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Mind Over Matter Staff Captain
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Posted: Mon Jun 23, 2014 10:29 pm
 PowersAura Reading AccoladesnoneInventoryempty---This journal belongs to amicableAggressor and their camper, Adelaide Kluge. Please do not post without their permission.
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Posted: Tue Aug 12, 2014 1:08 pm
machiavellian • blunt • friendly Name: Adelaide Elfriede Kluge Alias: Aide (Ey-Dee), Lady(her dad's pet name) Age: 11 Gender: f Powers: Aura Reading (Adie's yet to actually use or be aware of this power) Aura: Elm ██████ , medium-high frequency, Well Read ██████
Appearance: Aide has thick, wild, mahogany hair, that would be frizzy if it wasn't so heavy. As it is, if she forgets to brush it for a few days it begins to form natural dreads. A skinny kid, she has pale clammy blue skin, and slightly sunken olive green eyes. There's a certain aura of damp gloom to her, but usually her outspoken personality and energy manage to offset it. Aide tends to dress with a bit of a frumpy bookworm air, in dark or muted colours. This is simply because her mother is the ones who buy her clothes, as Aide tends to be too caught up in her own thoughts to bother to pay much attention to anything below her neck. She has yet to 'blossom', as her mother calls it. ((have a polyvore!))
Personality: Aide is about as machiavellian as a 11 year old can come. A lurker born and raised, she's the kind of kid you'll see standing just beside and a little behind the one who is talking to you right now, shaking you down for your lunch money. She likes power, and doesn't mind where she gets it from, or if it's slightly second hand. If there's no popular kid or bully for her to ingratiate herself with, she likes hanging around strong kids, or ones who are especially talented or gifted. Although it's easy to view this cynically, Aide takes a lot of her self worth from the people she hangs out with. If you hang out with a smart kid, that means you're the kind of cool kid that smart people want to be around. She's also the kind of person to, oddly enough, see the best in everyone. If she hangs out with awful kids, it just means that she can find something in them that to her, makes them someone worth being friends with. The one type of person she has no patience for is the 'useless' personality, someone who seems to only make mistakes or slow everyone else down.
Although she's nice enough with her friends, one thing Aide is not is choosy with her words. She'll call it as it is, and when asked for advice, she'll say exactly what she thinks, even if it's not particularly nice. This is a double-edged sword, as she's certainly no yes-man and is a good person to keep around to help making level and honest judgement, but is also not exactly the best comfort for anyone who's feeling emotionally vulnerable or looking for a cuddle session. She is also usually relatively accurate with her advice on what is the best course of action, as Aide is always watching the world around her with a keen and unbiased eye, especially when it comes to social situations. She's also generous enough with any gathered 'intelligence' and gossip to share it with people when they ask, as long as she feels that it won't bring any trouble down on her. So as long as you don't mind a little bluntness, Aide's as good an adviser and wing man as any other.
While Aide tries to present herself as above it all, one thing that will make her fly into a rage is when people try and turn on her, or cause her trouble. She is quick with threats of revenge, followed up by action to make her point. Cross her once and she will tear you down, brick by brick. She's also a bit of a snooper, and likes gathering information on people so that they don't dare tangle with her in the first place. Aide doesn't even see the problem in doing so with her friends as well. After all, insurance is insurance. While some might see that as cynical for an eleven year old, Aide knows that the circles of gossip and tides of popularity are as strong as ever at her age as they are at any other, and is determined to stay on top. While there is a little insecurity there, amplified by her family's base status as 'outcasts' in her hometown, Aide does her best to gloss it over and say that she is simply smart enough to see how 'totally fake' everyone always is.
One thing Aide keeps to herself is her personal hobbies. She'll watch the right tv shows and listen to the right music to get along with the kids at school, and even accept a cigarette, spirited into school and passed around furtively behind the PE shed, but the Aide at home and the Aide in public are two very different girls. She's inherited both of her parents main passions, both taxidermy and entomology, loves a good horror novel, and ever since her parents took her to one UFO spotting party, has taken an interest in stargazing. Not, of course, because she thinks anything's up there. That's just her parents being weird. She also enjoys a good conversation with her python Yog, although they do tend to be a little one sided. Her final interest, if she had to write a list, is history. Although in class she pretends to be suitably disinterested, Aide's loved reading up on famous events and figures ever since she went on a 1870's themed ferry trip as a young child, and marvelled at a giant historical mural painted in the dining room of the boat.
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Posted: Wed Dec 10, 2014 8:29 am
calm • restrained • dignified Name: Yog-Sothoth Age: 5 years Species: Ball Python Powers: Hypnosis Owner: Adelaide Elfriede Kluge
Appearance: Yog is a Mystic Potion morph, still on the smaller size.
Personality: Yog-Sothoth, or simply Yog, is very, very calm. An unkind person would ask Aide why she chose a pet with the average temperament and energy of a slowly decomposing log, but again, that would be unkind. Slow to move, slow to blink, she is patience and a kind of quiet slithery dignity personified. It's hard to figure too much what she's thinking (or if she is) as her poker face is second to none, but she takes handling by Aide with little to no complaint, although she can be quite stand-offish with other humans. Still quite young, she isn't past trying to get out of her cage and explore a little, when a mischievous mood strikes her, but overall tends to carry herself with as much grace and pomp as any overweight, cross eyed housecat.
Manifesting her powers of hypnosis soon after arriving at the camp, Yog will use them in a surprisingly restrained fashion, mostly allowing her to carry on with her day unmolested. If she doesn't want to be bothered, you suddenly won't want to hold her, if she feels like going for a little slither, you'll let her out of her cage. Of course, if she's hungry and spots a little snack, well, it's so much easier to just tell it it wants to jump in your mouth rather than chasing it, right?
History: Living in a house full of dead animals, Aide had never really expected a pet. However, her parents worried that when she'd start school, she'd have difficulty making friends, and decided to buy her one so that she wouldn't get lonely. At the pet store, Aide wasn't very interested, seeing most of the animals as 'something my mom would stuff', but was eventually drawn to one of the calmest, quietest snakes she had ever seen. After the staff realized that it was actually dead, a crying Aide was lead off to a less shady store and picked out a slightly more 'energetic' one to mourn the loss of the Snake That Never Was.
While her parents vastly underestimated Aide's ability to blend in at school, and were relieved when their fears of her being ostracized turned out to be unfounded, their idea to get her a pet turned out to be a smart move overall. While Aide enjoyed a level of popularity, she still held on quietly to her mindset that she was different from the other students, and was required to fake interests and disinterests to get along with her peers. Yog-Sothoth however, was someone she could talk to as a peer and equal, and six year old Aide was utterly convinced that her pet was just as intelligent in every way as her human peers. While she doesn't say it out loud anymore, in her head, she's still convinced this is true.
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Posted: Wed Dec 10, 2014 8:56 am
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Posted: Wed Dec 10, 2014 9:08 am
the story this far Pre-MoM: Aide comes from small town America, in a little coastal village in Massachusetts. Her parents, both outcasts in school and later on in the adult social circles of the town, ended up together mostly out of common ground than anything else. Fortunately, they got along well, both being quiet, gentle, positive and well-mannered people, if a little eccentric and prone to believing in aliens, auras, and all that other 'new age' stuff. Aide was born and brought up in a bizarre but loving house. Filled with stuffed and mounted animals, courtesy of her mother's taxidermy passion, and lined with racks of insects held in their boxes with pins, the tell-tale calling card of her father's interest in entomology, it never occurred to her that anything she knew as commonplace would be considered 'weird' by others.
This was Aide's life up until she reached an age where she began to pay attention to grown-ups other than her parents. It wasn't soon before she began to see a difference between her family and everyone else. For starters, everyone else was mean. It wasn't obvious at the start, but Aide was a keen observer, and quickly picked up that how adults greeted her parents was different from how they greeted everyone else. How they gave her odd smiles, and glances that she learned to interpret as pity. It wasn't long until Aide began to feel frustration and anger towards the other adults, and the entire town in general. After a few unfortunate incidents of her lashing out, and not wanting to upset her parents, she learned how to hide her discomfort, at least when the grown-ups were around.
While the local gossips said it was her parent's 'creepy hobbies' and oddball weirdness that made her turn out strange as well, Aide marched into her first day at public school outspoken, brash, and worryingly sharp, the poster child for precocious. She would have been another one of the odd-ones-out at school, but gifted with a sense of political savvy that her parents lacked and coupled with the tightly wound springs of anger and humiliation coiled in her stomach, Aide smiled and sneered with the best of them. She learned to make friends with the right kids, and ride, or force her way into the cool circles. She also terrorized kids who went against her in the playground with her 'invisible friend', who apparently spied on them and learned all their dark secrets, passing them on to Aide herself. If anyone doubted her, she was quick to give them a vague but unsettlingly accurate hint at what she did, in fact know. Or more accurately, she scared kids into guiltily thinking about things they had to hide, picked them up with telepathy, and then quoted them back smugly.
Eventually Aide went too far when she pulled an uncomfortably private and dark secret from one student, who, in tears, ran to their parents, who in turn went to the school, who turned to Aide's home in demand of answers. When pressed how she had found out this information, Aide sullenly admitted to her parents that she could 'just know'. Further question resulted in a wall of stubbornness, regarding what exactly she could do, and when she began to 'just know' things. While her mother was delighted in her child's "spiritual awakening of her third eye", her father was slightly worried. As a child, he had been told stories his great-aunt who had also been rumoured to have psychic powers. The old woman had ended up going loopy in the end of her life, thinking that what people said was what they thought, and vice versa. After a few months of quiet, respectful deliberation between the two parties, her parents decided to sign her up for Murmuring Pines, so that Aide could get some proper training and learn to deal with her powers in a proper, socially responsible manner.
Camper: Aide arrived at Murmuring Pines, running into Zajac as she looked for her cabin.
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Posted: Wed Dec 10, 2014 10:17 am
PSI rank & growth stage PSI Rank: 2 PSI Points: 1** 2** 3** 4** 5* 6* 7*
* = extra credit, max 5/10 points from this ** = carried over from previous rank Previous ranks:Rank 1 > 21* 2* 3* 4 5 6 7 8 9 10[quote][b]who:[/b] [b]what:[/b] [b]where:[/b] [b]when:[/b] [/quote]
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Posted: Wed Dec 10, 2014 10:24 am
acquaintances, good and bad
 Roleplays Together: x
A boring kid with no backbone. Doesn't like Yog, or anything interesting at all. So glad we're not sharing a cabin!
 Roleplays Together: x
Ugh birds.
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Posted: Wed Dec 10, 2014 10:25 am
bunk description soon? where aide 'lives' ~
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Posted: Wed Dec 17, 2014 3:47 pm
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Posted: Wed Dec 17, 2014 3:47 pm
mental world Name: Down the Miskatonic
Theme: A small passenger steamboat slowly making it's way down a murky grey river. Both the banks and the river are heavily covered with a thick fog, making it impossible to see too far away from the boat. The colours are muted but warm, and there's a sun shining somewhere beyond the fog that lights the whole place up to feel comfortable and nostalgic. Inside the boat is much larger than the outside, and it is heavily decorated to the pattern and theme of bugs. All the furniture and architecture are made to look like insects, and statues are of bees and ladybugs, posing and draped in sheets rather than the traditional naked ladies. The entire main floor is glittery and holds the same fuzzy dream feel, while the lower deck is much more 'in focus' and the bug decor feels more menacing rather than charmingly quirky. Everything in the steamboat from the decor to the clothing is circa 1870.
Upper Deck Theme Lower Deck Theme
Constructs: The Passengers are all courteous and polite animals with glass eyes, reminiscent of the taxidermied ones her mother decorates their home with. They walk around on their hind legs (stiffly) and dress and act like humans. They are constantly gossiping among each other, and use gossip and information in exchange of currency at all the boat services, and to enter certain 'vip' areas.
Glass-eyed animals also serve as the Crew on the boat, and are attentive and eager to be of service. These constructs are the ones that block off areas of the ship until you can pay them the required amount of secrets. Once you have paid them for entrance, you can come and go as you please.
Card Sharks are a special type of Passenger only found in the Poker Lounge, full of roguish charm, and will play 'poker' with you for secrets. They all have incredibly ridiculous and well groomed facial hair. More information on this can be found below in the Poker Lounge information.
Censors: Censors are summoned whenever a Passenger/Crew member is told a false/made up secret, or a player gets caught 'stealing' secrets. (successful animal telepathy block, successful clairaudience block) Censors wear little beetle costumes. They also spawn in the Crew Quarters.
Strongarm Censors are summoned if someone is caught in an area they have not paid the price to enter (sneaking into a room with invisibility then revealing themselves, forcing their way past the crew, etc), trying to attack, hypnotize, or otherwise control/harm any of the constructs, or in any other way disrupt the rules and day-to-day life of the steamboat. They wear little rhino beetle costumes.
Enemies: the Boiler Hound is a Nightmare made from the memory Aide picked from the mind of another child combined with the fear she felt when she saw the loud boilers on her childhood ferry trip. A giant boiler with a dogs head, paws, and tail, and sharp teeth instead of a front grate, it's usually sleeping undisturbed in the boiler room.
Figments: Adie's figments come in pale greens, purples, and yellows. There are diaries, insect pins, taxidermy tools, mounted deer heads, letters from the teacher, ears, mouths, eyes, portraits of an old lady, word bubbles, thought bubbles, detective's hats, cassette recorders, apples with a bite missing, butterflies, and groups of children. In the boiler room, there are disembodied arms, smiles with sharp teeth, terrifying looking eyes, and blood splatters.
Memory Vaults: Aide's Happy Days is hidden behind a mental cobweb in the Dancing Hall, in the back of the band's area. **doing taxidermy on her moms knee **chasing butterflies with her father **going on a steamboat trip with both of them **sitting at home by the fireplace drawing **riding on her father's shoulders with mom walking beside **sleeping by the fireplace with Yog curled up on top of her
Aide's Friendly Neighbours is guarded by Censors in the Crew Quarters. **walking down the street with her mother **seeing people giving them odd looks **wandering off in the supermarket **hearing two women gossiping nastily about her family **running over to yell and kick at them **getting scolded at home
Aide's School Savvy is running around in the Dining Room. **being brought to her first day at school **walking up to a group of kids in the playground **talking and laughing and being popular **getting harassed by a kid **picking up on their embarrassing thoughts with telepathy **mocking them with a bunch of other kids
Aide's Pride Before Fall is guarded by the Boiler Hound Nightmare in the Boiler Room. **sitting on the slides like a throne **telling off some scared kids **turning to a sad kid standing alone on the side **using her powers on the sad kid **seeing a really dark scene (kid saw their father getting his arm torn off by a rabid dog) **looking worried and scared on the slide
Obstacles: Players must collect/spend secrets to get through areas of the ship, either by straight forward or deceitful means. One way is by 'spending'(telling) true secrets about themselves, another is by using animal telepathy to steal secrets directly from the animals. Using clairaudience to directly listen in on a secret being passed is the third option, and once players gain access to the Poker Lounge, they can play poker against the passengers for secrets.
Once a secret has been spent/taken/given, it can not be used again, the construct being talked to will say they 'already know about that'. Additionally, any secret that a player has shared about themselves becomes one whispered among the Passengers, and can be overheard by other players who enter Aide's mind. Though Aide will not know the secret herself, if she hears it repeated in the real world she will find it oddly familiar.
The areas of the ship that can only be reached through payments of secrets are the Dancing Hall, Dining Room, Poker Lounge on the main floor. Each door is guarded by a Crew member who will move aside and let players enter after they have been told the required number of secrets. To get down to the lower deck, players must bribe the crew member standing in the entry door with three secrets. The Boiler Room and Crew Quarters on the lower deck can be entered without payments, but both are dangerous areas and have strict 'Keep Out!' signs on their doors.
the Dancing Hall costs one secret to enter, contains a Crew band and dancing Passengers. Each time a dance ends, Passengers go to stand against the wall on either side and whisper malicious secrets to each other about the person they danced with. This is a good opportunity for players to pick up some spare secrets using clairaudience. Hidden behind the band stage is a mental cobweb that is protecting a memory vault. There are also lots of figments in here, but they only appear while the music is playing, and then they appear in the dance area of the hall. To be allowed on the dance floor, players must find a partner from either another psychic in the mental world, or a Passenger to be able to reach them. If you can't think up a mean or accurate enough secret about your dancing partner by the end however, you will be 'disrupting the rules' and will have Strongarm censors summoned.
the Dining Room costs two secrets to enter, contains a few Passengers eating, and has trays that wheel themselves around the room that can be destroyed for mental health/aggression/confusion grenades. It is a peaceful area, with a memory vault running around free between the tables. On the walls is a huge mural of a rainy seaside town, with a grey sky and overcast atmosphere, and a large snake winding between the buildings.
the Poker Lounge costs three secrets to enter, contains the Card Sharks who will play what Aide, having never actually seen poker before, imagined the game to be when she was younger. The full name of the game is 'Poker Face', and it goes as follows. The Card Shark tells the player a secret, who must guess, aided by intuition, empathy, animal telepathy, or even a flash of precognition if the secret is true or false. If they guess correctly, the Card Shark lets them keep that secret if it was true, or gives them a true one if it was false. If they lose, they have to hand over one of their own. If players refuse to hand over a secret when they loose, Strongarm censors will appear, and if the player leaves the lounge, they will not be allowed back in until re-paying the 3 secret entrance fee.
the Crew Quarters is a long narrow room covered in drawings tacked to the walls. Each is illustrating moments from Aide's life, along with a caption written below. While some pictures are of everyday things such as eating breakfast and walking home from school, others are more invasive and private musings. The entire time anyone is in the Crew Quarters, censors will constantly spawn one after another (as soon as one is defeated, another spawns on the player's next post), and players must make their way down the long corridor (takes 5 posts to reach one end and 5 to get back the other way, each post characters are assumed to be moving. if they give up halfway and turn back, they must post the same amount of posts that they have already done to re-reach the door) to the memory chest that's sleeping on a crew bunk at the end.
the Boiler Room is a small little door hidden behind a Mental Cobweb past the Crew Quarters. In it is the sleeping Boiler Hound. The Boiler Hound is so scary for Aide that if it touches you, you are immediately expelled from the Boiler Room. To get around it, players must either sneak past somehow (invisibility, blinding with umbrakinesis) or somehow cripple or stun it (variety of skills for this). If you can get past it, you can grab the memory vault cowering at the other side of the room. The Boiler Hound can be defeated, but only if you manage to collect the secrets that tell you the steps necessary. Each third secret you receive from Passangers will be one of them, and you need three steps to defeat it, making it vital to collect nine secrets if you want to try. (secret 1: "Did you know? The Boiler Hound is set in it's routine and charges around the room in the same pattern each time. if you stay out of it's path, it won't hit you.") (secret 2: "Did you know? The Boiler Hound is invulnerable while it's charging, but you can slow it down by knocking debris from around the room into it's path.") (secret 3: "Did you know? The Boiler Hound cannot be hurt by bullets or love! it can however be hurt by psi-punches, when it's vulnerable.")
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Posted: Wed Dec 17, 2014 3:49 pm
and one more for good luck ~
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