OH! I know! I'll make an NPC who hangs around Selma and acts like Dee, with Selma being the Dory part. Now, all I need is a Demona...
OH! I know! I'll make an NPC who hangs around Selma and acts like Dee, with Selma being the Dory part. Now, all I need is a Demona...
"When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up."
- C.S. Lewis
Dory St. Johns on Wikicadia
~Please allow me to introduce myself, I'm a man of wealth and taste. I've been around for a long, long, year, stole many a man's soul and faith.
So if you meet me, have some courtesy, have some sympathy, and some taste. Use all your well-learned politesse, or I'll lay your soul to waste.
I made Miburo cry on his birthday.
Reached Demon-God Status
My Cat Is Afraid of the Vacuum Cleaner
Part two of my onslaught of boredom.
Creating an Internet Deity: How God Mode Worked:
In Drake's view, to break free from the universe and the laws it used, was not a matter of power, but of compatibility. Unless aided by outside forces, a normal being would not be able to handle ascension, either physically or mentally. To fulfill his goal, he would have to transcend the boundaries of reality. While a daunting task at first, it was not impossible since he could eventually tap into the forces of time and probability. By creating a time-loop as both Drake and Vargas and the energy supplied by the NanoLord, he was able to combine nearly every Drake in existence --from alternate time lines to alternate universes-- into one, save for a handful who were vital to their time lines/universes. With this, he became a being of a much higher dimension and thus a deity of sorts.
The Existence of Lost: How Drake Ended Up In Codex:
The whole reason I wrote this out and mostly speculation on my part. Normally, having a character show up in an alternate universe would either have to involve a major story or ending up with a different but similar character. Thanks to God Mode, however, it would be rather simple for him to show up. Due to how God Mode worked, it is very possible that the Drake Vargas of Codex was one of the Drakes that combined with the others. Because of it, the ascended Drake would have manipulated the fact that he once resided normally in that universe to simply enter it. Another possibly is that Lost happens to be one of the Drakes who was left behind in order to aid the Alaphim.
If He's So Damn Powerful, Why Doesn't He Take Out Blue Eyes Himself?:
There's two reason I could imagine. If he was one of the Drakes left behind, he might lack the power to do so (despite possessing Binary energy). The other reason is that he is the main Drake aka "Vargas" who is simply helping them out, but not doing the heavy lifting because that's how Vargas rolls.
Quote of the Month
"Not that everything would be improved by a headbutting lucha libre wrestler; just 99.5% of things."
- Zero Punctuation: Killer Is Dead
A plausible reason as to why Claude could conceivably show up in future games:
It was a late night, he was tired, and he wasn't looking where he was walking. He ends up in one of Juni's portals, panics, and sets off a chain reaction that sends him hurtling across universes.
Nah, he didn't explain it yet.
Eh... Well, I'll just give some details of Sloane's archenemy.
1) I didn't make that Zatoichi reference for nothing
2) Brother was cut to pieces by Sloane
3) Finesse, not brute stength
Well, if we're covering SHR2 characters...
The History and Psychology of Alice King
Alice was a terrible choice for an Arcadian, psychologically. She was raised by an abusive mother and never had a father figure before Arcadia. She had a highly dysfunctional family outside of that, being the middle child of family of thirteen. Alice's mother, Carol, was an Air Force General largely because of dangerous and unethical experiments performed on her. Carol was highly useful as a weapon, and wanted children. Alice's sisters largely came from different fathers.
Alice was also the cousin of Arcadia's headmaster, Edan Ergenim, on her father's side. Alice's father, Alexander Solomon, was a stage magician who died when Alice was very young. She did not know the man's name until Edan told her. She only found out she had a cousin due to a call from an estranged older sister the night she had her acceptance letter from Arcadia.
Alice's family life was very repressive, and the unstructured environment of Arcadia provided her with no structure to help maintain herself. Edan mostly let the students handle their own affairs. Alice started to regress almost right away, losing her shyness and inhibitions at an advanced rate. Alice actually made friends easily, forgave easily, and seemed to like people, but nice classmates, supportive friends, and a boyfriend who not enough to make up for her terrible upbringing.
Alice developed some highly peculiar obsessions over her year in Arcadia. She became obsessed with prophecy early on, granting incredible weight to every scrap she heard. This led to some truly awful decisions and choices that made sense to her because she believed she could not possibly die yet as her prophecy had not been fulfilled.
Alice seemed to truly be unable to understand normal logic. Combine that with being highly temperamental and being prone to suicidal risk and Alice earned her reputation easily.
Being drafted into a cosmic war was not good for Alice's mental health, at all. The complete lack of stability, constant risk of death, and frequently seeing innocent people die took a toll on her.
Furthermore, Alice's powers played a role in her issues. Alice truly was the best magic user of her generation, and she took that to be worth for more than it was. Her ability to multitask, spy long distance, and near invulnerability all made her favored strategies seem far riskier than they were. Alice's generation was also noted for attacking the enemy a few at a time, with a few characters attacking and the rest hanging back and taking notes. Alice took it upon herself to act first and let the others prepare, distracting enemies with attacks and getting them talking.
Alice tried, she really did. She just failed. It is hard to tell if Arcadia was good for her or not. Certainly better than her home life or living on the streets, but she would probably have done much better in a normal foster home and high school. Her crazy would have rarely come up without throwing her into the midst of a supernatural war.
The Magic of Alice King
Alice was a Witch of Ashur, a poorly defined and frequently retconned clan of witches spreading back to the ancient Mid East. Their paradigm was animist, there is a living magical spirit inside everything. The Ashur forms a bond with that spirit and uses her own power to let the spirit cast a spell.
Alice was apparently some kind of Ashur messiah, the most powerful member of the line in ages, possibly ever. She was definitely the strongest mage in her SHR2 class, as well as one of the younger members. She was empowered by the spirits of the universe directly as a counter to the Queen of the Black Moon's attempts at conquest.
Alice's powers largely followed a simple progression. She had four stages for each branch of her powers, and five such branches (arguably four). After she completed that step she dove into some extremely strange end game powers. The weirdness near the end is largely a matter of how we got out last 30 points or so. It happened fairly quickly, so I ended up not really knowing what to do with them.
The Elemental Control Stage
This is Alice as she was at the beginning of SHR2, with a maxed magic stat and nothing else. This is one of the few times that no one had any real complaints, besides stepping on a few thematic toes due to her array of powers. These were her 2 point powers, intended as hooks and early expressions of her future abilities.
Alice has blasts of air she could use as telekinesis. However this was quite crude as she lacked an ability to sense what she was doing with magic, making this a largely offensive power.
Alice could cover her hands with fire. She was also highly resistant to fire due to this. Finally, she could manipulate emotions through the fire.
This was my favorite of Alice's early abilities. Alice could control plant matter. She used this ability for everything I could think of. Clothing, food, furniture, security, and combat were all used here. This was the best expression of my concept for Alice's early character, a person who used magic to replace normal operations.
Alice had two shadow abilities, as the result of focusing on this branch of her powers. The first was the basic ability to teleport through shadows, typically "opening" them as a portal. Alice was also capable of turning into a living shadow, though at the time this removed her non-shadow magical abilities. These are the powers that eventually lead to some problems, in the Unity stage.
The Unity Stage
This started when Alice gained her five point spells. These were often accompanied by a good deal of talk in the discussion thread, as I really did not understand the system well at that point and Alice was the first person to gain most of her powers. I really had some very odd ideas unrelated to power gaming, most of which were shot down.
In my defense, I really did not have a guide post besides talking with other players. SHR1's powers worked quite differently, and Alice was the only person putting so much effort into her power stat. I developed really weird ideas about how stat shifting, skill, and what constituted a single power. The end results of the Unity stage were far better than they could have been, but were problematic for other reasons.
Alice's advancing in her air powers at this stage were largely sensory. I viewed Elemental Control as granting her the raw strength, while Unity granted her finesse. Arguably far too much finesse. Alice gained the ability to extend her senses into her magic score packets, which I called probes. They had full sight, sound, and touch abilities, making Alice highly precise. She also could talk through her probes.
More worrisome was that I gave Alice the first of her real power issues. Alice's probes extended a mile. This gave her the ability to attack without having to enter the fight. This was very good for Alice, but not fair to the characters with physical stats who directly fought enemies.
These powers were fun. I could be incredibly active in the game, letting Alice do several things at once. At the time I had an extremely high posting rate, so this was a good thing for me. This power has balance issues, but I am very glad I could have it.
Fire was comparatively boring. Alice gained the ability to spew fire into an attack. This was her main backup attack throughout the game, used whenever telekinesis failed. This power had no issues at all.
Really, I had no idea what to do here. I gave Alice the ability to make a really weak plant soldier that could function on its own. It was occasionally useful as Alice could make the plant soldiers grow really fast, but this was really a wasted ability. I had everything I wanted from wood in just playing with it, so this was not my best area.
Alice's powers advanced in two areas here, both somewhat problematic.
First, Alice gained the ability to use all her powers in shadow form. This gave her some potent defenses. Alice could just flip into shadow form. Unless she was knocked out she could keep doing so and ignore her body completely. This was my idea of a defensive power. It worked well, possibly too well. Alice was rarely at risk in combat. This has been discussed in detail in her psychology section. I found the spell quite fun, but it was probably a bad balance choice.
Alice gained another ability through her shadow form. She could merge with another character. She enhanced another character with points equal to her shadow magic. My original idea here was to merge with James, the team's best brick. Useful, but not entirely broken. James and his player, Ptrvc, were Alice's boyfriend. It seemed to fit well.
James had very little interest in merging with Alice.
Alice eventually found her partner in Guy1's Aureole. She was a chi fighter, Alice's best friend, and had an insane stat booster that multiplied her physical stats.
For some reason we thought the natural result of this was to add two-three times Alice's shadow magic score to Aureole for about half the RPG. We eventually came to the much more sensible idea of adding the points after Aureole's stat boosts.
Overall, Alice's merging with Aureole led to one of the more interesting of Alice's relationships. The two were exceptionally close throughout most of the RPG, and always friends. Alice was last seen crashing with Aureole.
As you might be able to tell, there is a problem with all of this. Alice had a very large number of sticks, most of them based around making her weaknesses irrelevant. No one else was really doing this, even at comparable point levels. Everyone else was far more specialized. Alice was a magical generalist with a specialist's skill. This caused some problems.
The Ascendency Stage
All of this took Alice to 35 points in her magic score. I still had a long way to go with Alice's powers, so I looked for ways to improve what she could do and work around her weaknesses. Well, it worked.
Alice gained the ability to make air constructs. This became her main fighting mainstay right up until the end, a mini Green Lantern, really. This caused relatively few problems. Somewhat more problematic was that I felt this was an excellent time to extend her range to her magic score in miles. Still, there were fairly few issues with this that were new, rather than extensions of problems with Alice's design.
I really didn't want to expand fire. Instead I spent seven points on weirdness. First, I let Alice be able to add her fire magic points to merging based enhancement. I also gave Alice a two point psychic attack. I will discuss that further with Alice's psychic abilities later.
I was at a complete loss here. I already had nowhere to go with wood, but I wanted to expand her paths equally. I eventually gave her the power to summon a spirit from anywhere for this, based on some "talk to plants" things I did earlier. This just did not work out well.
Above I mentioned that Alice expanded her shadow merge in the fire stat. I was putting most of my attention here by this point. Alice's shadow magic was becoming a large part of her character. First I gave her a spell to control shadows, which enabled her to vastly expand the flexibility and stealth of her shadow form. This caused more problems then you could believe. Alice had somehow become practically untouchable. Eventually I had to talk with Cleric about limiting this seemingly innocuous spell.
After that I was kind of lost about spells for a while, focusing on other attributes including stamina, fighting skill, and some intelligence. Alice was fairly stable at this level for some time. Finally I figured out something else to do.
Ascendency of Void made Alice into a raging thunder storm of a portal that reflected everything out from her and only lasted a few minutes. She lost access to a lot of her powers in that form. It was somewhat impractical, but really cool. Alice could only use her Inversions in this form.
The Inversion Stage
Out of character, I looked over how Cleric of Hell's Brigade GM'd fights, and decided what powers would be most useful in breaking the different kinds of battles he planned. This was almost certainly a mistake.
At this point, in character, we were fighting off a universal threat and knew it. I decided to use that as an excuse to further Alice's expansions. The Inversions were direct weapons given to her to fight to protect the universe, by the universe's dreaming spirits.
I may have gone overboard with the idea.
This idea was simple. Alice started turning city blocks into acid, or at least the air in them. This was never quite as effective as I hoped for, largely because we never faced a good mook army that she could just kill after she got that power. Admittedly, mooks would have been largely pointless here. Still, it was a useful and interesting combat ability that I do not regret.
A fairly basic one, she absorbed energy directed through a zone she decided on. This was a defensive ability, and one that rarely came up. I just did not use this one much outside of times when Alice was throwing everything at her enemies. The idea behind it was fairly solid, though.
This was a simple but useful ability that really had very little to do with anything. Alice just gained the ability to talk to any spirits. This proved useful a few times, critical in one boss fight. Really this would have been more useful early on, this was bought fairly late in the game and after it would have seen the most use.
One of them was alright. She could extend her shadow form to others. Occasionally used as an attack. Nothing really wrong with it.
The other was worse. A broken power drain that was designed to break boss fights by combining Alice's defensive abilities with the power to drain her enemy's stats. Cleric and I basically talked past each other a lot with that one. Not my best moment.
As mentioned above, we got a lot of our points towards the end in a series of battles. I had no idea what to do with them. I believe my original ideas resulted in:
I just thought about powers, and gained them. All of them saw use in the final fights.
I named the final spells after the stages.
I gave Alice the ability to recharge her magic at an extremely fast rate if she just hung around in shadow form.
Transmutation, just because I wanted it.
Alice became unkillable. If you killed or depowered her she emerged in shadow form in a "soul jar" she made. The reason for this was simple. I hated being depowered. It happened several times in the RPG, and I decided I had enough of it. Bad, but not quite as bad as my original idea, which was 100 soul jars.
Technically her prize for maxing her magic stat. Alice gained a "light form" to go along with her shadow form. This was one of the more interesting ideas I had for the endgame, actually. She gained complete invulnerability in exchange for not being able to do anything besides move. Would have been interesting if I played with it earlier.
Alice was not just a witch though, she was also a psychic.
Alice gained some minor psychic powers early on. The first one was just a psychic attack. She expanded it a bit throughout. Her main power was a weapon she gained when Drake gained the Probability Engine. The Bronze Brooch was a weapon that enabled her to transform her magical powers into psychic energy, though she gained no techniques for it. This was used at different times to decent effect, especially in the last few battles.
Um, no idea what that was. This was one of the end game powers. Apparently I decided Alice could make soul jars for other people. I don't even remember this.
Ascendancy of Form:
This I remember, and was cool. Alice lost all restrictions on boosting other characters through her merge, applying a full hundred points to it. It really didn't work as well as it should have when she merged with Aureole into her minor god form.
Between the Clock:
Another odd one that didn't get enough time to explore. Alice gained a time differential with her teleport. She she disappeared she would pop back up at once from our perspective, but gained a few seconds to plan from hers. That could have been very interesting. I might actually explore the idea in this RPG.
Might of the Mind:
I decided I wanted Alice to stat shift with her psychic powers. At that point, what I wanted, I got. Alice used this to distract the Queen of the Black Moon in the boss fight, nearly getting killed for no good reason.
Music of the Spheres:
Alice got a precognitive danger sense. Why? To screw with most ways of attacking her, that's why!
Now, why did Alice get a bunch of random psychic powers?
I refused to have Alice learn physical stats. I built the entire character idea around not going so. Eventually I maxed stamina and magic, with 40 points left. It was a choice between psychic powers or intelligence and fighting skill she really did not deserve. I originally maxed fighting skill, but that was just unfair to people who earned it.
So, that's Alice King, everyone.
One on one fights can be debatable, but combine Ramus's depiction of speed with several 100 points stats and the Titan loses.
It was strongly implied by Ramza that she wouldn't get it, but that's at least a reason.
And no, Cleric hasn't described it much. I just hope he doesn't require investing in it. I have plans for how to build Jordan.