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Dexter Mills - Printable Version

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Dexter Mills - Gambit - 05-01-2018

This is Whirda’s second character.

CHARACTER NAME: Dexter Mills

CHARACTER SOURCE: Original

CHARACTER HISTORY: Dexter Mills grew up near Seattle, Washington in a world not unlike our own. A math and science prodigy from a young age, Dexter saw the world in numbers and patterns the way others did in colors and sounds. To Dexter, all things were linear, subject to an underlying logic he felt determined to understand and explain. In the pursuit of that explanation, Dexter went to the University of Washington, voraciously pursuing a career as a theoretical physicist and excelling at every turn, soon surpassing his professors and the experts in his prospective field. It was at the university he met Harmony, a woman--truly, a girl--who introduced chaos into his ordered existence. In spite of himself, Dexter became hopelessly intertwined with Harmony, a drama student who saw no sense in explaining much of anything, let alone the logic of the universe and human existence. A tour guide for the Seattle Underground, a subterranean city upon which much of modern Seattle had been built following a catastrophic fire, Harmony led Dexter on a series of adventures, delving ever deeper beneath the city through dust-choked corridors with only the pale glow of a flashlight to guide them. It soon occurred to Dexter that it was unlikely, perhaps even impossible, for the Seattle Underground to extend so deep below the city.

PHYSICAL DESCRIPTION: Define Dexter: sharp, angled, bespectacled, linear. An unremarkable 20-year-old with thick glasses and bony elbows and knees, a haphazard tangle of black hair atop his head. Yet in his gray-green eyes lurks something extraordinary, hinting at a wisdom and understanding beyond his years.

STATS:
ATK: 1
DEF: 2
SPD: 2
TEC: 5

STARTING PROFICIENCIES: 2,000
Ranged Proficiency (1,000)
Debuff Proficiency (1,000)

STARTING POWERS: 1,500

Telepathy (1,500)
Shrink (800)

STARTING MOVES:

Impart – Confusion (Ranged Proficiency, Debuff Proficiency, Telepathy) (300 OM): Upon making eye contact with an enemy within thirty yards, Dexter creates a telepathic channel through which he bombards the enemy with abstract mental images. This is a channeled move, and while channeling Dexter cannot use other abilities, can only move at half speed, and must hold eye contact. While the channel is open, enemies are incapable of looking away. Maintaining the bombardment for more than five seconds is mentally exhausting for Dexter and this move’s duration maxes out at ten seconds, at which point Dexter will experience significant fatigue. While being bombarded enemies act dazed, as if they are in a stupor, but this move can be overpowered by primal rage and its effects and duration are mitigated as the opponent’s TEC increases. After the images fade, a pounding headache and disorientation stick with his enemy for several minutes. If the enemy moves further than thirty yards from Dexter, the tether breaks and the images cease.

Impart – Reflection (Ranged Proficiency, Debuff Proficiency, Telepathy) (300 OM): Dexter concentrates for three seconds, creating a telepathic channel between himself and a target. Once the tether is completed, the target’s vision is replaced by Dexter’s vision – the target sees as if looking through Dexter’s eyes. Intended primarily as an escape mechanism, Dexter can move freely and use other moves once the tether has been created. The reflected vision lasts roughly five seconds, and cunning enemies can still infer Dexter’s movements and react accordingly, although they will not be as agile as usual having to adjust to the discordance between their sight and their movements.

I confirm that I have read and agreed to the Rules of Conduct.

Where did you find us? Who can remember?


RE: Dexter Mills - Dane Regan - 05-01-2018

Character History: Sorry, you do need to finish this before your first post. You can expand on it later if you want. Just give a paragraph or two about where they're from, a brief outline of their backstory, and what they were doing when they were taken to the OV.

"Note: At least for now, all “Impart” moves have a shared, inherent weakness. Dexter cannot use two “Impart” moves on the same target in a single round of posts, as it is implied that the target is able to erect mental barriers that Dexter must take time to overcome." - I don't think you need this as a drawback. If you want to limit yourself like this for IC reasons, sure. But your moves don't need a cooldown.

Impart – Confusion: I don't think your drawbacks need to be so heavy. You can't do anything while they're 'confused'. If you want, you could make your opponent take mental damage while this is active in addition to the current effects instead of ironing out the current drawbacks? Since surely they can just turn their head away to avoid this. And it's fairly tiring for you.

Impart – Reflection: This is pretty cool.


RE: Dexter Mills - PepsiWhirda - 05-02-2018

(05-01-2018, 09:13 PM)Dane Regan Wrote: Character History: Sorry, you do need to finish this before your first post. You can expand on it later if you want. Just give a paragraph or two about where they're from, a brief outline of their backstory, and what they were doing when they were taken to the OV.

"Note: At least for now, all “Impart” moves have a shared, inherent weakness. Dexter cannot use two “Impart” moves on the same target in a single round of posts, as it is implied that the target is able to erect mental barriers that Dexter must take time to overcome." - I don't think you need this as a drawback. If you want to limit yourself like this for IC reasons, sure. But your moves don't need a cooldown.

Impart – Confusion: I don't think your drawbacks need to be so heavy. You can't do anything while they're 'confused'. If you want, you could make your opponent take mental damage while this is active in addition to the current effects instead of ironing out the current drawbacks? Since surely they can just turn their head away to avoid this. And it's fairly tiring for you.

Impart – Reflection: This is pretty cool.

Thanks, I'll update history and appearance and edit the moves to be a little bit stronger.


RE: Dexter Mills - Dane Regan - 05-02-2018

Quote:It was there Dexter began to hear the voice, a faraway murmur beckoning him to... somewhere else. The voice of Omni.

Technically, he wouldn't hear Omni back in his homeworld. You can have him step down a dark tunnel and suddenly be brought face to face with Omni though. Or hear a strange echo. But, canonically, he wouldn't hear or see Omni before being brought to see him in the OV. Everyone gets the same introduction.

Physical Description: Can you specify a rough height?

(05-01-2018, 09:38 AM)Dexter Mills Wrote: Impart – Confusion (Ranged Proficiency, Debuff Proficiency, Telepathy) (300 OM): Upon making eye contact with an enemy within thirty yards, Dexter creates a telepathic channel through which he bombards the enemy with abstract mental images. This is a channeled move, and while channeling Dexter cannot use other abilities, can only move at half speed, and must hold eye contact. While the channel is open, enemies are incapable of looking away. Maintaining the bombardment for more than five seconds is mentally exhausting for Dexter and this move’s duration maxes out at ten seconds, at which point Dexter will experience significant fatigue. While being bombarded enemies act dazed, as if they are in a stupor, but this move can be overpowered by primal rage and its effects and duration are mitigated as the opponent’s TEC increases. After the images fade, a pounding headache and disorientation stick with his enemy for several minutes. If the enemy moves further than thirty yards from Dexter, the tether breaks and the images cease.

Impart – Reflection (Ranged Proficiency, Debuff Proficiency, Telepathy) (300 OM): Dexter concentrates for three seconds, creating a telepathic channel between himself and a target. Once the tether is completed, the target’s vision is replaced by Dexter’s vision – the target sees as if looking through Dexter’s eyes. Intended primarily as an escape mechanism, Dexter can move freely and use other moves once the tether has been created. The reflected vision lasts roughly five seconds, and cunning enemies can still infer Dexter’s movements and react accordingly, although they will not be as agile as usual having to adjust to the discordance between their sight and their movements.

Confusion: "After the images fade, a pounding headache and disorientation stick with his enemy for several minutes." This debuff lasts too long. Also, since he can technically choose to use this move for half a second, that'd effectively give you a free low-effort debuff. If you're okay varying the lingering debuff duration based on how long he uses this move for, I'd probably let it linger between 0 and 10 seconds. Maybe 0 and 20 if the headache was weaker. Although then your move would have to cost 600 OM instead of 300 for the variability. I'd stick with just doing damage when eyes are locked or something simple - although since they can't turn they head away the damage would probably have to be lighter.

Reflection: This will need homing proficiency. Or you could have it require eye contact to activate the move (at some point after he charges it up). Also, can he move while forming the telepathic channel?


RE: Dexter Mills - Gambit - 05-03-2018

(05-02-2018, 06:09 PM)Dane Regan Wrote:
Quote:It was there Dexter began to hear the voice, a faraway murmur beckoning him to... somewhere else. The voice of Omni.

Technically, he wouldn't hear Omni back in his homeworld. You can have him step down a dark tunnel and suddenly be brought face to face with Omni though. Or hear a strange echo. But, canonically, he wouldn't hear or see Omni before being brought to see him in the OV. Everyone gets the same introduction.

Physical Description: Can you specify a rough height?

(05-01-2018, 09:38 AM)Dexter Mills Wrote: Impart – Confusion (Ranged Proficiency, Debuff Proficiency, Telepathy) (300 OM): Upon making eye contact with an enemy within thirty yards, Dexter creates a telepathic channel through which he bombards the enemy with abstract mental images.  This is a channeled move, and while channeling Dexter cannot use other abilities, can only move at half speed, and must hold eye contact.  While the channel is open, enemies are incapable of looking away.  Maintaining the bombardment for more than five seconds is mentally exhausting for Dexter and this move’s duration maxes out at ten seconds, at which point Dexter will experience significant fatigue.  While being bombarded enemies act dazed, as if they are in a stupor, but this move can be overpowered by primal rage and its effects and duration are mitigated as the opponent’s TEC increases.  If the enemy moves further than thirty yards from Dexter, the tether breaks and the images cease.

Impart – Reflection (Ranged Proficiency, Debuff Proficiency, Telepathy) (300 OM): Dexter concentrates for three seconds, during which time he can only move at a walking pace, creating a telepathic channel between himself and a target.  Once the tether is completed, Dexter needs only to make eye contact with his enemy and the target’s vision is replaced by Dexter’s vision – the target sees as if looking through Dexter’s eyes.  Intended primarily as an escape mechanism, Dexter can move freely and use other moves once the tether has been created.  The reflected vision lasts roughly five seconds, and cunning enemies can still infer Dexter’s movements and react accordingly, although they will not be as agile as usual having to adjust to the discordance between their sight and their movements.

Confusion: "After the images fade, a pounding headache and disorientation stick with his enemy for several minutes." This debuff lasts too long. Also, since he can technically choose to use this move for half a second, that'd effectively give you a free low-effort debuff. If you're okay varying the lingering debuff duration based on how long he uses this move for, I'd probably let it linger between 0 and 10 seconds. Maybe 0 and 20 if the headache was weaker. Although then your move would have to cost 600 OM instead of 300 for the variability. I'd stick with just doing damage when eyes are locked or something simple - although since they can't turn they head away the damage would probably have to be lighter.

Reflection: This will need homing proficiency. Or you could have it require eye contact to activate the move (at some point after he charges it up). Also, can he move while forming the telepathic channel?

Confusion: I just removed the headache and disorientation part.  It's not necessary and I can upgrade it later.

Reflection: Edited to include the eye contact you mentioned.


RE: Dexter Mills - Dane Regan - 05-03-2018

(05-01-2018, 09:38 AM)Dexter Mills Wrote: Impart – Confusion (Ranged Proficiency, Debuff Proficiency, Telepathy) (300 OM): Upon making eye contact with an enemy within thirty yards, Dexter creates a telepathic channel through which he bombards the enemy with abstract mental images.  This is a channeled move, and while channeling Dexter cannot use other abilities, can only move at half speed, and must hold eye contact.  While the channel is open, enemies are incapable of looking away.  Maintaining the bombardment for more than five seconds is mentally exhausting for Dexter and this move’s duration maxes out at ten seconds, at which point Dexter will experience significant fatigue.  While being bombarded enemies act dazed, as if they are in a stupor, but this move can be overpowered by primal rage and its effects and duration are mitigated as the opponent’s TEC increases.  If the enemy moves further than thirty yards from Dexter, the tether breaks and the images cease.

Impart – Reflection (Ranged Proficiency, Debuff Proficiency, Telepathy) (300 OM): Dexter concentrates for three seconds, during which time he can only move at a walking pace, creating a telepathic channel between himself and a target.  Once the tether is completed, Dexter needs only to make eye contact with his enemy and the target’s vision is replaced by Dexter’s vision – the target sees as if looking through Dexter’s eyes.  Intended primarily as an escape mechanism, Dexter can move freely and use other moves once the tether has been created.  The reflected vision lasts roughly five seconds, and cunning enemies can still infer Dexter’s movements and react accordingly, although they will not be as agile as usual having to adjust to the discordance between their sight and their movements.

Both of these are good. Approved.

You've already got your roster and log sorted, so I think that's it. Just make sure to update your moves to these and we're good.


RE: Dexter Mills - Gambit - 05-03-2018

(05-03-2018, 09:50 AM)Dane Regan Wrote:
(05-01-2018, 09:38 AM)Dexter Mills Wrote: Impart – Confusion (Ranged Proficiency, Debuff Proficiency, Telepathy) (300 OM): Upon making eye contact with an enemy within thirty yards, Dexter creates a telepathic channel through which he bombards the enemy with abstract mental images.  This is a channeled move, and while channeling Dexter cannot use other abilities, can only move at half speed, and must hold eye contact.  While the channel is open, enemies are incapable of looking away.  Maintaining the bombardment for more than five seconds is mentally exhausting for Dexter and this move’s duration maxes out at ten seconds, at which point Dexter will experience significant fatigue.  While being bombarded enemies act dazed, as if they are in a stupor, but this move can be overpowered by primal rage and its effects and duration are mitigated as the opponent’s TEC increases.  If the enemy moves further than thirty yards from Dexter, the tether breaks and the images cease.

Impart – Reflection (Ranged Proficiency, Debuff Proficiency, Telepathy) (300 OM): Dexter concentrates for three seconds, during which time he can only move at a walking pace, creating a telepathic channel between himself and a target.  Once the tether is completed, Dexter needs only to make eye contact with his enemy and the target’s vision is replaced by Dexter’s vision – the target sees as if looking through Dexter’s eyes.  Intended primarily as an escape mechanism, Dexter can move freely and use other moves once the tether has been created.  The reflected vision lasts roughly five seconds, and cunning enemies can still infer Dexter’s movements and react accordingly, although they will not be as agile as usual having to adjust to the discordance between their sight and their movements.

Both of these are good. Approved.

You've already got your roster and log sorted, so I think that's it. Just make sure to update your moves to these and we're good.

Already done, thanks Dane!