The Glitch V: Taste of Fear...

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#26

Post by B4UTRUST »

Hmmm, the difference between a normal bowel movement and doing an upper-tanker. Hmmm. I'd say we'd need a committee to debate it. It's like the issue of whether or not a cupcake is a subcategory of muffin or if it gets its own category.

However, it is of my learned opinion following quite a few nights of heavy binge drinking and military shenanigans, that the upper-tanker may grant a similar set of powers in that one doing so would get magic, however perhaps a different subset. A mage of necromancy rather than arcane or elemental, for instance. I say necromancy because the stench that comes from such acts develops and rivals that of the rot and decay I can only associate with horribly brutal deaths.

However, as an aside, I've discussed this with DS. Apparently the list now goes:
1) Shit into unconsciousness - arcane or elemental magic
2) Zen-like near-orgasmic piss - Enlightenment
3) Vomiting until one passes out - Superpower: Acid Vomit, Flaw: Bad complexion

I add to this list now
4) Upper-tank - Necromatic magic
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#27

Post by Dark Silver »

-groans-
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#28

Post by General Havoc »

Submitted for the approval of the Game Master (and of course the collective)

Name: Gregory Colwell

Age: 13

Archetype: Commander

Description: A small kid, thin and undersized for his age, Gregory is an oddity for denizens of the Game-verse. He walks with a pronounced limp in his right leg, enough to be immediately noticeable in a world where physical imperfections are a matter of choice, and almost never an actual impairment. His hair is sandy brown and his eyes the slightly off-putting bluish-grey that comes with a lack of collagen in the whites of his eyes. Slightly asthmatic, his breath comes in a light wheeze, that rises to a harsh rasp whenever he is in a highly stressful situation. By dint of lifelong habit, his movements are restrained and precise. He can walk only with some difficulty and barely run at all, and does not tend towards sudden movements for fear of upsetting his balance and toppling over, which given his condition, could well prove fatal.

Gregory has an odd sense of fashion, to say the least. He is usually wearing a military uniform of some sort, though which military the uniform is from varies wildly by the day, and sometimes even by the hour. Always the uniform is first-class, complete with tassels, braids, medals, rank insignia, crests, garlands, coronets, sashes, and every other appropriate detail for the culture in question, be it a Roman legate's toga, an archwizard's robes, a Prussian field-marshall's greatcoat, or the dress uniform of a Imperial Guard Commissar. Yet despite the obvious workmanship of the uniform, it is always just slightly too big for Gregory, not so much as to impede his movement, but enough that it gives him the unmistakable impression of a kid in a particularly well-made Halloween costume. This impression is not helped by the frequent and stark changes in the uniform that he is wearing whenever he makes use of his core power (see below).


Biography: Lots of kids play video games as an escape. Most aren't escaping from the same things Gregory was.

In a way, Gregory was lucky. He was born with Type I Osteogenesis Imperfecta (also called Vrolik Syndrome), a genetic disease of the bones that causes them to form brittle and thin, prone to fracture at even minor shocks. Had he been born in the third world, or with a more advanced form of the disorder, he would almost certainly have died at birth or shortly thereafter. His luck was to be born to wealthy parents in a state of the art hospital in Denver, Colorado. Through this chance alone, he survived birth and infancy, and the dozens of surgeries, physical therapies, and other medical proceedures that enabled him to live what was termed, without a trace of irony, a "normal life".

Of course, 'normal' was not entirely the word he would have given it. Gregory's childhood was filled with usually-low but always-constant physical pain, due to his fragile and often deformed skeleton that refused to ever leave him in peace. He endured surgeries and recoveries without number, had rods and pins inserted into his bones to straighten his limbs or adjust his spine, and learned to walk, when he was able to walk, with the constant support of braces, canes, and splints. His parents, who through their wealth made all this possible, were dutiful but distant, his father an investment banker, his mother a state senator. Their duties kept them from him much of the time, and while they loved their son, they quietly decided against having any more children after the doctors informed them that Gregory's condition was genetic, and thus the likelyhood of it being repeated in any other children they had was high. His disability precluded him from attending school on a normal schedule, and so, robbed of any chance of normal friendships or activities for a kid his age, he turned to games as his only escape.

Perhaps his condition prevented him from visualizing himself in the role of space marines or knights in armor, or perhaps his parents, figures of power and authority in the real world, rubbed off on him, but Gregory was always attracted, above all other things, to games of strategy and command. From micromanaging star empires to commanding Legions on the battlefields of antiquity, from beating back Zerg rushes to climbing up chessmaster leaderboards, Gregory drank up strategy games, real time or turn based, it made no difference to him. In the games, his condition did not matter. He was master of all he surveyed, whether leading the Rebel Alliance to victory over the Galactic Empire, guiding Britain through the darkest days of World War Two, or defending Middle-Earth from the armies of Sauron the Destroyer, he could pretend, for one moment at least, that he was something more than a sick kid who could barely walk. Small wonder then, that he spent as much time as he could fighting and mastering ever-more complex and immersive games of strategy and tactics, until one day when, exhausted by a marathon play session of the games of Empire, he fell asleep in his bed, still connected to the HDD, and awoke in Wonderland.

If Gregory had never seen or imagined anything like the Transverse, the Transverse surely had never seen anything like him either. For one thing, while the transition to the game world had alleviated the terrible genetic disorder he had been afflicted with, it had not eliminated it. To be sure, there were Ascended who were scarred, damaged, even hideous, but the body of an Ascended player was derived from their own self-image, not from genetics, and people so-marked were marked by their own hearts and souls. Gregory however, having lived his entire life as a near-invalid, a cripple, had been unable to shake his deformity completely, and while it bothered him less here than it had in the real world, it remained with him even in this realm of fantasy, wonder, and magic.

But it was only later, after Gregory's Archetype began to manifest itself, that the powers that were began to realize that they were dealing with something entirely different than what they had seen before. At first, his strange, contextual-based powers that seemed to change wildly from one day to the next were chalked up as a particularly strange form of the Arcanist Archetype. It wasn't until the underlying method to Gregory's Archetypical madness began to show itself that his appointed minders came to the conclusion that Gregory was something else entirely. Many characters in the gameverse were derived from games of strategy, everyone from the Kerrigan to Arthas Menethil to Kane to Ramza Beoulve had found origin there. But while these characters had become heroes or villains in their own right, Gregory's powers seemed to push him to the underlying logic, tortured and twisted though it was, that ruled the gameverse itself. Unable to fight toe to toe with the monsters of the world, Gregory found himself able, by dint of strategy and interventionist power, to detach from the moment of conflict and lend power unimagined to his chosen compatriots.

How this power worked was beyond everyone. Indeed it was beyond Gregory himself. But rather than relegate him to the orphanage of the Crystal City, the Powers controlling Gregory's fate in this new and fascinating place acceded to his request that he be allowed to explore where his new capacities would lead him. Frankly, having never seen his like before, they didn't know what else to do with him. For a year, Gregory trained his already skilled tactical eye under the tutelage of the finest strategists, generals, and logisticians that the gameverse had to offer. He watched as Ender Wiggen and Karan S'jet commanded squadrons of shining spacecraft in neverending wars against empires and races of insects. He practiced his clairvoyant powers with Tassadar's Protoss warriors and General Shepard's GDI assault troops. He listened at the feet of great tacticians, absorbing such lessons as he could from men such as Magneto and Zhuge Liang, all in the service of becoming the first Commander, both numerically and in skill. What purposes he would put these skills and abilities to, he left unsaid, for he did not himself know. He only dared hope that for the first time in his entire life, he might find a place where his disability did not hinder him from living a normal life with normal friends.

And if he had to drastically re-define the meaning of 'normal', then it would be effort well-spent.


Powers / Items:

- Battle Clairvoyance: Gregory's core ability is so strange that nobody is entirely certain what to call it, and while 'omniscience' is perhaps too strong a term, and 'projection' is not entirely accurate, it actually incorporates elements of both.

Whenever a group that identifies Gregory as one of its members (the reverse is not sufficient) enters a battle, be it with one enemy or one hundred million of them, Gregory can enter a comatose state similar to astral projection. His physical body falls dormant, unable to move or defend itself in any way, rendering him extremely vulnerable to even the most rudimentary attack. His consciousness however separates from his body and can perceive the battle in progress with complete detachment. He can 'zoom' his perspective in to any member of the group, and witness their actions and surroundings at any scale from personal up to a wide-angle view of the entire battlefield, at will. He can shift between group members with a thought, as well as project himself (to a very limited degree) beyond their own line of sight. Furthermore, while in this form, he can communicate with the members of his group via a contextual communication method. Pilots and cyborgs will hear his voice crackling over their radios, while wizards and paladins may hear him speaking within their minds like a telepath. He commonly uses this ability to relay vital tactical or strategic data to the participants, or even to issue orders.

While many hardened warriors would (and do) balk at the notion of obeying the orders of a 13-year old child-cripple, Gregory possesses not only a first-class tactical and strategic mind, but also the capacity to view a battlefield with detachment and cool judgment, something not always available to someone physically present therein. He has an excellent eye for enemy assessment and military analysis, be the setting medieval fantasy or interstellar warfare, and can often spot opportunities hidden to warriors in the throes of battle. Of course, Gregory has no actual capacity to make anyone do what he is saying, nor is his telepathy unilateral. Any member of his group can block him out subconsciously by simply willing him to go away. However, given his eye and aptitude for command, as well as his other contextual powers, very few fighters would ever consider foregoing the assistance he can offer through this unique ability.

A strange side-effect of Battle Clairvoyance however is what happens when Gregory "wakes up" from the trance-like projection state. Without exception, every single time he has employed Battle Clairvoyance to date, he has awoken to find himself dressed in a completely different military uniform than when he entered the strategic trance. Usually, the uniform he winds up wearing is contextually appropriate for the battle he has just concluded overseeing. Should he fight a battle against rampaging Gauls or Germanic tribesman, he will often awake to find himself in the costume of a Roman centurion or an Athenian Strategos, whereas a fight against Zerg Ultralisks will leave him in the uniform of a Terran Field Marshall. Occasionally however, Gregory's power's sense of context results in completely perplexing selection, or even a mishmash of different uniforms, as if whatever power controlled this strange side-effect was unable to make up its mind.


- Intervention: Battle Clairvoyance is impressive enough, but like the commanders of his most favored games, Gregory can do more than simply issue orders to his group. For decades, game designers have granted the players of strategy games the ability to directly influence the developing battle in a number of ways, whether through a direct attack, temporary (or permanent) enhancements to the player's forces, or abilities that misdirect, impede, or otherwise degrade the forces of the enemy.

It is important to remember that Gregory's interventions are not based around specific attacks or 'spells', but around effects. Like with the side-effects of Battle Clairvoyance, Gregory's interventions are contextual, and when used against two different foes, or in two different circumstances, will have wildly different appearances or methods. Should he, for instance, seek to confuse his enemies, the intervention can take the form of an instantaneous radar jam when fighting a hyper-technological enemy, a mass confusion spell when applied to a horde of goblins, a flashbang detonation on an enemy sniper, or a series of flashing lights and thunderclaps when confronting a Zerg swarm. Similarly, a direct attack on an enemy formation might come in the form of a barrage of magical fireballs in a fantasy setting, an artillery strike in a modern context, or a geo-synchronous orbital laser cannon in a more technological one. In all cases, the effect is the same, be it attack, misdirection, or defense of his friends, but the means by which it is applied is as varied as the imaginations of game developers, which often leads people to believe that Gregory is more powerful than he actually is.

While strategy games often offer their commanders immensely powerful "off-board" abilities and even superweapons, from Balrogs to tactical nukes to rage-fueled storms of magical vengeance, Gregory's capacities are still limited in this regard. He can presently only produce a small number of fairly rudimentary "effects" through his interventions, and worse yet, repeated intervention will rapidly exhaust him mentally and even physically. Over-reliance on his interventions can disrupt his ability to control his Clairvoyance, or even knock him out of it completely, leaving him unconscious and helpless, unable to further influence the battle. Moreover, the physical effects of too many interventions inevitably strike him whenever he wakes up from his battle clairvoyance, leaving him drained, exhausted, or even catatonic.

Gregory's current repertoire of "intervention" powers are as follows:

Protection: This intervention enables Gregory to generate an enhanced protection around one of the members of his group, shielding them somewhat from enemy attack. This power commonly manifests as some form of forcefield, magical or technological as best befits the character, but it can also simply harden a warrior's armor to the tensile strength of face-hardened battleship plate, or increase a speedster's reflexes to superhuman capacities. In all cases, the protection is temporary, but can sometimes shield an ally long enough for them to escape to cover, or strike a killing blow.

Confusion: This offensive intervention renders an enemy or group of enemies unable to make rational decisions, either by disrupting their ability to determine the situation around them, or preventing them from acting on the information collected. Fantasy characters are stupefied either by flashes and loud noises, or by direct mental assault on their higher thought processes. Robots and war machines find their sensors scrambled as if by ECM jammers or Radar dressing, or have their pilots distracted by simultaneous sensory overload from malfunctioning HUDs and I/O implants. Hallucinations, distractions, misdirections, and all manner of other concentration-breakers find their way into the repertoire of this intervention, but the effect is always the same, and Gregory always tries to employ it at what he judges to be the proper moment to give his allies a chance for a killing blow (for varying definitions of 'killing') or to give a doomed friend a chance to make their escape from certain demise.
Last edited by General Havoc on Sat Feb 20, 2010 3:32 am, edited 2 times in total.
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#29

Post by Dark Silver »

As usual Havoc....you leave me in Awe when you decide to come up with a idea...

I'll leave this one for discussion amongst the players...
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"Then again, Detective....how often have you dreamed of hearing your father's voice once more? Of feeling your mother's touch?" - Ra's Al Ghul
"According to the Bible, IHVH created the Universe in six days....he obviously didn't know what he was doing." - Darek Steele bani Order of Hermes.
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#30

Post by B4UTRUST »

Firstly, overall I think this character is great. Very imaginative but then again I have come to expect nothing less from you, Havoc. You usually seem to be able to pull out some creative concepts.

Now, that being said, my biggest nit pick with this character is his frailty. Yes, I realize that's part of the catch, he's not the idealized form because this is the only idealized form he can imagine for himself. However, the way I'm looking at this is that the character in itself, while potentially very powerful and very useful is also a very big risk and detriment to the rest of the group. Because the way I'm reading the character we end up with having to post a body on the kid at all times just to make sure A) he doesn't fall too far behind and manages to keep up and B) doesn't get ganked from behind. While my character will have severe issues with Tev's school girl tagging along(The good guys save teenage girls, they don't rely on them for backup!) she can at least defend herself and physically keep up with the group.

On top of that, the comatose state he assumes when he uses his powers leaves us again needing to post a body at all times to cover. Because while it's well and good for him to be able to tell us he's in danger, if we're stuck in combat and can't break away to save him, he's screwed. And at all times it costs us a combatant that we may very well need desperately.

Essentially what you're giving us is a cross-breed of Ender Wiggin and Stephen Hawking and asking us to tell the physically handicapped genius to go play on the front lines of a war zone. I don't know how the other players and characters see this one, but I honestly can come up with no way to justify this scenario in character and have it make sense. You're asking an ex-cop whose firmly believes in doing the right thing, even if getting there is morally gray, to basically shove a kid into danger willingly, especially knowing the very real and likely probability of this kid getting injured or worse. It'll be bad enough for him with the 15 year old school girl, but toss in an 11 year old on top of that? I'm sorry, I'm just not seeing this part of the character being a good choice.

Originality you get mucho points. Interesting background and power set. Much props for it. But the age and physical impairments really bring this character to a point of being a detriment rather than an asset.
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#31

Post by Charon »

That's a one spicy meatball.

Got plenty of power, and plenty of potential, but the restrictions and side effects set him back into general playability.

The Battle Clairvoyance is alright, crazy powerful but the restrictions make it good. Intervention is gonna need some more drawbacks. Set limits on how many times you can use Intervention (in general) per day or per week, with no rollover. Also some way that there is a chance it won't be 100% effective.
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#32

Post by frigidmagi »

The Frailty works, but I think he should be older. Could you make him a teen maybe Havoc?

Also this is the 2nd child character you've pulled out, 1 more and we got us a trend buddy.
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#33

Post by Agent Fisher »

Even a teen is going to be hard for the members of this group to swallow. Liz-Bet's going to get a pass because Jack knows her and figures better that she's with him, where he can keep an eye on her, then off running around and doing her own thing.
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#34

Post by Charon »

Don't forget we are in the game world, and several of us have been there for awhile.

Teenagers are bloody terrifying in games. Most characters aren't older than 18.
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#35

Post by B4UTRUST »

Charon wrote:Don't forget we are in the game world, and several of us have been there for awhile.

Teenagers are bloody terrifying in games. Most characters aren't older than 18.
Granted, however James has only been here a few years and still has a very big tendency to still think like he's in the real world despite blatant evidence to the contrary at every turn. He still holds on to his very human mentalities concerning children and imminent danger. It's still a hard pill to swallow that an 11 year old is going to be a good choice to bring on an adventure like this

Edit: Oh, and to argue your point... Teenagers are bloody terrifying in games. Tiny Tim is not. Most of those bad-ass teens and tweens have penis compensation blades the size of tractor trailers and magics that would give Raistlin Majere a hard-on. And spiffy, spiky hair the size of most peoples bodies. And are androgynous. None of which Havoc's character seems to posses.
Last edited by B4UTRUST on Fri Feb 19, 2010 2:16 pm, edited 1 time in total.
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#36

Post by General Havoc »

Frigid, it's actually the third, if you count my stories, and more than that if you count things I did prior to this board. What can I say? I must be young at heart or something. I do at least try to keep them distinct.

B4, I have to admit though, the absolute last thing I anticipated when I made this character was that people would believe he was too much of a hindrance. I was expecting all manner of angry denunciations for having created a demigod.

Yes, he's useless (maybe even actually detrimental) outside of his specific power context, and rightly so. His power context is so potent that I felt he would be wholly unacceptable if I did not hedge him with vast numbers of frailties, restrictions, and disadvantages. This character is one of the most powerful I've ever devised. The saving grace (in addition to the frailty and restrictions), is that his powers are cooperative. He has no capacity to defend himself or defeat an enemy, be it the weakest of the weak. What he can do, is supplement the abilities of the other characters both with oversight, and with interventions. It is of course possible that an enemy will contrive to take him out while he's projecting, but such is the risk of being a Commander. It's not as guaranteed as you think. It is very hard to 'sneak up' on a character who has a limited form of omniscience over the battlefield on which he is residing, and you can assume that such contingencies will be considered when Gregory chooses to use his Battle Clairvoyance. He does not, for instance, make a habit of dropping into catatonia in the front lines of combat. Moreover, he does have his Interventions at last resort to defend himself with (at least some of them). They're not ideal for that role, but they're something.

The risk of him being surprised and taken out is real, and should be real, indeed it has to be real or the character falls off the rails, just as all of us have weaknesses that limit us. Gregory's are just a little more stark than most people's. The virtue of being a commander is a degree of presumed safety that is not available to front line combatants. If you make a mistake in assuming that, then you die horribly. This is no different than what happens to a Knight whose shield breaks or a wizard who runs out of mana.

Moreover, I did state that his disability was alleviated (though not eliminated) in the game world. He is not, as you put it, a cross between Stephen Hawking and anybody. His disability, Osteogenesis Imperfecta, is the same exact disorder that Joker from the Mass Effect games is afflicted with. Joker may have trouble getting around, but he is hardly Stephen Hawking. I cannot believe I didn't think of Ender Wiggin when I was creating him, but I didn't, however the comparison I would make is a cross between Ender Wiggin and Bobby Fischer. He is intended to replicate the Player Character from the classic RTS games wherein the player was an actual character in the story, addressed, plotted, and spoken to (Command and Conquer, Starcraft, etc...).

As to the age question:

This is not the real world, but an amalgamated game world (or at least it was described to me as such). In games, heroes of that age are not terribly uncommon. I'm not talking about tertiary side-characters, but actual frontline combatant characters. Earthbound, Pokemon, the Tales of ___ series, Grandia, Secret of Evermore, Advance Wars, Commander Keen, even the Legend of Zelda itself (Link is 11, the same age as this character, in all but a handful of the Zelda games). Every one of the series and games I just mentioned has playable, combat-centric characters who are either the same age as my proposed character, or even younger. And that's not even counting all the assorted Japanese RPGs or other, minor games that I am unfamiliar with, or the ones with secondary characters like that (there's even a couple in Panzer Dragoon). If you expand the search beyond just video games, you get everything from King David to Childe Rolande. Remember, these are characters that do frontline combat, toe-to-toe with dragons, war mechs, and so on (to say nothing of Ganondorf). My character (ideally) is doing none of these things.

If it will please the collective, I'll raise his age a year or two just for the hell of it, but I really don't think this is such a surprising thing to encounter in a video game world.
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#37

Post by B4UTRUST »

Havoc, ignore my points.

As I have discussed with others here recently, my character is the problem. My character is one who is human and despite his newfound status, powers and home is still very much a human in his mind. The character was developed as one who was not a huge video game player. He was a cop. And he was, mostly, a good guy. With that mentality and human mindset he still does not take to the notion of children being set free to go on adventures at a whim, to face monsters, demons, and all the things that go bump in the night, despite what powers these children may have. He is still very much of the mindset that children are who we rescue, children are who we save and protect and sacrifice for. We don't let the children sacrifice for the adult nor do we let the children put themselves into harms way when we can prevent it. He, at the root of the character, is very, very human. And quite probably will never change or accept these new ways in full the way others do. Its just not in the character to do so.

And given my character's mindset and disposition towards some of the other characters in this group of ours, I feel I have little choice but to retire my character for the time being, for the betterment of the group dynamic. There would be too many trust issues, personality conflicts and conflicts of ideals and principles for my character to work well. So James Poe will step aside.
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#38

Post by General Havoc »

B4, why would you retire the character if he thinks that way? Such differences of perspective are a good thing in a game, not a bad one. I do not expect nor request, nor certainly demand that everyone tailor their character to fit mine. If your character is going to have a problem with mine, then you should play him, because such things are what make games interesting.

Just my two cents.
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#39

Post by frigidmagi »

Name: Jeremy Ackers
Age: 27
Archetype: Mario
Height: 6'2
Weight: 210
Eyes: Green
Hair: black

Powers: Standard Mario Load, increased physical attributes plus two things.

The Punch: Getting Hit by Jeremy is like getting hit by a really heavy sledgehammer or a small car. Don't volunteer for it.

Stubborn: He can't be beat, only killed. If Jeremy is in a fight, he keeps going til he's won or dead. Note, he can be knocked out by accidents or sneak attacks, just not once battle is joined.

Physical Appearance: Tall strongly built man. He hasn't shaved in days or combed his hair. His clothes being a set of cargo pants, boots button up shirt with a long jacket over it are all wrinkled and have gone a week or two without being washed. His eyes have a bit of fanatical gleam as he is a man on a mission.

Bio: Jeremy was cop, a good one and a well liked one. He had met his wife in college and had given up a boxing career for her sake. He considered a good deal given that most boxers end up brain dead unloved wrecks. His wife was a teacher at a community college and they were close. One of things they liked to do together was play games, online or offline didn't matter, it was fun and relaxing after work or the gym. Life had been good.

Then one day Mary went to work and never came back. Her car was in her parking space at the college but she never made it to class. At first Jeremy went through the process. But hours became days became weeks and not a damn clue was found. A couple of his more asshole co-workers began to whisper that Mary hadn't been taken, she had left. But Jeremy didn't believe it, she had left her car and all her stuff and her bank account hadn't even been touched. Her parents had no clue where she was either. Jeremy began to look for himself. At first the bosses looked the other way, a man can't just sit there with his wife missing after all. But his work began to suffer and the complaints piled up. He was suspended and then they took his badge. He kept going. Even Mary's parents begged him to quit and move on with his life. To Mourn and Recover they said. He sold the house and put Mary's things into storage. He sold off everything of his that didn't directly relate to his quest. He slept in his car and shook the criminal tree. He did cases on the side to pay for things. Nothing helped. Months pasted.

A note was taped to his car. It led him to an arcade and a game. A game about a guy on the streets of a big city... Hunting for his missing wife... He played the game, it gave him clues. Specific clues, impossible to guess clues. He was on the trail. But he hit a brick wall real fast. He hadn't slept in days, he couldn't sleep not when he was getting closer. Only one thing to do, he broke into the arcade and started the game... And pasted out.

He woke up 20 miles outside of Crystal City and with a note

She's here. Find her.

Nothing is gonna stop him now.
Last edited by frigidmagi on Sun Feb 21, 2010 2:17 pm, edited 1 time in total.
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#40

Post by Comrade Tortoise »

Alright, edited in use of game console rather than toilet. Also added a few non-combat spells. Specifically create light, detect magic, and a tracking spell.
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#41

Post by General Havoc »

All right, after further review and adjustment, I'm going to shift the character's age up to 13, as there seem to be major objections to a younger character, and I'd rather not screw with anyone else's character too badly. I'll adjust his biography presently.
Last edited by General Havoc on Fri Feb 19, 2010 9:37 pm, edited 1 time in total.
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#42

Post by LadyTevar »

Works for me :lol:
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#43

Post by General Havoc »

Bio edited.
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#44

Post by frigidmagi »

Awesome. Does anyone have a problem with my character or are we good?
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#45

Post by Dark Silver »

Preliminarily, I'm fine with your guy Frigid.

I'm working through all the sheets, and will be doing the "Pass, Fail Change" thing tomorrowish for everyone's characters.
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#46

Post by LadyTevar »

I think yours is great, Frigid.
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#47

Post by Dark Silver »

Glitch V Fluff
(some cribbed from Glitch IV)


.:Brief History:.

In the begining there was nothing.

Then there was Pong.

When the program was finally compiled, and the first video game took shape on a human television display, the Game-verse was born, a shimmering, glowing dimension, which exsisted alongside our own, connected, yet hidden. This Gameverse was teeming with infinite possibility, but it was in it's infancy, all it possessed was potential. As time moved on, Worlds began to appear, and as these worlds took form, life, in all it's crudeness, took shape. This was not life as we knew it - this was life created through the efforts of a outside force.

In our world, video games, the first being Pong, had arrived. Through the worlds brought to us on the Atari, Intellivsion and Colecovision consoles, in the countless Arcades scattered across the world, we visited new worlds and new meet countless companions. From Pacman to Mario, from Samus Aran to Laura Croft, we explored these worlds, these characters as our eyes and ears. The worlds began more virbant and realistic with each generation of new technology made available to us. And we reveled in it.

Unknown to us, the creation of these worlds, and the advancing of our technology affected the hidden Game-verse. With each new game we created, another World appeared, populated by the very information we encoded, given digital flesh and binary blood. As the technology in which we played games advanced, so did the Game-verse. But through it all, each world remained seperate, a island unto itself.

During the 8-bit Era, the time of the Nintendo Entertainment System and the Sega Master System, the two worlds first touched. In the depths between the game worlds, a great evil waited. Biding it's time, it drew together the most powerful villans it could find - Dr Wily, King Hippo, Eggplant Wizard and the Mother Brain - and unleashed them upon the Nexus of the Game-verse, the Crystal Castle. The battles waged, and the barriers between the Gameworlds began to weaken. Eventually, the King of the Crystal Castle was lost in battle, and with the last bit of power allowed to him, opened a gate to our world.

A teenager named Kevin Keene was the first human to enter the Game-verse, and utilizing the Items of Power granted to him, lead a team of hero's gathered from across the gameworlds against the Legion of Darkness. Eventually, the forces were defeated, and the portals where thought sealed. The Chosen One was returned to his own world, and the Game-verse moved on, none the wiser.

With the defenses of the Nexus at it's weakest following the final battle, and the departure of the Chosen One, the dark force which brought the Legion together, assaulted the Crystal Palace. It quickly overwhelmed the Nexus' defenses with it's dark horde, slaughtering the protectors before they could once more summon the Chosen One. With the Nexus under it's control, the Dark Force obtained the ability to open the gateways as it desired, and began to reformat the Nexus and the Crystal Palace to it's own twisted vision.

After the fourth Great upgrade (the coming of the 32/64 bit Generation), the Nexus was a dim legend in the mind of the Game World's inhabitants. No one knew what happened to it. A year after the Fourth Great Upgrade, the Dark Force made itself known. Having spent years absorbing the power of the Crystal Palace, it opened WarpGates to the Gameworlds, and abducted thier greatest characters. On it's world, a twisted amalgamation of terrain from every gameworld known, the dark force introduced itself as the Glitch, and offered them a choice, serve it, or spend the rest of thier days in a endless war.

The Glitch War began then, hundreds of hero's and villans where brought to the Glitchworld, some accepted the offer - others rejected it. The lines between good and evil were blurred, Hero's and Villans alike found themselves on similar side, and old rivalries where put aside, as only two sides exsisted, The Glitches Dark Horde, and the Resistance. The battles were brutal and many where lost. Eventually, the Resistance fought to the gates of the Dark Castle, and defeated the horde.

Once the Resistance won the day, and where confronted finally, by the awesome power of the Glitch, that it finally explained to them the purpose of bringing them to the world, of allowing the battle.

It was a test.

And they had failed.

The Glitch had brought them to it's world to gauge thier ability, to determine it's own origins. It told them, they were useless. And with that, they were sent home without memory of the events.

Five years later, the Glitch began a second assault, this time focusing it's attention on the worlds themselves, instead of the hero's and villans. Like a dark cloud, it enshrouded entire words with it's power, drawing to it those who would follow it to the Glitchworld, the Dark Nexus, and infused them with greater power and strength then before. The war ravaged entire Gameworlds, leaving some to be forgotten and lost, a empty husk which would eventually atrohpy and die, becoming new Glitchworlds. It was through a vast allience of the last of the game hero's and villians who managed to not be lured into the Glitch's promises of power, that the forces of chaos met thier downfall. The Glitch was defeated, thrust back into the Dark Nexus. beleived to be sealed away. During these events, some few heroes and even villains come to a realization, They and their Universe were the creation of other beings, and the worlds were linked.

For seventy years passed, and things remained peaceful. Another Great Upgrade came forth and changed the Game-verse, increasing the beauty and splendor of the Gameworlds, and increasing the power of the Core Worlds. On the fringes of the Game-verse, and with the Great upgrade, a new threat arose. Bob Page, following the orders of a being he named the First One, gathered a powerful collection of Archvillans, and sent forth a army of twisted beings, called Nulls. The Null Hordes quickly overwhelmed countless Gameworlds, converting them into lifeless digital rocks. Many worlds on the edge of the Game-verse were consumed with little chance of defending themselves.

It was through the actions of a group of heros, that the Hordes where finally defeated, and the Dark Council dissolved. It was discovered that the force behind the Dark Council was none other than the Glitch itself, taken new form, spawning the Null's themselves, first from itself, then the gameworlds it consumed. With the defeat of the Glitch this third time, many worlds were restored to thier former glory.

With the advancement of human technology breaking the barriers, travel between the gameworlds has become commonplace, and no longer are each a island unto itself. The Dark Nexus has been Firewalled, placing it within a quarintine zone, so that the Glitch and it's hordes could never again infect the Game-verse.

Eventually, the the Quarintine barriers weakened, under near constant assault both from within and the agents of the Glitch still outside. War broke out, on a greater scale than before, but this time an Alliance arose, to combat it. But the forces of the Glitch did not have the same goal as the previous war. Utter destruction followed in the wake of the Null Armadas which roamed the ether between worlds, the Enemy's agents focused on the worlds were humans often visited, though they did not know it - the worlds birthed by Massive Multimedia Online Games. With advances in human technology, humans were making regular visits through the barrier, unknowingly, and shaping entire worlds in ways unseen before. The Glitch's forces began pulling humans through, turning those they could, possessing the forms of those they could not - and sending them back out, to assault the Earth itself.

Hundreds were pulled through, many rounded up by the Glitch's agents on the world, known as the Dark Riders - Humans given great powers by the God-Thing that was the Glitch through a Dark Ascension. One of these riders betrayed his Master, freeing a group of these humans before they were to be converted themselves, and payed the price for his betrayl even as the humans were rescued by Alliance members and taken off the world.

Slowly, these humans became aware of their hidden potential, undergoing their Ascension to Heroes, becoming Paragons of the heroes of the Game-verse. With these powers, they fought back the ressurected Dark Council and their leader, the Master, even as they threatened to cross over to the Earth itself, enmasse.

Eventually, despite their best efforts, the Glitch transferred a portion of it's Essence into the Earth, carried in a human host that could cross the fabled Warp Point. Once on Earth, the Glitch forced a merger of the Game-verse and the Human-verse, and transferred itself into the human Computer networks. Traveling through the data-caches and Ethernet of the human planet, the Gtitch found what it most desired, the Source Code of what the humans considered Video Games. These Source Codes, tied to the worlds they sprung in the Game-verse, were slowly consumed by the Glitch, increasing it's power - and as each Source Code was consumed, the corresponding Game-world was destroyed.

But on Earth, while the Glitch's power grew, so did the Ascended heroes, and while the enemy seemed unstoppable, it was also where it was most vulnerable. From Earth and the human imagination, sprung the Game-verse and all it contained - including the Glitch itself. The Ascended beat back the foes, and defeated the Glitch using it's own tactics against it, destroying it's power and scattering it's forces to the winds. With the Glitch defeated, the power it exerted faded away, restoring the Earth to it's former state.

The Game-verse, was not so fortunate, entire worlds were destroyed, left as floating debris in the void. Millions of suvivors were suddenly without homes of their own. The closing stages of the Final Glitch War became known as the Reckoning.

Out of the Reckoning, came a glimmer of hope. The Crystal Palace, the center of the Game-verse, was once again purified. The planet of Transverse grew around it, forged from the remains of the former planets. The Ascended brought the survivors to the newly formed planet, and were given the Choice - remain in the Game-verse and build new lives, or return home, back to a place that had - from it's perspective - never known the touch of the Glitch and the events that occured.

With their choices made, the Ascended went their ways, and life continued....




.:Time Line:.

Current Date: 2059
Note: Prior to the May, 2008 – Events in the “The Glitchâ€
Last edited by Dark Silver on Sun Feb 21, 2010 6:23 pm, edited 1 time in total.
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#48

Post by Dark Silver »

Fisher:
Approved as is. Welcome back Jack.

B4UTRUST:
Approved as is. Welcome to the Digi-verse, James Poe.

Tevar:
Approved. Good luck explaining to your mother what you've been doing in Old Town.....

Nitram:
Approved as is. Doubt you'll be getting a weapon upgrade anytime soon....

Charon:
Approved as is. Welcome back Jack.

Windswept:
I still want to call you rheonix...... Approved as is.


Comrade Tortise:
...Not approved as is. If anything, you're TO powerful.
Problems: Pure Magic Assault and or Kinetic Blast....why both?
Anti-Magic circle, Hedging Circle, Shield - Pick two.

Basically, to powerful overall, that and he's basically (as others have pointed out) Gregory Dresdin PhD. You basically gave him no drawbacks, and he's just, this awesome person who is powerful, smart, knows a lot and has a big dick (just speculating on the package part). Overall, I don't like the charecter. No soul to him, beyond being a min/maxed munchkinish guy (to my PoV anyway).


Havoc:
Approved as is. This should be interesting...considering I have no intentions for big scale fights to occur. It's a detective story, after all. If we have a war, then something went wrong somewhere along the way.

Frigid:
Someone actually used the Mario Archetype! And perfect for the type of story we're doing....I intend to enjoy playing Shadow Games with you.....
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"Then again, Detective....how often have you dreamed of hearing your father's voice once more? Of feeling your mother's touch?" - Ra's Al Ghul
"According to the Bible, IHVH created the Universe in six days....he obviously didn't know what he was doing." - Darek Steele bani Order of Hermes.
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#49

Post by Comrade Tortoise »

Problems: Pure Magic Assault and or Kinetic Blast....why both?
Application. Sometimes one may want to move a heavy object forcefully, or knock someone around without killing or disfiguring them. That is what the kinetic spell is for. Though I switched it for a simple telekinesis spell to be more explicit in that respect.

Modifying character.
As for the lack of soul... He is a regular guy. A nerdy regular guy who cut up dead things for fun as a kid (pretty much everyone who academically studies anatomy does this. I know a guy who studies the generation of phenotypic variation in dogs and he was dissecting road kill before his tenth birthday), but a regular guy.

He went to work, he did his job. It just so happens that his job entailed seeing the shit they don't show you on crime documentaries. His bedside manner is bad not because he is a douche, but because his patients were mangled corpses.

He got sick of seeing all that awefull shit and not being able to do anything about it but help the cops nail the guy, so he escaped into literature where he could imagine himself doing it. Then... he found himself literally doing so.... if accidentally.

He is a human being. That I did not add a whole lot of twists to that like a lack of memory, does not mean he does not mean that the character has no soul.

As for drawbacks, what do you want exactly? The usual drawbacks with wizardry apply. The use of magic is physically draining, he has next to no combat training other than the ability to focus while casting spells and not panic. I did not feel the need to put those in because they are fucking obvious.
Last edited by Comrade Tortoise on Sun Feb 21, 2010 9:26 pm, edited 3 times in total.
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There is no word harsh enough for this. No verbal edge sharp and cold enough to set forth the flaying needed. English is to young and the elder languages of the earth beyond me. ~Frigid

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#50

Post by Charon »

Dark Silver wrote:Fisher:
Approved as is. Welcome back Jack.

Charon:
Approved as is. Welcome back Jack.
...

...

You just copy/pasted Fisher's approval and put it in mine... You didn't even bother changing the name...

I feel so... sad.
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