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ABRAXAS MODS ([personal profile] abraxasmods) wrote in [community profile] abraxasooc2023-08-17 09:30 am
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EVENT #14: ANOMALIES - OOC POST

Event #14 - OOC Plotting

Mysterious rifts have been opening up all over Abraxas since mid-July, letting loose mostly harmless creatures - some of which are familiar to the Summoned. Called ANOMALIES by the natives and officials, these rift creatures have thus far been largely benign. Soon, that will change.

From AUGUST 20 - SEPTEMBER 2, the Summoned will face the much more dangerous ANOMALOUS BEASTS and must find a way to stop the creatures from wreaking havoc across populated cities and towns.

Characters will face the beasts head-on within their factions. Although each nation is well-equipped to handle most threats, the number of beasts attacking at once means any help the Summoned can provide will help prevent greater destruction or lives lost. Characters can abstain from taking action, but their choices may affect how faction officials view them...and maybe even the locals they live amongst.
Anomalous Beasts
While familiar to the Summoned, many of the Anomalies are foreign to native Abraxans. In particular, the Anomalous Beasts arriving in August are a real threat. Each Anomalous Beast will present a unique challenge and require a team of two or more to tackle.

RNG will determine which character permanently defeats an Anomalous Beast. Although we'll roll per individual character, victorious characters can proceed to partner up or form a team for the fight - so even if a character loses the roll, they still have the option of joining a winner to get a taste of victory!

Defeating can mean killing it or capturing/subduing. While anyone can fight the beasts, wound them, or drive them back, they will not be able to permanently defeat an Anomalous Beast unless the dice are in their favor. See Defeating the Anomalous Beasts for more.
Overview
Each faction will be assigned 7 Anomalous Beasts to begin with. This is to give players context as to what the first sightings will be and how that might impact their characters' actions. For example, if a character recognizes the description of a spirit in Castle Thorne or is drawn to reports of fires in the Tertiary Settlement, that could be a reason why they get involved.

However, the Anomalous Beats are not restricted by borders. They can and will appear across all of Abraxas. As a result, characters may encounter any Anomalous Beast they want.
Beast Behavior
Unlike the benign Anomalies, the Anomalous Beasts will only appear as one of each or a single small pack traveling together. This suggests they are going through one rift and coming out of another.

The Anomalous Beasts can also appear in the Horizon. When they do, characters may notice that the beasts will fall asleep in the real world, allowing characters to run or spring a surprise attack.
Rift Behavior
The rifts will only appear at set locations. While any Anomalous Beast can enter through a rift and come out the other, the locations they appear in will be static. This means characters can predict where the beasts will appear, although they will not be able to predict which ones.

While the beasts can travel on foot, they won't stray very far from the rifts and will intermittently be sucked in against their will and deposited through another rift. This is to allow characters the opportunity to encounter a variety of beasts. Only one Anomalous Beast at a time will be present at a location. Characters will not encounter multiple beasts at once.

Characters cannot go through the rifts. Attempting to do so will give them a painful and severe shock that sends them flying back a distance. Any native Abraxans who make physical contact with the rift will be vaporized, similar to what happens when they get too close to the Singularity.
Arcanum Behavior
Each Anomalous Beast will be assigned an Arcanum. Characters with a matching Arcana sign will see the sign glow like a brand on the beast's body.

Characters with a matching Arcanum who come close to the beast may absorb the beast's instincts such as hunger or aggression. The intensity of this effect will be up to you. It may overwhelm them completely or simply influence their actions.

Characters can snap out of on their own or they may have someone of any other Arcanum help them through physical touch. Touching the affected character will allow the person with a non-matching Arcanum to take on some of those feelings, sharing them and lessening their impact.
List of Anomalous Beasts
Each Anomalous Beast will be assigned a starting location and an Arcana. Characters will hear reports of something matching the initial Anomalous Beast that appears. This might be the form of a sighting, a description from a survivor of an attack, or similar. You can use this to determine how your character will react and which rift location they might investigate. Details of specific reports will be provided on the IC Event Log.
Submitted Beasts by Starting Location
Below is a description of potential Anomalous Beasts, their Arcana, and their starting location to offer context that'll help you plan how your character gets involved. The list is organized by faction and area (1-7). The numbers correspond to this MAP.

Starting locations are only where reports will first surface. The beasts can and will move from rift area to rift area throughout the event. Location descriptions will be provided on the IC Event Log.

We know the list of creatures is long, so don't feel as though you need to read over each description. Just focus on the ones you'd like your character to engage with!
Thorne
Shuma-Gorath | Image 1, Image 2
Arcana: Death
First Seen: Castle Thorne (1)

Description: A cephalopod with eight tentacles and one big eye. Some of its abilities include superhuman strength, agility, and stamina. It is relentless when chasing a target. It has a moderate regenerative healing factor, can crawl on anything using its tentacles, and can become invisible for limited periods. A revealing spell can expose its hidden form.
Dragon | Image
Arcana: The Emperor
First Seen: Frostwurm Tunnel (2)

Description: A typical dragon, though possessing only 2 hind legs similar to a wyvern. While not inherently malicious, a dragon will behave as any predator. It can be vicious and aggressive and possesses the ability to breathe fire. The dragon is attracted to magic and can also cause an increase in the potency and effectiveness of magic while someone is in its vicinity. Although some dragons have a bonded rider, this one is wild and cannot be bonded.
Darkhounds | Image
Arcana: The Wheel of Fortune
First Seen: Whitehill Village (3)

Description: Black, monstrous dogs the size of a pony with glowing silver eyes. They smell like sulfur and have venomous and corrosive saliva that will burn on contact. If not treated within 2 hours, the wound becomes lethal. They're fast and difficult to outrun. Getting wet causes them to freeze on the spot. In Abraxas, they appear in a pack of three.
Faust | Image
Arcana: The Chariot
First Seen: Dukewood Lumber Mills (4)

Description: A demon appearing as a shadowy cloaked figure with a jaunty hat and giant, vibrant pink claws. The claws can grow several times their length to cut down prey and can detach to attack on their own. Hidden underneath the "cloak" is a giant bladed tail that can split prey in two. Extremely agile, the Faust can rain down bladed attacks from the air. Attacks to their "cloak" seemingly do not damage it, but repetitive strikes will destroy its shroud and stun it, revealing the creature is an earwig-like insect. Its "face" resembles a human skull. The creature is vulnerable when the cloak has been dispersed.
Metal King Slime | Image
Arcana: Judgment
First Seen: Southern Farmlands (5)

Description: A pudgy creature resembling a sphere of viscous mercury. Although largely impervious to physical and magical damage, it's not impossible to slay with key strikes. It prefers to flee but can inflate its body to crush its enemies. It may unleash powerful fire magic as a distraction before running away.
Myriapod | Image 1, Image 2, Image 3
Arcana: The Devil
First Seen: Southern Mountains (6)

Description: A giant insectoid creature with steel-like pincers that can deflect a sword and vicious teeth. It has an array of human hands up the length of its thorax. If it sees you, it will try to eat you and will hunt you down by scent. Removing its head will kill it.
The Watcher In The Water | Image 1, Image 2
Arcana: Temperance
First Seen: Fishing Docks (7)

Description: A horrifying and mysterious creature with many tentacles that lurks within dark stagnant pools or lakes. The full shape of the creature is unknown, but its visible parts are its tentacles, which are long, sinuous, pale green, and luminous, with a fingered end.
Free Cities
Thunderjaw | Image
Arcana: The Hermit
First Seen: Fomalhaut (1)

Description: A huge bipedal machine with features akin to those of a Tyrannosaurus Rex: powerful and bulky legs, a long body, and a heavy tail. Its body features symmetrical weaponry: a laser weapon in its mouth, cannons on its jaws, a radar array on its back, and Disc Launchers on its hips. They are also aggressive, programmed to be "hunter-killers" and will engage with anything it perceives to be a threat, human and machine.
Dokkaebi | Image
Arcana: The Star
First Seen: Northeastern Mountains (2)

Description: Magical spirits synonymous to goblins. They are commonly used as mercenaries by Korean shamans (Mudang) and are created with ancient magic, and brought to life using old, abandoned things and menstrual blood. Since they're naturally invisible, not much is known about their appearance. They are also capable of flight and are incredibly strong and tough. They can be killed by force or powerful offensive magic. When a Dokkaebi dies, it dissipates into smoke before disappearing.
Morbol | Image
Arcana: Judgement
First Seen: Andromeda Bay (3)

Description: A giant plant creature with a gaping maw, many tentacles, and a bad attitude and even badder breath. It can fling itself around with ease or bury under the ground, then spring up somewhere else. Its giant mouth is lined with numerous teeth. The worst thing about a morbol is its breath: it paralyzes, blinds, poisons, and otherwise weakens anyone caught in it. Some may recognize this morbol from home as a particular one named Carrot.
Hellhounds | Image
Arcana: The Devil
First Seen: Cadens Barracks (4)

Description: Hounds that are invisible to the naked eye. Only by wearing glasses treated with holy fire can you see them, whereupon they resemble ferocious black dogs with red eyes. Once a hound has the scent of its target, it has it for life. They can be clever, almost impossible to trick or distract, and are willing to improvise to get to their prey. Hellhounds will physically rip their victims to shreds to collect their souls, but sometimes the mere presence of one can drive a victim to suicide or scare them to death. They can also cause hallucinations. Basic weapons can't kill them, but holy or demonic weapons, magic, and unique abilities may. In Abraxas, they appear in a pack of three.
Thresher Maw | Image
Arcana: Justice
First Seen: The Badlands (5)

Description: A wormlike, subterranean carnivore that spends its entire life eating. It can burst up from the ground without warning when disturbed and is roughly 90 meters in length, though the full body of a Thresher rarely exits the ground. Its primary method of locomotion is rapid subterranean burrowing. It possesses powerful whip-like sensory tentacles, razor-sharp mandible appendages, and a powerful acidic spray that can reach hundreds of meters with remarkable accuracy.
Grand Worm | Image
Arcana: Death
First Seen: Mining Camp (6)

Description: This creature's four-pronged jaws are capable of swallowing people, wagons, and even small cabins. Its insides are cavernous. It's whale-like, and will "swim" through sand. Although Grand Worms can reach massive sizes, this one is a juvenile and thus is roughly the size of a small house. Grand Worms are interconnected with all other Worms, so the previously submitted benign Worms will flock to its side.
Night Creature | Image
Arcana: The Hierophant
First Seen: The Red Path (7)

Description: This night creature, which looks like an especially sad T-Rex, can shoot giant beams of light that result in fire, causing damage to structures and terrain, and burning victims. Its massive white bulk and ghoulish red mouth are enough to send civilians fleeing.
Solvunn
Prehistoric Hippopotamus | Image
Arcana: The Fool
First Seen: Tertiary Settlement (1)

Description: Also called Hippopotamus Gorgops, this prehistoric creature is very similar to modern-day hippos, with the same disposition and defense strategies. The main differences are it is larger, with a wider mouth full of sharp teeth, and more pronounced eyestalks and nostrils. They are territorial and easy to agitate.
Rancor | Image
Arcana: Strength
First Seen: Shrine of the Maw (2)

Description: Rancors are large, semi-sentient reptilian carnivores with long arms, immense jaws, and armored hides that can withstand blaster fire. On average, they stand around 4.2 meters (14 feet) tall and weigh 1,650kg (3,638 lbs). Despite their intimidating appearance, rancors are inherently benign and even capable of being domesticated. However, this Rancor is easily provoked and can get aggressive due to the confusion of being displaced. Rumor has it that a rancor can be staggered by jamming a bone between its jaws.
Pooka | Image 1, Image 2
Arcana: The Tower
First Seen: The Offering Grove (3)

Description: Adorable and almost doglike, the distinctive feature of pookas is the large, singular glowing pink eye. They can walk on two legs, and their sideways-jointed forelegs let them cling to sheer surfaces or hang upside down. When opening their mouths, side-jointed mandibles emerge from between sharp fangs. They hunt in packs and have razor-sharp teeth, and can be scared off by anything larger than them. In Abraxas, they appear as a pack of three.
Demonic Beast | Image
Arcana: The High Priestess
First Seen: Mountain Ritual Site (4)

Description: A monstrosity caused by mutations due to using Crests or a Heroes' Relics's true power in the hands of an incompatible user. It's tough to kill, even for seasoned warriors. Many have lost their lives due to its immense power and ability to cause widespread destruction with magic and otherwise powerful physical blows. While they come in different shapes and sizes, the one that appears in Abraxas resembles a massive reptile wearing an eerie mask covered in tassels.
Hungry Bones | Image
Arcana: The Hanged Man
First Seen: Forest Shrines (5)

Description: A magical construct, partially an unintended consequence of a ritual attempt. These bones are possessed by the mindless, raging spirits of the humans and other creatures used to make them. Some individual bones may appear to have runes carved into them by an unsteady hand or are held together by copper wire. Its singular desire is to feed on living blood, which the individual bones absorb from the wounds of victims. It can be destroyed either by removing the spirits from the physical bones they occupy or by smashing the entire construct into too many broken pieces for it to reform.
Nichevo'ya | Image
Arcana: The Fool
First Seen: Feintak Ritual Site (6)

Description: Creatures created from shadow. Their faces are blank and featureless. Their bodies are indistinct, seeming to move and blur constantly. They have arms, legs, long claws, and wings at their backs, along with lamprey-like teeth. Their shadow bodies can disperse and reform as needed in response to attacks from gunfire and swords. They are 2-3 times the size of an average man. In Abraxas, they will appear as a pair.
Demogorgon | Image 1, Image 2
Arcana: The Lovers
First Seen: Abandoned Settlement (7)

Description: A tall, humanoid monster with long limbs and glistening, slimy skin. Its head can unfurl like a flower, revealing fleshy "petals" lined with sharp teeth. It possesses exceptional speed and strength and can heal from grievous wounds with enough time. Driven by hunger, it tracks its prey relentlessly and can scent blood from long distances.

Addressing the Threat
Non-combat oriented characters can reinforce wards, create weapons, traps, or tools for others to use, shelter frightened citizens whose homes may have been destroyed, provide medical aid or healing for the wounded, and resolve environmental threats such as fires or collapsed buildings.

Characters can also request aid or resources from named NPCs. Players can assume that basic supplies such as food, medicine, or mounts are approved. For anything greater, a submission comment will be available on the Coordination Post.

NPCs and officials can be directly involved in some of the fights, as well soldiers, Elders, and mages. NPCs will not appear in player threads. Instead, we'll outline the basic behavior and actions of the NPCs on the IC Event Log for players to incorporate into their threads.
Impact in the Factions
Officials will allow the Summoned to portal to the known rift locations. They cannot leave faction borders. Cross-faction interactions will occur in the Horizon only.

As a preview, we've highlighted 3 of the 7 rift locations in each faction characters can visit. Some of these areas are new and might reveal interesting lore. Descriptions for all locations will be revealed on the IC Event Log.
Thorne
Dukewood Lumber Mill, a critical part of Castle Thorne's economy and the livelihood of many workers
Frostwurm Tunnel, a familiar area in the Hayle mountains for some of the earliest Summoned
Whitehill Village, where a precious flower must be protected
Free Cities
Fomalhaut, a port city whose strict quarantine is now at great risk of being broken
Cadens Mining Camp, the nation's largest mining operation...that employs very young miners
Cadens Barracks, the main training facility for the Free Cities army and temporary quarters for the newly Summoned
Solvunn
Shrine Forest, places of power devoted to the Gods that must be protected
Abandoned Settlement, a village that's been reclaimed by nature and is home to precious forest guardians
Feintak Ritual Site, a primary ritual area that the Council believes is restraining dark and ancient magicks

Defeating the Anomalous Beasts
Characters can approach a threat with weapons, traps, inventions, magic, or even clever usage of the natural environment. They can also consult with one another to determine weaknesses based on the beast's canon origins or use the Horizon to identify them in a lower-risk environment.
◎ There are no restrictions on basic encounters. Characters are free to fight as many threats as they want. However, only one character or team can permanently kill or subdue an Anomalous Beast.

◎ To allow players to plan ahead, you can submit for a dice roll during the OOC plotting period rather than waiting until the IC Event Log. Submissions will be open through to AUGUST 23.

◎ Defeating a beast does not mean you have to kill it. Characters can capture and contain an Anomalous Beast if they wouldn't make a killing blow. However, by choosing to spare it, you're agreeing to let the mod team decide the beast's fate. While a few may be allowed to persist in Abraxas, not all of them can. We'll announce this formally in the Wrap-Up post.

◎ Don't worry if submissions weigh heavily towards one while another has none. NPCs will confront any beasts that have no assigned character victory, so submit for the encounters you think you'll most enjoy.
The mod team will roll per character to determine a victory outcome as well as the 2 locations for you to choose from where the beast will be defeated. If a character is part of a group or chooses to team up, all characters on the team can contribute to the defeat.

Submit for your victory roll HERE under the corresponding Anomalous Beast. Please read the criteria in the comment before submitting.
Beasts in the Horizon
The Anomalous Beasts are capable of entering the Horizon. The beasts will appear confused or angry, suggesting they themselves don't know how they got to this strange place...nor do they know how to leave. They might destroy portions of domains or cause odd effects to manifest.
Unwanted Guests
Anomalous Beasts will appear in the Horizon without rhyme or reason. Unlike the rifts that open in the outside world, there are no rifts that open when the beasts arrive here. They appear much like the Summoned do, manifesting their form into the Horizon while their physical bodies "sleep."

Their behavior and abilities will be the same as in the real world. The only difference is that, like the Summoned, they cannot be permanently killed. Killing them will instead wake the Anomalous Beast up in the real world. Characters can decide how to use this to their advantage...or they may accidentally wake up a beast by killing it and causing further havoc.
Domain Impact
Characters may encounter any Anomalous Beasts they like - or none at all. The presence of Anomalous Beasts can impact a domain in the following ways:
Environmental. Though the beast might never appear physically, its presence may alter the nature of a domain. For example, an Anomalous Beast associated with fire might cause a character's domain to become very hot or spout lava.

Destruction in Absence. Characters might enter their domain to find that a chunk of their roof is smashed or one of their Horizon pets has been attacked.

Direct Impact. The Anomalous Beasts can also come charging in and attack.
No damage is permanent. Since it's the Horizon, characters can use their minds to repair and rebuild, although anyone with a stronger connection to the Horizon will have an easier time doing so. They can also assist each other with the task. That said, lasting effects can manifest due to subconscious desires or trauma. Players are encouraged to explore this option as they wish!
Notes & Details
Ability or Transformation Gain
Characters will receive a gain of either one physical alteration or one new magical spell/ability. While this gain can be anything, we encourage people to consider a gain that suits their experiences throughout the event. Gains should be minor and not overly powerful. See Reward Gains to learn more.

To request your gain, submit it as usual on the upcoming Activity Check form.
Event Organization
Similar to the Invocation event, we'll provide a Coordination Post. You can use the Coordination Post to do IC Exchanges, contact the mods for requests, and alert each other of notable occurrences.

The key feature of a Coordination Post is a section for network-style in-person threads (IC Exchanges) for anyone who wants to play out scenes that may not be logistically feasible to do as a log thread. This can include large group meetings, interviews involving several characters, multi-person fights, or anything of that nature.

If you weren't there for the Invocation event, you can take a look at an example of how the Coordination Post functions. The one for this event will be a simplified version since there are no investigations.
Event Schedule
To allow for a bit of room for players to get things started, the event post will be going up a little before the actual in-game date the event occurs.
The IN-GAME EVENT will ICly take place August 20 - September 2
The EVENT POST will go up August 19 for players to participate in.
The WRAP-UP POST will go up August 30 for players to view.
Plotting Form
A plotting form is available below for your convenience.

Questions and Answers

If after reading these you're still unsure about anything, or your question wasn't covered, please feel free to hit up our Questions thread below!

My character lost a roll, but they're part of a team that has a character who won. Can they still participate?
Of course! There's no restriction on participating in a team with a character that won a roll, even if your character lost. However, the player with the victory roll can determine whether they want their character to have the killing blow or split it among the team.
If my character won a roll, can they still join a second team or fight which also has someone who won a roll?
Yes, this would be fine, but in such cases, we suggest that your character take a secondary role in the fight so that other characters may have their chance to shine.
Can characters who lose a roll still fight the same beast?
Yes, anyone can fight, wound, or drive back an Anomalous Beast, and characters can confront as many beasts as they want. The roll is only to determine who permanently kills or defeats it.
Will the Anomalous Beasts behave as they do in their canon world?
Yes, but keep in mind the mixture of canons means that just because a beast might be impervious to harm in a particular canon doesn't mean that'll be the case in Abraxas. All Anomalous Beasts that arrive through the rifts will be able to be killed or defeated through other abilities, magic, or weapons.
My character is familiar with one of the Anomalous Beasts. Can they share this information?
Certainly! Sharing information regarding weaknesses and so forth is encouraged.
The Anomalous Beast submitted for my canon can only be defeated by a unique weapon or tool. Can characters recreate the item in Abraxas?
This depends on the item! Please ask if you have a specific request in mind. It may be possible to create the item exactly, to make a similar but less potent substitute, or it might not be feasible.
Are there opportunities to fight the Anomalous Beasts cross-faction?
Only in the Horizon! Characters can additionally coordinate with another group in the real world to "distract" a beast in the Horizon without killing it, ensuring it slumbers in the outside world.
Will we have to roll to kill Anomalous Beasts in the Horizon?
No, since death isn't permanent in the Horizon, you can freely kill any beast you like. Doing so will simply cause it to wake up in the real world.
What about Nocwich? Are they encountering the same rifts?
Yes, though to a lesser degree. Nocwich will not request the assistance of the Summoned. Nocwich is not populated with humans and has the advantage of an eternal night, so they'll be capable of protecting themselves.
How much can I damage the locations?
Players are welcome to determine minor or moderate damage to various locations in their threads such as broken doors or injured unnamed NPCs. For more extensive damage or if you're unsure, please ask us on the Coordination Post. We'll determine any permanent damage on the Wrap-Up post based on character actions.

godshattering: (pic#15439515)

[personal profile] godshattering 2023-08-17 07:44 pm (UTC)(link)
righteously: (¹⁰ Aɴᴅ I'ᴍ ʙᴇᴀᴛɪɴ' ᴛʜᴇ ғʟᴀᴄᴋ)

[personal profile] righteously 2023-08-17 07:47 pm (UTC)(link)
righteously: (¹⁰ Aɴᴅ I ʀᴇᴀʟʟʏ ʜᴀᴠᴇ ᴇɴᴊᴏʏᴇᴅ ᴍʏ sᴛᴀʏ)

[personal profile] righteously 2023-08-17 07:50 pm (UTC)(link)
gynvael: (420)

[personal profile] gynvael 2023-08-17 07:50 pm (UTC)(link)
One (1) robot dino pls
ushiri: (Default)

[personal profile] ushiri 2023-08-17 07:54 pm (UTC)(link)
That's perfect, thank you! I will have him ambushed there after poking around, and I figure I can use the ic log write-up about the lumber mills for what he will find investigating on arrival?
satanicpanics: (pic#15737492)

Eddie Munson | Stranger Things | The Devil

[personal profile] satanicpanics 2023-08-17 07:58 pm (UTC)(link)
Character Name: Eddie Munson
Arcana: The Devil
Faction: Solvunn

Anomalous Beasts:

Technically he’d only be familiar with the hippo, but he would know of things like dragons and the Watcher in the Water since he’s such a big fantasy nerd. It's worth mentioning the Demogorgon is from his canon, but he didn’t actually get to meet one, so he is not gonna be your go-to for that.

But of course that means I’m bound by law to throw him at one. AND THE DRAGON…let him (try to) slay a dragon…he’ll never stop talking about it. If things don’t get too crazy, I would also like to see how he fairs against the hellhounds because of course I would, and that one matches his arcana! Could be fun to play with.

Interested Locations: Wherever in Solvunn! But he probably won’t bother with the Horizon this time.

Activities:
-He’s been here for a year, I want him to actually fight and be brave this time!!! He’s earned it. He literally has nothing left to lose, right?
-He can also help the locals and do his best to help you losers out if you need it. He’s a pro at distraction, so enlist him for that!
-He’s not genuinely familiar with most of the creatures but he does have an encyclopedic knowledge of…well, anything you’d see in D&D. If any of the creatures reflect those, he might be able to throw in his two cents on how to defeat them.

Unique Skills:
He can cause a good distraction (he’s an expert), can help put together some makeshift shitty weaponry, and he’s recently become vaguely adept with an axe (thanks, Hilda).

General plans: Old and new CR pls…I’m also very open to pretty much anything!
catchtheseclaws: (Default)

[personal profile] catchtheseclaws 2023-08-17 07:59 pm (UTC)(link)
thepath: (127)

[personal profile] thepath 2023-08-17 08:00 pm (UTC)(link)
hey mods! a quick question just to be safe: would the anomalous beasts feel "normal" to our force users here who can sense the force (life energy, basically) in other people/creatures? (or to any other PCs who might be able to sense energy/spirit/mana/whatever, ig.)

or do they feel some other way, like nothing at all, too much life, etc? hopefully this question makes sense!
catchtheseclaws: (Default)

[personal profile] catchtheseclaws 2023-08-17 08:00 pm (UTC)(link)
righteously: (¹⁰ Lɪᴋᴇ ᴀ ᴋɪɴɢ ᴡɪᴛʜᴏᴜᴛ ᴀ ᴄᴀsᴛʟᴇ)

Dean Winchester | Free Cities

[personal profile] righteously 2023-08-17 08:00 pm (UTC)(link)
Character Name: Em
Arcana: The Lovers
Faction: Free Cities

Anomalous Beasts: Hellhounds! But he's gonna be going after quite a few different ones because it's What He Do.

Interested Locations: He'll go where he's needed, but he's more inclined to defend civilian locations rather than the barracks.

Activities: HUNTING!! He may organize a monster info swap post with Jo for people to discuss strengths/weaknesses on the network. Mainly he's just gonna be out there in the field doing what he does best.

Unique Skills: He's a monster hunter with big ass wings that pop out and new fun Witcher-enhanced physiology to play with for the first time since the gain.

General plans: He's got a lot of guilt and remorse to work through from recent in-game troubles, and the best way he knows how to do that is by Saving People / Hunting Things (the family business) so he's going full blown professional mode here. He'll be very active in tracking and fighting things, and in civilian protection. Making sure things are handled safely, that monsters are neutralized without threats to civilian life. If he sees other characters struggling in their hunts, he will totally intervene and lend a hand.

ushiri: (pic#16565790)

Kyle | Thorne | Hanged Man

[personal profile] ushiri 2023-08-17 08:02 pm (UTC)(link)
Character Name: "Kyle"
Arcana: The Hanged Man
Faction: Thorne

Anomalous Beasts: Hungry bones are abominations from his world, he hasn't encountered them yet from his canon point but they are similar enough to other 'undead' constructs that he's familiar with to recognize them and know the (honestly pretty obvious) means of getting rid of them. Besides that, I plan on having him badly injured while out on his own by a Faust.

Interested Locations: Castle Thorne for the majority of the event due to early injuries and Horizon. Towards the end of the event when he's more recovered I might toss him out some more.

Activities:

➛ Early on he'll be asked to head out to Dukewood Lumber Mills to scout out the situation there. He is absolutely gonna get his ass handed to him by the Faust lurking around there.
➛ While stuck in Castle Thorne recovering he will technically be available for minor healing (since he can't heal himself) and saving folks nearby. He will stagger around against advice to do either.
Horizon. Kyle is going to encounter Hungry Bones in his domain. He'll dispatch them pretty quickly, but subconsciously they will persist. His domain will look slightly different: the white statue will be cracked, the black statue will look like he's screaming, and there will be copper wires coming out of the windows. The main window will have a tapestry of human bones across it, mostly arms, rib cages, and heads. The copper wires and bones will be threaded around the inner walls of the monastery and in the iron tree at the center. They won't move except in the corner of your eye, finger bones and jaws twitching, skulls turning to follow you as you move.
➛ As the destruction continues over the week and a half IC time I'll probably have him getting up and bringing supplies to places damaged by beasties.

Unique Skills: Kyle can make goodberries. He can also do a healing spell that only works on others! Besides that, he has his Gray Space fast travel abilities.

General plans: NOPE. Hmu!
aquaveiled: (himeka-658)

himeka sui | solvunn | the fool

[personal profile] aquaveiled 2023-08-17 08:02 pm (UTC)(link)
Character Name: Himeka Sui
Arcana: The Fool
Faction: Solvunn

Anomalous Beasts:
She's familiar with the Morbol/Malboro! Though the ones from her world are just very slightly different in appearance, everything else is pretty much the same across FF-franchises. If you get it by Bad Breath she can help.

Interested Locations:
God she's really interested in all the Solvunn locations but anything that involves ancient magicks (so the ritual site) and SHRINES is important to her. The Old God she's closest too is a little foresty mushroom guy so she would definitely want to make sure that he's protected if possible.

Activities:
▶ I am definitely up for her rescuing someone or being rescued! She's very #yolo in battle and is a squishy magic user.
▶ Being a Fool I kind of want Himeka to encounter the Hippo and the Nichevo'ya somewhere, some how?? And if someone of another arcana wants to help she'd love that!
▶ I figure most of her shenanigans will be in Solvunn but cross-faction interactions in Horizon. Maybe chasing down some of the creatures she doesn't know/so she can learn from others? Or we all go in blind together.
▶ She will probably be convinced that the dragon is friend-shaped until proven otherwise. She can try to teach someone dragonspeak from her world. It will probably be useless. Please talk to her about dragons.

Unique Skills:
▶ Himeka is a powerful magic user in both healing and offensive (elemental) magicks
▶ She's had some successful correspondences with old gods so she would definitely not be above applying high magic here too. (Ask for help??)
▶ She can...become tree? Just a regular tree but that may or may not be useful for stake outs since she can "blend in"
▶ She's rank 6 so she can maybe help gather resources if there is anything more unique needed.

General plans:
I have no idea who I want to throw Himeka in for regarding a creature defeat, but if anyone wants to plan out some sort of potential take-down (even if it's unsuccessful), that would be fun!

New and old CR building! Himeka is someone who will have 0 problem inserting herself into something going on, so if you have a character who is a little more withdrawn and needs a boost for whatever reason, she can help out.

She will also always have food with her. So if you need a snack break...she got you.
righteously: (¹⁰ ʙᴇᴇɴ ᴛʜᴀᴛ ᴡᴀʏ ғᴏʀ ᴀʟʟ ᴍʏ ᴛɪᴍᴇ)

[personal profile] righteously 2023-08-17 08:09 pm (UTC)(link)
O shit u know what we could have a moment of Dean seeing Claude with his bow and his brain going 'wait a second is that him is that the guy from the thing??'
restingstitchface: (Default)

[personal profile] restingstitchface 2023-08-17 08:12 pm (UTC)(link)
will be focused on directing people to safety and assisting with basic first aid

This man right here, officer.
subhuman: (pic#16520435)

dante | devil may cry | the devil

[personal profile] subhuman 2023-08-17 08:18 pm (UTC)(link)
Character Name: Dante
Arcana: The Devil
Faction: Thorne

Anomalous Beasts:
Faust. FUNNY THING about that guy. You fight him but he also ends up being one of Dante's weapons in DMC5. And he's a hat. I can't make this up. DMC is just like that.

Interested Locations:
He'll be curious about the Lumber Mill since that's where Faust is showing up, but beyond that he's open to anywhere!

Activities:
▶ Demon Hunter by nature, so really he'll just show up where he's needed and smash.
▶ I really want Dante to get Bad Breathed by the Morbol. Really, anyway I can get him covered in grossness because he's a nasty man. So if there are any other creatures he can get juicy from, I'm down.
▶ That being said, I'd love an excuse for Dante to be forced to use some of his demon powers. He's been doing a pretty decent job of hiding that side of him, so...CR building? Somehow?
▶ I want him to get stabbed. A lot. By something. Maybe even friendly fire. Do you wanna impale Dante? You can do so.

Unique Skills:
▶ He's extremely durable and can walk off a sword in his gut. It isn't comfy but he'll be fine.
▶ He's annoying and uses that a lot in battle.
▶ Oh yeah he's also half-demon and has a whole weird demon ass form and magical demon powers but. He tries to use those sparingly and has only very, very very barely used them in Abraxas. See above...I'd love to share a peek of them to someone or someone(s).
▶ He can summon pizza. That will surely be helpful somehow.

General plans:
Just really want to use this as an opportunity to have Dante run around with some new and old peeps! I'm also happy to offer him as someone who can help mitigate arcana things.
thedevilwhorose: » hallucination (it's not my fault)

Lucifer | Thorne | The Devil

[personal profile] thedevilwhorose 2023-08-17 08:30 pm (UTC)(link)
Character Name: Lucifer
Arcana: The Devil
Faction: Thorne

Anomalous Beasts:
- I've already got loose varying levels of bad depending on rolls plans for the Myriapod.
- He's familiar with hellhound capabilities but he's not attached to them.
- Haven't decided on my second roll yet.

Interested Locations:
- He'll go wherever for no reason. Always a Will Do Just About Anything if he gets him out of Castle Thorne proper. He will need zero convincing to go anywhere but "saving people" comes as an afterthought and only because Reputation Matters.

- If YOU want an interesting, difficult terrain location as your backdrop to fight in the Horizon, I'm all for Lucifer's domain getting effed up so by all means. He's not usually there so any damage will be an "awww, MAN" realization later.

Activities:
- Helping Murder things please and thank you.
- I wouldn't mind him saving someone he's close to. ... or even begrudgingly saving someone he's not but ugh. Necessity.
- I would love for him to literally just watch someone he's Not Close to get torn to bits in the Horizon. What? It's a learning experience for all.

Unique Skills:
- For Thorne folks Lucifer's got a couple lightning shield enchantments that he hasn't given out. They'll currently only absorb one hit once a day. He has some WIP experiments that might be more effective but also might backfire on you. So. Y'know. ymmv.
- He can sense the more demonic-leaning creatures.
- He can't heal anyone currently but he knows Minimum First Aid!!! thanks Nadine
- #Bless

General plans: Lucifer's slightly more invested in this whole thing because one of his Actual Friends (Kyle) got bitchslapped in the beginning of it and he "had to" deal with that.

He'll want to dissect any of the creatures given the chance. Less for useful materials, more for the uhhh.... sensation. Let's go with that.
godshattering: (Default)

[personal profile] godshattering 2023-08-17 08:42 pm (UTC)(link)
EM YOU READ MY MIND because I thought about this earlier before I wandered off, and yes!! If we wanna drop them into the middle of some action to make it happen, I'm into it and I would be up for anything on what the action is if there's anything that'd work for Dean too!
righteously: (¹⁰ 3261026_100)

[personal profile] righteously 2023-08-17 08:45 pm (UTC)(link)
LET'S DO IT let's camera pan in to the middle of a fight scene for any of the monsters Claude's likely to Hawkeye to death and I'll have dean just !! about it
leitstern: (Egotistical)

[personal profile] leitstern 2023-08-17 08:47 pm (UTC)(link)
He can sense the more demonic-leaning creatures.

Hello :)

Could be interesting if those senses lead him towards another Summoned, right? Even if they might look human.
sleepfan: (Side Profile)

Linhardt von Hevring | Thorne | The High Priestess

[personal profile] sleepfan 2023-08-17 08:50 pm (UTC)(link)
Character Name: Linhardt von Hevring
Arcana: The High Priestess
Faction: Thorne

Anomalous Beasts:
Linhardt is familiar with the Demonic Beast from Fodlan, but he's not going to be of much help if/when it shows up in Thorne as he shares the Arcana and will be... very much not There to help out.

He is also really, really interested in the dragon - and is slinging a ton of magic around so it probably notices. Observers will note Linhardt refuses to hurt the creature - he's complimenting it while it tries to set him on fire.

Interested Locations: EVERYWHERE. Portal all the places. (That he's allowed).

Activities:
Generally, how Linhardt responds to the Anomalous Beasts is going to depend on the strength of Thorne's response + how well the other Summoned are coping with the threat. If needed or it would be helpful, Linhardt is available to heal the wounded so they can get up and back at it - he also would be assisting in the logistics of evacuating people if it would be helpful. Most of his attention would be focused on helping get innocent people out of harm's way and making sure everyone lives.

On the other hand, if things are going well and he's not needed, Linhardt wants to study all the monsters. Basically he's lurking in your battlefield and taking notes, but he can take care of himself so at least he's not getting in the way. He'll help you if you need healing, though.

More importantly, the creature from his world (the Demonic Beast) both shares his Arcana and is something that Linhardt is interested in studying. Which means the minute it shows up in Thorne, he is on that like white on rice. And that is not a good thing, because Linhardt has a lot of repressed emotion and Demonic Beasts are basically all aggression all the time. Linhardt is going batshit crazy so somebody will have to deal with that. Either that or a lot of things in Thorne are going to be on fire. Please either try to calm him down or, alternatively, restrain him/knock him out. He'll be pleased when he comes to his senses.

Unique Skills:
Linhardt has several skills that make him useful in a support capacity: He is a very skilled healing mage, having the ability to deal with both injuries and poisons/venoms/status effects. He also has enough understanding of logistics to be very calm and very useful when it comes to evacuating people. He can also teleport objects, which is probably helpful when it comes to moving things out of the way of the people fleeing/hiding.

And sorry to the other Summoned in Thorne, but while Linhardt doesn't like using his battle magic, it's going to be on full display while the Demonic Beast drives him nuts:

- Lots of fire magic. And lots of wind magic. He both has the ability to directly cast fire/wind magic on others and use it to manipulate his surroundings.

- He can also absorb life energy from other people/creatures and use it to heal himself.

- And he can teleport so restraining him or physical contact might be difficult.

- Linhardt has also fought enough Demonic Beasts that he can coordinate with the creature and will be providing cover for it.

General plans:
Linhardt is also an idiot who is going to yeet himself at some Rifts and get his ass kicked if anybody wants some levity in the midst of this nonsense.
theidlemaiden: (Default)

[personal profile] theidlemaiden 2023-08-17 08:55 pm (UTC)(link)
Lovely, thanks so much mods!

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