Hugtopia Application/Information
May. 4th, 2020 01:47 pmPLAYER INFO
CHARACTER INFO
SAMPLE
Thread on this month's TDM!
CHARACTER INFO
❥ Name: The Nomad
❥ Canon: Nomad of Nowhere
❥ Canon Point: End of Season 1
❥ Fandom OC Approval: N/A
❥ History: The good old fan wiki
❥ Personality:
Protector: Your purpose is to be a protector. It's literally the reason the Nomad was brought to life: to protect a young girl named Melinda from the forces of El Rey. While Melinda is heavily implied to be No Longer Around, the Nomad and his protective instinct live on. It tends to extend to just about everyone: friends, people he's only just met who haven't proven themselves to be enemies yet, the Critters he creates, and even wildlife. If there's an antagonistic force at play, the Nomad tends to be on the opposite side, trying to help the people who oppose it.
That said, it takes him a good long while to figure out that he needs to stand up for himself and for his friends and fight back instead of trying to placate or escape, but magical amnesia will do a number on you, and that's what character arcs are for! While he's always been willing to help, he's much more proactive and willing to fight back once he gets his memories back (thanks, Red Manuel...?) and remembers his purpose. He'd still prefer to settle a conflict with kindness, but now he will absolutely throw down if necessary.
Friendly: The Nomad really likes people! Part of it is the Protector baseline coming to bear, and part of it is the fact that he's just naturally friendly. He was created with kindness, and that tends to be what he puts forth in the world. He's quicker to make friends than enemies, though that occasionally backfires when he makes friends with, say, the soldiers trying to bring him in for a bounty. That doesn't stop him from saving them from a subsequent forest fire (that they started...trying to corner him and burn down his house...), and continuing to try to make friends with people afterwards. It doesn't always work out - having a bounty on your head means you tend to attract some not great people - but that doesn't stop him from trying.
Helpful: The Nomad is the helpful sort - if there's a problem, he will try to fix it, from agreeing to help the Mill Restoration Society with restoring the mill (though that led to some issues) to removing a spear from a giant eagle's wing. He also tends to be pretty ride-or-die for his friends, especially after he gets his memories back - it's part protector instinct and part not having many friends and valuing them pretty highly.
Naive: The Nomad has not quite figured out the balance between People Are Potential Friends and Stranger Danger, especially if people present themselves as friendly at first. Sometimes it works out, and sometimes he gets clocked with a shovel, kidnapped, and held hostage by a wannabe necromancer. He's working on it. (That said, when someone does reveal themselves to be an enemy, he'll fight if there's someone to help/protect; otherwise, he'll likely try to defuse the situation or leave.)
❥ Abilities: Just the one magical ability, but it certainly is A Thing:
Clap On: By clapping his hands twice, the Nomad can bring a nearby inanimate object to life. It grows googly eyes and stick figure arms and legs, and though it is able to move of its own free will, he can usually direct these Critters to do what he wants them to do. Each Critter is brought to life with a purpose in mind - a reason they're alive that they will attempt to fulfill. There doesn't seem to be a limit to the number of Critters active at one time; they stay active until they fulfill their purpose, until the Nomad claps them off, or until they are destroyed.
Canon Limitations:
Hugtopia Limitations:
Opt-out post is available here.
As for physical abilities, because the Nomad is a scarecrow animated by magic, he deals with injury a little differently - if he loses any of his limbs, they're able to move independently of him, and he can reattach them fairly easily. He still feels pain, can be knocked out, etc, but losing a limb is not a big deal, because it'll just come back. (Cartoon physics, man.)
❥ Extras: Would you like your characters abilities nerfed? I'd prefer to keep them as is, with the understanding that he's not able to animate any robotic citizens (they're already sentient and off limits) or do anything game breaking.
Did your character bring anything along (limit 3 items) with them? 1 magical amulet that's pretty much thing keeping him animated. It doesn't seem to have any other magical powers.
Which god will they choose to support? Or do you wish to be randomized? The Nomad is an Ainea kind of guy.
❥ Canon: Nomad of Nowhere
❥ Canon Point: End of Season 1
❥ Fandom OC Approval: N/A
❥ History: The good old fan wiki
❥ Personality:
Protector: Your purpose is to be a protector. It's literally the reason the Nomad was brought to life: to protect a young girl named Melinda from the forces of El Rey. While Melinda is heavily implied to be No Longer Around, the Nomad and his protective instinct live on. It tends to extend to just about everyone: friends, people he's only just met who haven't proven themselves to be enemies yet, the Critters he creates, and even wildlife. If there's an antagonistic force at play, the Nomad tends to be on the opposite side, trying to help the people who oppose it.
That said, it takes him a good long while to figure out that he needs to stand up for himself and for his friends and fight back instead of trying to placate or escape, but magical amnesia will do a number on you, and that's what character arcs are for! While he's always been willing to help, he's much more proactive and willing to fight back once he gets his memories back (thanks, Red Manuel...?) and remembers his purpose. He'd still prefer to settle a conflict with kindness, but now he will absolutely throw down if necessary.
Friendly: The Nomad really likes people! Part of it is the Protector baseline coming to bear, and part of it is the fact that he's just naturally friendly. He was created with kindness, and that tends to be what he puts forth in the world. He's quicker to make friends than enemies, though that occasionally backfires when he makes friends with, say, the soldiers trying to bring him in for a bounty. That doesn't stop him from saving them from a subsequent forest fire (that they started...trying to corner him and burn down his house...), and continuing to try to make friends with people afterwards. It doesn't always work out - having a bounty on your head means you tend to attract some not great people - but that doesn't stop him from trying.
Helpful: The Nomad is the helpful sort - if there's a problem, he will try to fix it, from agreeing to help the Mill Restoration Society with restoring the mill (though that led to some issues) to removing a spear from a giant eagle's wing. He also tends to be pretty ride-or-die for his friends, especially after he gets his memories back - it's part protector instinct and part not having many friends and valuing them pretty highly.
Naive: The Nomad has not quite figured out the balance between People Are Potential Friends and Stranger Danger, especially if people present themselves as friendly at first. Sometimes it works out, and sometimes he gets clocked with a shovel, kidnapped, and held hostage by a wannabe necromancer. He's working on it. (That said, when someone does reveal themselves to be an enemy, he'll fight if there's someone to help/protect; otherwise, he'll likely try to defuse the situation or leave.)
❥ Abilities: Just the one magical ability, but it certainly is A Thing:
Clap On: By clapping his hands twice, the Nomad can bring a nearby inanimate object to life. It grows googly eyes and stick figure arms and legs, and though it is able to move of its own free will, he can usually direct these Critters to do what he wants them to do. Each Critter is brought to life with a purpose in mind - a reason they're alive that they will attempt to fulfill. There doesn't seem to be a limit to the number of Critters active at one time; they stay active until they fulfill their purpose, until the Nomad claps them off, or until they are destroyed.
Canon Limitations:
- He cannot affect inanimate objects attached directly to living beings (prosthetics, for example); he can, however, affect objects carried by living beings.
- He cannot affect dead matter from sentient creatures; no necromancy here. Dead plants (plank wood, etc), however, are fair game. (Even live plants are fair game; sentience seems to be the determining factor here.)
- Any attempt to animate an object he can't affect will redirect the magic to the nearest inanimate object and animate that instead.
- The larger the Critter is, the harder it is to control, and the Nomad can sometimes lose control of them.
Hugtopia Limitations:
- The Nomad can have no more than 6 objects animated at the same time.
- The objects animated cannot by more than 7 feet in any dimension.
- The Nomad can upgrade their powers to animate more objects by buying an AC Reward power upgrade.
Opt-out post is available here.
As for physical abilities, because the Nomad is a scarecrow animated by magic, he deals with injury a little differently - if he loses any of his limbs, they're able to move independently of him, and he can reattach them fairly easily. He still feels pain, can be knocked out, etc, but losing a limb is not a big deal, because it'll just come back. (Cartoon physics, man.)
❥ Extras: Would you like your characters abilities nerfed? I'd prefer to keep them as is, with the understanding that he's not able to animate any robotic citizens (they're already sentient and off limits) or do anything game breaking.
Did your character bring anything along (limit 3 items) with them? 1 magical amulet that's pretty much thing keeping him animated. It doesn't seem to have any other magical powers.
Which god will they choose to support? Or do you wish to be randomized? The Nomad is an Ainea kind of guy.
SAMPLE
Thread on this month's TDM!