Took me long enough to write this, didn't it? But hey, now that the busiest part of the offseason - the holidays - is over, and we enter the long stretch of peace between now and May 1, I figured it was high time I finally get around to talking about my third and final plot of the 2016 RP season - SarahPlot.
This one's gonna be different from my usual plot aftermath posts, working a bit more stream-of-consciousness than a format of characters then events.
THE INITIAL IDEA
With my roster enormous going into Season 6, it was high time I do some wrapping up of major characters to make room for others to have their own time in the sun. One character chosen for retirement was Sarah Triden. She's had an incredible run in RP. She was one of the driving forces behind the initial "RP Explosion", and had gotten in on the ground floor for RP's ascendance to being a serious, plot-driven Thing instead of just "a bunch of weirdos talk about ZooFights". She was instrumental in the stories of many characters, whether it was by befriending them or saving their lives, or in one case falling in love. She came back for a second season, then faded into the background before coming back with a vengeance halfway through Season 4, then remained major the next year. As much as I love the little marshmallow, I knew I was running low on stories to tell with her, and her role could be filled by other characters. Helios and the rest of the hospital crew have slowly usurped Sarah's role as the primary healers of the Kobbers, and I've got no shortage of cute, bubbly characters that could be used instead of Sarah for casual bar chat and making friends. But with a character this important to RP, who's been around this long, you don't just snuff out their light and move on. Sarah needed a proper finale, one that built on her history.
Showing posts with label Reference. Show all posts
Showing posts with label Reference. Show all posts
Sunday, January 15, 2017
Monday, November 7, 2016
Days Gone By: All About Format Wars
How the hell.
How the hell, you guys.
When I first dreamed up an idea for a plot about nostalgia, I had no idea what I was in for. I went into this thing with very loose plans, questionable direction, and very little confidence I could deliver. Instead, I wound up with what seems to be the most well-received of my three plots in Season 6. Not only that, but I got a new main character out of it, who then proceeded to be largely responsible for someone else's character becoming a main, as well as helping enable ANOTHER character who did a lot more a lot earlier than planned. I'd expected a hot mess we'd muddle through and people would be all "yeah good plot, now let's... not do that any more" but I plunged ahead anyway and was rewarded with what Format Wars became.
In fact, Format Wars almost didn't happen. Last winter, due to a lack of direction and confidence, I began considering scrapping the plot and expanding a dayplot about Tiffany into a larger plot to fill the space. What kept me from doing so was the fact that I teased Format Wars at the end of Season 5, in my ending post. Fortunately, the idea to expand Tiffany's plot was part of what helped me get my act together and help Format Wars take shape.
Now that the season's over, I've finally got some time and energy to reflect on this plot (and, later, Sarahplot will get a post as well). Let's go over Format Wars from top to bottom.
Wednesday, July 20, 2016
Exposing the Esoteric
The first of my three major 2016 plots is in the books, and now that Brawl Season and the fabled trip to Ohio are over and I've gotten a chance to rest, I can share some info about the plot. I'll break it down event by event, then show off what got cut.
This plot pretty much had to happen. I determined in 2015 after Sumireko graduated from Fite Club cameo to minor character and then to regular character that she needed a plot, but my initial idea was a pretty weak one-day affair, the specifics of which I don't even really remember any more. However, Chao wound up reminding me about the Occult Balls, the magical and bizarre macguffins everyone is after in Sumireko's source game, and it was off to the races as I set a number of balls - seven, a classic number for macguffins if you ask me - and assigned each one a different attribute.
Let's go to the event rundown...
Wednesday, October 14, 2015
Neo Kobbers: Behind the Scenes
And so my biggest plot yet - and quite probably my biggest plot ever - has come to a close. Tackling the nuts and bolts behind this one is going to be difficult simply due to the sheer size, but I'll give it the old college try. First, I'll review each and every one of the "official 25" Neo Kobbers, going over their creation and also including some backstory notes that give a little more depth to why each of these characters joined the Neo Kobbers (much of this material was never mentioned on the forum, and a lot of it is being made up here!). Then, I'll go over all of the events and talk about them and the cutting room scraps associated with them.
Thursday, January 22, 2015
Quick Guide to Pokemon Moveset Building for In-Game Play
As I am often called on in Chatzy to help determine which move a Pokemon should learn, here are some tips Pokemon players can keep in mind when their Pokemon are faced with the decision to learn a new move or not.
1: Consider STAB.
If a Pokemon attacks with a move that matches its' own type, it gets a 50% power increase. Therefore, the 100 base power Earthquake rises to 150 power when used by a Ground type, making it a no-brainer for almost any Ground Pokemon. This is called Same Type Attack Bonus, or STAB.
2: Consider stats.
Check the Pokemon's stats. Pokemon with high Attack will want physical moves, and Pokemon with higher Special Attack will want special moves. Pokemon with low Defense/Special Defense stats will probably want to skip status moves.
3: Consider coverage.
You want to hit as many Pokemon super-effectively as possible. Look to teach your Pokemon "coverage moves" that do lots of damage to Pokemon that their STAB moves won't work well on. Also avoid doubling up on two or more moves of the same type unless they fill very different niches: for instance, it's okay to use both Thunder Wave and Thunderbolt, and it's also okay to use both a weak move that always goes first as an emergency attack (like Aqua Jet) with a stronger move as the usual choice in other situations (like Waterfall).
1: Consider STAB.
If a Pokemon attacks with a move that matches its' own type, it gets a 50% power increase. Therefore, the 100 base power Earthquake rises to 150 power when used by a Ground type, making it a no-brainer for almost any Ground Pokemon. This is called Same Type Attack Bonus, or STAB.
2: Consider stats.
Check the Pokemon's stats. Pokemon with high Attack will want physical moves, and Pokemon with higher Special Attack will want special moves. Pokemon with low Defense/Special Defense stats will probably want to skip status moves.
3: Consider coverage.
You want to hit as many Pokemon super-effectively as possible. Look to teach your Pokemon "coverage moves" that do lots of damage to Pokemon that their STAB moves won't work well on. Also avoid doubling up on two or more moves of the same type unless they fill very different niches: for instance, it's okay to use both Thunder Wave and Thunderbolt, and it's also okay to use both a weak move that always goes first as an emergency attack (like Aqua Jet) with a stronger move as the usual choice in other situations (like Waterfall).
Saturday, October 18, 2014
The End of The End is the Beginning
So ends my plot. Tiamat 2011 was my first megaplot, and Bulgraveplot 2012 was the deepest, while my plots for 2013 were simple and short. Now, just as Jumpropeman did, I'm going to dump all the thoughts, behind the scenes stuff, and cutting room floor material that I can into this post.
ORIGINS
In 2013, during a routine look at the Drunken Gryphon message board, I included a request on the board for someone to "awaken the key". Nobody picked up on this. If it had been followed, the placer of the request would turn out to be an insane cultist who wanted people to help him find an ancient artifact that would summon The End, who was originally named Leviathan.
This was Leviathan's initial design. From the very start, I wanted to create the largest enemy the kobbers have ever faced. I wound up failing in that goal in the long run due to JRM - not only did he bring in Actaeus this year, but Rafflesia from Season 1, another living planet, is also presumably larger than The End. The End remained a possibility as a Final Boss From Nowhere but I ultimately just sat on the concept and stored it away.
In the offseason between seasons 3 and 4, I gained a hankering for wanting to do a plot with a big twist to it. All of my plots from the first three seasons were relatively straightforward, although there were surprises like Tiamat employing Celestia and Dr. Bulgrave surrendering. This time I wanted something big. My plots tend to have characters that heel-face turn, so this year I wanted a character to face-heel turn. Mercutio Ferros, AKA Chronos Xarr, was born.
Another thing I wanted to do was make full use of our setting. Similar to how JRM built The Deck around being the ultimate medieval-themed plot, I wanted a plot that made full use of our unique space/medieval setting, so I combined the two to create a plot that could only happen properly in the unique world of the ZFS and Ardea, a criminal from another galaxy infiltrating a medieval society and using medieval weapons, soldiers, and artifacts.
First, we'll review the cast of this plot one more time. Then, I'll excavate my DropBox for a load of pictures depicting characters, items, and plot points that were left out.
ORIGINS
In 2013, during a routine look at the Drunken Gryphon message board, I included a request on the board for someone to "awaken the key". Nobody picked up on this. If it had been followed, the placer of the request would turn out to be an insane cultist who wanted people to help him find an ancient artifact that would summon The End, who was originally named Leviathan.
This was Leviathan's initial design. From the very start, I wanted to create the largest enemy the kobbers have ever faced. I wound up failing in that goal in the long run due to JRM - not only did he bring in Actaeus this year, but Rafflesia from Season 1, another living planet, is also presumably larger than The End. The End remained a possibility as a Final Boss From Nowhere but I ultimately just sat on the concept and stored it away.
In the offseason between seasons 3 and 4, I gained a hankering for wanting to do a plot with a big twist to it. All of my plots from the first three seasons were relatively straightforward, although there were surprises like Tiamat employing Celestia and Dr. Bulgrave surrendering. This time I wanted something big. My plots tend to have characters that heel-face turn, so this year I wanted a character to face-heel turn. Mercutio Ferros, AKA Chronos Xarr, was born.
Another thing I wanted to do was make full use of our setting. Similar to how JRM built The Deck around being the ultimate medieval-themed plot, I wanted a plot that made full use of our unique space/medieval setting, so I combined the two to create a plot that could only happen properly in the unique world of the ZFS and Ardea, a criminal from another galaxy infiltrating a medieval society and using medieval weapons, soldiers, and artifacts.
First, we'll review the cast of this plot one more time. Then, I'll excavate my DropBox for a load of pictures depicting characters, items, and plot points that were left out.
Monday, September 1, 2014
Care and Feeding of Your Succubi - A Reference
I'm going to use this post to go into detail a bit about Morgan and Lily's abilities and traits.
Morgan and Lily can keep themselves alive by eating and drinking like normal humans, but it is vital for their diet to include soul energy as well lest they become sick or depressed. Succubi such as themselves are said to 'feed off sin', but the truth is somewhat more complicated.
As it turns out, the whole 'sin' thing is a matter of coincidence. When a human cuts loose their restraints and has fun - be that with a party, a makeout session, or even a simple board game - the act of fulfilling their basic human craving for enjoyment releases endorphins and other chemicals that trigger the parts of the brain that control pleasure. The succubi are naturally tuned to these chemicals and are capable of feeding off of them.
A succubus is able to feed off of 'good vibes' merely by being in close proximity (less than ten feet) from the person experiencing enjoyment. This is one of the reasons succubi enjoy throwing parties - they are gatherings of multiple people, dozens, maybe even hundreds, and all of them are there to have fun. Succubi are generally well-fed after a good party, and can go without further vibe feedings for quite a while. Uncharacteristically, some succubi, particularly younger ones, may even have to excuse themselves during a particularly large and intense party, lest they become overloaded with good vibes. A tolerance is built up over time, allowing more experienced succubi to throw larger and larger shindigs.
"Good Vibes"
Morgan and Lily can keep themselves alive by eating and drinking like normal humans, but it is vital for their diet to include soul energy as well lest they become sick or depressed. Succubi such as themselves are said to 'feed off sin', but the truth is somewhat more complicated. As it turns out, the whole 'sin' thing is a matter of coincidence. When a human cuts loose their restraints and has fun - be that with a party, a makeout session, or even a simple board game - the act of fulfilling their basic human craving for enjoyment releases endorphins and other chemicals that trigger the parts of the brain that control pleasure. The succubi are naturally tuned to these chemicals and are capable of feeding off of them.
How To Feed On Vibes
A succubus is able to feed off of 'good vibes' merely by being in close proximity (less than ten feet) from the person experiencing enjoyment. This is one of the reasons succubi enjoy throwing parties - they are gatherings of multiple people, dozens, maybe even hundreds, and all of them are there to have fun. Succubi are generally well-fed after a good party, and can go without further vibe feedings for quite a while. Uncharacteristically, some succubi, particularly younger ones, may even have to excuse themselves during a particularly large and intense party, lest they become overloaded with good vibes. A tolerance is built up over time, allowing more experienced succubi to throw larger and larger shindigs.
Wednesday, July 23, 2014
Gloria's Bestiary
At long last, here is a reference page to catalog everything the summoner Gloria Encarta can create with her summon magic.
Being a Mysidian summoner has similarities to necromancy, but there are significant differences. For instance, the summoner can't just summon any old dead body. In fact, they aren't summoning dead bodies at all. Rather, a summoner requires a brief but potent connection to the soul of a given target. When that target dies, the killer experiences a brief blowback of soul energy. In most cases, this means nothing. However, a summoner can imprint on these soul blowbacks and call upon an illusory facsimile of the deceased that can fight alongside them.
-All of the mana used in summoning is used at the start, when the creature or person is summoned. There is no mana burn for keeping a summon active and they can be around for as long as the summoner wishes, provided they do not take a lethal blow.
-Summons can be removed in two different ways - incurring damage that would be lethal to the summon if it were a true living thing, and being "recalled" back through a summon portal by their "owner". A "killed" summon goes poof in a cloud of magic smoke.
-A summoner may call upon as many simultaneous summons as they desire. However, proper control of summons requires concentration, which is split more and more ways as more summons are called in. Summons are generally loyal, but some may become unruly, listliss, or confused when the summoner is not around to guide them. The smarter the creature was in life, the better they are as a summon at handling themselves alone.
-The summon is connected to the summoner. The summoner does not feel pain when the summon is attacked, nor vice-versa, but if a summon kills something, the summon absorbs the soul energy blowback and passes it on to its owner, allowing the owner to summon anything their existing stable kills.
-Should a summon kill another summon, the losing summon is stolen from the losing summoner's "inventory" and added to the winning summoner's selection. When summoners duel, they play for keeps.
-Gloria accidentally caused her own death in Season 3's Fite Week Rumble. However, she is not capable of summoning herself as there is no soul blowback from such a feat - there's nothing for the soul to interact with.
-A summoner can kill a summoner and then in turn summon them (Gloria summoning Garland), but the summon is not capable of doing any summoning of their own.
SUMMON MAGIC OVERVIEW
Being a Mysidian summoner has similarities to necromancy, but there are significant differences. For instance, the summoner can't just summon any old dead body. In fact, they aren't summoning dead bodies at all. Rather, a summoner requires a brief but potent connection to the soul of a given target. When that target dies, the killer experiences a brief blowback of soul energy. In most cases, this means nothing. However, a summoner can imprint on these soul blowbacks and call upon an illusory facsimile of the deceased that can fight alongside them.
RULES OF SUMMONING
-All of the mana used in summoning is used at the start, when the creature or person is summoned. There is no mana burn for keeping a summon active and they can be around for as long as the summoner wishes, provided they do not take a lethal blow.
-Summons can be removed in two different ways - incurring damage that would be lethal to the summon if it were a true living thing, and being "recalled" back through a summon portal by their "owner". A "killed" summon goes poof in a cloud of magic smoke.
-A summoner may call upon as many simultaneous summons as they desire. However, proper control of summons requires concentration, which is split more and more ways as more summons are called in. Summons are generally loyal, but some may become unruly, listliss, or confused when the summoner is not around to guide them. The smarter the creature was in life, the better they are as a summon at handling themselves alone.
-The summon is connected to the summoner. The summoner does not feel pain when the summon is attacked, nor vice-versa, but if a summon kills something, the summon absorbs the soul energy blowback and passes it on to its owner, allowing the owner to summon anything their existing stable kills.
-Should a summon kill another summon, the losing summon is stolen from the losing summoner's "inventory" and added to the winning summoner's selection. When summoners duel, they play for keeps.
-Gloria accidentally caused her own death in Season 3's Fite Week Rumble. However, she is not capable of summoning herself as there is no soul blowback from such a feat - there's nothing for the soul to interact with.
-A summoner can kill a summoner and then in turn summon them (Gloria summoning Garland), but the summon is not capable of doing any summoning of their own.
Friday, April 11, 2014
Wrassle Reference: Silence's Moveset
Similar to how I once, long ago, made a glossary of information for Sarah and Celestia's magic spells, I decided to make this post about the wrestling moves Silence likes to perform, so as to fill in people who don't know what a move does by its name.Silence's repertoire consists almost entirely of heavy-duty power moves. She's not light on her feet and she doesn't do fancy jumping maneuvers. Instead, she focuses on hard-hitting, high-impact attacks that intimidate and brutalize her foes. What follows is a list of the special moves Silence is most likely to use in battle, although she can improvise if need be.
Saturday, March 22, 2014
The GB Ensemble: MinorPalooza
The old Ensemble was getting too clunky to manage, so I'll be abandoning it in favor of the Character Profiles topic on our forum. Here are the profiles of minor characters that I did not deem worthy of inclusion in the main post.
Ariel Sierra - Activist and archer
Baltan and Kauket - Alien duo sent to study another planet
Barbon - 2012 replacement bartender
Beheeyem - Fite Club owner and operator
Biollante/The Martian - A giant monster with the mind of a once-scorned zoofighter
Browny - High-tech cop tasked with cleaning up the streets
Celestia Canicco - Mechanic, baker, loving mother, people tend to compliment her patoot
Clippy - Well-meaning but mostly unhelpful "bar assistant"
Construct 8 - Sarah and Alex's bodyguard
Dr. Bulgrave - Former mad scientist struggling to cope with advances in technology
Electra - Queen of Manhattan's nightlife and owner of what was once Barbon's bar and Fite Club
The Four Fiends - Evil demigodlike monsters that sought the elemental crystals
Garland the Chaotic - A powerful Mysidian knight/summoner with a grudge against Sarah's family
The Great Conehead Brigade - Three horny idiots in armor
Gloria Encarta - Powerful summoner, lover of books
Helios Canicco - A miracle returned him to his wife
Hella Jeff/Sweet Bro - Non-euclidean humanoid druggies
Josephine Bouteille - Self-conscious chemist who learned to embrace herself thanks to Ariel and Dirk
Marlin the Magnificent/New Marlinnium - Former foe of Widow Maker
Mercutio Ferros - Hammer-wielding paladin who worships the goddess Zienna
Missingno - Friendly Eldritch Abomination
Mr. X - Scummy crime boss who abused loopholes and poisoned the environment for profit
Myriam Scuttlebutt - Investigative reporter who likes to hide under boxes
Sakura Atari - Chew toy of the universe, or at least M Sheep's universe
Samhain - A fun-loving Halloween spirit who only appears in October
Sarah Triden - Happy-go-lucky white mage with a blast furnace digestive system
Sheryl - Southern-fried WA-7 droid who is protective of her diner
Shroud - Mysterious wanderer who knows much about Ardea
Silence - Mute, mask-wearing woman built like a truck
Sir Periwinkle - A misogynist knight who kidnapped Josephine for an arranged marriage
Skeiron - Accidentally sentient WarMech unit with a love of levity
The Storm Bikers - A normal gang caught up in an oddball plot
Stormtrooper Squadron - The incompetent but lovable security force of the ZFS
The Swarm - Widow Maker's collection of arthropod pets
Thurg - A follower of Mercutio, also a beastmaster lacking in basic sentence structure
TYP-E - A high-level authority on the ZFS
Tyra Flare - A follower of Mercutio, also a stealthy ninja assassin
Viola Nightshade - Creepy goth girl Pokemon trainer
Widow Maker - A genre-savvy eight-foot mantis with wit as sharp as her claws
X-Demolition/Constructor X - Overly theatric robot construction duo
-Characters listed on the forum post (look there for their profiles)-
Ariel Sierra - Activist and archer
Baltan and Kauket - Alien duo sent to study another planet
Barbon - 2012 replacement bartender
Beheeyem - Fite Club owner and operator
Biollante/The Martian - A giant monster with the mind of a once-scorned zoofighter
Browny - High-tech cop tasked with cleaning up the streets
Celestia Canicco - Mechanic, baker, loving mother, people tend to compliment her patoot
Clippy - Well-meaning but mostly unhelpful "bar assistant"
Construct 8 - Sarah and Alex's bodyguard
Dr. Bulgrave - Former mad scientist struggling to cope with advances in technology
Electra - Queen of Manhattan's nightlife and owner of what was once Barbon's bar and Fite Club
The Four Fiends - Evil demigodlike monsters that sought the elemental crystals
Garland the Chaotic - A powerful Mysidian knight/summoner with a grudge against Sarah's family
The Great Conehead Brigade - Three horny idiots in armor
Gloria Encarta - Powerful summoner, lover of books
Helios Canicco - A miracle returned him to his wife
Hella Jeff/Sweet Bro - Non-euclidean humanoid druggies
Josephine Bouteille - Self-conscious chemist who learned to embrace herself thanks to Ariel and Dirk
Marlin the Magnificent/New Marlinnium - Former foe of Widow Maker
Mercutio Ferros - Hammer-wielding paladin who worships the goddess Zienna
Missingno - Friendly Eldritch Abomination
Mr. X - Scummy crime boss who abused loopholes and poisoned the environment for profit
Myriam Scuttlebutt - Investigative reporter who likes to hide under boxes
Sakura Atari - Chew toy of the universe, or at least M Sheep's universe
Samhain - A fun-loving Halloween spirit who only appears in October
Sarah Triden - Happy-go-lucky white mage with a blast furnace digestive system
Sheryl - Southern-fried WA-7 droid who is protective of her diner
Shroud - Mysterious wanderer who knows much about Ardea
Silence - Mute, mask-wearing woman built like a truck
Sir Periwinkle - A misogynist knight who kidnapped Josephine for an arranged marriage
Skeiron - Accidentally sentient WarMech unit with a love of levity
The Storm Bikers - A normal gang caught up in an oddball plot
Stormtrooper Squadron - The incompetent but lovable security force of the ZFS
The Swarm - Widow Maker's collection of arthropod pets
Thurg - A follower of Mercutio, also a beastmaster lacking in basic sentence structure
TYP-E - A high-level authority on the ZFS
Tyra Flare - A follower of Mercutio, also a stealthy ninja assassin
Viola Nightshade - Creepy goth girl Pokemon trainer
Widow Maker - A genre-savvy eight-foot mantis with wit as sharp as her claws
X-Demolition/Constructor X - Overly theatric robot construction duo
Wednesday, August 29, 2012
FYMBLE Database
Attempting to put together a loose collection of ideas for the fake FYMBLE game in the bar.
David
Playstyle: Spastic. David's attacks are unpredictable and the dodging/blocking methods are sometimes counterintuitive. Frequently stops to taunt. Medium-low HP.
Stage: The Espinoza
Assist: Chet and Ulrika
Rival: None
Alternate Costume A: Saberrain
Alternate Costume B: 90s Clothes
Final Boss: Rafflesia
David
Playstyle: Spastic. David's attacks are unpredictable and the dodging/blocking methods are sometimes counterintuitive. Frequently stops to taunt. Medium-low HP.
Stage: The Espinoza
Assist: Chet and Ulrika
Rival: None
Alternate Costume A: Saberrain
Alternate Costume B: 90s Clothes
Final Boss: Rafflesia
Friday, June 29, 2012
Character Debuts
The GB Ensemble now has dates for when every major and secondary character first appeared. Because people care about when I started pretending to be a WarMech.
I'll also post the dates here in a timeline format:
August 15, 2010: The ZF5 bonus match between Widow Maker and Marlin the Magnificent is announced.
May 30, 2011: Hella Jeff demands to know where the nanchoes are.
June 9, 2011: Four white mages make their first appearance to surgineer Widow Maker.
July 1, 2011: Jumpropeman bets the Five-Mantis Band on Cash Cow.
July 3, 2011: The Necronomitron awakens.
July 12, 2011: Sweet Bro makes his first appearance.
July 14, 2011: The Nostronomitron is born.
July 30, 2011: WarMech-1 appears, communicating to Tiamat about finding Sarah.
July 31, 2011: Biollante appears in rose form.
August 1, 2011: The WarMech Leader is introduced.
August 3, 2011: WarMech-3 says his first line.
August 15, 2011: The Martian and Biollante combine into Biollante's final form to combat the Lord.
August 31, 2011: Marilith attacks the bar.
September 9, 2011: The first of Kraken's multiple attempts to accomplish something. Anything at all.
September 16, 2011: Cagnazzo crosses the ocean.
September 17, 2011: Lich's first line.
October 9, 2011: Shuma-Gorath pranks Oceanus by dumping live tarantulas on him. Sarah gathers up a few to give to Widow Maker as a get-well gift.
October 14, 2011: Zephyrus gives Widow Maker two beetles as gifts.
March 2, 2012: 'Unit 1' appears in a blog post.
March 22, 2012: Dr. Bulgrave makes his debut in the blog post "Origins".
April 15, 2012: The Storm Bikers drive out the Excite Bikers from Manhattan.
May 8, 2012: Browny makes his first forum appearance to arrest Blade.
May 16, 2012: Dr. Bulgrave introduces himself to the Storm Bikers.
May 24, 2012: Sarah is reunited with Josephine.
June 12, 2012: Clippy leaves Widow Maker's PC for the first time.
I'll also post the dates here in a timeline format:
August 15, 2010: The ZF5 bonus match between Widow Maker and Marlin the Magnificent is announced.
May 30, 2011: Hella Jeff demands to know where the nanchoes are.
June 9, 2011: Four white mages make their first appearance to surgineer Widow Maker.
July 1, 2011: Jumpropeman bets the Five-Mantis Band on Cash Cow.
July 3, 2011: The Necronomitron awakens.
July 12, 2011: Sweet Bro makes his first appearance.
July 14, 2011: The Nostronomitron is born.
July 30, 2011: WarMech-1 appears, communicating to Tiamat about finding Sarah.
July 31, 2011: Biollante appears in rose form.
August 1, 2011: The WarMech Leader is introduced.
August 3, 2011: WarMech-3 says his first line.
August 15, 2011: The Martian and Biollante combine into Biollante's final form to combat the Lord.
August 31, 2011: Marilith attacks the bar.
September 9, 2011: The first of Kraken's multiple attempts to accomplish something. Anything at all.
September 16, 2011: Cagnazzo crosses the ocean.
September 17, 2011: Lich's first line.
October 9, 2011: Shuma-Gorath pranks Oceanus by dumping live tarantulas on him. Sarah gathers up a few to give to Widow Maker as a get-well gift.
October 14, 2011: Zephyrus gives Widow Maker two beetles as gifts.
March 2, 2012: 'Unit 1' appears in a blog post.
March 22, 2012: Dr. Bulgrave makes his debut in the blog post "Origins".
April 15, 2012: The Storm Bikers drive out the Excite Bikers from Manhattan.
May 8, 2012: Browny makes his first forum appearance to arrest Blade.
May 16, 2012: Dr. Bulgrave introduces himself to the Storm Bikers.
May 24, 2012: Sarah is reunited with Josephine.
June 12, 2012: Clippy leaves Widow Maker's PC for the first time.
Monday, June 4, 2012
The Death Toll
Because I like useless statistics and because why not, it's time to count up how many times each of my characters has been killed!
Widow Maker - 3
- Sliced in two vertically in the Big Bar Brawl by Alexander Triden
- Bisected by the Lord
- Bisected by Urkrathos' chainsword
Wow, Widow Maker gets cut in half a lot.Yesterday's death at the hands of Urkrathos is the first time someone besides Elohim revived her, which means it's the first time she's avoided baby form.
Sarah - 2
- Gunned down during the Terminator Squadron fight
- Soul eaten by Atma
Sarah managed to go a seriously long time before her first death, but it did eventually come. She also came VERY close to dying after defeating Draco in Fite Yer Mates, but only just hung on.
Celestia - 0 (!!!)
I think Celestia might be the only major character of the 2011 season to never be killed. Everybody else I can think of either lost a Fite or died in RP. Rebecca could possibly count, although she didn't appear too often. After her you have to go down to characters like the Kirby Brigade and the Five-Mantis Band to find people who weren't killed at some point.
Skeiron - 4
- Crushed by Devastator
- Destroyed by Jaxx in the Fite Week Rumble
- Ripped to pieces by the Servitor shadow clone
- Blown up by Blade
Skeiron seems to die or be severely crippled very easily. I think it's because I can play fast-and-loose with him since he feels no pain and can just be rebuilt by Celestia.
The Martian/Biollante - 3
- Necronomitron - defeated by Zephyrus in FYM
- Nostronomitron - shot down by Celestia during the WarMech fight
- Biollante - Roasted by WarMechs
I'm not certain how many of these can be considered deaths. The Martian and Biollante have never needed outside help to recover from injury.
Hella Jeff - 2
- Destroyed by ROB in the Big Bar Brawl
- Killed by Doomrider in Fite Yer Mates
Hella Jeff also lost to Ironichide in FYM, but this was before losing a Fite was pretty much guaranteed death. I portrayed him as just really FUBAR instead.
Villains - 10
- Marilith - Destroyed by Alexander Triden
- Cagnazzo - Obliterated by a group effort from the bar
- Lich - Taken out during the Tiamat event
- Tiamat - Her death capped off the Tiamat event
- The Storm Bikers - Gale, Hurricane, and Tornado killed by Devil Ed, Doomrider, and Marcus
- The Projects - Projects 30, 31, and 32 murdered by Chet, Marcus, and Widow Maker
What's more notable are bad guys who manage to escape with their lives. So far that's limited to the Excite Bikers and some heel-face turns from Celestia, her Warmechs, Kraken, and the Martian.
The 2012 season has so far handed me two non-villain deaths. I expect quite a few more as we go through the summer - especially because I know my current perfect FYM record of 2-0 is not going to hold if I keep entering characters.
Widow Maker - 3
- Sliced in two vertically in the Big Bar Brawl by Alexander Triden
- Bisected by the Lord
- Bisected by Urkrathos' chainsword
Wow, Widow Maker gets cut in half a lot.Yesterday's death at the hands of Urkrathos is the first time someone besides Elohim revived her, which means it's the first time she's avoided baby form.
Sarah - 2
- Gunned down during the Terminator Squadron fight
- Soul eaten by Atma
Sarah managed to go a seriously long time before her first death, but it did eventually come. She also came VERY close to dying after defeating Draco in Fite Yer Mates, but only just hung on.
Celestia - 0 (!!!)
I think Celestia might be the only major character of the 2011 season to never be killed. Everybody else I can think of either lost a Fite or died in RP. Rebecca could possibly count, although she didn't appear too often. After her you have to go down to characters like the Kirby Brigade and the Five-Mantis Band to find people who weren't killed at some point.
Skeiron - 4
- Crushed by Devastator
- Destroyed by Jaxx in the Fite Week Rumble
- Ripped to pieces by the Servitor shadow clone
- Blown up by Blade
Skeiron seems to die or be severely crippled very easily. I think it's because I can play fast-and-loose with him since he feels no pain and can just be rebuilt by Celestia.
The Martian/Biollante - 3
- Necronomitron - defeated by Zephyrus in FYM
- Nostronomitron - shot down by Celestia during the WarMech fight
- Biollante - Roasted by WarMechs
I'm not certain how many of these can be considered deaths. The Martian and Biollante have never needed outside help to recover from injury.
Hella Jeff - 2
- Destroyed by ROB in the Big Bar Brawl
- Killed by Doomrider in Fite Yer Mates
Hella Jeff also lost to Ironichide in FYM, but this was before losing a Fite was pretty much guaranteed death. I portrayed him as just really FUBAR instead.
Villains - 10
- Marilith - Destroyed by Alexander Triden
- Cagnazzo - Obliterated by a group effort from the bar
- Lich - Taken out during the Tiamat event
- Tiamat - Her death capped off the Tiamat event
- The Storm Bikers - Gale, Hurricane, and Tornado killed by Devil Ed, Doomrider, and Marcus
- The Projects - Projects 30, 31, and 32 murdered by Chet, Marcus, and Widow Maker
What's more notable are bad guys who manage to escape with their lives. So far that's limited to the Excite Bikers and some heel-face turns from Celestia, her Warmechs, Kraken, and the Martian.
The 2012 season has so far handed me two non-villain deaths. I expect quite a few more as we go through the summer - especially because I know my current perfect FYM record of 2-0 is not going to hold if I keep entering characters.
Wednesday, April 4, 2012
The GB Ensemble (Updated July 31)
This post is a database of all of my characters, items they've collected, locations I've added to the Zoofights RP-verse, and food and drink I've contributed to the bar. As the stylish gif above says, this page is Under Construction, and will be edited to stay up to date with new information from blog posts or RP. See the title of the post for the date it was last updated.
Sunday, March 18, 2012
Glossary of Magic (SARAH USES LIFE)
This post is for reference - both myself and others - concerning the many magic spells Sarah and Celestia have used. I also wanted a place to provide details on Sarah's magic, such as situations where she can't revive people.
CELESTIA'S BLACK MAGIC
Aero – A low-level wind magic spell.
Blizzard, Blizzara, and Blizzaga – Ice spells.
Break – Petrifies the enemy, turning them to stone. Hilariously unlikely to actually work.
Fire, Fira, and Firaga – Fire spells.
Flare – A powerful non-elemental spell. Celestia will sometimes combine Flare with an elemental spell to create her own version of Sarah’s Judgement Bolt.
Haste – Boosts the speed of the target.
Quake – Creates a disruption in the earth. The power of the spell can be adjusted by the caster, depending on whether they want to dig a small hole or bury an enemy.
Temper – Boosts the physical strength of the target. Aside from its obvious uses in combat, Temper can also be used to lift or move heavy objects by strengthening the people moving it.
Thunder, Thundara, and Thundaga – Electricity spells. Sarah can also cast these if she's holding Thor's Hammer.
Warp – Identical to Sarah’s Exit spell.
SARAH'S WHITE MAGIC
Blink, Invis, and Invisira – These spells make the target invisible to the naked eye. Blink only works on the user. Invis works on one target. Invisira acts on everyone in a small area around the caster.
Cure, Cura, and Curaga – Heals the target. Cure fixes minor cuts and scrapes, Cura can handle bigger wounds, and Curaga is for heavy-duty injuries.
Dia, Diara, and Diaga – These spells heavily damage the undead and demonic, but don’t work at all on normal living things. Sarah will sometimes use Dia to check for dark taint, or she'll take advantage of the sparkles her healing and Dia spells make and use it as a signal, like a road flare.
Esuna, Poisona, and Stona – Esuna helps relieve the target of any negative afflictions like burns and hangovers. Poisona only works on poisonings, and Stona only works on petrification. Even when not afflicted, or if the status cannot be cured by Esuna, casting Esuna will still help reduce fevers and calm the target.
Exit – Allows Sarah to jump from one location to another. Unlike the more well-known Sifter used by Sine and Zephyrus, Exit is extremely limited – the user can only jump a short distance (about a mile maximum) and cannot cross dimensions or travel through time. This also means there's no Bleed disruption or dimension-twisting or Jumpropeman aggravating.
Float – Allows for brief, semi-controlled flight. Lasts for about two minutes, and can be called off early. Can be cast on other objects for a sort of telekinesis.
Holy and Holyja – A very strong offensive attack that deals loads of damage to anything weak against holy magic.
Life (aka Raise) – Alongside the Cure family and Holy, this is Sarah's most frequently-used spell. If it works, Life calls the target's soul back into their corpse, allowing them to live again.
Mini – Shrinks the target to one fourth of their usual size. Effect lasts a few hours, and is much more likely to succeed if the target wishes to be shrunk (because otherwise we would win every fight by making Sarah cast Mini on the bad guys).
NulFire, NulShock, and NulBlaze – These spells form a protective barrier against fire, electricity, and ice, respectively. The barriers can be kept up for a long time unless under extreme stress (such as a constant, unyielding flamethrower attack).
Protect and Shell – Protect creates a shield that can withstand weak-to-medium physical blows. Shell wards off magic attacks. Like the Nul spells, they can be kept up with minimal effort as long as nothing is actively attacking, but once under pressure Sarah has to drop the shield before long.
Silence – If successful, renders the target unable to speak, also preventing magic casting and speechcraft. An extreme, desperate effort can break through the spell.
MANA
Sarah and Celestia's magic runs off of an inner energy force called mana (similar to but not the same as the power of the earth Gamera draws from). If either of them is out of mana, their spells will fail and useless sparks will shoot from their hands when they try to cast magic anyway.
Mana is recovered by drinking an Ether potion or by sleeping. A bottle of Ether restores a fair amount of mana, and a good night's sleep fully replenishes it.
CASTING MULTIPLE SPELLS
Both Sarah and Celestia can "dual-wield" spells, but only in certain circumstances. Sarah can cast one spell from her body and a Thunder spell from Thor's Hammer, but she can't do two Holy spells or two Curaga spells at once. Celestia can use two elemental spells at once if she has her staff, or one elemental spell and one additional spell.
Sarah can keep one of her shielding spells up while casting other magic (even if she decides to use Judgement Bolt), but it's weaker and easier to break if she does this.
REVIVAL LIMITATIONS
There are certain situations where Sarah cannot heal or revive a character.
-The body is chopped up into many pieces
-The body has burnt up or disintegrated
-The body is not physically present for her to cast magic on (moved elsewhere, etc)
-The injured character is undead, demonic, or otherwise harmed by white magic (Jumpropeman, Designate_5, Shuma Gorath, etc). Partial demons like Eddie and Devil Ed are exempt.
-The injured character is a robot or otherwise inorganic (golems, spirits, etc)
-The body is very large and heavily damaged, and Sarah is not given unlimited time to help
-The killer has some sort of anti-revival power (Jaxx and the Lord both did this)
-There has been a long period between death and Sarah’s discovery of the body (long enough for the body to rot)
-The dead character is very old for their species (Q, etc). Immortals like Erebus and Jaxx are exempt.
-The soul of the character is unable to enter the body. If the soul has been destroyed, moved to another body, or is being held captive, Sarah can't bring them back.
I hope I've limited their magic enough, particularly the low success rate for the status spells. I don't want Sarah and Celestia to be considered overpowered, and they often got their asses kicked in RP battles since for all their magic neither is very well-armored (Sarah during the WarMechs, Regal, and Terminators, Celestia during Servitor).
CELESTIA'S BLACK MAGIC
Aero – A low-level wind magic spell.
Blizzard, Blizzara, and Blizzaga – Ice spells.
Break – Petrifies the enemy, turning them to stone. Hilariously unlikely to actually work.
Fire, Fira, and Firaga – Fire spells.
Flare – A powerful non-elemental spell. Celestia will sometimes combine Flare with an elemental spell to create her own version of Sarah’s Judgement Bolt.
Haste – Boosts the speed of the target.
Quake – Creates a disruption in the earth. The power of the spell can be adjusted by the caster, depending on whether they want to dig a small hole or bury an enemy.
Temper – Boosts the physical strength of the target. Aside from its obvious uses in combat, Temper can also be used to lift or move heavy objects by strengthening the people moving it.
Thunder, Thundara, and Thundaga – Electricity spells. Sarah can also cast these if she's holding Thor's Hammer.
Warp – Identical to Sarah’s Exit spell.
SARAH'S WHITE MAGIC
Blink, Invis, and Invisira – These spells make the target invisible to the naked eye. Blink only works on the user. Invis works on one target. Invisira acts on everyone in a small area around the caster.
Cure, Cura, and Curaga – Heals the target. Cure fixes minor cuts and scrapes, Cura can handle bigger wounds, and Curaga is for heavy-duty injuries.
Dia, Diara, and Diaga – These spells heavily damage the undead and demonic, but don’t work at all on normal living things. Sarah will sometimes use Dia to check for dark taint, or she'll take advantage of the sparkles her healing and Dia spells make and use it as a signal, like a road flare.
Esuna, Poisona, and Stona – Esuna helps relieve the target of any negative afflictions like burns and hangovers. Poisona only works on poisonings, and Stona only works on petrification. Even when not afflicted, or if the status cannot be cured by Esuna, casting Esuna will still help reduce fevers and calm the target.
Exit – Allows Sarah to jump from one location to another. Unlike the more well-known Sifter used by Sine and Zephyrus, Exit is extremely limited – the user can only jump a short distance (about a mile maximum) and cannot cross dimensions or travel through time. This also means there's no Bleed disruption or dimension-twisting or Jumpropeman aggravating.
Float – Allows for brief, semi-controlled flight. Lasts for about two minutes, and can be called off early. Can be cast on other objects for a sort of telekinesis.
Holy and Holyja – A very strong offensive attack that deals loads of damage to anything weak against holy magic.
Life (aka Raise) – Alongside the Cure family and Holy, this is Sarah's most frequently-used spell. If it works, Life calls the target's soul back into their corpse, allowing them to live again.
Mini – Shrinks the target to one fourth of their usual size. Effect lasts a few hours, and is much more likely to succeed if the target wishes to be shrunk (because otherwise we would win every fight by making Sarah cast Mini on the bad guys).
NulFire, NulShock, and NulBlaze – These spells form a protective barrier against fire, electricity, and ice, respectively. The barriers can be kept up for a long time unless under extreme stress (such as a constant, unyielding flamethrower attack).
Protect and Shell – Protect creates a shield that can withstand weak-to-medium physical blows. Shell wards off magic attacks. Like the Nul spells, they can be kept up with minimal effort as long as nothing is actively attacking, but once under pressure Sarah has to drop the shield before long.
Silence – If successful, renders the target unable to speak, also preventing magic casting and speechcraft. An extreme, desperate effort can break through the spell.
MANA
Sarah and Celestia's magic runs off of an inner energy force called mana (similar to but not the same as the power of the earth Gamera draws from). If either of them is out of mana, their spells will fail and useless sparks will shoot from their hands when they try to cast magic anyway.
Mana is recovered by drinking an Ether potion or by sleeping. A bottle of Ether restores a fair amount of mana, and a good night's sleep fully replenishes it.
CASTING MULTIPLE SPELLS
Both Sarah and Celestia can "dual-wield" spells, but only in certain circumstances. Sarah can cast one spell from her body and a Thunder spell from Thor's Hammer, but she can't do two Holy spells or two Curaga spells at once. Celestia can use two elemental spells at once if she has her staff, or one elemental spell and one additional spell.
Sarah can keep one of her shielding spells up while casting other magic (even if she decides to use Judgement Bolt), but it's weaker and easier to break if she does this.
REVIVAL LIMITATIONS
There are certain situations where Sarah cannot heal or revive a character.
-The body is chopped up into many pieces
-The body has burnt up or disintegrated
-The body is not physically present for her to cast magic on (moved elsewhere, etc)
-The injured character is undead, demonic, or otherwise harmed by white magic (Jumpropeman, Designate_5, Shuma Gorath, etc). Partial demons like Eddie and Devil Ed are exempt.
-The injured character is a robot or otherwise inorganic (golems, spirits, etc)
-The body is very large and heavily damaged, and Sarah is not given unlimited time to help
-The killer has some sort of anti-revival power (Jaxx and the Lord both did this)
-There has been a long period between death and Sarah’s discovery of the body (long enough for the body to rot)
-The dead character is very old for their species (Q, etc). Immortals like Erebus and Jaxx are exempt.
-The soul of the character is unable to enter the body. If the soul has been destroyed, moved to another body, or is being held captive, Sarah can't bring them back.
I hope I've limited their magic enough, particularly the low success rate for the status spells. I don't want Sarah and Celestia to be considered overpowered, and they often got their asses kicked in RP battles since for all their magic neither is very well-armored (Sarah during the WarMechs, Regal, and Terminators, Celestia during Servitor).
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