Meilin literally sees him as a teacher. As someone who can teach a lot to her due to his old age and his experiences. She actually respects him as much as she respects her masters who raised her, back at her temple in China.
So, since I want to build a character around their power, I made a list of powers to get looked over. They're in order of how much I'd like to make a character with, and I'm hoping to end up with two or three characters eventually. I just need to know which if any are okay and any changes to make to them. Not my best work in describing them but hopefully I did the minimum at least. Only reason I'm putting this here instead of PMing is because it's just powers right now, so if anyone wants to take any that are accepted but not used, they're available. Sorry if at any point I don't make sense, my mind is kind of fried right now.
Channeller category: Alternative
Description of power: She is constantly in a contact with the fourth wall and has the traits of a comedy sidekick. How this power manifests and how it works at a given time, barring her "moves," is random. Her power only costs energy when used in non-comedic ways; while constantly in effect, this power only costs as much of her inner energy at a time as she produces in the same amount of time when used for purposes of being a comedy character.
Names/descriptions of moves/(abilities/factors): Schrodinger's Cat - Everyone both knows and doesn't know how her power works.
Author's Earworm - Able to speak directly to the audience and even go so far as to comment on things outside of the story.
All-Seeing Eye - Able to read the "Institute for Young Channellers" manga. She is also able to hear the background music and recognize a person's "tropes" when she meets them.
Peripheral Vision - Able to appear randomly in a location that she was not in, so long as someone is there and there is a "blind spot" where nobody is looking/able to see.
Side Character - All damage she takes is non-fatal, no matter how devastating. She can't take permanent wounds, all damage will only be semi-permanent or temporary. This does not affect the pain she feels or make her any more capable of taking hits without fainting.
Plot Armor - In important and/or very serious situations/"scenes," there is a 8/10 chance of what she does being comedic with no serious impact on the situation, a 1/10 chance of what she does seriously benefiting her and/or who she considers her allies, and a 1/10 chance of what she does seriously harming her and/or who she considers her allies. This includes nullifying her own abilities, including "Side Character," creating the possibility for her to die or be permanently damaged.
Uncertainty Principle - It is impossible to explain or understand her power "in-universe," and she is only able to comprehend her own power in terms that don't make sense to anyone else "in-universe."
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Channeller category: Augmenter
Description of power: Able to have/create eidetic memory, habits, and muscle memory on command. Also able to remove her own memories, habits, and muscle memory on command.
Names/descriptions of moves: Save State - Causes herself to permanently remember whatever she is experiencing at the time. Can only "record" half an hour of stimuli without recharging. The half hour available is reset to full every 6 hours.
Erase File - Permanently forgets a memory, muscle memory, or skill. This goes so far as to rewrite her neuro pathways as if it had never been there in the first place, making it impossible to recover once removed.
Snapshot - Creates a memory of what she is experiencing through a single type of stimuli instantly as if she took a photograph.
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Channeller category: Wavecaster
Description of power: Can cause an organism to feel a specific emotion or mix of emotions for a period of time. Her total ability goes up to either ten emotions on one target or one emotion per target for ten targets. She may become stronger as she grows.
Names/descriptions of moves: Empathize - Causes a target or targets to feel an emotion or multiple emotions.
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Channeller category: Augmenter
Description of power: Can see the history of an object she makes physical contact with. This can either be the past six months or up to three months centered around a specific point in time. Cannot use this on organisms due to their inner energy interfering with her power.
Names/descriptions of moves: Pathfinding - Sees anywhere in the past six months in the history of the object.
Retrocognition - Selects a specific point in time and sees anywhere around that moment in a range of three months, with that specific moment as the exact center. Can only do this once every 24 hours.
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Channeller category: Wavecaster
Description of power: Can give people audiovisual OR physical (taste and touch) OR scent-based hallucinations that are incredibly vivid by manipulating the chemicals in their body and their sensory receptors.
Can only affect senses in those groups, cannot mix and match between them or give total immersion illusions. Can only give illusions of her own memories, or the memories of the one being manipulated that she is aware of, but these are altered by how she understands the memory. For example, if the memory is of being cut on the arm, and she doesn't know where the cut was, it will be somewhere random on the arm. If she knows it was one centimeter below the elbow on the right side, then the hallucination will represent that by being accurate. Can give illusions of things that she has imagined or dreamt, but only retroactively. Example: If she already imagined a scenario where she was drowned in orange juice, then she can give that illusion. But if she hasn't, and is giving an illusion, then imagines being drowned in orange juice and tries to make the illusion into it, she couldn't. Requires at least 5 hours between experiencing, whether in reality or in her imagination/dreams, and being able to use that experience as an illusion. Can mix and match experiences into a single illusion, but only if the pieces added together into one are each at least 25% of the experience they came from. For example if she spent 4 hours tied to a chair, and had gotten a broken arm before, she could make an illusion where someone experienced their arm being broken while tied to a chair, but only if the illusion included being tied to the chair for at least 1 hour and the experiences that were associated with that hour. Alternatively, she could also make the illusion include being tied to the chair for more than that hour, but the hour would be the minimum if she mixed other experiences with it as it would be 25%.
Names/descriptions of moves: Sightseeing - Causes a visual hallucination.
Concerto - Causes an audio hallucination.
Pollen-borne - Causes a scent hallucination.
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Channeller category: Alternative
Description of power: Can influence whether or not someone agrees or disagrees with/likes or dislikes/accepts or rejects new ideas from outside sources, ie other people. Cannot influence ideas already a part of someone unless they are given the idea again. Cannot influence ideas she herself gives to others. Influence only lasts while she is within 5 km of the person she is influencing. If she leaves this range or decides she wants to revert the influence, the target will forget everything related to that idea since they received it and false memories will take their place. They will also suddenly happen upon the idea as if they had an errant thought that spawned it.
Names/descriptions of moves: Meme-ism - Activates her power upon a target.
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Channeller category: Alternative
Description of power: Can make someone experience a single second for up to three hours.
Names/descriptions of moves: Static Consciousness - Uses her power on a target.
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Channeller category: Alternative
Description of power: Uses the power of another channeller within half a kilometer at 80% of that channeller's current ability.
Names/descriptions of moves: Dominion - Targets a channeller and uses her power to copy theirs.
So, since I want to build a character around their power, I made a list of powers to get looked over. They're in order of how much I'd like to make a character with, and I'm hoping to end up with two or three characters eventually. I just need to know which if any are okay and any changes to make to them. Not my best work in describing them but hopefully I did the minimum at least. Only reason I'm putting this here instead of PMing is because it's just powers right now, so if anyone wants to take any that are accepted but not used, they're available. Sorry if at any point I don't make sense, my mind is kind of fried right now.
Channeller category: Alternative
Description of power: She is constantly in a contact with the fourth wall and has the traits of a comedy sidekick. How this power manifests and how it works at a given time, barring her "moves," is random. Her power only costs energy when used in non-comedic ways; while constantly in effect, this power only costs as much of her inner energy at a time as she produces in the same amount of time when used for purposes of being a comedy character.
Names/descriptions of moves/(abilities/factors): Schrodinger's Cat - Everyone both knows and doesn't know how her power works.
Author's Earworm - Able to speak directly to the audience and even go so far as to comment on things outside of the story.
All-Seeing Eye - Able to read the "Institute for Young Channellers" manga. She is also able to hear the background music and recognize a person's "tropes" when she meets them.
Peripheral Vision - Able to appear randomly in a location that she was not in, so long as someone is there and there is a "blind spot" where nobody is looking/able to see.
Side Character - All damage she takes is non-fatal, no matter how devastating. She can't take permanent wounds, all damage will only be semi-permanent or temporary. This does not affect the pain she feels or make her any more capable of taking hits without fainting.
Plot Armor - In important and/or very serious situations/"scenes," there is a 8/10 chance of what she does being comedic with no serious impact on the situation, a 1/10 chance of what she does seriously benefiting her and/or who she considers her allies, and a 1/10 chance of what she does seriously harming her and/or who she considers her allies. This includes nullifying her own abilities, including "Side Character," creating the possibility for her to die or be permanently damaged.
Uncertainty Principle - It is impossible to explain or understand her power "in-universe," and she is only able to comprehend her own power in terms that don't make sense to anyone else "in-universe."
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Channeller category: Augmenter
Description of power: Able to have/create eidetic memory, habits, and muscle memory on command. Also able to remove her own memories, habits, and muscle memory on command.
Names/descriptions of moves: Save State - Causes herself to permanently remember whatever she is experiencing at the time. Can only "record" half an hour of stimuli without recharging. The half hour available is reset to full every 6 hours.
Erase File - Permanently forgets a memory, muscle memory, or skill. This goes so far as to rewrite her neuro pathways as if it had never been there in the first place, making it impossible to recover once removed.
Snapshot - Creates a memory of what she is experiencing through a single type of stimuli instantly as if she took a photograph.
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Channeller category: Wavecaster
Description of power: Can cause an organism to feel a specific emotion or mix of emotions for a period of time. Her total ability goes up to either ten emotions on one target or one emotion per target for ten targets. She may become stronger as she grows.
Names/descriptions of moves: Empathize - Causes a target or targets to feel an emotion or multiple emotions.
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Channeller category: Augmenter
Description of power: Can see the history of an object she makes physical contact with. This can either be the past six months or up to three months centered around a specific point in time. Cannot use this on organisms due to their inner energy interfering with her power.
Names/descriptions of moves: Pathfinding - Sees anywhere in the past six months in the history of the object.
Retrocognition - Selects a specific point in time and sees anywhere around that moment in a range of three months, with that specific moment as the exact center. Can only do this once every 24 hours.
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Channeller category: Wavecaster
Description of power: Can give people audiovisual OR physical (taste and touch) OR scent-based hallucinations that are incredibly vivid by manipulating the chemicals in their body and their sensory receptors.
Can only affect senses in those groups, cannot mix and match between them or give total immersion illusions. Can only give illusions of her own memories, or the memories of the one being manipulated that she is aware of, but these are altered by how she understands the memory. For example, if the memory is of being cut on the arm, and she doesn't know where the cut was, it will be somewhere random on the arm. If she knows it was one centimeter below the elbow on the right side, then the hallucination will represent that by being accurate. Can give illusions of things that she has imagined or dreamt, but only retroactively. Example: If she already imagined a scenario where she was drowned in orange juice, then she can give that illusion. But if she hasn't, and is giving an illusion, then imagines being drowned in orange juice and tries to make the illusion into it, she couldn't. Requires at least 5 hours between experiencing, whether in reality or in her imagination/dreams, and being able to use that experience as an illusion. Can mix and match experiences into a single illusion, but only if the pieces added together into one are each at least 25% of the experience they came from. For example if she spent 4 hours tied to a chair, and had gotten a broken arm before, she could make an illusion where someone experienced their arm being broken while tied to a chair, but only if the illusion included being tied to the chair for at least 1 hour and the experiences that were associated with that hour. Alternatively, she could also make the illusion include being tied to the chair for more than that hour, but the hour would be the minimum if she mixed other experiences with it as it would be 25%.
Names/descriptions of moves: Sightseeing - Causes a visual hallucination.
Concerto - Causes an audio hallucination.
Pollen-borne - Causes a scent hallucination.
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Channeller category: Alternative
Description of power: Can influence whether or not someone agrees or disagrees with/likes or dislikes/accepts or rejects new ideas from outside sources, ie other people. Cannot influence ideas already a part of someone unless they are given the idea again. Cannot influence ideas she herself gives to others. Influence only lasts while she is within 5 km of the person she is influencing. If she leaves this range or decides she wants to revert the influence, the target will forget everything related to that idea since they received it and false memories will take their place. They will also suddenly happen upon the idea as if they had an errant thought that spawned it.
Names/descriptions of moves: Meme-ism - Activates her power upon a target.
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Channeller category: Alternative
Description of power: Can make someone experience a single second for up to three hours.
Names/descriptions of moves: Static Consciousness - Uses her power on a target.
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Channeller category: Alternative
Description of power: Uses the power of another channeller within half a kilometer at 80% of that channeller's current ability.
Names/descriptions of moves: Dominion - Targets a channeller and uses her power to copy theirs.
I feel like a few of these are a bit OP. And I agree with Vita and Hammer when I say I'm not really sure about a dedicated 4th wall breaking character, especially as a power. I feel like that kind of thing would be more suited for a comedy RP or something
Can say I'm not a big fan of fourth wall stuff in RPs at least. ^^;
... Also trying to work out what I'm going to post now, I've really hit a wall. Any recommendations? ^^;
Both of your characters are first years, right? They should be waiting for Asa in the woods area right now. You can just write a post about how both of them are waiting. Not to mention it'll probably be pretty easy to post once the game starts
Can say I'm not a big fan of fourth wall stuff in RPs at least. ^^;
... Also trying to work out what I'm going to post now, I've really hit a wall. Any recommendations? ^^;
When Skyblue hits a wall, he breaks it. Food for thought.
I recommend writing a sentence in character. Just one sentence. Read it. Consider how it changes the scene. Then, from there, follow that change where you feel your character would take it. It doesn't have to be a big thing. Just go with it.
<Snipped quote by DarkwolfX37> I feel like a few of these are a bit OP. And I agree with Vita and Hammer when I say I'm not really sure about a dedicated 4th wall breaking character, especially as a power. I feel like that kind of thing would be more suited for a comedy RP or something
<Snipped quote by VitaVitaAR> Both of your characters are first years, right? They should be waiting for Asa in the woods area right now. You can just write a post about how both of them are waiting. Not to mention it'll probably be pretty easy to post once the game starts
Fair enough. These were just the ones I had lying around. I'll come up with something.
@VitaVitaAR If you want some general advice for writer's block, I feel like this video gives a really clever and interesting suggestion for a way to break it. (and it's not one of those cliche methods like "take a break" or "have something to eat" or anything like that). It's a pretty short video and I think it can help
If you want the cliffnotes version, it's more or less this: just write something down, even if it's bad (especially if it's bad, in fact), and then edit it. Try to figure out what you think doesn't work about it, take that part out, then keep refining it until it's good. Probably not the best summary, the video explains it way better
Personality: The first thing that must be said Ryousei is that he likes girls. A lot. Like... A LOT.
With that out of the way...
Ryousei is brash, but friendly. Always wanting to get a laugh or at least a smile out of people, he makes a lot of jokes, and is overly friendly. He doesn't have a verbal filter, which may cause some people to avoid him, but he always means the best. Ryousei has a tendency to butt into other people's business, especially if those people look like they need help. Ryousei isn't particularly serious about anything, with one exception: kendo. Ryousei is proud of his swordsmanship, so insulting that is probably one of the few ways to get on his bad side.
Backstory: Ryousei is the son of a regionally famous kendouka, and from an early age he's been interested in kendo. With an instructor right in his household, Ryousei began training early on in his childhood, honing his kendo skills. As he grew older, he began to study other forms of swordsmanship. He knew that as great kendo was, it wasn't everything, so he studied other forms of swordsmanship. His father didn't exactly approve of this, so Ryousei had to study these other forms in secret. During this time period, other interests began to take hold. Ryousei is a huge fan of video games and electronic music.
Ryousei's ability manifesting was a dream come true, though his father didn't think so. His mother came through for him then, stating that Ryousei was a grown boy, and this was a great opportunity for him to take his natural talent to the next level. His father, although still not a hundred percent on board, relented, and Ryousei was whisked off to the institute.
Abilities: Ryousei excels at kendo, and has been studying other forms of swordsmanship. Although he is not as good at those other forms of swordplay, he is competent enough to put what he's learned into practice.
Channeller category: Architect
Description of power: Ryousei can manifest blades of all types. Though he would prefer to manifest swords, he is also capable of manifesting other blades, such as daggers and spears. He can summon one large blade or two small blades at a time.
Personality: The first thing that must be said Ryousei is that he likes girls. A lot. Like... A LOT.
With that out of the way...
Ryousei is brash, but friendly. Always wanting to get a laugh or at least a smile out of people, he makes a lot of jokes, and is overly friendly. He doesn't have a verbal filter, which may cause some people to avoid him, but he always means the best. Ryousei has a tendency to butt into other people's business, especially if those people look like they need help. Ryousei isn't particularly serious about anything, with one exception: kendo. Ryousei is proud of his swordsmanship, so insulting that is probably one of the few ways to get on his bad side.
Backstory: Ryousei is the son of a regionally famous kendouka, and from an early age he's been interested in kendo. With an instructor right in his household, Ryousei began training early on in his childhood, honing his kendo skills. As he grew older, he began to study other forms of swordsmanship. He knew that as great kendo was, it wasn't everything, so he studied other forms of swordsmanship. His father didn't exactly approve of this, so Ryousei had to study these other forms in secret. During this time period, other interests began to take hold. Ryousei is a huge fan of video games and electronic music.
Ryousei's ability manifesting was a dream come true, though his father didn't think so. His mother came through for him then, stating that Ryousei was a grown boy, and this was a great opportunity for him to take his natural talent to the next level. His father, although still not a hundred percent on board, relented, and Ryousei was whisked off to the institute.
Abilities: Ryousei excels at kendo, and has been studying other forms of swordsmanship. Although he is not as good at those other forms of swordplay, he is competent enough to put what he's learned into practice.
Channeller category: Architect
Description of power: Ryousei can manifest blades of all types. Though he would prefer to manifest swords, he is also capable of manifesting other blades, such as daggers and spears. He can summon one large blade or two small blades at a time.