Comics by Shaenon II

Mad science has never been so cute!
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 Post subject: Re: The Mad Sci Notebook
PostPosted: Sat Jan 23, 2010 2:17 am 
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Got inspired to write. Go figure.

Fashion of a Supervillain: Jane's Boots

Unless she's wearing heels or is in disguise, it's very rare to see Jane Narbon without her favorite high-heeled boots. However, what looks like a simple piece of footwear is actually one of the highest-tech marvels Jane has made to date. Here's a closer look.

Comfort
High-heeled anything has a reputation for being... shall we say, 'variably comfortable', but Jane has modified her boots to provide a smooth ride. In fact, it's quite probable that the 'ease of wear' modifications were the set that gave JN the idea of messing with her footwear in the first place. Since then, things have gotten significantly more complicated.

The enhanced ride is provided by a piece of dimensional machinery that creates multiple dimensional possibilities around JN's feet. The possibilities are then multiplied together to create the simple effects of both perfect comfort and boosted height.

Lately, Jane has figured out how to modify the multiplication effect to remove, or even reverse, the boots' height gain, resulting in a whole host of disguise-worthy uses.

Tread
The other modification that shows up in every pair of boots is for utility: with the comfort issue out of the way, only the shape of the boots could act as a dampener on running. All but the earliest versions of dimensional machinery also create a 'phantom tread' field, providing stability and high traction. An armored outer shell was not long in following.

Add-Ons
Ever since then, Jane has enjoyed adding components to her footwear to provide useful effects.
Several components have proved long-standing favorites. A kinetic enhancer, which speeds both running and combat, regularly appears, as do audio dampeners and other stealth components. And, of course, the ever-present fake fasteners tacked on to the outside.

Ever since a rather embarrassing incident during the Frankenstein Grand Prix, Jane has made sure to keep miscellaneous-looking items on her person that she can use in the event of a crisis. Instead of regular fasteners, Jane's boots now use special seamless closures, with the fake zipper(s) or laces on the outside of her boots waiting to be used to make energy mines (or remote dart shooters, or holotripwire generators, etc) when Jane needs them.
Of course, they could also just be regular laces / zippers— Jane enjoys messing with people who think they have her figured out.

Some other components tend to show up quite frequently, such as an inbuilt antigravity generator, or a device that will teleport a 'boot knife' into Jane's hand should she reach down for it. Still others are rarer, showing up only for a specific function. Still, the customization possibilities are endless... much to the dismay of anyone who's ever had a run-in with Jane.

The Rest
Of course, all this glosses over one fundamental question: How many pairs does Jane own?
The answer: too many, including several sets that look identical, but have differing functions. Without seeing the extent of Jane's closet, it's impossible to know-- and that answer will have to remain a mystery.

Oh, and if JN ever says something including the phrase "made for walking", you may wish to run.

_________________
"My conscience is feeling all prickly."
"A bit of absolute power can remedy that."
Kid Radd


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 Post subject: Re: The Mad Sci Notebook
PostPosted: Sun Jan 24, 2010 4:32 pm 
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Brilliant (but still Mad) Scientist
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Fashionable and functional shoes, perfect for a devious and sneaky villain like Jane Narbon.

WHEN BOREDOM STRIKES AND PEOPLE WANT MORE INFO! Something like the following set tends to happen

Name: Kenny Banks
Gender: Male
Age: 24
Occupation: Host for "Chilling with Kenny Banks"

Interesting Facts: The cigars he smoke actually a special purchase from a shop he found. They act and look like real cigars but without the harmful side effects like nicotine addiction or tar build up. He uses them to trick people but don't tell anyone this. He isn't Mad latent but does not have the weirdness filter.

Bio: Kenny Banks was born and raised in sunny Southern California near Vince Beach. His parents were long time locals so they hanged out at the beach and the nearby shops on the boardwalk during the weekends. (if you never never been there, it is quite a treat) He learned how to surf from some of the locals and their way of life. He was good at public speaking despite his lingo. After High school, he took several dead beat jobs. That changed when he was a cash register for the "Bepop Cafe" when an executive from New Age Radio came in to purchase a cup of coffee. Both got to talking and the exec was impressed by the young mans intellect and his speaking skills that he offered him a job at NAR. It started off as a minor role for another talk show but he soon got promoted to his own show.

Note: NAR first started off in California until taxes and bills got too high for their liking so they moved to Xyon City.



Name: Yang Wong (Mr. Wong being his stage name)
Gender: Male
Age: 29
Occupation: News announcer for New Age Radio

Interesting facts: Despite him being Asian, he only knows English.

Bio: Born in Chicago, Yang moved around a lot with his parents. His father was a traveling salesman and was always moving around. He picked up his father's ability to smooth talk with energy and applied it to good use. He became a reporter for a local news station after he graduated and worked himself up to news announcer for NAR.


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 Post subject: Re: The Mad Sci Notebook
PostPosted: Wed Feb 10, 2010 7:24 pm 
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Now as some of you may have heard Foigran has the ability to teleport anywhere so long as nothing with a soul is viewing him, even if it's only for the briefest of instants, and if you didn't you do now. So you may be wonder, how is it that the progressors have him held captive?

Well, they may not be mad geniuses but they are quite ingenious. There are a set of cameras recording and sending a constant feed of him. This feed is integrated in a signal that is carried around the world in the form of a background static of sorts. Every channel, everywhere on earth, has this signal embedded in it. So someone is always 'seeing' him, and therefor rendering his abilities useless.

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"When you have to shoot, shoot, don’t talk" -Tuco, The Good the Bad and the Ugly

10 ghost tackles.

DOOM! and DR.KINESTRO! are both trademarks of the Kinestro co. and are not to be used, displayed, shouted, written, or thought without express permission of the Kinestro co. Perpetrators will be prosecuted to the full extent of the law, then dealt with personally by DR.KINESTRO!(tm).


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 Post subject: Re: The Mad Sci Notebook
PostPosted: Wed Feb 17, 2010 5:52 pm 
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Welcome to...

The Ten Gentlemen: Where are they now!

The Ten Gentlemen, for those who are new, were an elite team of Superheros who occasionally served as antagonists for the Mad Scientists in this game at times. The group has disbanded with the death of their leader, Braxton Livingstone, but the various members of it live on.

The Ten Gentlemen were mostly intended to serve as "Boss battles" for my chapter, Energy and Potential, except for Radiant, who already had been an antagonist, and Flux, who was more or less just there to be an ally and a snark about events. Other facets of the characters came out as I tried playing them out. Eventually I decided to cut their appearances in the chapter for time, and I don't regret it.

That being said, the characters themselves are still out there in the world of Mad Sci Wars. What happened to them?

The Ten Gentlemen were, at the time I introduced them, affected by the very first of the Red Sign Items. Radiant was wearing an early one in "Dangerous Minds" when he flipped out and tried to kill David, until it was taken off of him and broken when he was subdued. Flux was wearing one, but is completely unaffected, because his brain doesn't work like a conventional human one. The others were badly affected, but eventually freed from it, with the exception of one other:

1. Braxton Livingstone: The founder of the organization, and it's de facto leader. Now in a state of semi-retirement, this boisterous old English gentleman seems to have been around since the days of early British colonization and has yet to show any signs of getting close to death now. Polite, friendly, and thoroughly full of himself, he's the sort of person you'd expect to be comically incapable but is disturbingly proficient. Loves to laugh, and values spirit over most other traits. It's unknown whether he actually HAS any super powers (aside from his prodigious longevity) or if he's just very, VERY experienced. He's a bit backwards in his views, but is very easy to get along with, as long as the issue of woman's politics isn't broached. (Braxton has very... traditional... ideas about gender roles) Likes: Big game hunting, exploring undiscovered places, and cups of tea. (As is required for all British characters, apparently.) Dislikes: Politics.

Where he is now: Deceased. Died at the hands of Malachi after he figured out what was going on in "Energy and Potential". Malachi was doing it against his own will, making Braxton's death one of the few things the incubus actually REGRETS. Malachi got in a cheap shot and the battle was unfortunately one sided from there.

2. Marcus Bryson: Prefers to work without a codename. A young man with talented psychic potential, while he possesses some small talent for telekinesis, his true strength is the ability to see into the hearts and minds of others around him. Because of this, he serves as the groups political representative and spokesperson when the 10 Gentlemen deal with government bodies or other such groups. He mainly deals with foiling white collar crime, and the nonviolent elimination of corrupt officials in governing bodies, which makes most people tend to believe he's a bit of a wussy superhero. However... in actual combat he's unexpectedly formidable: being able to know your opponents moves ahead of time, combined with creative use of minor telekinesis, makes him someone you don't want to lose track of. At age 20, he is the youngest Gentleman, and typically seems very serious. However, he has a silly side he rarely shows to people he doesn't know well, and a fondness for animals, especially bears. (He has occasionally been caught using his telekinetic powers to sculpt things such as wax, wood, or clay into the shape of animals.)

Where he is now: In a mental asylum somewhere, willingly recovering from the effects of the Red Sign Item, which had a profoundly greater adverse affect on a psychic than it would on a normal person. He's not really dangerous to anyone, but suspects that he still is, and would rather feel like he's gotten himself fully under control before he lets himself be around general public again. Is more or less unaware of current events and is unlikely to be involved in any of them in the immediate future. M and other organizations don't know where he is because he's kept himself off the Asylum's records and he prefers it that way. Without him or Braxton the Ten Gentlemen as an organization is more or less destroyed.

3. Bahamut (Secret Identity not publicly known): A cocky and confident man claiming to be possessed by the spirit of a mighty beast that died during the Middle Ages, Bahamut seems to have the equivalent strength, fortitude, and appetite of the dragon he's named after. He serves as the brawler of the Ten Gentlemen. Physically in a near perfect shape, he typically fights large groups such as criminal syndicates, armies led by "the forces of darkness" or things such as that, although he also faces super villains on occasion. Bahamut is freakishly strong and can manifest phantom wings, limbs, and a tail similar to those that a European dragon would possess, allowing him to attack foes from a distance beyond his own arms reach. He also possesses the ability to breath fire, but rarely uses it because, in his own words "The aftertaste is terrible after I do that." Lighthearted, most serious issues tend to go straight over his head. Not tremendously smart, but also not a total idiot either.

Where he is now: Somewhere in Western Europe, sleeping on a hoard of valuable shiny things he felt compelled to gather during his chaotic rampage in "Energy and Potential". Still at large, but more or less harmless now that he's got a hoard to sleep on. Sooner or later someone's going to have to deal with him, though.

4. Tsubaki (Secret Identity not publicly known): A bit of an enigma; when "On the job" Tsubaki rarely speaks and wears bandages wrapped around the head, obscuring everything except the eyes. A powerful martial artist with superhuman speed and the ability to sense and harm the ethereal and spiritual, Tsubaki serves as the Spiritualist of the Ten Gentlemen, dealing with ghosts and their ilk. Particularly withdrawn, even to teammates, Tsubaki is a bit of an enigma. Has a hatred of Japanese mythology, for some reason.

Tsubaki is the first of the 10 Gentlemen to join as the direct REPLACEMENT for another member, filling the role that Cleric left when he died fighting the Ghostman of Shamalar several years ago. A shocking discovery by most of the group (except for Malachi, who knew all along, and Flux, who recruited Tsubaki) was that Tsubaki is female, and has been all along. Flux, realizing the group needed another magic-y sort of person to round out their ranks, found Tsubaki to be suitable and effective and encouraged her to disguise herself so as not to cause problems with Braxton's somewhat "traditional" ideals. Tsubaki honestly didn't mind posing as a man, but is not unhappy to have gotten past the whole charade.

Where is she now: Sitting on a beach somewhere in Malibu, taking a much-needed vacation after the affairs of "Energy and Potential"

5. Malachi (No last name): An incubus that was summoned in Italy during the Renaissance to cause mischief and tempt souls... unfortunately the summoner was particularly stupid and never included any terms for when Malachi should return to Hell. Thus, after ensuring that the man responsible for calling him here was dead, Malachi went on his wicked little way, stealing souls and causing women (and the occasional man, just to be different) to stray from the "straight and narrow." Then the Modern age came, and he had the terrible epiphany that mankind was better at tempting itself into wickedness than Demons were. In his own terms: "It's just no fun anymore! Too easy! Did you know how long it's been since I've seen even one mortal with a pure heart? Not to mention the difficulty in finding any sort of virgins to desecrate these days." Up until the 80's he stumbled around more or less in a drunken haze, disheartened with the work he had done since his fall from heaven, and no longer the proud and noble demon he had once been. Why, there were weeks when he didn't actually seduce anyone, even once! He had discovered that what he really wanted out of life was a challenge, and there simply wasn't one in what he had built his entire existence around. And then he came to a realization: If leading souls astray was no longer challenging, than to have any fun at all he'd have to approach the process from the other way... He has since started acting as a superhero of sorts that fights to protect those that are suffering, in the hopes of improving humanity through example. He has a very elaborate social-engineering plan for the Human race which he will happily explain to anyone who is willing to listen (it's quite boring) which essentially can be summed up by the phrase "I'm going to build you guys up just so I can have all the fun of tearing you all down again in about 1000 years or so." He serves within the Ten Gentlemen as a Protector, under more or less permanent prohibition, but has shown nothing but good behavior since manipulating them into recruiting him 5 years ago. Being an demon, he has an innate control over fire and can take on the form of any human male with but a thought. He also has powers specific to Incubi, but has not used them regularly in the past 100 years. He and Radiant do NOT get along.

Where is he now:
Working at M, serving as Primary Xerox's receptionist for some reason. Has begun enjoying himself more than one would find healthy, and is currently chatting up a very fetching redhead.

6. Flux (No Secret Identity): An alien/human hybrid with a weird appearance and a weird temperament to match, Flux primarily deals with extraterrestrial threats to the planet. His primary powers are those of short and long range teleportation, but the effects are not immediate: teleporting a distance farther than about 30 feet seems to cause a time delay in the effect which starts at about a second, and increases the longer he jumps. Flux also has an enhanced reaction time and the ability to see in complete darkness. He's a bit of a snark, and rarely misses an opportunity to crack wise. He also serves as the sarcastic voice of morality in the group, on the rare occasion when they're all together.

Where is he now:
Still in active operation, although functioning somewhat independently, with some assistance from Radiant.

7. Dr. Corbin Gallant: The Mastermind of the Ten Gentlemen, and the resident Mad Scientist of the group. He fulfills the stereotype of the Good Mad Scientist: Nutty, whimsical, and prone to Mad Science-enabled flights of fancy. Fond of long flowing labcoats, long calculus problems on the beach, teaching young children about technology in educationally entertaining ways, and creating remarkably dangerous Deus Ex Machina which he then decides are too dangerous and hides away somewhere until they're inevitably discovered by a villainous figure and he has to correct his past mistakes. Typically, he goes up against foes wielding Doomsday devices, mechanical war machines, or other Unspeakable Acts of Technology (TM). There are rumors that he once worked for the Government Organization "M", but there doesn't seem to be any basis for them...

Where is he now:
Missing in action. It's presumed he's in a lab somewhere, experimenting, but by nature he was reclusive already, and it's unknown if he ever managed to take HIS Red Sign Item OFF.

8. Biome (Secret Identity Unknown): Primarily deals with Eco-terrorism, serving as the Naturalist of the group, and works to preserve the environment in a Captain Planet-esque way. Possesses abilities to shape trees, stone, and earth, as well as stimulate the growth of plantlife around him. A laid back man who enjoys sleeping in late and vegan cooking.

Where is he now: Missing in Action somewhere in the rainforests of south America.

9. Medic (Secret Identity Unknown): The Healer of the Ten Gentlemen, possessing the ability to accelerate the human body's natural regeneration capacities by laying hands on them. An earnest and sincere man, his powers have a disturbing dark side as well: With the same touch he can hyper-stimulate a body's immune system and turn its white-blood cells against itself, eventually tearing the body itself apart. He possesses no superhuman abilities aside from that. Due to the nature of his powers, he is the exception to the rule that the Ten Gentlemen don't commonly associate with each other, as well as the rule that all the Ten Gentlemen fight crime. Medic has fought criminals before, but after a certain incident in the past he now devotes most of his time to "cleaning up" after the battles most of the other Ten Gentlemen find themselves in, minimizing the loss of life.

Where is he now:
Comatose after the events of "Energy and Potential" in a hospital in Chicago.

10. Radiant: Come on. Everyone knows about this guy by now. Read his dossier entry if you really want to see a description. It'd just be like that. The Avenger of the Ten Gentlemen, his personal focus in fighting evil is to identify those responsible for the deaths of large groups of people and hunt them down, ensuring that they never do such things again.

Where is he now: Still in active operation, although functioning somewhat independently, with some assistance from Flux. Received a job offer from M, but turned it down after finding out they employed Malachi.

_________________
We've learned a lot, but this still isn't going to be easy. But I don't think the elder star's confidence in us was misplaced. I know we can do this! We'll set things right! ...somehow.

"There is a fine line between a good King and a Despot. A King is best when His subjects barely realize that He exists. When His work is done and His will is fulfilled, they will say, 'We did it ourselves.'"
-Xin Yun


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 Post subject: Re: The Mad Sci Notebook
PostPosted: Wed Jun 16, 2010 8:49 am 
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Some have asked, "How does Jane keep a camera on everything, no matter what she's wearing?" Actually, only I asked this, but I figured I'd tell you all anyway.

Jane once did try to use standard miniature cameras, but they were just too expensive. So, instead, she turned to a much more effective system: FOIST [Fiber-Optic Information Storage and Transport]. In combination with the AVOID [Auditory Vibration Ordinary Information Dediffuser] and FCC [Flexible Crystal Continuum] systems, Jane now has a complete, non-resources-intensive, and versatile system of body-worn surveillance.

Here's how the system works:

Instead of cameras, FOIST uses a miniscule fiber-optic lens smaller than a pencil point, which takes in light and transfers it directly to a fiber-optic cable. Because these lenses are so small, they can be hidden just about anywhere. Some of Jane's favorite locations include inside buttons, single sequins (such as on a dress), and jewelry, as well as behind panels of cloth that act as one-way mirrors, permitting light to travel in to the camera, but not out so that anyone could notice it.

Once the light enters the fiber-optic cable, it moves to a FCC storage crystal connected at the other end. FCC crystals have an approximate 12- to 24-hour recording capacity (though certain specialist uses may have shorter capacities) and are flexible, thin, and rewritable. This marvel of engineering is offset by the fact that recorded data is stored in the crystal in a very unusual way, and requires more than an hour of processing for each hour of data recorded.

For sound recording, the AVOID system comes into play. AVOID uses a network of thin metallic fibers, which are woven into clothing near locations of fiber-optic lenses. These fibers sense air vibrations that hit them (or whatever piece of clothing they're in), and transmit them to the same FCC crystal that records the video. This method usually manages to avoid clothing noise.

FCC crystals can later be downloaded into a computer with the right equipment.

Jane uses FOIST, AVOID and FCC by binding the appropriate technologies into her clothing and jewelry. Approximately 80% of Jane's clothing has hidden, embedded FOIST components. Most, though not all of this, is wired for sound— approximately 75% of the 80% that have video also have audio recording. In some special cases, such as bikinis, a system has been successfully emplaced, but recording time or quality is lower due to constraints on size. For jewelry, the rate is somewhat higher (though some necklaces still use advanced conventional surveillance technology instead.)

This set of creations allows Jane to keep tabs on all that is happening around her, even when she has her back directly turned. Unless she is almost naked, JN mosts likely has some way to record all nearby. However, none of this answers the most interesting question of all:

What does Jane do with the footage?

When asked, JN is reported to have laughed evilly, saying, "You'll fiiiiiind out....."

~Fin~

_________________
"My conscience is feeling all prickly."
"A bit of absolute power can remedy that."
Kid Radd


Last edited by Jane Narbon on Wed Jun 16, 2010 12:38 pm, edited 1 time in total.

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 Post subject: Re: The Mad Sci Notebook
PostPosted: Tue Sep 14, 2010 9:08 am 
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Brilliant (but still Mad) Scientist
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So, you all may be wondering about what i mean when I say William's assistants. Well, imaginary people who ask questions all the time, I have an answer for you! Ghosts!

That's right, ghosts, well psychic echos with some access to the latent 'energy/magic/mana/whatever you want to call it' of the world. Nothing advanced, he doesn't toy around with sapient beings, but birds and cats and the like make for good informants.

_________________
"When you have to shoot, shoot, don’t talk" -Tuco, The Good the Bad and the Ugly

10 ghost tackles.

DOOM! and DR.KINESTRO! are both trademarks of the Kinestro co. and are not to be used, displayed, shouted, written, or thought without express permission of the Kinestro co. Perpetrators will be prosecuted to the full extent of the law, then dealt with personally by DR.KINESTRO!(tm).


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 Post subject: Re: The Mad Sci Notebook
PostPosted: Fri Jan 07, 2011 9:54 pm 
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-On Valkyries-

Before we mention anything on this subject, please remember that this isn't necessarily a comprehensive document on this subject. There could be more Valkyries that just are less known to mortals, and there may be details about these characters that aren't covered.

The Valkyries are known in Norse Mythology as the Choosers of the Slain, the Gatherers of Heroes, Virgin Daughters of Odin, as well as many other things. Although they are technically of the Divine Aseir, the Valkyries of MSW's universe appear to all be born mortal. Each new Valkyrie is a descendant of a prior Valkyrie, who gains some measure of their ancestor's powers when their ancestor decides to retire from the position and spend the rest of their days on Earth, whereupon they get a free pass into Valhalla if they so choose upon their death. While a Valkyrie wears the mantle of Divinity that goes with their position they are technically immortal, although it's more accurate to say that they just stop aging until they retire again. As previously stated, a Valkyrie's descendants gain a small measure of their powers when the current Valkyrie steps down and retires. But they don't truly come into the powers of a Valkyrie until they accept the Mantle of Divinity that comes with the position.

A fully powered Valkyrie can fly as fast as a Jet Plane (possibly faster), hide their presence from mortal eyes, possesses prodigious physical regeneration, strength, endurance, and dexterity, and can hear the spirits of those Worthy of Valhalla when they are near death. Although fighting ability isn't necessarily expected of a Valkyrie, most of them become very, VERY good with a weapon of their choice rather quickly. This is because, in addition to their duties of gathering up the souls of Fallen Warriors, Valkyries are also the soldiers of the Aseir, facing off against terrifying forces that mortal man is fortunate enough to almost never have to deal with. It's either learn to fight, or learn to die.

In addition to their typical powers, each of the Valkyries mentioned here embodies a particular trait that Odin prized in great warriors, and possesses a few unique powers stemming from that trait:

Lenneth is the official and unchallenged leader of the 4 Valkyrie Maidens listed here, and has the distinction of being the only Valkyrie Maiden to both A) Remain an actual MAIDEN (virgin) and also B) is the "Oldest" of the Valkyries, having been the only Valkyrie to never retire from the position. She embodies the trait "Self-Sacrifice" and tends to take a detatched and professional attitude towards, well, everything. If you ever expect Lenneth to let her hair down and have some fun, expect to soon be disappointed. Lenneth does her job and does it well, and seems to have an enormous amount of difficulty relating to others outside the context of that job.

But at the same time, Lenneth appears to have that rare trait typically only possessed by Bartenders around the world: She's a good listener and seems to have a knack for helping people with advice. Drawing from millennium of seeing how people's problems play out, she has a tendency to offer insight most people don't consider. It seems that she's good at dealing with people in any sort of situation where she's not emotionally involved.

The other Valkyries respect Lenneth highly, both because she could probably defeat all of them if they attacked her at once (even if they caught her unawares) and also because she pretty much personally trained each and every one of the modern generation of them.

Brynhildr:The Valkyrie who represents Power. Brynhildr tries to imitate her idol, Lenneth, in all ways, but has trouble maintaining the same air of professionalism due to a quick temper and a rather narrow-minded view of the universe. Brynhildr's heart is often in the right place but she quite clearly has rage issues and borderline sociopath tendencies. Where Lenneth is respectful yet impartially detached, Brynhildr is uncaring and gets personal far too quickly. She also has issues with female authority, and while she respects Lenneth and wants to be like her, she's also somewhat resentful of being told what to do by her. One swift push could send her off the deep end, and as such Lenneth keeps a close eye on her.

At the same time, Brynhildr has several good points. Fearlessness and persistence top the list, quickly followed by resourcefulness and a strong drive to work hard and achieve her goals. Brynhildr is also quite loyal to people who she comes to call Friend, although this same trait has a tendency to blind her to any flaws her friends may display. Brynhildr may be a bit of a jerk, but her anger also has a tendency to burn itself out quickly, and if she ever comes to the conclusion that she's legitimately wronged someone in anger who didn't deserve it, then she'll move mountains to try and make things right. Brynhildr's preferred weapon is a bow, although she has a tendency to break them, and is more often seen using her bare fists.

Svafa: Svafa is a bright, bubbly airhead who has strong girly-girl tendencies and more often than not ends up as a damsel in distress.

And if you believe all that, she's got a bridge in Brooklyn to sell you.

It's inaccurate to say that Svafa is ever lying to you. She genuinely IS a bit of a bubbly girly-girl. But there are deeper faucets to her character she avoids showing to others unless they're close to her. Instead, Svafa deliberately overemphasizes traits of hers that people typically associate with ditzy airheads so as to get people to underestimate her and thus think that they have her at a disadvantage. Svafa is, at her core, quite manipulative, cunning, and capable, although not cutthroat or ruthless. She's a sweetheart, but try and pull anything funny on her and you'll probably end up finding yourself hoisted on your own petard. Svafa embodies the trait of Courage, and her preferred weapon is a Staff. Svafa considers Lenneth a big sister, but absolutely can't stand Brynhildr for long periods of time. Bryhildr feels the same way, seeing Svafa as manipulative and unnecessarily duplicitous.

In theory, there should be another Valkyrie rounding out the four, who embodies Wisdom. It's likely that she'd be the bridge between Svafa and Brynhildr, the emotional heart of the team which keeps the group from falling apart and keeps them focused. This would be the mythical Sigrdrífa, a Valkyrie maiden who was last seen in operation during the Second World War, but has thus vanished from the feasting halls of Valhalla. It's uncertain where she's gone and what she's doing, and some suspect that the Valkyries may never be able to rely on her hammer again.

_________________
We've learned a lot, but this still isn't going to be easy. But I don't think the elder star's confidence in us was misplaced. I know we can do this! We'll set things right! ...somehow.

"There is a fine line between a good King and a Despot. A King is best when His subjects barely realize that He exists. When His work is done and His will is fulfilled, they will say, 'We did it ourselves.'"
-Xin Yun


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 Post subject: Re: The Mad Sci Notebook
PostPosted: Thu Feb 10, 2011 3:17 pm 
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Organizations!

The MSW is rife with them, secret and non. There's M Department, of course. There's the Daves, the JOES (Jacks Of Every Situation), The HEH (Hall of Eternal Heroism), the LOV (League of Villains), The Progressors, The Shapeshifter Cabal, Project Bluelight, and I'm sure many more. Some are a large part of the game, some have just been hinted at.
So, how about writing up a short bit here about your secret (or not) society? As much or as little as you like-after all, we don't want to give away too much, since others will be facing them in game. :twisted:

I'll start.
Briefly, the good old Lopez Munitions, Ltd. An old firm of weapons manufacturers, and I mean old. If a caveman picked up a pointy rock, a proto-Lopez sidled up to him saying, "I can hook you up with a sharper one-for a price." World headquarters is in Madrid. A functional, formidable castle as the base-built onto and upgraded by the best modern tech.
Surprising enough, they don't always supply both sides of a conflict. In house political analysts determine what's in the family's best interests. The top minds, mad and sane, work in the R & D dept., and the industrial espionage division? Oh, yeah.
As you all know, Chic's uncle headed the American branch, and it was his idea to introduce madness into the family line, by arranging for his sister to meet Vladimir Viktor. Lopez headquarters insists they had nothing to do with the experiments that he and Dr.Gallager (Father of Jess the Chimera) performed upon Chic. And they were shocked, shocked, to find that the head of their cryogenics dept. had her three siblings hidden in cryo-suspension.
Anyway-enough old news. They have branches everywhere, more dummy corporations than even Xerox could ferret out, and have far more influence than most people realize. Their intelligence is usually on the money, and they will make alliances and deals with other organizations-big or small, covert or not. Whatever helps the family and firm flourish. And now the family is linked to the Sturmorvaus....

Shapeshifter Cabal-
Fairly small, as these things go. But they have a worldwide network, and are well under the radar. A few folks may have suspicions that such a group exist, but that's it. Their goal? Survival as a species. The population has been dwindling for some time. It appears to be a mutation that's dying out....
Their intelligence is good-who better to keep sleeper agents in place? They think long term.
To quote from page two of this thread-
Quote:
Okay-shapeshifters.
...But the hereditary mutations-such as Chimera-
They've been around forever, it seems. It's very rare. A shapeshifter will not always have a child with those traits, even if both parents share the mutation.
But the genetics are always passed on. They may lay dormant, indeed, often never activating-but will still be passed down to any desendants.
They may or may not be mad. Many are, but that's a separate mutation. A look at the Lineage Chart of Sparks will show, upon close examination, carefully arranged marriages in an attempt to preserve the shifter mutation and establish it in their own line. No mad genetisist has yet figured out why the gene "sleeps" for generations at a time, or how to unlock it. Dr.Gallagher, Jess's father, was working on such a project when he was employed by the Lopez corparation. He reported failure...
Jess does not use her father's name, so the connection is not widely known....A pregnant shapeshifter can still shift, but only to female forms. They are tough, long lived(but not abnormaly so), and, while not immune to poisens and disease, have a capable immune system that will shake off many things.
As far as I'm concerned, the mutation does indeed have its genesis in the stars-whether Mars, or... elsewhere.


To update this-the Chimera has evolved/mutated enough to shapeshift easily, to almost anything.(With the exception of eyes that stay silver-this is not standard for a shifter.) Needless to say, they watch her with interest. 'Normal' shifters can switch from one human form to another, and most need a few minutes. One peculiarity they all share is the ability to instantly 'recognize' another shifter. They indeed have an extraterrestrial origin. Whether this is remembered by them is another matter.
There is a council, that makes long term plans. Agents are divided into three distinct groups.
The organization-Occulta Family-Hidden family. (Yes, some long ago Council member liked latin)
Primum Speculi-First Mirror. The true shapeshifters. Some tend to have a superior attitude.
Secundum Hastam- Second Spear. Known descendants of true shifters, they will pass the genetics on, even if they remain latent.
Tertium Gradum-Third Circle. Close family that are human. Spouses, cousins, ect. Ones trusted enough to be part of the organization.
The mutation is scattered enough that you still find shifters that don't know others like them exist. And plenty of those that do know are only aware of the Council in a vague way. I've done a couple of bits in the Tales of Madness thread, mostly me working out the past.

Questions? Ask in the Pester Thread. I reserve the right to just smile enigmatically, or outright 'MUAHAHAAAA!!!'

Next!

_________________
.. not how Science works, love. 1st, you build the machine, then it tells you what it's for.
Do you think I had the 1st idea what a squidhole was when I invented it? Certainly not! I was just messing about! That's when the very best & very Maddest Science gets done. I thought,Why, this alabaster octopus looks like it wants a nice transmission inside it,& fairly soon I had a thing that obviously had a Use, though what that Use could be was a total mystery.
(Sameness Engine) I haven't the 1st notion of what it's for! That's not why I made it-I made it for the sheer joy of making something new! It's getting up to tell me what it wants me to do, though, I can just feel it. It's been giggling a lot at night.
The Girl Who Fell Beneath Fairyland
C Valente


Last edited by chicgeek on Thu Feb 10, 2011 3:32 pm, edited 1 time in total.

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 Post subject: Re: The Mad Sci Notebook
PostPosted: Mon Feb 14, 2011 6:29 pm 
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Axel does a lot of crazy stuff, and Damien's lost track keeping up with it all, so he made a list at some point. Whenever he does something that Damien never, ever wants him to do again, it goes on there. It's quite long, but here are a few:

- Axel should not fiddle with the escalator controls to make the handrails go faster or slower than the stairs.
- When the Mythbusters say "Don't try this at home.", Axel should listen to them.
- For the record, people's hair does not make good cloth.
- Not all people are as un-sqeamish as you, Axel.
- No, you cannot speak entirely in your own made-up language.
- Until you get a religion, you cannot say chores are against it.
-- You cannot create your own religion.
--- You cannot get other people to make a religion for you.
---- You cannot modify an existing religion to accomodate you.
- Do not make bets with Sarah. She's a bad influence.
- No, you cannot drink methylated spirits and I refuse to let you try.
- Pizza is not a food group.
- Telling robot minions to poke people's eyes out is rude and digusting.
-- The stuff that comes out of people's eyes is not "eye juice."
--- And you shouldn't drink it.
- Unobtainium, bubblegum and manium are not elements.
-- No, you cannot make new elements and name them that.
--- Yes, hafnium is.
- Door to door salesmen are not "children of the devil."
- "I was bored!" is not a valid excuse for anything.
- No glueing furniture to the ceiling.
-- I am not a twit.
- If I see a hurricane chasing people with paintbrushes, I have every right to assume you're involved.
- Any weapon you have to brace for recoil is automatically confiscated.
- While flaming chainswordchucks are awesome, don't make your own.
-- Or if you do, don't use them.
--- On second thoughts, I don't care if you kill yourself while using them. Just don't hurt anything else while doing so.
- Anthing Mr. Welch is not allowed to do, Axel is not allowed to do either.
- "Because it was there" is only a valid excuse for climbing mountains. Not anything else.

etc. etc.

_________________
In other words, he'll look like he was thrown into a rummage sale at high speed and came out wearing whatever stuck, because to him, "hero" means "costume" and "costume" means "dressup" and "dressup" means "whatever the hell I want".
------
"The only difference between genius and madness is the success rate." - White Wolf Forums


Last edited by Sarah McLaren on Wed Feb 16, 2011 12:44 am, edited 2 times in total.

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 Post subject: Re: The Mad Sci Notebook
PostPosted: Tue Feb 15, 2011 6:22 pm 
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Heh, brilliantly done Sarah.

Anyway my turn,time to introduce one of my organizations.

The Progressors!

The Progressors is a very old secret organization. While most people don't even know they exist, most mads are at least aware of their presence if not their name. If a mad mysteriously dies, usually in the midst of a breakthrough in technology that could destroy the world, it's probably "That mysterious shadow organization".

The Progressors began as a humble professional hench organization a long time ago. A really long time ago. Before recorded history long time ago. They were henches during the rule of the ancient Sumerians. No, not those ancient Sumerians, the ones no one realizes exists because they ripped themselves out of existence, and nearly the whole planet, one day. but that's another story for another time. The Progressors survived the disaster and being among the few that remembered the Sumerians they vowed to never let something like that happen again, because next time we might not be so lucky.

So, still continuing their work as henches the Progressors kept their eyes trained on their employers closely. Killing those that seemed on the cusp of making a true doomsday device and assisting unwaveringly otherwise. They care not for horrible experiments and inhuman treatment of people. So long as humanity survives, and progresses they're fine with a little blood being spilt.

Over the years the Progressors have had many different leaders and organizational styles, with the one rule that mads are to be treated like dangerous circus animals, useful, but ready to do incalculable damage at a moment's notice. When one organization fails or is destroyed, it's final act is usually to pass on it's history and mantel to another organization that deals with mads.

Of course, most of those organizations have had their starts at the hands of the Progressors. There is something of a Darwinist philosophy in their actions. Many organizations are encouraged to exist and the current mantel holders watch them closely, prepared to pass on the history should the worst occur to themselves. The current candidate for taking the mantel, should the current group fall, is M.

The current Progressors are led by the PSL(Progressor's Shadowy Leader), also known as Peter Stanwood Lauglin. He's centralized the group's organization more than the previous leader.

Each mad that is of interest to the Progressors is assigned a pair of agents. "The hand that helps", and "the hand that kills". They fulfill the roles one would imagine. One works to assist the mad in his work, preotecting him from mundane and extraordinary threats and the other is on call at all times to put the mad down if it is decided that it is necessary. The only exception to that rule is Gregory and Buck, having the entire Heterodyne family to watch between the two.

Most pairings don't know much about the organization beyond the basics. They're usually hired for their extreme skill, professionalism, or drive. Pairings used to be arbitrarily chosen based only on how well they performed in the past and how dangerous the mad. Currently, the assignments are much more thought out to say the least. The helpers find themselves working for mads they genuinely get along with and have mutual interests with, and the killer, helper pairings are usually more intimate than before as well.

Among the strange things going on in the Progressors under it's current leadership is the focus on retrieving tech from major events and reverse engineering them. No one but the better informed agents even know about this, but even they can't see all the threads drawing closed. Something major is about to happen, the question is what.

Current known(to the writers) agents

Demothesis
Zander
Wolf
Diane
Gregory Barnes Colier
Buck Young
PSL
William Oliver Whisp
Alexander
Dorton
Keaton
Daphne
Donald
Dr.White

And as usual. feel free to make up your own. ^.^

_________________
"When you have to shoot, shoot, don’t talk" -Tuco, The Good the Bad and the Ugly

10 ghost tackles.

DOOM! and DR.KINESTRO! are both trademarks of the Kinestro co. and are not to be used, displayed, shouted, written, or thought without express permission of the Kinestro co. Perpetrators will be prosecuted to the full extent of the law, then dealt with personally by DR.KINESTRO!(tm).


Last edited by Demothesis on Tue Feb 15, 2011 6:36 pm, edited 1 time in total.

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 Post subject: Re: The Mad Sci Notebook
PostPosted: Sun Feb 27, 2011 2:25 pm 
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Information on the Anati!
First of all, the Anati are not human. They are bipedal reptiles that share some characteristics with mammals, except for the most important one.
Since they are polar animals, they are warmblooded to regulate body temperature and have a thick layer of fat, and a short and stocky build (their height ranges from 4 to 5 feet, maybe slightly more). Their "fur" is actually short, hollow needles, similar to stinging nettles (although not filled with toxin - evolution seems to have missed an opportunity for awesome there). Even though their fur is green, they cannot photosynthesize. This colour is merely camouflage, because the ice of Atalanta's polar caps is infused with algae, giving it an emerald colour. The species of algae at each pole differ slightly in colour, resulting in Anani having a more frosty bluey-green colour than Acati. Albino Anati are rare, but do occur.
Anati are nocturnal, odd for polar creatures, because their food consists of animals hibernating within the ice. They have two heat sensing pits on their head that allows them to detect body heat even through ice. They also have an eye on the end of their tails, that appears to be grasped by three "claws", although these are more like guides for the eyelids.
Anati are burrowing creatures, and so like living underground. It is very rare to find an occupied Anati building more than one story high. Their claws and teeth are serrated on the inside edge and adapted for burrowing through ice. Anati are not the apex predator in their natural habitat, but that's irrelevant now.

Anati culture:
Hard as it is to generalize an entire species, Anati do seem to have a very active curiosity. This, combined with a tendency to act before thinking, mean mistakes are made a lot. Anati are also proof that Lawful does not automatically mean 'not sneaky'. Anati are averse to physically harming each other - they are more likely to destroy an enemy's self esteem or reputation instead. When only a fight can settle things, duels are declared. The penalties for killing in a duel are the same as for any other circumstance. Anati also love games, and Mancala has been a huge hit since Kunda introduced it (although that might change since Sarah introduced chess). There are shops where you pay to play games against skilled players - the higher the skill level the more expensive (and sought after) a game with that player is.
Another central idea to Anati is that of transaction. It is considered bad manners to give a gift to an Anati because you place an unasked for obligation on them to repay you. Likewise, an Anati will only give a gift if they feel you have earned it. Everything else will have to be paid for. This is why the punishment for most minor crimes is a fine. Anati religion is based around the concept of duality - this may explain it.
Anati come for a world with little magic and have taken to it big time. An Anati mage will try to learn as many spells as possible, often not fully understanding most of them.
While Anati do seem to have an analog for the Madness gene, it appears to be relatively mild, and the Anati don't seem to have any words for the concept beyond 'talent'.

I've probably missed a few things, but anyway.

_________________
In other words, he'll look like he was thrown into a rummage sale at high speed and came out wearing whatever stuck, because to him, "hero" means "costume" and "costume" means "dressup" and "dressup" means "whatever the hell I want".
------
"The only difference between genius and madness is the success rate." - White Wolf Forums


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 Post subject: Re: The Mad Sci Notebook
PostPosted: Tue Mar 29, 2011 3:06 am 
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This is for my own record, and because I want to expand on NAR. For future reference.

Oh as a note, when I say madtech, I mean anything that created by a mad that is beyond normal understanding unless you are a mad. I think it is a catchy phrase and too tired to realize there may be another term for it. Kinda spacey when writing this.


While the crew of The NAR is quite extensive, only a few handful actually work inside the building.

IT DEPARTMENT:

While there are about 20 people who are in the IT department, only 4 actually work regularly inside the station. None of them are mad (The 4 who are always at the station) but all of them have knowledge of madtech due to past work experience.

Johnny Sash: The newest member of the 4. Graduated from ITT with high honors and worked for a mad for 3 months before being hired by NAR.

Eric Hillerman: Long time former assistant to a mad. Past retirement age but works for the NAR due to not having a 401k from previous employment.

Tony Stirling: The oddball of the 4. While he has little hands on experience or schooling in electronics, he has a knack for figuring out solutions to oddball problems.

Sammy Stark: Was an assistant to a mad before being hired by the NAR.

The rest of the 16 in the IT department either work in the field, or on demand contrators. 3 of them are mad.


PRODUCTION:

The NAR radio station only has 2 sound booths. One for talk radio and the other for live radioplays. Each booth have a sound guy, Manager and an assistant. The talk radio booth have in addition a communication director who handle phone calls and directs them to the proper channels. The Radioplay booth (Affectionately called the "Magic Box") have a coordinator to make sure everything is on cue.

Talk radio
Sound guy: Anya Shwartz.
Manager: Alec Lightborn
Assistant: Andre Creed
Comm Director: Paul jackson

Magic Box
Sound guy: Adam Bengid
Manager: Susan Cort
Assistant: Jeffery Jordon
Coordinator: Shelly Bison

Should be noted none of these are mad or latent.

MANAGEMENT:

The management team has about 43 members. Many of the managers deal with managing the various field reporters while only a few deal with the actual station itself. The top of the management team is a man called the "bossman," a title he sometimes despise but try not to show. Should be noted only 5 people in the management team are mad.

Larry Garson: A mad who broke through after he finished collage. He manages the rumors in Xyon City. Prefers working on the go and is found most often roaming the city.

Dacia Cutherson: A mad who broke through right after high school. (Due to a very embrassing moment dealing with the woman's locker room.) She often handles sea related news. Also works out of a shack near the water. Her personal choice.

Dustin Oltion: A mad who manages the out of country news. Gives him an excuse to travel to all parts of the world for "interesting" experiments.

Alastair Grant: More of a manager by name then action. never takes his job seriously and on the verge of being fired.

Margeret Thomson: A minor mad who manages the timetables part time. Main job is running a local Deli.


RADIOPLAY CREW:

A tight knit team of radio voice actors who got together to bring stories to life for the radio. Crew of about 18 people. A few noted from before are:

Carrie Wendy: noted for doing a stunning job at portraying Mrs. Trent in Detective Mysteries

Johnathon Cork: noted for doing the voice for Another Day at the Lab.

Mark Barber: noted for his role in Space Ace.

Vickie Washington: Noted for her role in Killer Next Door.

Should be noted none are mad. Another note is the radioplay crew formed before NAR and was hired as a group by the NAR to do the shows. Officially they are outside contractors.


TALK RADIO:

The station not only do songs and radio plays but also does talk shows. most are considered part time due to their shows being an hour a week. Only one of them is actually mad on the list. A few to be noted.

Henry Foote: Host of Office Talk, Deals a lot with problems around the workspace. The only mad talk show host under NAR employment.

John Dean: Talk show host of The John Dean Hour, talks about anything, mostly about news

Mr. Wong: News Reporter with the catch phrase "Mr. Wong is never wrong."

Kenny Banks: Host of the Chilling with Banks. Show mostly deals with interviews. Usually aired once a week.


FIELD REPORTERS:

Field reporters are the ones doing the footwork and getting the news and sending their findings to their managers. the exact number of field reporters is hard to pin down due to the amount of them. Many of the local field reporters are interned, young and eager to prove something. All the non local field reporters have experience under their belt and know what they are doing. There are mads and mad creations scattered through the ranks of field reporters. Most field reporters have never stepped inside the NAR broadcasting station due to the fact they are out and about find more news to turn in and in general doing their job. Local field reporters are usually paid minimum wage while worldly reporters have a higher pay grade and compensations. A few that has been noted from before.

Davison Porter: seems to be obvious to dangers in many cases. Used a lot to cover disasters and fights.

Alice Truelove: has a knack for find conspiracies and political intrigue



EQUIPMENT:

Some of the equipment are designed by mads but not all. Most of the mad devices deal with transmitting/recording and storage. Since all of them are considered low end madtech, most people are able to repair and replace parts for them when required (and actually understand what most of it does). On occasions the equipment needs an upgrade and a mad contractor is hired to do the upgrades and installation and explanation. The "Magic Box" is the only part that is not touched by madtech. This is due to the radioplay crew's longstanding tradition of using certain type of equipment. It is not that they distrust or hate mads and their creations, but it is tradition. Many of the equipment in the magic box dates back to the 40's.



NOTES

Another thing to note, The bossman is at odds with M due to some of his hiring practices. While he does not always hide his distrust for mads, he claims it has not affected with the fair hiring laws. Indeed he points out that all of the mads under his employment are on par in pay grade in according to seniority and knowledge. While some critics point at the fact there is not a single person who work continuously at the station is a mad, he claims it was pure coincidental. Many of the employees at NAR do not share the bossman's mistrust of mads.


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 Post subject: Re: The Mad Sci Notebook
PostPosted: Sun May 15, 2011 2:52 am 
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I honestly not sure where to place this but....


excerpt from The short Guide to Mad science


The evil laugh

Every self respecting mad scientist have a few things in common. A good maniacal laugh is one of them. Not only does it strike fear in the innocent and anyone who fights for sanity, it is also good for the lungs, organic or otherwise. History has proven time and time again, the more mad the laughter, the more Mad that person is. There has been countless competitions showing off one's perfection of the evil laugh. While "evil" is being used interchangeably, you can argue you don't need to be evil to have this laughter. Indeed. Many Good guys has also perfected this laughter, although it should be pointed out good is a relative term with these said good guys.

It should be noted there is a correlation between a really good evil laugh and the popularity rate among Mads. A good example of Doctor Frankenstein. Indeed his evil laugh has been studied throughout history as a good example of one of the perfected evil laugh. Tesla, although never widely known, did have an evil laugh. It is not known how perfected his evil laugh was due to the fact it was never been recorded.


What goes into making the perfect evil laugh? There are no hard set rules about what makes the perfect evil laugh. While there is no real set rules, there are a few guidelines to help perfect your own evil laugh.

A) Strong voice equals strong presence: Your evil laugh has to be as strong as you if not stronger. Do not hold back whenever you release your evil laughter from you. Don't be weak about it. Command it! But don't force it. A forced evil laugh is worse then no laugh at all.

B) Not too long, not too short: A short laugh is hardly noticeable. a long laugh is tough on your vocal cords and might get stale. Typically about 4-5 seconds is a good length for the average evil laugh. Do remember some situations call for an even longer evil laugh.

C) Deaf ears serves no one: There is no point in having an evil laugh if there is no one to hear it! At least a few people is needed to hear your evil laugh. If no one hears it or is used too infrequent, people might wonder if you truly are Mad. That is one of the biggest insult to a Mad, doubting their Madness.

D) Practice makes perfect: Keep working on your evil laugh whenever you can. No one ever had the perfect evil laughter when they first started. there is always room for improvement.


These are guidelines and not rules. But following these guidelines will set you on the path to having the perfect evil laugh. To revisit Point D; practice practice practice. No matter how good it sounds in your head, you need to practice your laughter to get it just right. Have someone critique your laughter (preferably not a mind controlled slave/assistant).


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 Post subject: Damien the Sane Scientist
PostPosted: Sun Mar 17, 2013 2:11 pm 
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The following is an extract from the collection of notes that would eventually become the tome On Sparks by Damien Lux

===

Sanity Virus

The name of this brown, aerosol agent is perhaps something of a misnomer. ‘Enforced Latency virus’ would be more accurate, as the virus does not remove the primary gene responsible for Madness, but merely inactivates it via methylation as a rather early example of epigenetic therapy. The virus enters the cell and releases its RNA which, in addition to beginning the production of more virii, creates a protein henceforth known as neomyelin inhibitase which has a similar structure and effect to ordinary DNA methyltransferases save that it selectively inhibits only the Madness gene. This protein is not only circulated throughout the infected cell but is exported into neighboring ones, travelling via bloodstream, lymph or diffusion. This can mean that onset of the effects of Madness blocking can occur extremely rapidly. The protein is produced in sufficient quantities that the cell’s natural repair proteins such as methyl guanine methyl transferase cannot be produced fast enough to remove them without another taking their place. When the virus is removed, usually by the immune system destroying infected cells, these genetic repair mechanisms can now remove its effects.

This sudden reactivation of the gene results in the symptoms of Breakthrough, which may suggest that there is some feedback mechanism that regulates the Madness gene based on factors such as cortisol and other hormone levels, as well as the amount of product the gene is responsible for producing /most likely some specialized neurotransmitter or sheath protein), resulting in a sudden upregulation of that product due to its previous deficit as a result of the virus. This suggests in turn that the neurochemical responsible for Madness degrades relatively quickly and must be continuously synthesized; if it is consumed in the process this suggests a stochiometric relationship. Since this process is more energy and resource intensive than catalytic processes, it might be possible to confirm the gene’s expression by looking for a slight increase in energy intake and for increased mitochondrion count in nerve, liver or gland cells, in addition to standard genetic and epigenetic tests.

The symptoms /which include the aforemention inhibition) of this virus last as long as those of, and are similar to, the typical influenza virus; that is one to three weeks. More powerful immune systems may remove it faster. Like the influenza virus, Sanity virus rapidly mutates the genes responsible for its protein coat /and in fact seems to have a primitive genetic repair system which results in preferential mutation for those genes and retarded mutation in others), meaning it is possible to be infected repeatedly by variant strains. These properties, along with similar stretches of RNA and other features common to the Orthomyxoviridae suggest that it was genetically engineered with influenza used as a base.

_________________
In other words, he'll look like he was thrown into a rummage sale at high speed and came out wearing whatever stuck, because to him, "hero" means "costume" and "costume" means "dressup" and "dressup" means "whatever the hell I want".
------
"The only difference between genius and madness is the success rate." - White Wolf Forums


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