Lost Carnival Mods (
ringleaders) wrote in
livinglot2017-10-02 11:46 am
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⇨ SEPTEMBER ACTIVITY CHECK
![]() ACTIVITY IS DUE: OCT 6TH, 11:59 PM ► DO YOUR ACTIVITY CHECK HERE! ► DROPS AND HIATUSES FYI! ► CASH IN REWARD POINTS HERE! CHARACTERS ACCEPTED IN SEPTEMBER ONLY NEED TO DO A CHECK IN, ADDITIONAL ACTIVITY IS NOT REQUIRED. AC STRIKE RULES CAN BE FOUND ON THE ACTIVITY CHECK POST. If anything seems weird, let the mods know! Primarily, do this by leaving a comment on this post. If you have any suggestions for new content rewards, let us know that too. If you are planning on dropping, please use the drop page ASAP to avoid being banned from future entry. If you are confused about the AC system, then this is a good time to ask questions! It's also a good time to make recommendations if something about this doesn't seem right to you. |
► KEEPING YOUR DAEMON
Dæmon spells when purchased can be cast at any time. At first it takes great concentration to maintain the spell and the slightest lapse makes it dissipate. Practice makes it easier, and after that the spell's duration is entirely up to you, the player. It automatically cancels whenever something happens to your dæmon which would kill or incapacitate you - physical separation, a serious wound to your dæmon, someone touching them without consent. Those all still feel horrible, of course.
With practice you and your dæmon will be able to talk silently, though the more worked up you are the more likely you'll go back to discussing things out loud. Aquatic forms can swim through the air and aren't bothered by lack of water, though they may still enjoy it.
► FIRST LEVEL: Simple spell, 40 points without discount. You have trained yourself to perceive your dæmon, but they are basically all in your head. You hear them, see them, feel them, and they can keep watch for you and use their animal senses, but they can't directly affect the real world. They can't act as an extra hand or keep you warm, though you might feel warm touching them.
Despite being basically hallucinations, first level dæmons act as if they are tangible and have mass. They can't phase through solid objects, and if something heavy passes through them they will be dissipated and the spell will end.
Other dæmons of any level can see, hear, and touch or be carried by first-level dæmons. Most characters will have no idea your first-level dæmon is there unless yours touches them. This is still a big deal. Anyone who has an active dæmon summon can hear the voices of other people's dæmons.
► SECOND LEVEL: Complex spell, 80 points without discount. You can will your dæmon to manifest physically, much as they were physical in Greysol. They can manipulate objects and be seen and heard by other Carnival members, but most non-carnival members can't detect them.
Your second-level dæmon can also use any non-deadly magic and powers you have, but it draws from your same strength and you cannot both cast a spell or use a special ability at the same time. If spellcasting usually requires hand motions and your dæmon has no hands, gesturing in some other way still works.
► THIRD LEVEL: Deadly spell, 100 points without discount. Same as second level, except your dæmon can use any deadly magic or powers you have and has their own set of spell slots/magical reserve. Effectively you have an animal doppleganger casting alongside you and you are able to cast two spells at once.
A discount of 20% is available if you have 10+ comments involving your character's dæmon and supply a comment here with 2-3 paragraphs about the dæmon's personality.
GONGENZAKA
Name: Marishi
Form(s): Maltese Cheetah (Plants growing through mane)
Personality: Marishi, named for a deity from Gongenzaka's home world, represents many of Gongenzaka's 'looser' traits. At the surface one could even say she's the 'fun' one. She doesn't use the archaic manner of speech that he does, and while she is still relatively polite, Marishi is more prone to chuckling under her breath at various things.
She is, however, his stability as well; Marishi maintains her calm far more often than Gongenzaka. Where the other is prone to reacting with shock or alarm, the daemon is able to retain her cool and think through such scenarios to see what is happening. She is as well, more open to others opinions and ideas-while she still stands by the same morals and core ideals Gongenzaka has, she is able to see outside the box to find the less conventional methods of achieving those goals.
Over all, she represents Gongenzaka's stability and adaptability all in one-good traits for an external-internal chat.
REIRA
Name: ????
Form(s): Varies (Changes every 3-5 Minutes at this time; notably settles into some kind of puffball while sleeping.)
Personality: Reira's Daemon is perhaps both the most true to her past and the most far removed; they speak with a voice that is difficult to properly identify as any singular being outside 'adult', and in contrast take the forms of juvenile creatures, a trait typically unique to infants and toddlers. The voice itself is rarely ever heard-Reira's daemon prefers to observe, and not speak, silently taking in everything around them and studying it for 'themselves'. More than that, they shift constantly-not only reflecting their mind's constant state of 'awake' while bombarded by emotions around them, but also, as the daemon puts it, the fact that they've yet to find a 'fit'.
They are keenly intune to the idea of being an extension of Reira's self, and refer to themselves as 'we'-it is always a definition that includes Reira, and their methods focus entirely on her own wellbeing as a result. Taking a comforting form for her is second nature, as is taking the shape of a weaponized creature to 'prove their worth'. Much like Reira they are relatively self-sacrificing, in the sense of being willing to injure their own being if it means life for them both in the long run.
They are, more or less, Reira's very will to live, but on top of that perhaps her knowledge of the past-they claim no name for Reira's true name is not known, and they seem to remember more clearly the events of Reira's past, unhindered by her trauma. It leaves the Daemon as a mysterious entity indeed, more of a 'guardian angel' than one's soul has the right to be.
Scout
Name: Tràkata, Tràka
Form: Mantessan panthac, a bobcat-sized creature from the galaxy far far away. His irises are a very pale lightsaber blue, his claws gleam like brass, and his tail is more like hers, maybe with a lion tuft at the end.
Personality: Tràkata tends to be remote, rarely speaking where most people would hear him and not interacting very much with the dæmons of people Scout doesn't know well. Mostly, he stands right up against Scout, hangs back to watch, or roams around guarding against surprises. He's visibly more alert and wary or suspicious than the rest of her, and more visibly forlorn or hurt, but otherwise is considerably more stoic and less expressive.
He's an embodiment of Scout's grief and isolation, and of the self-directed anger she feels. Despite being reserved and quiet he's cautiously willing to open up and be honest to people Scout knows and has some measure of trust for. Tràkata talks more when it's just him and Scout, and they often discuss things that still hurt. He's also inclined to encourage working on a plan for when it's time to leave the Carnival, which Scout has tended to put off.
The sense that here is another survivor, she's not alone, is illusory and Scout knows it. Tràkata is part of her and only knows to mourn this and miss that because she does. But it's comforting to be able to talk about these things to someone, to not have to hide how she feels about her situation, and to have someone to love and treasure.
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Name: Celandine
Form(s): Marbled Polecat
Celandine is, for lack of a better word, Lambert's better judgement -- or so she styles herself to be, manifesting the common sense and rationality that the witcher often chooses to ignore.
That isn't to say she's cold and logical: like Lambert, she experiences emotion strongly, it's just that she has everything but anger and hate. In many ways, she's the part of Lambert that embodies all the emotions he struggles with directly expressing: his joys, his sorrows, his yearning to be recognized and approved of. Worse yet, she's honest about expressing all of it. Celandine gives and takes affection readily, speaks her mind, and loves Lambert with all the fierceness her tiny body can manage.
Understandably, Lambert has some issues with having his heart so literally on his sleeve and able to harangue him in a much more direct way -- it's hardly to ignore the 'right thing to do' when it's literally biting at you to shut up and listen to her. Nonetheless, though he'll never admit it, he knows she's right most of the time ... and it's nice to have someone who cares.
Sora
Name: Rohan
Form(s): Still unsettled, but tends to rotate between a wolf, an otter, a small bird, and a cat. Default form is the cat.
Personality: True to what a daemon is, Rohan both is and is not Sora. While they agree on many things, Rohan is much more likely to speak out and try to get what he wants, even when Sora doesn't want him to. He's a bit of a loudmouth, and also very very stubborn. He's also a lot less likely to trust someone immediately, providing voice to that niggling bit of conscience in the back of Sora's head that tells him when something's safe or not.
Rohan is, however, anything but self-centered. If Sora is feeling uncomfortable, he's usually too polite to say so; Rohan has no such qualms, and will say whatever he wants to fix that. Rightfully so, he revolves himself around Sora, and in reality, he's the part of Sora that he holds back to put others before himself. The part of him that wants to be heard and be a kid and be allowed to be selfish, as he's so usually not in canon. Rohan is a comforting presence that reminds Sora of the fact that he's allowed to not be perfect.
SANS
Name: Helvetica
Form(s): Shiny Blue Scarab Beetle (angel wings instead of insect wings)
Personality: Helvetica is the embodiment of Sans's scientific curiosity and love for knowledge, observing the world around her with freedom from emotional baggage and insecurity. This means that she tends to voice sentiments very similar to what Sans is thinking with little provocation or shame, even if it's to his detriment. She doesn't say anything with the intention of being cruel - she only states things as facts as she believes they are. She can be incorrect in her observations, but she is primarily a creature hungry for truth, which sets her in sharp contrast to Sans's tendency to be obtuse and brush off his inner thoughts with outer frivolities.
She is amused by any new information she can find, and is fond of asking questions. She holds no ill will at being proved long, and as more interested in learning from the experience than anything else. Her straight forward nature means that she can also be somewhat brash and insensitive towards others and also her other half - though sometimes she can indeed be very helpful, because she will say the things that Sans could never bring himself to say on his own. Sans enjoyed his experience with her in Greysol, seeing her as a valuable sounding board for both things intellectual and emotional.
He's still a little bit shy about allowing her the opportunity to verbally kick his ass out of nowhere, though, even if it's often for the better.
Papyrus
Name: Sistina
Form: Snow goose (blue morph), with orange eyes and fringes of crystal along beak, legs, and feather tips
Personality: Sistina, named for a font originally designed with only caps, is almost as unthinkingly and automatically noisy as Papyrus. Where he's almost deliberately so, full of the notion that being loudly happy is an important step to being happy... She's most loud when worked up, her voice taking on goose-like honks of dismay and irritation. And she's quick to flail her wings about for emphasis, even if it means hitting Papyrus' legs i doing so. After all, she's less worried about hurting him (with action) than most of the people who care about him; she is him, and knows how much her actions hurt. She can scale back immediately.
Not so, with other people. Sure, she's very willing to talk with others; if Sistina and Papyrus ever heard that daemons are only supposed to talk with their counterparts and other daemons, they quickly decided that particular politeness was less important than asking the questions they want to ask. But she's quicker to drop her voice and neck when uncertain, sad, or scared... and it's a lot more common for her to be feeling those things than Papyrus, because Sistina is ultimately the voice of his worries and doubts. She's the part that wonders, "what if?" The part that wonders what others think of them, and worries what they'll do with those thoughts. Who remembers insults and complaints, picking at those memories for hints of how to get what they want. She thinks about the future, putting details to their hopes and dreams, and can offer the questions and concerns necessary to making and enacting plans.
Sistina is the someone who Papyrus knows will safely, comfortably offer concerns, douts, and occasionally even criticism. Comfortably, because she too often lets him dismiss it all. When she raises concerns, he rebuts with optimistic reassurances. When she presses those doubts and problems, he further asserts his insistent, showy confidence in himself. Ultimately, Sistina offers obstacles for Papyrus to jump over and refresh his self-confidence, rather than a full internal reality check. She's the inside voice of worry and doubt he often brushes off, but is always glad to hear.
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