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Posted: Sun Oct 04, 2015 10:42 am
Name: Clayton Mercer Nickname: Clay, Mercer Age: 17 Birthday: Sept 22nd Sign: Virgo Gemstone: Sapphire Blood Type: Red Fav. Food: Deviled egg spread from those shitty paper-wrapped cans. Anything from cans really. Cans have the most exciting and strange edibles inside. Hated Food: Weirdly useless foods, like iceberg lettuce. School: Graduated HS; no intentions for college Hobbies: Birdkeeping - Renting out the upper third of a converted house offered Clay the rare chance to keep a large pigeon loft out on the balcony. He therefore has two lofts - one for males and one for females to keep population to a manageable level. Most of his pigeons are utility birds, meaning he will kill some of the birds for their squab and can it accordingly, or make dinner with fresh pigeon. He keeps King pigeons for this purpose, and incidentally breeds them white, though he also keeps Tipplers of multiple colors to fly about and train. These pigeons do see use when needed for exchanging messages or small-scale goods, and he will rent their services out on occasion. Additionally, he keeps two ravens that often keep him company indoors while the pigeons remain outside. These birds are kept more for companionship purposes and he does not lend them to others in any capacity. Those who stop over for a visit are able to visit with the birds, however, and he does not mind small demonstrations of what they can do. Canning - The ability to cram any known substance into a jar, provided vinegar or pickling salt is on hand, deeply fascinates Clay. He can, and has, pickled or packaged or canned just about any vegetable known to man, created a great many fruit jams and preserves, and is now working on a vast collection of pickled meats. Some of these items don't see use for years, but he finds no reason against storing such items away for those many years, and has not yet discovered a canned meat or fruit to have gone bad in his canning processes. Originally this hobby started as a means to preserve a great lot of vegetables received from one of his neighbors, and has since grown to almost uncontrollable proportions as his pantry quickly filled with varying cans. Ergo, he now cooks out of nothing but cans, even when he has company over, and he does occasionally sell or give away some of the goods he's processed (this, however, proves a rare occurrence). Taxidermy - Mostly limited to small birds, this hobby began out of a need to make use of the pigeon carcass left behind once he gutted one of his King pigeons. He found the bird remains quickly stunk up his apartment and took up a great amount of space in the trash, and therefore stirred up complaints from the neighbors, so a few hours' research gave way to taxidermy as a non-professional hobby. These he does often sell, mostly when anthropomorphizing the birds he uses, but it reins in a fair penny or two for his troubles. Taxidermied pigeons are also often posed and used as explanatory characters or pieces when creating storyboards for the vignettes he thinks up on a whim. Storytelling - Clay usually limits his storytelling to events that occurred during his day, which renders storytelling an effective means for him to process what had happened. He prefers to keep his storytelling to a vocal format rather than a written form, though this art sometimes stretches to painting great flats of cardboard to reflect the setting while he utilizes taxidermied pigeons as the characters (and sometimes they're dressed up accordingly). When not at home and speaking with others, he can tell stories in many vocal formats, whether as epochs or small plays with minor vocal adjustments to reflect different characters, or by simple summarization. Storytelling is most often his chosen form for retelling events of the past in an effective and engaging manner. Virtues: Clever -- Problem-solving has never proven terribly difficult for Clayton; in any situation, there is given a finite amount of materials and methods to solve the conundrum at hand. A little creative thinking allows for a handful of permutations that may solve this tribulation acceptably, and critical thinking often chooses the best method for the situation. Clayton follows a very precise methodology for solving such conundrums in quick succession, which brings to him a certain level of respect for his abilities. It is not an aspect of his personality that he flaunts, but he finds no reason against making use of it when a situation calls for a bit of cleverness. Deliberate -- All choices, turns of phrases, and actions are executed with acute awareness of what he's doing. Nothing is by accident. His care lies expressly in how he chooses his actions and expressions, rather than any concern toward danger. For this, Clayton demonstrates marvelous mental acuity and consciousness of the situations he finds himself in. Seldom does this personality quirk become obvious to others, but when it does, the onlooker often discovers another facet to how Clayton acts that yields healthy respect for how he thinks through his actions (and doubly so when he deliberately chooses a 'poor' action that benefits him in the end). Courageous -- The danger inherent in a decision does not dissuade Clayton from choosing the option he thinks is best. If throwing himself into a pit of potentially contaminated syringes can accomplish what needs to be done, and it establishes itself as the most effective solution, then he will swallow all fear to embark on that choice. This isn't to say that he lacks a healthy fear of death, as he does certainly fear it, but for that reason his courage is therefore much more respected. His courage allows him to broach confrontational interactions as well, if there comes a need to engage on such a level, as he does not cower at the prospect of a dismal result. Flaws: Arrogant -- Clayton holds a great deal of confidence in his abilities that often overstates their actual worth. He thinks he has a chance at situations wherein he fosters not even a sliver of success, yet will make a try at them regardless. He is also acutely aware of his intelligence, and commonly overstates that for what it is. While it is not an outwardly projected personality flaw, others can and have picked up on it through his turns of phrases and other accounts. Sometimes the projects he pursues prove so avant garde that others find them worthless for the goals he keeps, and yet he continues to pursue them despite vast disapproval (his reasoning being that others haven't yet grasped the cleverness behind these projects). He also often disregards someone else's judgment, considering his own as superior. Unscrupulous -- If theft is necessary, then steal. If lying is necessary, then fib. If murder is necessary, then kill. Clayton is often Machiavellian to a painful point, and finds no reason to abandon this methodology to his actions. If others find it distasteful, let them - for they will soon understand that such sacrifices had to be made to create the end result that Clayton aims to accomplish. Unfortunately, Machiavellianism fell by the wayside for a reason, and is not often viewed in positive terms today; Clayton usually encounters harsh criticisms for his means, especially by those who believe the ends haven't justified them. Unnerving -- From his deliberate mannerisms down to his amoral choices, Clayton comes off as creepy to most he meets. He does not respond as most do, and sees no compulsion to emulate the average man or woman in reaction. Others, however, see things differently - if a man acts so far beyond the average scope of expected actions, then that man deserves a reputation for being deceptive and unwholesome. Nothing does seems to shake this notion for long, either - it's as if this inherent creepiness has caked itself to his person and cannot be removed, no matter how hard he tries to scrub and scrape and peel it away. PHYSICAL DESCRIPTION Eyes: Orange Hair: See this hair? This color and waviness, cept as a fauxhawk with braided sides. Parted to one side. Face: Normal caucasian tone, eyebrows usually straight, nose curves slightly upward, features otherwise unremarkable. Three stud piercings on opposite side of face to mohawk, nondescript silver balls. Clothes: Maybe somethin like this. Sometimes has a raven on each shoulder, damn birds
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Posted: Sun Oct 04, 2015 10:44 am
Senshi: Sailor Morpheus, Dark Mirror Senshi of Surreality Challenge: Dream. Fuku Colour: Black Main Color: Blue (Sunset) Secondary Color: Purple (Sunset) Tertiary Color: Red (Sunset) Fuku: Think Sandman, specifically DreamCollar -- Small collar affixed to robe - grows into collar similar to last reference image Bow -- A knotted (ie no bow) sash that has a sparkledust motif on its ribbons? Lengthens over stages? Bodice -- Robe that comes precariously close to flowing off shoulders, drops to mid-thigh in a loose flow. Would like the edges to evolve to look smokey if possible, and reach floor length~ Sleeves -- Attached to robe, end at elbow in a large pool of fabric Brooch -- Affixed to where the robe comes together over his chest (can be off center or dead on). Sigil is an explosion of stardust. Bottoms -- Black pants! Tiara -- Tiara is as stardust spread across the forehead - tattoo look or otherwise Choker -- Thin ribbon with dynamic movement whose end looks like smoke? CC Shoes -- Combat boots beneath pants? Shouldn't be anything complicated. Gloves -- None Accessories -- HAVE AT, ARTISTE - Dreamcatchers are nice, as well as other dream motif items Attacks: Sailor Scout Attack: Morpheus' Cinders Range: 6~-8', dependent on wind conditions Duration: 30 seconds Use Count: Useable 3x without energy replenishment. Miss Chance: Morpheus' attack can miss based on wind blowing the dust in the wrong direction, a character jumping out of the way, or shutting their eyes / shielding the face. Effect: Morpheus can either wipe his forehead or touch the dust-laden ribbon of his uniform to summon a handful of soot. He then throws it toward the target (hence the variability on range), and if it strikes them in the eyes or face, the attack will take hold. It does not sting the eyes as one would expect of soot. From then on, the afflicted character will interpret the world with blended elements of stream of consciousness / dreaming. These elements are entirely up to the player - for example, they may see someone's face taper into a trombone, or watch a battle taking place upon a lake that's dripping upward onto the clouds, or that Destiny City has become a sphere encasing the entire battle, and looking upward reveals the rooftops of buildings on the other side. Any blended elements are free reign here - sights, sounds, tastes, feelings, and smells are all viably manipulable components in Morpheus' attack.
However, this magic can only augment parts of people - it cannot change the whole. Super Sailor Scout Attack: Morpheus' Smoke Range: 6~-8', dependent on wind conditions Duration: 40 seconds Use Count: Useable 3x without energy replenishment. Miss Chance: Morpheus' attack can miss based on wind blowing the smoke in the wrong direction, a character jumping out of the way, or shutting their eyes / shielding the face. Effect: Morpheus can either wipe his forehead or touch the dust-laden ribbon of his uniform to summon a handful of soot. He then blows it toward the target (hence the variability on range), and if it is ingested by the target, the attack will take hold. It does not sting the eyes as one would expect of smoke. From then on, the afflicted character will interpret the world with blended elements of stream of consciousness / dreaming. These elements are entirely up to the player - for example, they may see someone's face taper into a trombone, or watch a battle taking place upon a lake that's dripping upward onto the clouds, or that Destiny City has become a sphere encasing the entire battle, and looking upward reveals the rooftops of buildings on the other side. Any blended elements are free reign here - sights, sounds, tastes, feelings, and smells are all viably manipulable components in Morpheus' attack.
This attack can affect people on a whole - characters may see people as something entirely different, like whales floating on balloons, or household furniture, or even as other significant figures in their lives. Eternal Sailor Attack: Morpheus' Dreamweaver Range: By touch - area of effect totals 4' x 4' from the touch of his hand, continuing to move his hand over a surface expands the area of effect. Duration: 45 seconds Use Count: Useable 1x without energy replenishment. Miss Chance: N/A; does not directly impact player characters. Effect: Morpheus can either wipe his forehead or touch his dust-laden ribbon of his uniform to summon a handful of soot, which he himself inhales. During this time, Morpheus is able to touch solid matter and temporarily transform its appearance into any fantastical object of his choice.
However, he is limited on the size of the object and its complexity. For example, it's simple enough to shift a shift a four foot section of a wall into a wall of glass, but it is impossible for him to shift a car's form because the car is a complex mechanism composed of many moving parts. He cannot transform anything with a power source, anything living, or anything created by magic (as in Sadachbia's blocks). He also cannot create matter - it is impossible for him to form a pink elephant out of a piece of paper at life size. The creations formed cannot operate if intended for use with a power source either: all light bulbs, generators, chainsaws, and other items that depend on any type of fuel cannot be functional when created. He cannot shape off-limits items like explosives or guns. He cannot change people's fuku, as they are magical.
While his inputs are limited, his outputs are less so. Inorganics can become organics or inorganics. He can turn a statue into a peep of chickens if he wanted to, so long as the number of chickens roughly matches the total matter of the statue. A statue can also become an unlit cast-iron stove. He can change knight weapons and Negaverse weapons if he can touch them.
The shifted matter lasts for the duration of the buff. Afterward, it returns to its normal state. Resummoning an affected weapon will not dismiss the magic.
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Posted: Sun Oct 04, 2015 11:51 am
Surrealism was a movement executed in the early 1900s with the aim to resolve the "previously contradictory conditions of dream and reality". [ Source] However... Dreams, reality, and their combination have existed long before the artistic movement was ever executed. The goal is not to emulate the movement, but to use surreality as a tighter word to define 'the strange', or unusual happenstance incongruous with normally perceived reality. Used cinders/smoke as a delivery mechanism to pay homage to Queen Ares aka tie-in to the DMC
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Posted: Sat Nov 14, 2015 7:43 pm
Hello, Strick! I'm here to take a look at Morpheus and see what's up. Civilian half looks good! No complaints there. Regarding the powered side, the attacks are mostly okay, but there is one problem. Having characters faint presents a similar problem to paralysis in that they can't defend themselves and are open to potentially lethal attacks. If you remove the fainting clause (reduce it to extreme dizziness, perhaps), you should be good to go. Also, a sort of side question about the Eternal attack- how thorough or thick is that encasement? You do say "the whole," but they can still see, which sounds like at least their faces are left exposed. Relatedly, if the victims are encased, they can't move, which calls the paralysis issue up again. However, the paralysis time limit is 15 seconds, so you may be within acceptable parameters for that; just giving you a heads-up on the matter. So basically, the only really big thing you need to change is the fainting clauses. Quote me once you've made changes, or if you have questions!
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Posted: Sun Nov 15, 2015 12:13 am
Sami-Fire Hello, Strick! I'm here to take a look at Morpheus and see what's up. Civilian half looks good! No complaints there. Regarding the powered side, the attacks are mostly okay, but there is one problem. Having characters faint presents a similar problem to paralysis in that they can't defend themselves and are open to potentially lethal attacks. If you remove the fainting clause (reduce it to extreme dizziness, perhaps), you should be good to go. Also, a sort of side question about the Eternal attack- how thorough or thick is that encasement? You do say "the whole," but they can still see, which sounds like at least their faces are left exposed. Relatedly, if the victims are encased, they can't move, which calls the paralysis issue up again. However, the paralysis time limit is 15 seconds, so you may be within acceptable parameters for that; just giving you a heads-up on the matter. So basically, the only really big thing you need to change is the fainting clauses. Quote me once you've made changes, or if you have questions! Hi Sami! I think there's some misunderstanding in how his attacks worked, which is my fault for wording it that way - his eternal attack's covering people in black tar is actually meant to be a visual cue that they're affected by the attack. It does not immobilize or restrict in any way, but they are covered head to toe in it and look like a jet black person until it wears off. As for the fainting aspect, would you like me to write it as the person faints for ~5 seconds (some time parameter beneath the fifteen) as a surety, or would you prefer I write it so that the eternal attack intimates that the fainting is up to the player?
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Posted: Sun Nov 15, 2015 10:31 am
Strickenized Hi Sami! I think there's some misunderstanding in how his attacks worked, which is my fault for wording it that way - his eternal attack's covering people in black tar is actually meant to be a visual cue that they're affected by the attack. It does not immobilize or restrict in any way, but they are covered head to toe in it and look like a jet black person until it wears off. As for the fainting aspect, would you like me to write it as the person faints for ~5 seconds (some time parameter beneath the fifteen) as a surety, or would you prefer I write it so that the eternal attack intimates that the fainting is up to the player? I see! Yeah, the word "encased" threw me a bit. Just saying that they're covered in a layer of the tar should do it. As for the fainting, I'd say err on the side of safety and make it so that targets simply feel like they're going to pass out and also leave it up to player discretion. Like, they should definitely feel woozy at the very least, but the level of faintness can be adjusted. By the way, there is something I forgot to mention earlier. The effects of the basic and super attacks need a duration. I would suggest 25 seconds for basic and 30 seconds for Super. Let me know once you've made changes, or if you have further questions!
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Posted: Sun Nov 15, 2015 10:45 am
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Posted: Sun Nov 15, 2015 5:48 pm
Much better! Here's your stamp, and a GM will be by shortly to either give further crit or a full stamp.
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Posted: Sun Nov 15, 2015 6:57 pm
Hey Strick. I'm sorry to come back with bad news, but there was a discussion among staff, and it was ruled that drug spheres (opium included) are not acceptable. I'm afraid that you're going to need to change your DMS's sphere. Poppies are an alternative; depending on which attack aspects you would like to keep, I can suggest other alternatives that might fit the bill. The mentions of overdoses also need to be cut to avoid the drug stipulations. My apologies for stamping and then effectively un-stamping, but this the ruling that has been made.
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Posted: Sun Nov 15, 2015 7:38 pm
Before I continue, does the super senshi attack have to be an upgrade of the basic, or can the super attack be a different attack entirely and the eternal be an upgrade of that?
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Posted: Sun Nov 15, 2015 7:47 pm
Strickenized Before I continue, does the super senshi attack have to be an upgrade of the basic, or can the super attack be a different attack entirely and the eternal be an upgrade of that? The super has to be an upgrade of the basic. The Eternal can either be an upgrade of the super or something else entirely. Does that help?
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Posted: Mon Nov 16, 2015 10:49 am
That does help! I did not respond immediately because I did not want to end up double quoting you when I made changes. I am also unsure if I need to repost for crit? I remember that used to be a thing way back in the day, when I first joined? IDK but the sphere is changed and all the attacks are different!
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Posted: Mon Nov 16, 2015 6:36 pm
No worries, you don't need to post for crit again, since I'm already handling it. This new version is better! There is a tweak or two you ought to make, though. The durations can all afford to be longer, since the attacks are merely distortions, not anything actively offensive. I would suggest something like 30 for basic, 40 for Super, and 45 for Eternal. Also, I would recommend bringing the Eternal attack down to 1 use. While it's not actively offensive, it does a lot, if that makes sense. The functionality combined with the extended time would merit cutting down to one use for balance's sake. Another note regarding the Eternal attack- if something inorganic is disguised as something organic, does the organic thing exhibit any sort of behavior? Do the example chickens cluck and peck around, or do they just kind of stand there? If they move, what determines the movement- Morpheus, or the person looking at it (as in, it behaves how they think it should behave)? It might seem a bit nitpicky, but I think it might help to add that in just in case so that someone doesn't attribute behavior where there shouldn't be.
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Posted: Sat Nov 21, 2015 6:33 am
Adjusted the attacks to the time parameters you suggested. For the eternal, I was thinking that yes, there would be movement and behavioral emulation to an expected degree - by the basis of the magic, Morpheus would have control of creating them, but he would not have the finesse with the magic to dictate their direction or behavior (ie he can't summon a hoard of dogs and tell them to go kill people). Any organic summons just kind of stand around and look natural. OOCly people can write them as they see fit. I have a question for you! IIRC senshi were originally considered terrorists based on the fact that their magic incurred very real damage. They were effectively destroying property, and for that, plus civilians potentially damaged by nefarious Negaverse activity, senshi qualified under the label. Is it currently possible or not possible for magic to have a lasting effect after its use ends? ie, would Morpheus' eternal attack be able to leave a statue in pieces or cripple the side of a building?
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Posted: Thu Nov 26, 2015 6:49 pm
Apologies for the delay! The organic changes make sense to me, so that's okay and good. As for your question, lasting damage from senshi attacks has been toned down over time, so no, Morpheus cannot leave that kind of lasting damage. Did you have any further tweaks you wanted to make with that in mind? Let me know and I'll give you your stamp if everything's good to go on your end.
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