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Information -- Reborn Soldiers
From Mythos to Earth
At the final battle on Mythos, Sailor Geras effectively "powered up", using an existing ability to lock down the planet and herself, to prevent more harm being done to it. The resulting shockwave left much of the surrounding area in ruin, and literally scattered Rage's minions, blowing many to smithereens and knocking the rest out completely. Even Rage had been temporarily rendered unconscious.
When Sailor Geras awoke, not only did she find herself unable to use her powers, but she found that the remaining, unconsumed sailor crystals had gathered themselves in a great cloud and were preparing to leave the planet. Feeling as though the crystals were pulling her with them, Geras left the planet. She traveled across the galaxy with the crystals, keeping herself safely in the center of their giant cloud.
Over a thousand years passed between the times the crystals left their home and arrived on Earth. They had stopped at many planets on the way, never lingering more than briefly to regain lost energy. It had become apparent to Sailor Geras that the crystals were headed somewhere, but she did not know where or why.
When their central group entered out atmosphere, thirty-five years ago, the crystals scattered and fell all over the globe—into gardens and forests, into lakes, rivers and oceans, mountains and valleys, all over the planet. They incubated themselves, attempting to gain enough energy to be born again.
Surprised by the scattering, which had never occurred before, Sailor Geras searched for some time, but was unable to find her brothers and sisters. She finally settled down in a small town in the United States and tried to learn the ways of the people of her new home.
Ages of Reborn Soldiers
The crystals arrived on Earth about thirty-five years ago, as mentioned. Because it takes a considerable amount of energy for a sailor soldier's soul to be reborn without the galaxy cauldron, most incubated themselves for several years before being able to be reborn.
No reborn soldier will be older than thirty-five, at most. Only the most energetic (not powerful) crystals would be reborn within the first few years of arriving on Earth. This means that the older characters will generally have powers that will be harder to keep under check—this doesn't necessarily mean that their powers will level a city, but they will be harder to direct and control until they have powered up.
The majority of sailor soldiers were reborn nineteen to twenty-five years ago, with the largest concentration being nineteen to twenty-two years old now—college aged. The power levels of these soldiers are the most greatly varied as their energy levels and latent power levels are roughly equal, so their powers could be very powerful, just average, or relatively weak.
It is very unlikely that there will be characters younger than nineteen. If there are, however, their powers will probably be weaker than everyone else's.
Place of Birth & Current Location
Obviously, no sailor soldier could simply spring from the Earth, fully grown. All sailor soldiers who arrived on earth in the form of a crystal (i.e. all of them) were reborn to human parents somewhere on the planet.
The majority of them were born in North America; this is half because of the pull toward Columbus, Ohio, and half because it's just a popular place to be.
Soldiers are drawn toward Columbus, Ohio: maybe they were born there; maybe they moved there as children; or maybe they're just attending college there, at the Ohio State University. Regardless of the reason, each soldier (good or evil, reborn or otherwise) eventually comes to Columbus, perhaps for a final battle.
The MYTHOS Organization
What is it?
The MYTHOS organization is an "academic fraternity" that according to records, was established over one hundred years ago and has a very illustrious history featuring some of America's greatest minds as its members. These records are false.
The MYTHOS organization is actually Sailor Geras's brainchild. Started just under five years ago, MYTHOS was created to counter the Alpha Mu Omega religious society, and to gather and protect former soldiers of Mythos who had been reborn.
After the events five years ago, outlined in the story section, Sailor Geras weaved a massive illusion using her Mythite Magic to create the MYTHOS organization. She began to actively pursue reborn soldiers at this point.
It should be emphasized that the purpose of the MYTHOS organization is not to save the Earth or defeat the bad guys—it is simply to survive. Your only obligation, as a member of Mythos, is to help other reborn soldiers when they are in need.
Where is it? What's the MYTHOS house like?
The MYTHOS organization's headquarters can be found within walking distance from main campus, on Indianola, in an old sorority house that was scheduled for demolition, but ended up being renovated for the organization.
A short stone pathway leads to the MYTHOS house, which is surrounded by a large green yard and dotted with trees, flowers and various shrubs. The house itself is a huge stone mansion with light brown roofing. It's got a front porch and many tall windows.
The interior is beautiful and well kept, if a bit dusty, since only Sailor Geras has been living there for the past five years.
The MYTHOS house's first floor consists of a dining area and kitchen, a large living room/party area, a small study room, two bathrooms and Sailor Geras's office.
On the second floor, you will find a bathroom and six large bedrooms, intended to house two to three people each.
On the third floor, there's a bathroom, a second study room and five large bedrooms.
No one's been in the basement since its previous owners, it gives Sailor Geras the creeps and she never goes down there.
Members of MYTHOS are encouraged to take up residence in the three-story home. The organization offers free room and board to its members while they are enrolled in college—something that's very appealing to college students who can't afford an apartment and hate their dorm roommates. To the public, this service is known as the MYTHOS scholarship.
Membership
Sailor Geras is able to detect soldiers after their latent powers have charged enough for them to manifest their locket (which both Geras and the AMO can detect, although Geras may detect it more easily than her enemies) and they have arrived in Columbus. At this point, she mails them a letter congratulating them on their acceptance into the MYTHOS organization.
At the bottom of the letter is a transformation phrase, upon seeing and/or speaking this phrase, the locket manifests in the soldier's hands. The letter asks that the soldier travel to the MYTHOS house to receive more information.
Geras has been mailing these letters since mid-August. No sailor soldier will have manifested their powers without receiving a letter first, so no reborn sailor soldiers would have been running around in their uniforms prior to this August.
It is entirely likely that some people might brush the MYTHOS letter off as junk, regardless of its acclaim, and throw it away or not open it. Geras has taken this into account. Each day that a letter goes unread or a character neglects to go to the MYTHOS house, a new letter arrives. The letters stop once the character has gone to the MYTHOS house.
All reborn soldiers, regardless of their current personalities, are drawn by their power to the MYTHOS organization. They feel as though membership in the community is something that they really really should do. Whether or not they actually go through with this is up to the soldier, but it's most likely that they will at least agree to work with Sailor Geras to save their own asses.
Coming Into Power.
There's no immediate epiphany that tells a soldier what to do with a locket or what happened on Mythos. Upon arriving at the MYTHOS house, Sailor Geras, posing as Gerri Atrycs, welcomes the soldier, offering food and drink, and then gets straight down to business.
She explains that the locket the character holds is a method of transformation to gain fantastic magical powers. She explains that there's a specific phrase that triggers this. To illustrate, Geras transforms, herself.
After transforming, Sailor Geras gets into all the juicy details: why they have this power, what happened on Mythos, who Rage and the AMO are, and why they must be careful.
She finishes, saying, "I'm not going to nag you about using your powers for good or evil on this planet. I am not obligated to protect it. I am, however, obligated to protect you. If you decide to join MYTHOS, I can offer a safe home where you will find friends who will help you. If you decide not to, I will continue to protect you to the best of my ability, but cannot guarantee your safety."
At this point, Geras allows the characters to decide what they want to do. Before they leave, Geras offers what help she can in regards to their powers.
If Geras can clearly recognize a person because, on Mythos, she had been close to them, she is able to offer more help, usually offering their transformation call and signature attack call.
If she is unfamiliar with them, which is the usual case, she advises them to look inside themselves to find their warrior name. When they have found it, if they call out that name and "…power! Make Up!" they will transform. After transforming, they must once again look inside themselves to discover their abilities and attacks.
Sailor Geras
For information regarding Geras, please see her profile on the cast page.
Policies
There are a few rules that Geras ask that people abide by:
She asks that you not share your true identity with anyone, because that would not only place you in more danger, but would probably endanger the people who know, as well.
She asks that you not seek out the Alpha Mu Omega society or its members and destroy them, as that would surely end up in death and assimilation.
Regarding the idea of using your powers for wrongdoings, she only asks that you not draw attention to the MYTHOS organization and keep yourself out of the way of the Alpha Mu Omega.
Sailor Soldiers 101 – The Basics
Locket
Every soldier has a locket. The similarities with the traditional delicate charms that you put pictures in end there, though. Mythos lockets DO open, but may only be opened by the sailor soldier or after they have died. After transforming, the locket clips onto the bow and sailor collar for women, and onto the cape for men.
Inside the locket is the soldier’s sailor crystal. Opening the locket gives access to the fragile crystal shard and allows a character to transform.
Lockets may take on any appearance, but there are a few size specifications:
When the locket first manifests in the soldier’s hands, it is large—roughly the width of the fist and one and a half to two inches thick.
After the first transformation and return to civilian form, the locket shrinks significantly and can be easily clipped onto a necklace chain or strap or keychain or just tossed into a pocket.
While transformed, the locket returns to the size it was when it first manifested.
Transformation
In order to transform and access their powers, a transformation call must be shouted, whisper, or simply spoken. The call “-NAME- power! Make Up!” initiates the transformation sequence.
The transformation sequence starts with the locket opening and something coming out of it—this something should be relevant to the mythological deity and sphere of influence.
The transformation sequence appears to last roughly 30 to 40 seconds, but a lot happens in that time. The soldier’s body glitters white and the area around them glitters with another color. As the pieces of their uniforms manifest, things are generally wrapping around them or spinning around or just generally moving about.
When the transformation finishes, many soldiers strike a specific pose or style of pose. Not every soldier must do this, though.
Uniform
Once your character has transformed, they don a specific uniform (generally called a fuku) that identifies the character as a soldier from the planet Mythos. There are separate uniforms for both genders, so women can’t wear the Hoplite armor and men can’t wear the Sailor dress.
Although the soldiers uniform should stay true to the basic design, players are encouraged to make some alterations that set them apart from every other character. For example, each soldier has a unique primary and secondary color; you are encouraged to design different footwear than just Greek sandals; characters may have some uniform alterations or may have unique accessories that may somehow aid their powers.
It’s not unusual for a character to change appearances after transforming, but the physical change shouldn’t be too great and won’t remain after untransformed. Transformed soldiers have a special ability known as “glamour” that makes their civilian identity indiscernible, even to their closest friends.
Sailor Uniform – Women (PICTURE)
This uniform starts out with a short, pleated white toga that falls about a half an inch farther than the typical skirt in Sailor moon.
Over this toga is the minidress--a short, almost jacket-like dress with a sailor collar. The dress is secured in the front on the chest by a bow and the character's locket, and then opens in front to reveal the white pleated toga. The dress is also slightly shorter than the toga, so that the bottom of the toga sticks out by about a half an inch.
From the bottom up to the bust in front and from the bottom to just below the shoulder blades in back is colored in the character's primary color. The sleeves, bust/chest area and back above the shoulderblades is all white. The sailor collar is also the character's primary color, and their bow is the secondary color.
Basic footwear consists of Greecian sandals, but I encourage you to come up with your own shoes (don't be too silly). Gloves are not required but may be added if you wish. Further customization is also encouraged (sleeve length, accessories, minor uniform modifications), but please don't go overboard.
If you're completely lost, please refer to the picture.
Sailor Uniform – Men (PICTURE)
As with the sailor uniform, men wear a white toga (which asymmetrically falls just below the knees).Over this is a wide gold/brass scale belt that extends from below the pecs to the waist. Over top of the belt is a leather tunic with triangular pieces that cover the character's chest. The tunic comes in the character's primary color and is accented (in any way that you wish) in the character's secondary color. The leather tunic is relatively stiff and has a "skirt" portion that falls above the knee and consists of seperate rectangular sections.
To top this all off, each Hoplite wears a long cape (in the secondary color) that is secured by their transformation locket (required).
There is an option of having a hoplite helment (those large brass head-covering helmets with the giant broom on the head). These can look as stylized as you want (as long as they still resemble a hoplite helmet a little), and must have the character's symbol etched on the front where it would be on their forehead.
This uniform can be further customized in the same was as the female uniform: unique footwear/accessories, and can also be customized by adding more (brass) armor--just so long as it still looks like Greek hoplite gear.
If you're completely lost, please refer to the picture.
Element of Influence, Signature Attacks & Power Ups
Each sailor soldier possesses a specific element of influence that they control, and several other fields that may influence their abilities, signature attacks, weaponry or appearance in some way.
Each reborn character will start out with one attack that should reflect the character's primary element of influence.
Signature attacks are initiated with an "attack phrase" that is used to execute the ability (for example, "Shabon Spray"). When designing the attack, please make sure the attack phrase makes sense. Most first attacks will only be two words long, and hardly any will have the character's deity name at the beginning (that can be saved for later attacks).
When making an attack, be sure to describe the following things: how the attack is executed (i.e. what it looks like), what happens, how many targets it hits, if it can miss, what its range is, how strong it is, its strengths/weaknesses/limits and how many times it can be used in a period of time. Covering anything else not listed here is a good idea as well.
The frequency of a character's "power ups" is relative to how active they are in the game. Be sure to have at least one more attack planned out in your head when you're accepted. Power ups can come in the form of changes to original attacks (for example: Shabon Spray becomes Shabon Spray Freezing) or completely new attacks (Shine Aqua Illusion). Power ups will be mentioned on the main timeline.
Aside from powering up, characters can also combine their powers to create completely new attacks. This generally happens with two characters who work together a lot (and doesn't necessarily have to be between two characters whose deities are related in some way, so Poiseidon and Amphitrite could have a combo attack, but it's just as likely for Amphitrite to have a combo attack with Demeter or Zeus). Once the combo attack has occurred once, it should be listed and described in the profiles of characters who participate in the combination attack (it's first use will be mentioned on the main timeline).
In general, Hoplites will rely more on weaponry and innate skill, while sailor soldiers will rely more on these special signature attacks.
Symbol & Challenge
Your character's symbol essentially identifies them. It is linked with their sailor crystal and their power, and should relate to their sphere of influence or deity name.
The Challenge in the original sailormoon actually comes from historical battle tradition in Japan. Challenge phrases aren't necessary for battle, but defining at least one in your character profile does (surprisingly) let us see a bit more into your character's personality.
Weaponry
All Hoplites have a weapon, but not all Sailor Soldiers have weapons. Weaponry can be pretty much anything. Try to make it original, though. Not everyone should be scrambling for a sword or a laser gun. If your character does have a weapon of some sort, be sure to name it (if you really don't want to, you don't have to) and describe it. Also mention if they carry it around with them (like SailorUranus's Space Sword) or if it simply manifests itself during an attack (SailorMars's bow and arrow).
Innate Skills and Abilities
While characters do not possess "magic" in the spellcasting sense, it is possible that they may have special supernatural traits, skills and abilities that occur because of the fact that they are sailor soldiers. Hoplites will generally rely more on these, but that doesn't mean that they will always have more of them than the sailor soldiers do. A character with many relatively useless traits and abilities that are relevant to their deity may be more interesting than one with only a few useful traits and abilities.
All traits and abilities should be relevant to your character's mythological figure. Some may have manifested themselves prior to the character's transformation, but the majority of them will manifest when the character first transforms (although they may not be aware that certain abilities are available to them). Also, all abilities become stronger when transformed.
Physical traits (i.e. Amphitrite's webbed hands and feet) generally shouldn't affect a character's appearance when they are not transformed. Although in some cases they may (after discovering she was the moon princess, in the manga, Usagi's hair begins to grow at an accellerated rate so that it is as long as Princess Serenity's).
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