Echo Requests (retired)
Please fill out this form when requesting an Echo, then post it to this entry. The request will be dealt with as soon as possible.
When requesting an Echo induced by a past-life parallel/recurrence, please demonstrate clearly the similarity between the events, as well as the relation between the events and what is returned.
As of September 2013, Tier 2 Echoes can be granted once a month per character. Take care to specify the limitations and/or level of detail to the Echo requested! If you are unsure, suggestions will be gladly offered.
Reason for Echo: What caused the Echo, whether it be by a plot-related trigger or a canon recurrence. For the latter, this must be unusual enough to have been the first time the character has encountered it within Locke City, and strongly resemble a specific event from canon. Picking up a jug of milk from the store will not cause an Echo if it isn't any different than the times the character has done it before.
Type and tier: Physical change, power/ability, mental/memory, or item/creature. Tier 1 are the regular Echoes, and are typically a single memory/ability/item/etc. Tier 2 are essentially two regular Echoes rolled into one, such as an item and a memory or ability associated with it, or two directly-related memories, or so on. Currently only one Tier 2 Echo is allowed per month, so please be sure to note them somehow on your info posts.
What is returned: In the case of canon recurrences, these must be directly related to what has caused the Echo. Stronger recurrences = stronger Echoes.
no subject
Character: Makani Kapule
Reason for Echo: He'll be getting into a fight/scrap/encounter with the Blood Keys. Probably in the clinic log.
Type and tier: Tier 1, Ability.
What is returned: (Warning: Classpect Headcanon)
Heirs, as a role, have the unique ability to embody their aspect on a singular level. (Note: Headcanon Ends Here) For John, the Heir of Breath, this means he can literally become the wind. This affords all the benefits you would expect it to. John is shown to essentially be able to free roam and avoid detection by both a godlike Super Fish Hitler and his brainwashed half-omniscent space-controlling dog-sister (long story). It's shown that John has pretty much complete control over this, and he can essentially go anywhere that there's a path for air to flow into, be it through vents or otherwise. It's also a handy dodge against threats of bodily harm (read as: stabs)
Obviously, this is a SUPER KINDA GAMEBREAKERY POWER in a game about stealth and infiltration, but luckily I planned for this, since Mac still only has Stage 1 of his Wind Manipulation back (subconscious, low power-control). In this form, Becoming The Wind is basically only useful in the example above: Dodging Shit, and it's going to be more reflexive than anything else (think making someone flinch, or scaring the bajezus out of them). He will reform almost immediately roughly a foot or two away from where he was standing, in what would be the most likely direction you would actually be trying to dodge. (So if someone did scare the bajezus out of him, he would phase out, and then phase in probably a foot back from whatever scared him.) Obviously, overpowering him or basically just straight up knocking him upside the head are still fair game, since he'll only really flinch -once- before getting used to a fight or something along those lines. (And that's only if he notices you.)
So an incredibly useful power will basically only be useful to laugh at Mac as he poofs in and out of existence! 8V (for now)
no subject