GENERAL INFO

Aug 19, 2010 19:53

- DIRECTORY -

CHARACTER ARRIVAL, ELEMENTS & die gestalt;

character arrival; Your character was most likely living their lives when suddenly their perception of things was severely affected. It’s unclear if it was a physical alteration, a mental alteration, or both, but the outcome is what is, nevertheless.

Things around them fell into a pandemonium state (chaos, destruction, etc. - completely random, sometimes completely off the wall) before melting into nothingness.

S/he probably felt sick: symptoms like a severe onslaught of the flu and a heavy smoldering sensation in their head as things around them happened. Your character’s psyche started to stretch and rip (the outward result of this is up to you), trying to follow the same path as their worlds did. Their senses started to deteriorate.

Before it was too late, your character was left with few options: succumb and melt into the darkness with their world or follow the small desperate tug of survival pulling them in a random direction. If they follow this urge, they continue into nothingness, until when they’re just on the brink of losing the fight - and then everything bleeds together, piecing itself back to a reality. And suddenly, your character finds themselves in Nuadoria. The smoldering sensation is gone and their minds are in tact - as much as they were to begin with, anyway, although your characters will find one or two of their senses still extremely disoriented until they adjust. (From there, it will fluctuate randomly at certain times.)

Your character arrived with whatever they normally carry: but only what they can carry. Unfortunately, the rest melts away with their reality. Guns, swords, other weapons, bags, purses, cell phones, etc, etc. are all transmittable although may not necessarily work the same way, anymore. Characters can also arrive with companions - such as pets - should they have a strong enough bond with the animal that it does not dissolve with the rest of their world.

In addition, there will be a special something awaiting their arrival: a die gestalt, according to their communicators, which is described below.

elements; When each character enters Nuadoria, they are given (or more like attached to) a creature known as a Gestalt (in game, it's often referenced to as a familiar). Each of these gestalt are aligned with an element that they can use (magic). When the character is given the gestalt, they're given the exactly same elemental magic ability as their gestalt. In turn, whatever element the gestalt is aligned with, so is the character and now able to use most of the magical potential that was locked off from them before. The player is responsible for choosing an element for their character from the following:

FIRE
AIR
ICE|WATER
EARTH
DARKNESS
LIGHT

In Nuadoria, each element has a superior and inferior element in order to keep magical balance in the world. Earth is powerful against Air, Air is powerful against Ice/Water, Ice/Water is powerful against Fire, and Fire is powerful against Earth.

Earth » Air » Water/Ice » Fire » Earth

Light and Darkness are not part of the above element balancing in this world and are instead they are equal and opposite to one another.

Light « » Darkness (but they have no significant weakness or strengths towards the other four elements as they are raw elements.)

This system allows magic users to use some type of magic that isn't suppressed like their own personal power. It also gives character with no magic powers the ability to use magic.

When choosing an element for your character, it can be any element you want. For example; If your character is a fire user, you are not required to give them the element of fire. If you do pick fire, than the characters abilities using fire magic will increase pass the suppression effect in the city. If they pick, say water, for their element in Nuadoria then they will have water/ice attacks that are more powerful than their suppressed fire magic from back home.

die gestalt; Affectionately known as "familiars" by many of the veteran foreigners, die gestalt are a special class of child (demons in Nuadoria) best known for their parasitic survival necessities. Because the foreigners are particularly vulnerable, the gestalt latch themselves onto your character at the beginning of your character's arrival, essentially creating a pact without consent (which is represented by a tattoo somewhere on their body).
While initially taking advantage of the foreigners for their own gains, they are not malicious and have no intents to harm them. In fact, as long as they remain attached to their host, they will protect them via whatever means possible, including the cost of their own life. They will also obey the foreigners, if treated well, as masters.
The longer a familiar stays attached to a host (aka, the longer a character has been stuck in Nuadoria), the greater the chances are for their strength to grow. Each familiar is at its most immature form, a defense form and an attack form (both of which are chosen by the player). And each familiar has a chance to "upgrade" their forms three times, each.

These creatures also have an element associated with them that they share with their master (so they can use magic, too). The easiest way to say it is that the gestalt itself acts like a summoned creature.

choosing gestalt forms: The defense form is most likely an animal or other creature that is familiar to your character in some way (you can also have humanoid type characters as well, but no actual humans). Choose whatever form you like: serious or funny, it really doesn't matter! (Note: Familiars can only communicate with their masters, so they don't talk with anyone else). When choosing an attack form, think of something a little more menacing and battle-combatant worthy (you're upgrading pokeymans, okay!). For example, it's been popular for the Persona casts to have their familiars' attack forms become their persona from their game canon. Links like these to canon are perfectly allowed, and encouraged. The appearance of your character's familiar is very open and free, just follow common sense and have fun with it!

what's the point of all this? Your character just gets more powerful and is able to participate in more things, no matter their "canon" background. The element and gestalt system allows players to take any type of character they wish to put in AT's settings and do so without being ICly unable to participate in plots or other dangerous situations. Certain plots and events will have parts to them that will require stronger characters.

what if i don't want a gestalt or don't want it around constantly. If you'd rather not have a gestalt/mosaik or just want to use them infrequently, you're free to make the gestalt have a non-living form carried on your character (for example: armor, weaponry, etc.). You'll still have the elemental abilities that were assigned to you, but no companion following you. You can also dismiss the gestalt and "summon" it if you want it during a battle or for it to hang around a bit. (So, yes, you can technically pretend they don't exist by never summoning them if you prefer.)

Any questions? Please feel free to ask here! This page will be updated as needed to be as helpful as possible.

INFO

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GAME INFO » SETTING » RULES » FAQ » EVENT ARCHIVE » NPCs
TAKEN CHARACTERS » RESERVES » APPLICATIONS » DROPS & HIATUS » SUGGESTION BOX
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