Fujino Makoto / Plasma Horizon
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Fujino Makoto / Plasma Horizon
Part One
The Controller
The Controller
------------------------------------------------------------
+ Name: Makoto Fujino
+ Height: 1.4m
+ Weight: 30kg
+ Gender: Male
+ Age: 13
+ Face claim Picture:
+ Appearance Description: Makoto is underweight, with an unhealthy complexion of pale skin and the beginnings of an outbreak of pimples. His hair is often messy. He hates the bright fluorescent glare of indoor lighting, due to all the time he spends at a hospital.
+ Physical Traits: Makoto's limbs are thin and spindly, the result of years of underuse and extensive time spent VR gaming. He gets tired easily from walking and sometimes has to be wheeled around in a wheelchair. Doctors have advised him to get some exercise while he has his natural growth spurt.
+ Clothing: Plain, hand-me-down T-shirts and pants. They often have a faint smell of old vomit.
+ Accessories: None significant to note.
+ History: Makoto almost had a normal life. Unfortunately, an ear infection took away much of his body's ability to balance itself. Makoto frequently suffers from brief periods of inexplicable vertigo, dizziness, and spatial disorientation. Severe episodes cause him to feel nauseous. His condition has evaded treatment, and his resentment towards others for leading normal lives has grown over the years. A careless comment made by a parent at the hospital cemented his view of the world:
"Bye, Makoto! I've had lots of fun playing with you!"
The girl was his playmate and friend for the last two weeks. They had been recuperating in the same ward, and she was being discharged today.
Fully aware that he would be coming back sooner or later, Makoto tried and failed to suppress his unhappiness.Her parent swept her away in the blink of an eye.
"Now, don't linger around, Himawari. You never know what you might catch in the hospital, dear lord."
Catch? Do you think this is contagious? That it was something I deserve? How about you go and have a taste yourself, hag?!"
Disgusted by that innocuous remark, Makoto took to VR games, the only environment where his episodes of dizziness do not exist. After years of gaming, it feels more like the real world to him, and he is reluctant to leave it for too long.
+ Personality: Blunt, snarky, and often lacking compassion, Makoto excels in pointing out the flaws of others, whether real or imagined. Gaming has built up an extensive vocabulary of insults and names, though he does remember when to speak respectfully.
Part Two
The Duel Avatar
The Duel Avatar
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+ Name: Plasma Horizon
+ Height: 1.8m
+ Gender: Male, Lightweight type
+ Parent:
+ Appearance Claim:
+ Appearance Description: Plasma Horizon, at first glance, looks just its controller. It looks woefully underpowered even for a lightweight avatar type, its head hunches forward due to its curved spine, and it has next to no armour to protect itself, save for its helmet. It covers his entire head and face save for a single eye. In its hands, it carries an odd rifle with a circular device at the end: the Enhanced Armament named 'The Singularity.'
Part Three
The Details
The Details
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Stats
Main:
Strength: -5
Constitution: -5
Agility: +5
Dexterity: +10
Secondary:
M. Attack – 5 (STR+DEX)
R. Attack – 60 (50+DEX)
Block – 10 (DEX)
Dodge – 55 (50+AGI)
Stealth – 50 (40+DEX)
Observation – 70 (60+DEX)
Athletics – 10 (DEX)
Trap – 100 (90+DEX)
Climb – (-5) (STR)
Acrobatics – 5 (AGI)
Jump – 5 (10+STR)
Health – (-5) (CON - 5)]
Abilities and Armaments
+ Name: The Singularity
+ Description: A perculiar rifle that doesn't fire bullets, but a small circular device, named 'Singularity.' It looks like a flattened yo-yo on a long string. The Singularity can manipulate the local gravitational field around itself, pulling in all objects, avatars, and even parts of the stage towards it. Horizon can trigger a switch to activate 'Anti-gravity,' repelling said objects away from the Singularity instead.
The Singularity does no damage to avatars within its effective range. Instead, due to the changes in local gravity, avatars may experience vertigo and dizziness.
+ Weaknesses: The Singularity's effective range is limited by the length of the cable, and the field itself weakens significantly with distance.
- The strength of the Singularity:
- Just how strong is it exactly? Although a small tooltip describes its strength as 'a=9.81 metres per second squared,' the effect of this peculiar armament are better seen than described.(When it attracts small objects)
The strength of the field around the Armament is exactly half the average strength of the Earth's gravity. Consequently, the pattern of the gravitational field around the Armament bends and distorts space around it. If gravity is drawn as straight lines pointing downwards, The Singularity is a magnet that draws in lines all around it and squeezes them to point to itself. If you dropped a book near the Singularity, it would not fall straight down, but in a gentle curve. It wouldn't land directly beneath the point of release, but a third of the way between that point and the location of the Singularity.(When it attracts duel avatars)
The distorted space would be anything but gentle for an avatar within five metres' radius of it. The fluid in your ear will tell your body that the direction 'down' lies somewhere in front of you rather than beneath your feet. Your eyes, on the other hand, insist there's nothing wrong and you should continue to walk normally. Dizziness sets in because your body is confused as to which way is up. The primal instinct of all life is to run when the surroundings aren't quite right; fear seeps into your stomach. If you get any closer to the field, nausea becomes a possibility. Within a metre, it is the reality.(When it repels small objects and duel avatars)
It is slightly different when the field becomes an antigravity field. This time, our aforemention book will curve away from the Singularity, because the field now repels all matter around it. If you were to walk towards it, you would feel as though you're struggling up a hill, fighting the slope. But there is no slope and the struggle is in your head: your brain must tell the difference between what you see and what you feel.(Dealing with objects close to the Singularity)
If you're clever enough to shoot a projectile at the Singularity instead of using yourself, you will quickly realise the full effect of the space-bending properties of the Singularity. Small objects can be sucked up into its vicinity and begin to revolve around it like a bizzare model of the Solar System. Trying to jump over the Singularity only results in your swifter-than-expected return to terra firma (gravitational acceleration adds up when both forces act on you to pull you downwards).
If Plasma Horizon somehow traps you underneath the Singularity, or tricks you into falling on top of it, prepare to feel like you put on a few pounds, because the extra pull of the gravitational field makes you deal with an extra 50% of your weight.
+ Name: Attack / Retract
+ Type: Normal Move
+ Cost: No Cost
+ Description: Horizon fires the rifle, propelling the Singularity to a target location. The Singularity, while unupgraded, does not stick to terrain. Horizon can trigger the rifle again to wind the cable and pull back the Singularity.
+ Name: Gravitate / Radiate
+ Type: Normal Passive Move
+ Cost: 5% Special Gauge per unit time
+ Description: Toggled passive. The Singularity continuously emits a gravitational field centered around itself. The closer you are to the field, the more intense its effects. Avatars within the field will feel dizzy, disorientated, and possibly lose their balance. Horizon can change the mode to Radiate, an anti-gravity field of equal strength in the opposite direction.
+ Name: Shockwave
+ Type: Special Move
+ Cost: 50% Special Gauge minimum
+ Description: The Singularity unleashes a shockwave around itself. All nearby objects, avatars, and parts of the Stage (if applicable) are strongly pulled towards, and possibly over the Singularity. The pull itself does no damage.
Last edited by Tusjecht on Sun Feb 28, 2016 1:23 pm; edited 11 times in total
Destination- Senior
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Re: Fujino Makoto / Plasma Horizon
Heya! Just wanted to give you a heads up that iv'e read your character sheet, and that is hasn't gone unnoticed! Right now I'm waiting to talk to Miale about this, just to make sure we're on the same page, and don't end up having it out in your character sheet! Sorry for the wait, and I promise to get a resolution soon!
Vixxy- Administrator
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Re: Fujino Makoto / Plasma Horizon
Sure, no problem. Do let me know what comments you have about Horizon, and I will address them. But just to let you know, I have begun to think about entering Plasma Horizon as an NPC instead. I know I have put in effort into designing him, but he's not really the character I have in mind.
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Re: Fujino Makoto / Plasma Horizon
I would like to mention that your secondary stats are not done properly, you have not allocated all the points given, which if i remember is 300.
Otherwise, I find this sheet to be good for now, just going to wait till the stats are complete to give the approval, and also remind that some things can be modified if imbalance is found.
Otherwise, I find this sheet to be good for now, just going to wait till the stats are complete to give the approval, and also remind that some things can be modified if imbalance is found.
Neko Miale- Administrator
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Re: Fujino Makoto / Plasma Horizon
Okay, I've added 300 points to the secondary stats. I was confused because I couldn't find how many points to allocate in your Combat Stats post.
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Re: Fujino Makoto / Plasma Horizon
Just saying that a few things don'T add up so i'll make a few corrections, it's my fault for not organising the system thread.
The bonuses/minuses given by your stats are:
Strenght: -5
Constitution: -5
Agility: +5
Dexterity: +10
Also: I think you've allocated 310 points in your secondary stats. I also love the idea of your character being somewhat not great in direct battle, but instead a pro in using the field to win.
Otherwise, nothing to say. You done it right
The bonuses/minuses given by your stats are:
Strenght: -5
Constitution: -5
Agility: +5
Dexterity: +10
Also: I think you've allocated 310 points in your secondary stats. I also love the idea of your character being somewhat not great in direct battle, but instead a pro in using the field to win.
Otherwise, nothing to say. You done it right
Neko Miale- Administrator
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Re: Fujino Makoto / Plasma Horizon
Fixed (: yeah, the whole team of Plasma Horizon is a character who doesn't harm others, but messes with their sense of balance. But it has to be something concrete and logical, and (I should include this somewhere) after he picked up a book about gravity, the idea of gravity screwing him over got stuck in Makoto's head, where it's been ever since. He knows the people teasing him don't really mean it - if he was kinder, all he just wanted was their sympathy.
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Re: Fujino Makoto / Plasma Horizon
Not sure if you wanted to keep him around or not but im gonna add this little detail:
You should add the strength of the gravity and how it impairs others, if there are ways to resist the pull etc. Without this, i cant give a proper evaluation of the ability of your gun
You should add the strength of the gravity and how it impairs others, if there are ways to resist the pull etc. Without this, i cant give a proper evaluation of the ability of your gun
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Re: Fujino Makoto / Plasma Horizon
I've decided to stick with Plasma Horizon. I have no plans to make any more new characters at the moment, and I don't want to let this concept go to waste.
The strength of the field is 9.81 meters per second squared, the strength of the Earth's gravity field. It may not sound like much, but the effect of having such a field in close proximity to you may turn your stomach already.
The strength of the field around the Armament bends and distorts space around it. If gravity is drawn as straight lines pointing downwards, The Singularity is like a magnet that draws in lines all around it and squeezes them to point to itself. If you dropped a book near the Singularity, it would not fall straight down, but in a gentle curve. It wouldn't land directly beneath the point of release, but halfway between that point and the location of the Singularity.
The distorted space would be anything but gentle for an avatar within five metres' radius of it. The fluid in your ear will tell your body that the direction 'down' lies somewhere in front of you rather than beneath your feet. Your eyes, on the other hand, insist there's nothing wrong and you should continue to walk normally. Dizziness sets in because your body is confused as to which way is up. The primal instinct of all life is to run when the surroundings aren't quite right; fear seeps into your stomach. If you get any closer to the field, nausea becomes a possibility. Within a metre, it is the reality...a floating, vomit-ridden reality.
It is slightly different when the field becomes an antigravity field. This time, our aforemention book will curve away from the Singularity, because the field now repels all matter around it. If you were to walk towards it, you would feel as though you're struggling up a hill, fighting the slope. But there is no slope and the struggle is in your head: your brain must tell the difference between what you see and what you feel.
If you're clever enough to shoot a projectile at the Singularity instead of using yourself, you will quickly realise the full effect of the space-bending properties of the Singularity. Small objects can be sucked up into its vicinity and begin to revolve around it like a bizzare model of the Solar System. Trying to jump over the Singularity only results in your swifter-than-expected return to terra firma (gravitational acceleration adds up when both forces act on you to pull you downwards).
If Plasma Horizon somehow traps you underneath the Singularity, or tricks you into falling on top of it, prepare to feel like you put on a few pounds, because the extra pull of the gravitational field makes you deal with an extra 100% of your weight.
So what's the counterplay to such an object? Obviously, stay away from the device. While it's true that gravity acts on all objects equally, its strength diminishes greatly with distance; to be exact, its strength falls by a factor of 4 for every doubling of the distance between you and the Singularity. By the time you're 10 metres away, its strength will have diminished to 0.1 m s^-2, negligible to most people.
Secondly, Plasma Horizon himself is not immune to its effects. In fact, he might be even more susceptible to it, with his intense dislike of the constant feeling of dizziness. Trash talk him, chuck a rock at him, a slight push might be enough to p!ss him off and bait him into reckless maneuvers.
Lastly, consider the Stage. Would Horizon gain anything from attracting a giant wasp's nest towards him? Positioning yourself to work around the stage, its traps, and the breakable terrain is key to outplay Plasma Horizon. He is entirely dependent on whatever is around him to fight. A crumbling concrete jungle, a forest brimming with acid pools, graveyards with undeaed skeletons lurking beneath are all stages that favour him with the amount of possibilities. But the odds are stacked against him in terrain like the Demonic City, where nothing ever breaks, or the featureless meadows of Twilight Sunset and Grassland Savannah. If you catch him in such a stage, consider it a free win for you. Just don't step on the Singularity...
=====
The strength of the field is 9.81 meters per second squared, the strength of the Earth's gravity field. It may not sound like much, but the effect of having such a field in close proximity to you may turn your stomach already.
(When it attracts small objects)
The strength of the field around the Armament bends and distorts space around it. If gravity is drawn as straight lines pointing downwards, The Singularity is like a magnet that draws in lines all around it and squeezes them to point to itself. If you dropped a book near the Singularity, it would not fall straight down, but in a gentle curve. It wouldn't land directly beneath the point of release, but halfway between that point and the location of the Singularity.
(When it attracts duel avatars)
The distorted space would be anything but gentle for an avatar within five metres' radius of it. The fluid in your ear will tell your body that the direction 'down' lies somewhere in front of you rather than beneath your feet. Your eyes, on the other hand, insist there's nothing wrong and you should continue to walk normally. Dizziness sets in because your body is confused as to which way is up. The primal instinct of all life is to run when the surroundings aren't quite right; fear seeps into your stomach. If you get any closer to the field, nausea becomes a possibility. Within a metre, it is the reality...a floating, vomit-ridden reality.
(When it repels small objects and duel avatars)
It is slightly different when the field becomes an antigravity field. This time, our aforemention book will curve away from the Singularity, because the field now repels all matter around it. If you were to walk towards it, you would feel as though you're struggling up a hill, fighting the slope. But there is no slope and the struggle is in your head: your brain must tell the difference between what you see and what you feel.
(Dealing with objects close to the Singularity)
If you're clever enough to shoot a projectile at the Singularity instead of using yourself, you will quickly realise the full effect of the space-bending properties of the Singularity. Small objects can be sucked up into its vicinity and begin to revolve around it like a bizzare model of the Solar System. Trying to jump over the Singularity only results in your swifter-than-expected return to terra firma (gravitational acceleration adds up when both forces act on you to pull you downwards).
If Plasma Horizon somehow traps you underneath the Singularity, or tricks you into falling on top of it, prepare to feel like you put on a few pounds, because the extra pull of the gravitational field makes you deal with an extra 100% of your weight.
So what's the counterplay to such an object? Obviously, stay away from the device. While it's true that gravity acts on all objects equally, its strength diminishes greatly with distance; to be exact, its strength falls by a factor of 4 for every doubling of the distance between you and the Singularity. By the time you're 10 metres away, its strength will have diminished to 0.1 m s^-2, negligible to most people.
Secondly, Plasma Horizon himself is not immune to its effects. In fact, he might be even more susceptible to it, with his intense dislike of the constant feeling of dizziness. Trash talk him, chuck a rock at him, a slight push might be enough to p!ss him off and bait him into reckless maneuvers.
Lastly, consider the Stage. Would Horizon gain anything from attracting a giant wasp's nest towards him? Positioning yourself to work around the stage, its traps, and the breakable terrain is key to outplay Plasma Horizon. He is entirely dependent on whatever is around him to fight. A crumbling concrete jungle, a forest brimming with acid pools, graveyards with undeaed skeletons lurking beneath are all stages that favour him with the amount of possibilities. But the odds are stacked against him in terrain like the Demonic City, where nothing ever breaks, or the featureless meadows of Twilight Sunset and Grassland Savannah. If you catch him in such a stage, consider it a free win for you. Just don't step on the Singularity...
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Re: Fujino Makoto / Plasma Horizon
I will give my approval on this for now. After trial and error, if needs be your weapon will need to be nerfed/buffed.
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Re: Fujino Makoto / Plasma Horizon
Realised that I did not give myself HP.
Shifted 50 points from Trap to Constitution.
Shifted 50 points from Trap to Constitution.
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Re: Fujino Makoto / Plasma Horizon
Could be wrong but I think HP is based entirely off of you base Con(in your case 4) and then uses the chart in Combat Systems to find your number (55 for 4, 70 for 5, etc.)
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Re: Fujino Makoto / Plasma Horizon
Constitution is one of the Main stats. It's one of the stats that start at 4 and you add your 6 Stat Points. Also: you have 1 too many points allocated to those 4 stats. Being Yellow, your base stats are 4STR, 4CON, 4AGI, and 6DEX. The +/- are modifiers. If I'm reading correctly, your stats are 4S, 4C, 7A, 9D, correct? As Nakara said, your HP is a flat 55 - based on 4C. Meaning: the 50 points you allocated to Health needs to be put back somewhere else.
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Re: Fujino Makoto / Plasma Horizon
Yeah, I'll move it back to Trap. Thanks!
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