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Posted: Fri Mar 18, 2016 10:28 am
Name: Felix Jocelyn Smith
Nickname: Jossy (family)
Age: 20
Birthday: November 20, 199x
Sign: Scorpio
Gemstone: Topaz
Blood Type: AB neg
Fav. Food: Medium rare steak, supreme pizza, egg salad, spice cake
Hated Food: Steamed veggies, spinach, kale (wtf is up with that s**t?), white chocolate (it’s unholy)
School: DCU for Music Studies
Hobbies: Orchestra & Marching Band: Felix was born to play a horn. He takes great pride in his chops and lung power and has no problems holding a fermata at fortissimo for as long as it takes. He is primarily a brass player, focusing heavily on the Horn, Mellophone (the bastardized child of a Horn and a Trumpet used for marching only), and Trumpet, but thanks to his friends and his interest in music he’s learned a bit about other instruments. When marching, he will be the first to bark out directions at laggards - and don’t you dare be out of step where he can see, or you will end up tied to his ankles as he drags you around snapping out commands.
Composition: As a musician with the skills to MacGuyver things, Felix often makes his own compositions - and he's actually pretty good at it. Usually. Felix has a really good ear and perfect pitch, so he's able to transpose radio songs to sheet music for his instrument and others with a fairly high accuracy rating, but his true passion is creating his own music and getting a group of friends together to play it so he can post that noise online.
Parkour: This is a newer hobby, but one he’s getting very into. Ever since he saw someone with short brown hair doing it in Destiny City, he’s started doing it himself. With his athletic build and stubborn streak, he’s picked parkour up pretty well and is enjoying the hell out of it - even if his parents have despaired of what they call his “self-destructive” nature. Felix doesn’t care, it’s fun and that’s that.
Virtues: Dedicated — This gal has no problem working on a project for hours at at time until it’s completed to his satisfaction. It’s very useful for his educational “career” as he throws himself into each subject (to varying degrees, but he always does enough to please the teachers and keep a decent grade). When he gets the ‘bit’ in his teeth on a project or problem, Felix won’t let it go and will continue to worry it like a bone until he reaches a conclusion. (This occasionally can go too far and roll into the “relentless” flaw).
Cooperative — Felix is quite willing to work with others when he needs to, as a matter of fact he works very well with others - unless they aren’t putting an appropriate amount of effort into whatever their part of the project/etc is. Her ability to play off others can be quite helpful and the longer he’s known and worked with someone or a group of someone’s, the more this ability shines.
Resourceful — In a pinch, Felix can be very useful. He can MacGuyver his way through many problems - and a little duct tape and some paperclips can go a long way! He’s able to observe and process potential resources in his environment to find an imaginative, usually effective way to problem solve. This does backfire in pretty spectacular ways, since Felix is only human and thus fallible and not always accurate in his personal assessment of his abilities.
Flaws: Sore Loser — Felix hates losing at anything, be it a ‘friendly’ game, a competition, grades, or even with something intangible (like with relationships). He regards each and every loss as a deeply personal affront and can find it difficult to recover from too many ‘failures’ in a row, consequently he becomes angry with himself and others for ‘causing’ these losses (real or otherwise) and can become quite violently inclined over the whole affair.
Temperamental — “Sore loser” feeds into this and is fed by this. Felix’s nature is mercurial and unstable, from moment to moment his entire world-view can change…as can his reactions to such things. When he’s in the ‘zone’ and zero’d in on something, he’s more stable but the moment Felix is distracted the whole tumult of possible emotions comes to the fore and can completely derail not only the moment, but adversely affect the remainder of his day or even week (in some cases).
Relentless — A twisting of the dedication trait, sometimes Felix can get too involved in, at, or with something/someone. At that point, he will zero-in on the “target” and pursue until he is satisfied…or until he’s burnt all bridges to/from aforementioned target. Hours, days, weeks…even months or years, some part of Felix’s brain will be focused on the ‘issue’ and a chance to correct whatever it was that started this cycle will be taken, often without regard to the repercussions of his actions.
PHYSICAL DESCRIPTION Eyes: Storm blue-grey (fairly dark); roundish-almond in shape with thick lashes.
Hair: Rich Semi-Dark Brown; Slightly above shoulders in length, relaxed waves, hair frames face - no bangs. Messy.
Face: Oblong face with a cleft to the chin and pronounced cheekbones. Skin tone is sun-kissed and warm/peachy.
Clothes: Generally speaking, he wears athletic/sporty clothing that he can do parkour comfortably in; occasionally he dresses more nicely to please his parents and/or perform in Orchestra…but mostly he’s a layered t-shirt and jeans kinda guy.
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Posted: Fri Mar 18, 2016 11:06 am
Senshi: Suttungr, Senshi of Violence Challenge: Break and Burn! Fuku Colour: Main Color: White Secondary Colors: ▇▇▇ (#CC1100), ▇▇▇ (#00CED1), & Gold Fuku:Collar -- SEE REF Bow -- SEE REF Bodice -- SEE REF Sleeves -- SEE REF Brooch -- Gold, shaped like the rough approximation of a closed fist Bottoms -- Shorts, with a white color block down each side to the hem. Tiara -- simple metal diadem in gold Choker -- SEE REF Shoes -- Kitten heeled boots, design is IN THE REF *A* Gloves -- Short fingerless gloves that come to a point near the mid-forearm Accessories -- SEE REF Attacks: Sailor Scout Attack: Suttungr’s Searing Slam Suttungr’s magic conjures up a brilliant disk of fire colored energy that then goes flying into the enemy not unlike someone swinging a book bag into the victim. Upon striking the victim it flashes brightly and leaves the impression of an all-out conflagration [a visual effect, rather than tangible damage] for a brief moment before dissipating. The attack itself can cause bruising and/or tenderness at the target location from the impact force and may knock the opponent over with an option for sunburn like damage should it be desired by player(s) for their character(s). This attack affects a single target at a time and Suttungr has two uses per battle, there is no time limit as it’s an immediate effect casting. Super Sailor Scout Attack: Suttungr’s Searing Smash Suttungr’s magic again conjures a brilliant disk of fire colored energy that swirls about his to take the shape of a pair of large fists that fly towards the target, slamming into the opponent with enough force to send them some distance backwards/off their feet while also causing pain - it may also knock the wind out of the target or cause impact damage depending on where the blow lands and what the other player(s) wish. The flames at this point are tangible magic that leaves affected areas with second-degree sunburn like damage for 20-30 seconds (perhaps depending on the strength of the target and player preference/request). This attack affects a single target at a time, Suttungr has two uses per battle for an immediate effect casting. Eternal Sailor Attack: Suttungr’s Searing Slash/Smite? Suttungr strikes the ground with his summoned spear and creates 3 crescent shaped blades that circle the target. In succession, the first two blades attack in a circular motion and the third strikes from behind. The impact may knock the target off their feet and affected areas experience inferno-like burning for 10 seconds. Due to impact, targets of Suttungr's attack can expect major bruising. Affected areas will experience the feeling of being burned and heatstroke symptoms for up to 45 seconds, depending on the number of blades that hit. (15 for one, 30 for 2, 45 for 3) after the initial searing sensation. This attack affects a single target - unless another character steps in to take a hit meant for the initial target - and can be used only once per battle. The blade does not have a solid/true shape and is purely energy that will dissipate shortly after casting.
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Posted: Thu Jul 21, 2016 6:36 pm
Hey Syrie! I first off want to say that I love Suttungr's Sphere, it's such an interesting concept. His civilian side looks good to me! I did notice a few things I wanted to go over in his senshi side, though! Hopefully, it won't take much and we can get him all sorted out! First off I do have a question on his Basic Senshi attack; what do you mean by conflagration? Does this attack cause massive amounts of tangible damage or would this part of the attack be less tangible and more illusionary on the visual effects? For his basic attack, it's fine to have bruising up to sunburn like damage (or the effects of a sunburn themselves), but senshi magic should have specific usage limits. If the magic can only give the effect of a bruising, this is because it is a sudden, impactful strike. Giving sunburn like damage implies that the magic will linger after the battle effects. If you would like for targets to have guaranteed sunburn like damage, the magic will need to have a specific duration (Such as, thirty seconds after the use of the magic, they may feel like they have sunburn), however, you can inform players that if they would like to play with the magic giving them an actual sunburn that lasts after the duration ends, you may! Making this optional for players means that you (or them) can plot for the magic to have stronger effects than what is absolutely guaranteed while still fitting in our guidelines. On to the super, at this stage, the effects are a bit extreme for a senshi of any rank, but I have a few suggestions that will hopefully keep the attack close to what you want! The bone fractures are the only things that will have to be removed at this stage; even if they are changed to be purely optional, this is a lot of power for a super senshi. Winding a character and knocking them back are perfectly acceptable at this stage. The bruises should not be so severe that they are debilitating or incapacitating in some way after the battle (unless the player wishes), but breakage to the skin (optional to the player) is good! Like the sunburn in his basic attack, to include the sensitive skin/sensations of second degree burn, there will need to be a set duration since Senshi magic has a set casting/usage time. Even without the physical appearance of a second degree burn, the effects of one can take weeks to heal. While you can still make it optional for players to choose to play with the long term effects of a 'real' sunburn, for it to be a guaranteed effect for landing this hit, it should have a specific duration at this point in time. For the Eternal attack, this seems to be really powerful. While parts of it seem to be player choice, before this attack can be approved it will definitely need a duration. These effects are powerful but give the player a few things to choose from, but it seems very debilitating. While players can certainly choose to suffer longer term injuries that last after the fight, these effects will still need a guaranteed last time should someone not want to deal with what could be life threatening injuries or weeks—long healing. Because being hit by only half of the attack can cause such severe side effects, I'd like to suggest that if they are only hit with half of the magic it lasts for 20 seconds, but if they are hit by both the effects last for 45 seconds. To allow for long-term plotting, you could include that the side effects can last for longer than 20/45 seconds (or whatever you choose) if the player desires or wants to plot something out. I apologize it took a while to get to your quest, if you any questions, need something clarified better, or need some help with something, or even if it's just to come back and take another look, just quote me and I'll be here!
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Posted: Sun Jul 31, 2016 9:58 pm
Adjusted all attacks to hopefully fit what is wanted better. :3 Having said that, his eternal attack was extremely poorly worded and confusing and that was on me 100% (whoops) so I totally understand your concern with that one - but his super attack I have changed a bit but do so with hesitance mostly as it was clearly noted that the area(s) where fracture could potentially happen were at very delicate/easily broken points on the body. For example, it's very easy for a normal person to break their clavicle, or a lower (floating) rib, the nose, jaw, or wrists/forearms with nothing more than a fall in the wrong manner. So it is not outlandish to imagine that a violent impact force would break one of these places when applied by a magically enhanced person fighting for their life. I do understand not wanting things to be OP but I find the discrepancy between what is allowed for say, a Negaverse agent (who comes with a weapon that is not limited to x number of casts/charges as well as a 1-hit kill like starseed grabbing) as opposed to one of the people meant to be fighting/surviving said agents. Again, thank you for your time and please do let me know if any further changes need to be made.
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Posted: Thu Aug 04, 2016 7:18 pm
Thank you so much Syrie, for clarifying that for me and making the adjustments you did! Also your patience is greatly appreciated! I completely understand your concern on why we asked you to tone down the super attack. Honestly, the reason behind it is that the shop is basically a living breathing entity, with each character and new staff is a new breath of life. Because of this we often have to make calls on how to balance the game play and attempt to make sure that it's balanced enough so all players have fun. As it stands the number of senshi in play vastly out number the negaverse officers so while they do get bladed and deadly weapons in later progressions as well as one hit kills as it were with starseed pulls. Not to mention a player still has to get OOC permission (Negaverse, Senshi or otherwise) to do any lasting or lethal damage to the character they're against. With this in mind, at super stage, senshi magic is strong enough to hurt but shouldn't be enough to cause long-term damage (such as broken bones), even on 'easily damaged areas' of the body. However, if a player wanted their character to suffer that extra damage (such as if the character was thrown back into something else that could result in broken bones) that is up to them, but at super stage it shouldn't be just from the Magic alone. Eternal stage's magic though something like broken bones could be optional, but it should be stressed to players that it is purely optional so they wouldn't feel pressured for something like this to happen to their character. Anyways, something else to think about though is that the Negaverse is actually, vastly out numbered by senshi in terms of actual player characters. The Negaverse only totals about 213 player characters and that includes all of the negaverse officers, cats, youma and corrupt senshi that are listed on our front page (as is any other numbers from here on out). White Moon basic senshi alone total 138 characters. When you add in Super and Eternal plus Royals, Chibis, Zodiac, Parallels and Cats; White Moon senshi alone total about 335 player characters. And those numbers don't even count the knights or Dark Mirror Senshi. So in terms of player characters, the Negaverse is vastly out numbered as would the Dark Mirror senshi be vastly out numbered by either the Negaverse or White Moon. Now I realize that there are a good deal of players that play in all factions, and have multiple characters; however, that doesn't dismiss the sheer amount of characters in actual play and how we have to look at operating the shop. Especially, in larger rps such a Meta events and large open rp battles where this keeps there from being a massacre, since things can get so chaotic with a myriad of players. Where as one on one player battles are easier to control and can be plotted out between players for a certain result. I'm sure you understand that when your playing any game there comes times when nerfs and buffs happen to factions and classes, and it's unfortunate thing to have to go through; but to keep the game balanced and interesting it's something that's necessary while we work through trying to get a better equal footing for everyone. Also, since there are so few negaverse agents to senshi, (I think it's almost a one and half senshi to negaverse agent ratio). We would like to try and encourage some team work on the White moon side, and while not everyone gets along, surely there's someone out there that a senshi can pair up with to help tackle a Negaverse Agent while they're stronger than the senshi. As, that's something else that should be encouraged by the factions. If you have any more questions or wanted to do a quick tweak based on the information I've offered, before I drop a stamp let me know! Otherwise just quote me back and I'll be here!
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Posted: Thu Aug 04, 2016 10:01 pm
Gotcha! :3 Thank you for the info, I do understand. I admit I was a bit confused at first as to whether or not I needed to make further changes (hello, I R derplord) but 's all good now that Song kindly opened my eyeballs) xDD;;; I shall leave any potential breakages of bones to people wanting more flavour with their rp reactions to being knocked back XD Stamp away, good lady, stamp away~ :3
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Posted: Thu Aug 04, 2016 10:14 pm
Yes I apologize if that got a little confusing/wordy, but I didn't want to throw in some new information and not give you the option of tweaking with that offered. That said~  A GM'll be by shortly~
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Posted: Fri Aug 05, 2016 8:42 am
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