somniphoria: (Default)
2022-06-21 10:44 pm

SETTING ENGAGEMENT

01. BLANKET PERMISSIONS.

Players do not have to ask permission to thwart or cause villainy. Our assumption is that as this is a superhero game in a world where superpowered people have existed for decades, daily life is going to involve supervillains and general mayhem.

Examples of things that do not require permission or reporting.

You develop an NPC villain for a log! This villain doesn't cause any major damage or cause many casualties. At the end they either escape or are brought in by law enforcement.

Your character steals anything less than 5000 dollars. You can feel free to assume that they got away with this, or if they were caught, the guild paid law enforcement to look the other way.

Your character uses their powers to heal or change another character. This is a superhero game after all.

Your character invents a tiny teleporter that jumps between their house and their friends house. This technology exists.


ACTIONS & CONSEQUENCES

The Metaheroes setting is designed to be engaged with. Our approach to this is best compared to TTRPGs - your character will take an action and we'll let you know how it goes.

You do not need to pre-plan these actions. You're free to approach us as they evolve in threads to ask the consequences of your characters actions. Some of these consequences will be immediate, and others will fall in down the line. Some may be expanded into full blown player plots.

Your character kills someone. If they're a hero, are they reporting themselves to the authorities? The mod team needs to know how your character is handling the body.

Your character engages a mod controlled NPC in conversation and/or your character uses their powers to heal, harm, manipulate or change an NPC. While we will not thread this out, we will summarize the conversation and react to your responses.



A character or group of characters stage(s) participate in a conflict that destroys a city block. There may be fallout, fines, and a loss of public favor for this.

A character or group of characters engage with a mod-run NPC character, guild, or business. The NPCs will react accordingly and their opinion of your character will change.

A character uses a baby ray on important political figures to take over the tri-state area. You need to inform the mods to find out whether or not you're successful or if you're thwarted by Perry the Platypus.


Event Follow-Up & Setting Investigation

There are a number of mysteries for players to solve throughout the game.

What really happened to Starstruck?
What caused the first confluence?
Who and what brought you all here?




03. Permission Required

Actions that will significantly affect or impact the game must be run by the mod team before being introduced into play.

These would be things that alter the shared setting of the game environment.

For this, we ask players to visit the Mod Permission & Plotting Page.

A character is killed and not revived two hours after their death. Characters will still revive after this happens. However, this must be brought to the mod team.

Your character installs surveillance equipment around town that would allow them to spy on NPCs or other player characters.

Your character destroys established areas of the setting.

Your character causes mass casualties.

Your character kills an NPC.

Your character attempts to destabilize the guilds or government.

Your character attempts to start the apocalypse.

You want to run an event that effects 5+ characters.
somniphoria: (Default)
2020-11-24 11:59 am

concrit.

✖ IP Logging
✔ Comment Screening
✔ Anonymous
somniphoria: (Default)
2020-11-24 11:59 am

ic contact.


@ronan.lynch| ■ ▲ ◌ ▼

somniphoria: (Default)
2020-11-21 10:44 pm

(no subject)

> PLAYER INFORMATION
NAME: Shikki
PRONOUNS: she/her they/them
AGE: 28
CONTACT: minimoffs @ plurk

> CHARACTER INFORMATION
NAME: Ronan Lynch
CANON: The Raven Cycle
AGE: 18
CANON POINT: Call Down the Hawk, after meeting his brothers in the church

HISTORY: myurder
PERSONALITY: Sharp, acidic, vicious. Ronan is a thorny thicket that protects a soft heart.

The Lynch family was complicated, but it was also a loving environment that endeavored to protect the Lynch sons from the reality of their world. It wrapped them softly in a realm between dreams and waking, where impossible secrets existed in plain sight but were never explained. His childhood, despite an oft absent father, was idyllic. Aurora Lynch taught him the importance of love and kindness, Matthew taught him to be a rock and a shield, Declan attempted to teach him restraint, and Niall Lynch taught him to grab the world by the horns and charm it into submission without ever revealing a thing.

But now, with all that gone, Ronan prefers to use his fists.

It's said that before the death of Niall Lynch, Ronan used to be a much friendlier and more open person - but all that's was gone the day he walked up to his father's brutalized corpse on the driveway. He grew up soft and loved in a world full of people eager to hunt him down and use his secrets, and so when his protectors were gone, Ronan had to reinvent himself. Being charming and devilish only gets you so far if no one thinks you're dangerous behind it. Dangerous things can protect themselves after all, and so Ronan became dangerous to survive.

He wants you to view him as frightening, like a venomous animal flashing bright colors to ward off predators. He wants you to view him as a threat. Or as mysterious and unknowable. He tries to be a giant warning sign to ward off anything unwanted. Every emotion that isn't happiness seems to present itself as anger for this reason, and because anger is simple and directable whereas most of what he feels isn't. Ronan barely understands who and what he is, and that question sees to only become more complicated the more he explores his power and this world that he was kept from. If he's confused he might as well be in a rage - his words come out harsh, clipped, and aimed to hurt. Once you've managed to get past the barriers he puts up, you see Ronan is a surprisingly thoughtful and caring person. While his words are always sharp, his actions belie a caring nature. He raises a baby bird by hand, procures thoughtful gifts from dreams, and would do anything for the handful of people that he's allowed in. He's gruff and likely to call you a "shithead" before your name, and 'tough love' is the only kind of way he knows how to verbalize, but he'll hold you if you need comfort and provide a distraction when you need something else.

There are quiet moments where Ronan shuts down and stares at walls or ceilings and thinks about everything he failed at, and moments where he can't stand the quiet and has to fight everything and anything that breathes in order to prove himself.

Like most posturers, Ronan is lonely and deeply insecure. He's afraid that he isn't enough at the same time he's afraid that he's entirely too much. Throughout the books, the one thing that keeps him leashed is the fear of losing his friends and falling short of their expectations. We can see this in his concern about manifesting a perfect recreation of Gansey's car, or how he struggled to create Lindenmere as he was afraid it wouldn't measure up to Cabeswater. Both of these things make him hesitant and even afraid to pursue these goals. Ronan is alone in a world he was never really taught to navigate. We can also see his desperation for connection in the way he latched onto Hennessey, finally finding a kindred spirit.

"You can't trust Ronan to save himself. He throws his heart and runs in after it."

Ronan lacks what one might call 'survival instincts'. If he wants something, he goes for it. He also knows the difference between right and wrong and though Ronan wouldn't consider himself a hero, he's also largely incapable of ignoring someone in trouble regardless of cost to himself. This isn't to say that he doesn't value his own life (the weight of it is sometimes suffocating, knowing that if he dies he's damning Matthew to a fate akin to death) but that sometimes, it takes a backseat to what he believes to be the right thing. This can make him impulsive, and also incredibly unreliable if you're relying on him to be there right when you need him to be. There's always a chance Ronan is pursuing his own goals. There's always a chance he isn't telling you something you ought to know.

His body language tells more about him than he cares to let be known. He's forthright person who doesn't much enjoy secrecy but is doomed to keep them because of what he is. He survives this by omitting rather than lying. You can't lie about what you're doing if you leave a message unread, it isn't lying if you respond with a sarcastic truth.

For a being capable of altering the world with just a thought, Ronan's own dreams are quite small in scale. He wants to be a farmer and work with animals. He wants to use his gifts to grow a small life, not one built on thievery and magic, but one full of love and life. He wants to ensure that his little brother will live on should something happen to him.

But whether this is because he's resigned to a small life of secrecy or because that's what he truly desires is hard to say. Ronan wants more - he's just not sure what that more is.

CRAU: NA

SPECIES: Human / ( Technically Human/Dream Hybrid)
APPEARANCE: Josha Stradowski as a PB & fanart
SKILLS:
Driving - Ronan is noted to be a fast driver and an excellent racer.

Lucid dreaming - Ronan has an incredible amount of control over his dreams. He's capable of controlling and shaping them with ease - though, with that being said, he's not immune to it going awry and nightmares manifesting.

Multilingual - Ronan is fluent in Latin and the language of dreams.
finding obscure celtic songs to drive his friends insane with

NEW POWER: Plant Generation / Manipulation. At its barest form, Ronan can compel plants to spontaneously grow. It's limited to coaxing existing plants to grow bigger and healthier, or for flowers and herbs to spontaneously begin to sprout where ever they can viably grow.

Ronan can use his powers while asleep or awake, but his unique mastery over dreams and turning dreams into reality means he has the easier time concentrating and using his powers while dreaming or tranced.

So Ronan could tap into his powers and play with them in the dreamscape without much trouble and that wouldn't carry over, unless he held to the idea of what he wants between being asleep and being awake. It has its upsides - that its much easier to do because he's using what's familiar to him! And its downsides - that he's still got a tenuous grasp on control because he's relying more heavily on his subconscious than his active mind. He could wake up and find the sheets are now covered in poison ivy or creeping vines, or find the flowerpots near the bed have suddenly burst into full bloom after a good one. He can't create anything that doesn't exist in reality.

WHEREAS while totally awake, he'll struggle to coax a plant to grow an inch bigger because he needs a considerable amount of practice doing any of this without dreams, Cabeswater, or Lindenmere. It's less that his powers are directly tied to his dreams, and more that he is so accustomed to them being limited to his dreams / having a dream conduit that it will be a heck of a learning curve to do it without! He could do everything he does while asleep when awake, he just needs to retrain how he engages with his abilities.


As this power levels he'll be able to create more fantastic plants that don't exist within reality and will be able to maintain greater control, such as controlling the plants ala Poison Ivy and compelling them to grow to impossible sizes.
POWER REASONING: Ronan, despite being a largely mystical creature capable of manifesting literally anything he can imagine, also desperately wants a life in the material world.. This power essentially has him standing with a foot in both the mystical and the real, allowing him to create but only what already exists and puts him precisely where he wants to be.

> SAMPLES
SAMPLE ONE: TDM with Jo Harvelle
SAMPLE TWO: TDM Toplevel