stored in. A starseed contains a person’s life force; killing them will almost immediately render them unconscious, in a comatose-like state. Some agents don’t have the stomach for this, though as an agent grows in rank, they should become more attuned to Metallia’s needs and have an easier time fulfilling any task she needs.

      Agents can pull out a starseed by reaching through the front or back of an opponent, as long as they are reaching into the general region of the torso where the starseed is hidden. Agents can pull the starseeds of recently deceased; the body must be incredibly fresh. Starseeds will linger if there is some small chance of life returning, but a starseed can only linger in a body without a pulse for a very limited amount of time before it will attempt to return to the Cauldron.

      Starseeds can be handled and held by Non-Negaverse characters; they can steal starseeds and return them to their host, so agents need to be careful. Once a starseed is pulled, the host will fall into a coma. Without medical intervention, the host will usually fade and can die fairly quickly, though they can survive for up to two weeks without a starseed if they have medical attention. If a host is deceased or the starseed cannot otherwise return to it, it will attempt to return to the Cauldron. They can be stored in subspace or Negaspace to prevent it from escaping. Starseeds do not expire, but they are fragile so should be kept with care.

      There is typically not a quota for gathering starseeds, but any member of the Negaverse who can is encouraged to; these are a vital source of energy.

  • Can a starseed return to the body after being pulled?

      Yes; though only a Negaverse agent can pull out the starseed, anyone can retrieve it once it is outside the body. Once a starseed is pulled, the host will immediately fall into a coma. If the starseed is held to the chest, it will naturally return to the person, though the body can only withstand so much time without a starseed before it begins to decay. With medical attention and a hospital stay, someone can typically only survive a week or two without having a starseed; their longevity is significantly reduced without medical treatment and someone may die within a few hours. While some magical intervention may increase the host’s longevity, after two weeks it is almost impossible to return their starseed to them. Without a viable host available, the starseed will attempt to return to the Cauldron, though it can be intercepted by magical means. A starseed held in pocket dimensions such as subspace or Negaspace cannot return to the Cauldron. A starseed can last for an indeterminate time while trapped but once the host has been without their starseed for two weeks, the starseed can only be returned to the Cauldron. A starseed can only be returned to its original host; Negaverse officers cannot swap starseeds from one person to another body.

  • What effects does eating a starseed have for a member of the Negaverse?

      Eating a starseed will heal, first and foremost, but if the agent is already in top condition it can boost strength, speed, agility, or defense. A single starseed might heal light injuries but it may also provide partial healing for more major injuries like broken bones or lacerations; multiple starseeds could heal broken bones or near-death injuries fully. The number of starseeds and general effects are usually determined on a case-by-case basis by the player and the plot.

      Eating multiple starseeds will stack the effects, however this can be incredibly dangerous. Negaverse Agents may partially-youmafy, but all members of the Negaverse can youmafy if they consume too many starseeds in a short period of time. There is not a hard number on this; it is open to interpretation based on IC Plots, but all characters would ICly know the dangerous of consuming too many starseeds. Starseeds are highly addictive, so officers are warned to be careful and keep an eye on each other if they notice any concerning habits developing.

  • Can a member of the Negaverse reach into the starseed cavity and push Chaos into the starseed for the sake of pain or discomfort?

      Somewhat; an experienced officer, such as a General or Corrupted Eternal Senshi, may be able to push Chaos into a starseed with the intent to cause harm. This would need to be a focused effort; too much Chaos incorrectly handled can cause someone to youmafy. Only General Sovereigns can corrupt someone into the Negaverse, so if an Order character takes too much Chaos into their starseed by someone less powerful, they will be youmafied. It would be possible to torture a character with short bursts of Chaos energy over an extended period of time with only short term effects; this type of torture might result in residual starseed pain, physical exhaustion, and mental tolls. Players should contact The Space Cauldron if they intend to torture, or be tortured, like this; staff can approve any short term effects if the player has specific requests.

  • How much personal/civilian information does the Negaverse know about it's agents?

      It should be assumed by the player that the Negaverse has access to basic (and some private) information about their Negaverse character. The Negaverse has access to civilian name, address, place of employment, next of kin, SSN, medical records, insurance, income, schooling, tax returns, warrants/arrests/criminal charges, etc. This information would be stored in the Negaverse database, however it is not accessible to the general population ICly. This information should not come into play without the player's consent. For anyone to access this information, they would need proper authorization (ICly) and OOC permission to do so. ICly, a member of the Negaverse should not be aware of how much information has been collected about them.

  • How is information usually given through the Negaverse?

      The Negaverse typically has large meetings when there are major changes, otherwise the General Sovereigns will trickle the information down to the highest ranked characters below them, who then pass it down to the rank below them, and so forth. Most notifications, however, will be sent through the Negaverse Tablets. Tablets allow agents to access voice, video and text messages.

  • Can a member of the Negaverse reveal their powered identity to friends or family?

      Yes, however this can be very dangerous so must be done with caution. If a character’s identity is compromised and learned by the enemy, they will need to get a new civilian glamour. This means, they must leave their old civilian life behind, and they will magically get a new appearance. They will not be able to be identified by those who knew them before.

  • Are there Negaverse Agents in the rest of the world?

      Yes; the Negaverse claims to have control over nearly the entire Earth. While they are more spread out and each team is set to guard much larger areas, there are agents everywhere. With a proper plot, your agent could be transferred from another part of the world, though our awakening rules are the same (your character can only be handwaved to have awakened two weeks before when you first officially play them). Corrupted Senshi and Corrupted Mauvians are far less common, and other parts of the world rarely even utilize youma. The only way to access Negaspace and the Rift is through Destiny City, so Negaverse agents in other parts of the world operate completely differently. IC Information about them is not well known beyond those basics.

  • Could a Negaverse Agent or Corrupted Senshi teleport to a Wonder or Senshi Homeworld if they have been there before?

      No; a Homeworld or Wonder will not open to an agent of chaos unless the affiliated Order character specifically invited them, but even with an invitation they cannot teleport there. They must be brought by the affiliated Order character. Additionally, Homeworlds and Wonders are too far away to teleport to. Even Earth Wonders are present on a different plane of existence to protect them, so they are still too far away to teleport comfortably. If a Knight corrupted into the Negaverse, they still could not revisit their wonder. Their Wonder would immediately reject them as a threat.

  • Under what conditions can Negaverse teleportation be inhibited?

      There are several situations where Negaverse teleportation is naturally inhibited; some officers cannot teleport because of rank (lieutenants have not unlocked the ability yet), while they are in the Rift, or while they are exhausted. Some enemy characters have magical attacks that inhibit teleportation, and some plots have approved items that limit magical functions (but these are always sent in for approval and are usually limited to a one time use function specifically for the plot). There are other circumstances or conditions that may inhibit teleportation but these would be dependent on the plot so if you had something specific in mind, please PM The Space Cauldron for approval!

  • If a Senshi or Knight corrupts into the Negaverse, would their Order tools still work?

      No; once a character corrupts, they lose the connection to the Order magic that helped them access their tools. When a Senshi corrupts, they lose access to resources like their Senshi Phone and the Mauvian network, and when a Knight corrupts, they lose all ties to their wonder and knight abilities. Corrupted Knights may keep their Signet ring, but it would not function. If the character had Personal Items that were affiliated with an Order location or function, they will no longer have that same function; these items may simply not work or instead be revised (with staff approval) into a corrupted version of the item.

  • Can someone else pick up a Negaverse Agent's weapon? What happen if the weapon is broken?

      If an agent drops their weapon, anyone can wield them! The Agent can summon their weapon back to them, though, so it does not post much of a threat. If a Negaverse Agent’s weapon is broken, they can simply dismiss it and resummon it. Usually, the weapon will appear back in perfect condition, however with a plot, a player can request their weapon stay damaged until they can repair or replace it.

  • What happens when an Officer is summoned? Can an Officer be banished in the same way they can be summoned?

      If a member of the Negaverse is summoned by a Superior Officer, they will appear instantaneously, at no cost of energy to themselves. This requires some expense of energy from the Superior Officer so is often used more for meetings or important events rather than for battle or other everyday activities. The summoned Officer will always appear powered up, even if they were unpowered when the Superior Officer summoned them. The Superior Officer can return the summoned Officer to the location they were previously when they are finished; if they were powered up, they will return powered up. If they were powered down when summoned, they will return in the same state they were prior to being summoned.

      Only General Sovereigns and higher can banish a Negaverse Officer elsewhere, but where they can banish someone is limited. Usually, they can only expel them from Negaspace or the Dark Kingdom, back to wherever they were in Destiny City before they teleported to Negaspace. They cannot choose where to send someone, they can only evict them from the Dark Kingdom.

  • How does an agent summon their personal youma?

      Summoning a youma is fairly easy, but costs a bit of energy. An agent can feel their connection to their youma at all times, but it must be activated in order to summon the youma. 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.

  • 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 an Officer summon a specific youma, or a specific type of youma?

      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.

  • Does a Half-Youma’s starseed appear any different than any other starseed? Does it have any other properties?

      A Half-Youma's starseed does not have any properties that would make it stand out from an officer's starseed of the same rank, however the half-youma starseed might present strange crystal mutations or appear particularly dark or clouded upon examinations. The starseed will always resemble a starseed, but the severity of youmafication, and how receptive the starseed was to the process, will determine how severe the mutations might appear. These might occur in various ways, such as in strange bubbles, protrusions, or growths; if you have something specific they would like, they can PM The Space Cauldron for approval!

  • When an Agent and a Youma merges to become a Half-Youma, does the youma personality remain?

      No; to become a Half-Youma, the two merge completely. As they become one entity, there are not two separate personalities shared within. An Agent that has been transformed into a Half-Youma by merging with a Youma may feel as though there is another presence in his mind, or may even feel as though they can hear the Youma speaking to them, but this is a side effect of the merge and will fade over time. The Agent may pick up traits from the Youma, however this would need to be approved in plot and with a Character Revision!

  • Are half-youma capable of producing children with human partners?

      Half-youma would generally not lose use of any part of their anatomy (so they would be able to be with a human) however they would not be able to produce children. A half-youma partner could neither impregnate nor be impregnated by anyone—human or another half-youma. Their genetics are no longer compatible. Similarly, it would be unlikely for a half-youma to have children with another half-youma.

  • What are Negaverse Medals?

      Negaverse Medals are IC awards for meeting certain criteria or participating in certain events. These come with OOC art that you can keep in your character's journal or have appear on their art! All information can be found in this thread. Players are encouraged to post whenever their character has hit certain milestones; the General Kings and Queens use medals to track progress and sometimes have special tasks or rewards for the most loyal members of the Negaverse!

  • Queen Beryl used to be in charge of the Negaverse, what happened?

      While the official story is somewhat vague and was never truly made ICly known, there were rumors that she was executed when her selfish obsession began to threaten the Negaverse’s goals.
 


The Space Cauldron

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The Space Cauldron

Captain

PostPosted: Sat May 27, 2017 9:36 pm
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