riverviewmod: (Default)
Riverview Moderator ([personal profile] riverviewmod) wrote2017-02-05 12:21 am

riverview: applications


applications: open

Applications will be open from 10:00 PM EST on the 1st of every month until 10:00 PM on the 7th of every month. They will be processed as quickly as possible after they are submitted; if you have not received a response by the 10th of the month, feel free to contact the mod.

Applications will be open from October 1st until December 7th, and will be processed on a first-come first-served basis.

● Please post the entirety of your application in a comment to this entry.

Applications may receive a verdict of Approved, Declined, or Revisions.

Declined applications can be reworked and resubmitted during the next application cycle. If an application is declined 3 times, it cannot be resubmitted.
Revisions must be submitted within 48 hours of the revision request being sent out. If this is impossible due to extenuating circumstances, please contact the mod.

● There are currently 58 Character Slots still available in the game.

● While the game is close to character cap, reserved applications will be processed before unreserved applications, with unreserved applications being processed at the end of the cycle until cap is reached.

Application Queue: All applications that would put the game over character cap will be placed in the queue below and processed on a first-come-first-serve basis. Applications in queue will be processed as drops happen, regardless of whether the application cycle is complete.



● Casts at or close to Cast Cap: Marvel Cinematic Universe: 15/15; Marvel Comics: 12/15



application guide


● Accepted character types: fandom, original, canon AU
● Non-accepted character types: fandom OC, AU
● The character limit is 2, with 2 apps allowed per month; players can buy up to a maximum of 4 character slots with AC bonus points. There is a cast cap of 15 characters per cast at this time.
● Linked samples should be no older than 1 year.
● Application challenges are not allowed at this time, but if you would like to apply for a character that is on reserve, please submit the application with "not reserved" noted in the subject line, and your application will be considered if the reserved application is declined or not turned in.

CLARIFICATION ADDED 04/02/2017: Applications must fit in ONE COMMENT on the application page. In special situations such as original characters or canon characters without an information link, please try to keep the summary concise and stick to major turning points. If you have been as concise as possible and it absolutely will not fit in one comment, please store the background section in an entry on your journal/musebox/website and link it to keep the application within one comment.

CLARIFICATION ADDED 02/03/2018: The Strengths and Weaknesses sections are a stand-in for the usual personality section and should relate to the character's personality strengths and weaknesses. These sections should not include anything related to abilities and the weaknesses should not be 'positives in disguise' (for example, stating that a character has a weakness to iron because they are a fairy would not be an acceptable response to the weaknesses section, nor would stating that a character is too generous). Every character has good and bad personality traits, please include both.

CLARIFICATION ADDED 03/10/2018: Linked samples must be from a publicly available source. Friends-locked samples are not acceptable for use (via screencaps or other methods), unless they have been unlocked and made public.

● A mod-created sample application can be found here. This is an example of a canon application. The strengths section has been filled out in bullet point form, and the weaknesses have been filled out in paragraph form - both options or a combination thereof are acceptable.

Sample Applications: Ronan Lynch (Canon Character; Written Background), Yuuri Katsuki (Canon Character; CRAU), Derek Hale (Canon Character; CRAU), Tolemi Pagoda (Original Character), Benjamin Holt (Original Character)

player information
name: your name or alias
age: your age (generalizations are fine)
contact: any way to contact you (PM, plurk, etc.)
other characters: any other characters you play in Riverview

character information
name: your character's full name, in Western order
canon: your character's canon, please specify which if there are multiple versions
canon point: please state as specifically as possible, with chapter/episode reference, if possible
age: please clarify if your character is not mentally, physically, and chronologically the same age

(canon) background: this is for canon characters only; link to a resource or give a quick run-down of your character's involvement in canon
(original) world: this is for OCs only; please give a succinct rundown of your character's world and your character's place in that world, as well as a brief explanation of their history

abilities: list your character's abilities including any specialist non-superhuman skills they might have; feel free to link to a wiki or other information source that clearly states them; clearly state if any abilities need to be nerfed

strengths: list at least 3 personality strengths your character has and elaborate on them; this section should not be more than 300 words
weaknesses: list at least 3 personality weaknesses your character has and elaborate on them; this section should not be more than 300 words

job skills (optional): if you would like your character to be placed in a job to start out, list three work-related skills so they can be assigned something suitable; this is different than the abilities section, and should only be three words or very short phrases - the character will not be placed in a job if there are no traits listed here; This is something that is asked in orientation, and would be volunteered by your character. But please feel free to specify if they have a skill they might not mention but that you would like considered in their job placement and I'll take it into consideration as a "funny coincidence."
housing (optional): tell the mod if you have any preference for where your character is placed in community housing

network username: provide the username that your character will use when accessing the network; the default is in the form of first initial, last name (j.doe) but your character can pick anything else they like; usernames should have no spaces, but periods are fine

network sample: write out or link to an example of how your character would communicate over the network; this sample does not have to be long, but it must clearly show your character's personality and a good understanding of their voice; links can be from the test drive meme, other games, PSLs (as long as they are not AU), or memes - but should not break the fourth wall (Dear Player etc.)

prose/action sample: write out or link to an example of how you write your character in interactions; this sample should be a bit longer and can be done in prose or action bracket style and can be set in the game or your character's canon, though please avoid over-use of NPCing other characters - this is about your character; links can be from the test drive meme, other games, PSLs (as long as they are not AU), or memes - but should not break the fourth wall (Dear Player etc.)


submit an application


Please fill out the information in the form below and submit it in its entirety in one comment to this entry. If your application doesn't fit in one comment, it needs to be trimmed - application standards are weighted to quality rather than quantity.



navigation

finethanks: (☆ 1)

[personal profile] finethanks 2017-04-03 04:47 pm (UTC)(link)
Thank you! This is the journal!
leadintheyoung: (pic#11143439)

[personal profile] leadintheyoung 2017-04-03 05:29 pm (UTC)(link)
So excited! This is it, thank you!
getjackedup: (Default)

[personal profile] getjackedup 2017-04-03 05:32 pm (UTC)(link)
This is the journal I'll be using, thank you!
trashmammal: (and see the ugly world that spat you out)

[personal profile] trashmammal 2017-04-03 05:42 pm (UTC)(link)
cool! this be her journal, right here
oniondaughter: art by Rachel Saunders baruyon.tumblr.com (03. Proud)

[personal profile] oniondaughter 2017-04-03 06:17 pm (UTC)(link)
Thank you!

I have a quick question for you, though: I see that Sieglinde is the only one listed to be living in the Perimeter Guard Barracks. Is it safe to assume that there are other (NPC) guards that live in the barracks with her, or does she have the whole place to herself?
winscenario: (Default)

James T. Kirk | Star Trek AOS | reserved

[personal profile] winscenario 2017-04-03 08:09 pm (UTC)(link)
player information
name: Ricks
age: 29 years old
contact: [plurk.com profile] extreminator; PM
other characters: N/A

character information
name: James T. Kirk
canon: Star Trek AOS
canon point: Post Star Trek Beyond
age: 30 years old

(canon) background: James T. Kirk (alternate reality) @ Memory Alpha

abilities: Jim's an unusually brilliant person, with much higher than average intelligence, something that is both mentioned by other people and shown in his own actions and the progress he makes both in the Academy and after he graduates— he takes three years to complete his studies, then goes on to become appointed Captain almost immediately, the youngest in all of Starfleet's history.

Other than that, he's proficient in hand-to-hand combat, piloting, marksmanship and basic first aid and survival, all necessary skills during emergency situations and away missions, and things he's learned while at the Academy. To add to this, Jim has an intimate knowledge of a starship's inner workings, as in his opinion it's vital for a Captain to know everything about his own ship, because to him that knowledge might be the difference between saving lives and losing complete control during a life-or-death situation.

strengths:

Jim is exceedingly bright, although he often downplays it. He not only has a great memory and attention to detail, he also has an unusual way of thinking which often shows in the unorthodox but ingenious plans he comes up with to solve whatever problems. Rather than follow existing paths, Jim is the kind of person that much prefers trailing new paths of his own, discovering new ways to deal with all kinds of situations, be them serious or more day-to-day. While this might make him sound unstable, it’s rather the opposite: Jim is a steady and solid presence among his crew, someone that everyone on the Enterprise follows loyally and trusts completely with their lives.

A strange but efficient balance between the calm and the storm, Jim can keep calm under pressure, handling a situation as it’s thrown at him with clear rational thinking and making the choices that to him make the most sense. When he knows that he needs to do something, he sets his mind to it and there’s nothing anyone can do to stop him, not even when the consequences might terrify him.

Always a charming and charismatic man, Jim’s a difficult person not to like. Generally speaking his charisma shines through effortlessly when he gets along with someone, and it's easy for him to get close to people and forge bonds of loyalty and friendship that can last him a lifetime. From a young age, Jim has always been good with his words, and knowing how to read people has proven useful in his professional career as much as his personal life in the past. He knows just what to say to befriend and charm someone, and in some cases, to get what he wants out of them.

weaknesses:

Though he can be surprisingly rational, Jim sometimes gets swept up by his emotions, reacting to situations with his heart rather than his head. In the heat of the moment he can let feelings such as anger get to him, and he can often act reckless and jump in head first without knowing for sure what he might be jumping into.

Stubborn as all hell, he can often drive people crazy, and he's a little impatient when he knows what he should do but doesn't want to waste time explaining his decision to people, as he doesn't like to waste time talking (or even thinking) when he's already made up his mind, and doesn't like others trying to talk him out of it. He also has an impressive disregard for his own safety, putting himself at risk far too many times for the sake of saving others— and even going so far as to pretty much getting himself killed once, in order to save his crew.

Despite being a brilliant man with an incredible confidence in his own skills, Jim isn’t without his moments of doubt and weakness. On a few occasions he confesses to not knowing what to do next, though he keeps it between himself and the few people closest to him. Ultimately he knows that as Captain he has to be a solid and steady presence for his crew, and that if he shows uncertainty then the whole crew will waver. As such, he often keeps these worries and fears to himself, bottling up his thoughts and feelings, instead soldiering on and sometimes pulling through and doing what he hopes is the right thing.

skills (optional): leadership skills, eloquent, exceptionally bright, technologically savvy, resourceful, resilient, as well as the skills already listed on the 'abilities' section. Regardless of whatever job he's assigned to, he will likely want to join the Perimeter Guard, I just wasn't sure if it was possible for him to get placed there from the start.

housing (optional): Preferably with Dr. Leonard McCoy.

network username: kirk

network sample: Network post

prose/action sample: Log post
morganknight: (Default)

[personal profile] morganknight 2017-04-03 08:11 pm (UTC)(link)
Morgan is a Mage of the Akashic Brother Tradition. Bluntly, this means he can perform 'magick', or in other words, replace reality with a version more to his liking. To put it another way, Morgan believes so fundamentally that he can, for example, heal someone with acupuncture, that his belief is actually capable of making it happen.

Awakened Magick, as this is called, is not a list of powers, but a list of possibilities. Areas of knowledge called Spheres define the possibilities, and what they cover are at this link. Each level of knowledge includes the ones below it, of course.

Morgan can perform any effect he believes is possible, within the range of these Spheres. This is in fact a prohibitive and defining restriction: if Morgan can't conceive of a way, within his worldview and beliefs, that he can perform an effect that should theoretically be within the scope of his abilities, he cannot. Spheres are convenient terms in the RPG to determine possibilities, but what Morgan can ACTUALLY do within the realm of those possibilities is defined by his magickal paradigm.

Morgan's magickal paradigm is, broadly speaking, martial arts. Therefore, his magick is manifested by, and manifests as, abilities associated with martial artists in wuxia and similar fantastical works, or the ki or chakra control one sees in manga like Dragon Ball or Naruto. One practical upshot of this is that a large amount of what he can potentially do to others requires touch or very near-touch, in order to manipulate their ki with his.

In addition, this magick requires some means of performing the magic, called a focus -- meditation, martial arts, acupuncture, some thing he actually does or uses to produce the effect.

Magick has a very distinct tradeoff between duration, power, and scope -- an effect that could give two people low light-vision for an hour could only give three or four that ability for ten minutes, for example. With the exception of healing magick, which is really just restoring the body to the way it should be, and certain creations like forces in which 'permanence' is really a matter of perspective, Morgan is incapable of making any magickal effect permanent, and cannot reasonably make an effect last longer than a few hours without putting a LOT of work into it.

Morgan's Spheres, their full potentials in a vacuum, and Morgan's own uses for them are:

Correspondence 2: Sense Space, Touch Space
Morgan's use for the Sphere of Correspondence is primarily 'blindfighting', in which he can move in an environment even when deprived of one or more senses,

Forces 3: Transmute Minor Forces
Morgan uses this Sphere primarily for adding speed or power to hits, diminishing his visible or audible presence for stealth, preventing hits from reaching him, or elemental manipulation (a fiery punch, or putting out a dozen candles with the wind from one punch). Although flight is technically possible with this Sphere, he has never mastered that technique.

Life 4: Alter Complex Patterns, Transform Self
Primarily used for healing, Morgan uses acupressure or acupuncture to treat others. He does not know how to transform himself and has never managed to wrap his head around how he could turn himself fully into another animal through martial arts. He can use this to increase his own strength or speed, but rarely does -- he's already pretty good in those departments and returns diminish. This can harm others in martial-artsy ways (blocking chi to shut down the ocular nerves, for examples).

Mind 1: Empower Self
Morgan uses Mind magick to speed up his own thoughts, making him react faster and handle information better in combat.

Prime 2: Weave Odyllic Force, Fuel Pattern, Enchant Patterns, Summon Prime Weapon, Activate Quintessential Matter & Forces
As complicated as this Sphere sounds, it really boils down to a few things: detect magic, add to Forces so he can make forces out of 'nothing', trade his life force for magickal energy, and form a blast or blade out of magickal energy if he has some.

Time 3: Time Manipulation
Morgan uses this sphere primarily for two purposes: speed himself up in combat, and anticipating the actions of others. He cannot rewind or loop time, or view time in the past or future much more than a minute or two away.
flowlikewater: (Default)

genji shimada | overwatch | reserved

[personal profile] flowlikewater 2017-04-03 08:58 pm (UTC)(link)
player information
name: Lauren
age: 28
contact: [plurk.com profile] bonethief
other characters:

character information
name: Genji Shimada
canon: Overwatch
canon point: post animated short "Dragons"
age: 35

(canon) background: general world lore | character specific | animated short

abilities:
CYBERNETIC BODY & ENHANCED ABILITIES
— Being cybernetically enhanced, genji has increased speed, agility and stamina. he scales walls with ease and is even able to double jump once in the air. His reflexes are incredibly precise; he can reflex any projectile being shot at him and is even shown to be able to slice an arrow clean down the middle with ease. He can also move in great bursts of speed, moving so fast as to leave a trail of light behind him. A compartment in his right wrist houses shuriken which he his able to use as a projectile weapon.

SWORDSMANSHIP
— Genji had been trained from birth to be a warrior and he is a master swordsman. He has a katana and wakizashi strapped to his back, and he primarily fights with the smaller blade. He only draws his katana when a fight is extremely serious.

SMOKE BOMB
— Only seen in the short and not in game, genji is able to vanish in true ninja fashion with a burst of smoke. He always leaves his calling card, a sparrow feather, in his wake. It isn't explained, but it can be assumed this is another feature of his cyborg body. (Summon the smoke, vanish in a burst of speed)

DRAGONBLADE
— The shimada family have a mysterious connection to dragon spirits, and genji is able to summon the strength of a bright green dragon to come to his aid. He primarily summons the dragon to possess him for a time, his entire body gaining a fierce green glow and the dragon itself wrapping around the blade of his katana; it increases the distance and damage done by the weapon. He is also shown to be able to summon the dragon outward of himself, like his elder brother, and is able to control it that way. Considering hanzo has a tattoo that the spirit is summoned from, it's safe to assume there is a tattoo on the skin hidden beneath his protective armor; since the dragon pops from his back, that is the assumed location.
— There is no indication that he has any problem controlling the dragon spirit and it does not seem to be a game breaking level of over powered. He only summons it in serious and dangerous battles.
— What the dragons even are isn't really explained, so considering blizzard has said there's "no magic" it can be assumed it's some kind of science (as hanzo's app previously stated)

strengths:
SERENITY
"To know yourself, is to be at peace." Genji struggled to accept his new cyborg body and his past and it nearly consumed him. Upon finding the omnic monk named Zenyatta, he was able to find acceptance of his body and the person he used to be. He is unaffected by his brother's barbs and threats of blackmail from Sombra; he is at peace with who he was. In his own words, he is a different man now and he is whole.

RESILIENCE
Genji has gone through a lot, both physically and mentally. His cybernetic enhancements proved to be an immense psychological toll on him (imagine phantom limb syndrome but for your entire body) as well as the anger at his family and brother for being the ones who did this to him. But he has overcome in every sense of the word and continues to face whatever is thrown at him with his head held high.

FORGIVING
For all the things done to him, Genji would have every right to be angry and bitter for the rest of his life. But that is not the path he chose. With the help of Zenyatta, upon accepting his body and past he found himself able to forgive his elder brother for being the one to strike him down. Even when given the chance to have revenge, with his blade against his brother's throat, he chose not to take it. Revenge takes only the one who seeks it, as he says. He wants Hanzo now to forgive himself.

weaknesses:
COCKY
Despite his newfound humility, there is still a hint of the arrogant young man he used to be. He taunts his opponents in battle and even insults them when he defeats them. When McCree remarks that he's fast but not faster than a bullet, Genji just quips "Why don't we find out?" He's the type to rush into battle for the thrill of it, convinced he will win. After all, he reflects bullets while shouting "Try me!"

IDEALISTIC
Genji clearly fancies himself a warrior fighting for the greater good, however naive that may seem in the world he lives in. And despite remarking that he thinks what his brother has become is a "pity" he still has hope for him; he still believes there is a good person in Hanzo. Genji even admits that he might be a fool for thinking so. Perhaps most tellingly, Hanzo tells him that real life isn't like the stories they were told as children. And that may be true, but Genji firmly believes that the world and people always have the capacity to change... almost pathologically so.

OUTCAST
Despite everything, he is still an outcast in society at large. The only place Genji says that he feels truly at peace is the Shambali monastery in Nepal. He remarks that even Numbani, a place where human and omnic seem to live side by side, ostracizes him. He is not human enough for humans and not omnic enough for omnics, stuck in the middle. He is undoubtedly used to having abuses hurled at him and people treating him like a weapon and it does show; despite his friendly demeanor, he maintains a rather solitary existence. He has mastered the art of existing while not taking up too much space.

skills (optional): He's a skilled fighter and used to being an agent of organizations.
housing (optional): He'd prefer to be with his brother, Hanzo, so he can keep an eye on him! (And his friend McCree.)

network username: sparrow

network sample: 010203

prose/action sample: 0102
peacekeeps: (pic#11161888)

jesse mccree ★ overwatch ★ reserved

[personal profile] peacekeeps 2017-04-03 09:26 pm (UTC)(link)
player information
name: randy ♥
age: 20s gosh
contact: [plurk.com profile] chiefbeef
other characters: n/a for now!

character information
name: jesse mccree
canon: overwatch
canon point: post-train hopper
age: 37

(canon) background:
overwatch timeline & synopsis
wiki link for mccree

abilities:
gunslinger - if it shoots bullets and uses a trigger, jesse can probably use it to mess up somebody's day! he's one of the finest sharpshooters in the gun-happy world of overwatch, and he knows it.

black ops skillset - jesse spent a large part of his youth as part of the united nations' covert operations unit, blackwatch. as a result he has a pretty broad range of skills related to such shady business--breaking and entering, larceny, assassinations, infiltrations, proficiency in hand-to-hand combat, coercion, and so on and so forth. he's a highly competent field tactician and a halfway decent spy.

physical fitness - while he's probably gotten a lil squeezy around the middle in recent years, jesse still enjoys substantial physical strength and speed as well as reflexes good enough to tussle with damn near anyone. well--anyone human, anyway, and a couple of robots too, for good measure. his robotic left arm helps, as it harbors much more physical strength than a normal human's.


strengths:
chill - jesse is highly adaptable to all circumstances and reacts calmly to adversity. he's used to things not going his way, but in spite of that he makes the best out of any given situation. when you have a sixty million dollar bounty on your head that keeps you on the move, you kind of have to learn to go with the flow. as a result he's shown to train hop in order to avoid scrutiny, and remains good-humored even as his circumstances keep him on the move.

sense of justice - part of the reason his bounty is so high is because he's willing to get into trouble to enact vigilante justice. while his sense of what constitutes right and wrong is necessarily flexible under certain circumstances, he still tries to do the most amount of good for the most amount of people whenever he runs into trouble. jesse has his own moral and ethical code and does his best to protect civilians wherever he goes.

compassion - finally, jesse is simply kind. he's quick to empathize with others and ready to lend a hand when he thinks someone could use his help. he's sweet and a gentleman, especially to women, and he doesn't like to see people hurt or uncomfortable.


weaknesses:
nihilism - deep down jesse is extremely nihilistic. in his youth jesse was part of an age of heroes, during which he convinced himself that his covert operations work was both redemptive and for a greater good; however, the organization for which he worked succumbed to infighting, during which the public learned about and swiftly condemned the blackwatch playbook that jesse had learned inside and out.

he was a cynical teenager in the landscape of american gangland before blackwatch. in the aftermath, now an adult, he remains a good-hearted vigilante; however, his cynical streak only seems to have widened and deepened, and while he still fights for his redemption it's clear he doesn't know if it's actually attainable.

resentment - jesse doesn't act like the type, and probably won't own up to the fact immediately, but he knows how to hold a grudge. when things go to shit jesse isn't above assigning credit where he thinks it's due, and when he thinks someone's done wrong he's unlikely to ever forget it.

self-loathing - his constant search for redemption doesn't seem to be going that well. he wants to atone for the sins he committed as a kid in the notorious deadlock gang, and the possibly even darker ones he committed as a member of blackwatch, but his in-game lines seem to imply that his guilt and malcontent just might be winning the day for him, at least internally. for all that he's making his own destiny now more than ever, jesse struggles with purposelessness and a sense of being out of touch with the changing world, and not just because he worships at the altar of old westerns.

skills (optional): sharpshooting, strategy and tactics, general peacekeeping and vigilante justice, possibly writing hilarious op-eds anonymously???
housing (optional): he'd love to live with his friend genji shimada and genji's brother, hanzo! and by "he'd love it" i mean "i'd love it, for sitcom reasons"

network username: mccree

network sample: can't bullshit a bullshitteryour eyes ain't playin tricks

prose/action sample: if i could start again, a million miles away
angele: DNT. (183. ❚)

Clary Fray [crau] | Shadowhunters | not-reserved

[personal profile] angele 2017-04-03 09:26 pm (UTC)(link)
player information
name: Sam
age: 25
contact: [plurk.com profile] magickal
other characters: n/a

character information
name: Clarissa Fairchild aka Clary Fray
canon: Shadowhunters ( tv show )
canon point: end of season 2
age: 18

(canon) background:
| CLARY WIKIA
| SEASON 1 WIKIA
| SEASON 2 WIKIA

ELUVIO CRAU:
  • Clary arrived on Eluvio shortly after getting her mother back and losing Jace to his father. Seeing Jace in Eluvio, the two argued about events at home. Jace put to rest all conversation on the topic in favor of focusing more on trying to get them home at all. For Clary, she saw it as a second chance to try to convince Jace to escape and rejoin with them.
  • During her initial couple of weeks in Eluvio, Clary got to know the other anomalies on board the ship. She became close to many, offering to share expertise with others in trade of their own skills. The goal was to make lasting friendships in an effort to support each other in trying to survive and get home.
  • Clary didn't delve too deep into the mysteries of Eluvio during her first few weeks. At first things seemed nice, and she touched on the disaster at Oros but didn't think there was much off about it.
  • On the 14th, two ships in the armada exploded and systems on Eluvio shut down. With them slowly coming back into repair, Clary checked in on her new friends and wandered the ship to help where she could. She wasn't a genius or a technologist or had any skill to help with the sci-fi apocalypse she'd jokingly predicted, but she was geared to help in any way her Shadowhunter skills would allow.
  • On the 15th, Clary was attacked by an unseen monster. For two weeks, Clary was put into stasis in the Med Bay without anyone knowing but the crew of the ship. While she was in stasis, and android took her place and began to question the anomalies about their life, history, feelings on technology, etc.
  • Clary is unaware that she was replaced by an android, but she does know things don't quite add up properly. Tony Stark had also been hurt as long as she had and in a similar way, with his AI Friday having data missing that he didn't remove. This made both highly suspicious of their sudden "amnesia." But with little else to go on, Clary put things aside to wait and see if her memories returned as usual.
  • After a time, Sombra informed the anomalies of all she'd learned about the Eluvio crew and what happened to them. While not much, Clary did wonder if what attacked the old crew attacked her as well. She also noted that her memories weren't coming back, even in fogs. Clary became highly suspicious of the perfect place they'd lived in and the people that "cared" for them.
  • Clary learned a great deal about other worlds, cultures, and space travel during her time on the Eluvio. She made some lasting relationships, and dealt with problems that had only just begun to surface. Over all, her time there didn't impact her personality too much, but it has taught her to try to be more noticeable of dangers and suspicious people. A fact only further helped by her going home before she would come to Riverview next.


abilities:
SHADOWHUNTER ⇢ Shadowhunters, also called Nephilim, are descended from humans who drank the blood of the Archangel Raziel mixed with the blood of humans. This granted them, and their descendants, natural abilities associated with the angelic blood in their bodies. Clary is descended from Shadowhunters, and thus, despite her lack of formal training, still has these innate abilities within her. These abilities can also be honed with training, knowledge, and time.

PHYSIOLOGY : Despite the lack of formal training through Clary's formative years, Clary is still naturally gifted with Nephilim physiology due to her angelic blood. This grants Clary three abilities, on a basic level, that distinguish her from typical humans: the first is Sight; the second is the ability to mark herself with angelic runes; and the third is the ability to use angelic items.

SIGHT : While there is a rune to help focus and strengthen Sight in a Shadowhunter, Clary still has a natural ability to use Sight without even intending to do so. Sight is what allows Shadowhunters to see more than a human would. This includes demons and all associated with the Shadow World, but also each other despite glamour runes. While some glamour runes can still deceive the Sight, others can hide Shadowhunters and their world from view while being completely seen by others of their kind. This is shown when she can see a demon that attacks her at a park at a young age. Throughout Clary's youth, this ability was suppressed when her memories were taken from her by Magnus Bane. At eighteen, this ability began to resurface, leading Clary to seeing Shadowhunters fighting demons when she should not have.

This ability will have a Permissions post applied to it.

ANGELIC RUNES : Runes are marks given to the Shadowhunters by the Angel Raziel that allow them to be more enhanced than a normal human might be. Some runes are permanent runes and some are temporary. A Shadowhunters uses a stele, like a pen almost, to burn the rune onto their skin. Each mark grants a different ability. Some grant better sight in the dark, some grant the ability to start fires. A list of known runes can be found here. Runes cannot be used on someone with angelic blood, which could lead to turning someone into a Forsaken as the power would be too much for their body and drive them to insanity. This is why this ability sets the Nephilim apart from mundanes. Runes can be applied to one's self or by another who can wield a stele to a Shadowhunter.

ANGELIC ITEMS : Angelic items are items that only Shadowhunters can use. These items typically do not work for other beings. Weapons are an example of such items. Shadowhunters use Seraph blades, whips, etc., that are only activated when a Shadowhunter wills it. These weapons are capable of killing humans and demons. Clary tends to prefer a blade that is like a short sword. Non-weapons include steles, which are what Shadowhunters use to draw their runes. Another such item is witchlight, a stone that can be made to glow bright.

SPECIAL ABILITY : Not every Shadowhunter has a unique ability, but in some select Shadowhunters, their angelic blood grants them an extra ability that others might not have. These abilities are able to be passed down from one generation to the next. Clary's mother, Jocelyn, passed one such ability to Clary. This ability is the ability to press an item into paper and turn it into a drawing/painting itself. She can also reverse this ability and pull the item out of the artwork. This only applies to an item put into a picture through magical means, not any items that were drawn and were always drawn/painted.

Part two of this Special Ability is something that is only relevant to Clary, not her mother. Clary has the ability to "see" runes in her mind and create them, despite them not appearing anywhere previously. Her runes are entirely new, and thus far she's yet to share them. Typically, she won't know what a rune does until she uses it. It is theorized that this ability stems from the angel blood her dad injected her with while in uterus, and that the angels are the ones showing her these runes. So far, Clary has made two runes of her own: one that allows her to release sunlight from her palms and one that it is unknown what it's full extent is. In Riverview, I would not have Clary see any new runes or create any without an update that further details this ability. Currently, the only rune another Shadowhunter couldn't use that she would use is the one to create sunlight.

COMBAT TRAINING : Most Shadowhunters train from a young age. Clary was not so lucky. Clary has begun training when time allows her to at the New York Institute. While she has progressed and is able to use a blade, she's nowhere near the level of her Shadowhunter peers. Still, she is shown to be able to fight and defend herself at her current point in canon.


ARTISTIC ⇢ Completely separate from her Shadowhunter capabilities, Clary is also shown to be a talented artist. At the start of canon, she was accepted to the Brooklyn Academy of Art.

strengths:
Being raised outside of the Clave, Clary brings a new perspective to the Shadowhunter world that's never been seen before. She tends to be trusting in a way that's been discouraged among other Shadowhunters. With this open mind, Clary is able to form relationships that surpass the dark history between Shadowhunters and Downworlders more often than not. It helps that Clary can be so trustworthy herself through her sheer honesty with others. Nearly an open book, Clary has been down the path of lies and deceit. She's tired of all the games everyone plays, and therefore tends to be as honest as she can with others.

But more than just being trusting and honest in her own right, Clary is loyal to a near fault. Unlike the other Shadowhunters, who generally try to preach loyalty to the cause, Clary puts friends and family above all else. At times, this can create conflicts between her idealistic dreams, and the reality she has to face. When pushed, Clary will always pick friends and family over any other form of alliance. When it is her choice, though, Clary is willing to lay her life on the line to save the Downworld.

Her drive and compassion for others creates a new kind of Shadowhunter in Clary. She's walked the line of the mortal world and the Clave. It giver her a chance to see things from a more mortal side, which some in her world might view as a weakness. In reality, it gives her the chance to try techniques that Shadowhunters previously would never consider. All in all, Clary is a kind girl who just wants to make the world better and safer for everyone.

weaknesses:
While a new perspective can be a breath of fresh air, Clary's lack of specialized training does leave her unprepared for the new challenges the world of Shadowhunters brings. Part of this comes from an almost naivete when dealing with others. Sometimes this works to her advantage, bringing in a fresh perspective to form better alliances. Other times it's nearly cost her her life or worse.

Clary's drive pushes her to do what she can to save those she cares about, but her loyalty and drive can make her stubborn to a fault. At times, she can endanger alliances and friendships even in the pursuit of a single goal. When Clary gets it in her mind that this one singular thing needs to happen, she can be deaf to all others.

Another issue Clary struggles with is finding her place in this new world. It gives her an almost lack of self as time goes on. The loss of her mother, followed by feeling as though she isn't good enough to be a Shadowhunter but can't return to a normal life leaves Clary struggling for a foothold in her life. On the one hand, she doesn't want to give up on what she's trying to accomplish. But at times, this kind of sorrow can get her down. It can even lead her to become reckless with her own life.

It's a constant struggle to find balance in her own life, and Clary does try her best to be a good friend, girlfriend, and Shadowhunter. She yearns to grow, despite the setbacks in her life and mistakes she makes.

skills (optional): moderate combat skills, skilled artist, runes to give her heightened strength/stamina/agility/create fire/create sunlight/etc.
housing (optional): open to anywhere

network username: artsy

network sample: eluvio network post + thread with tony stark + thread with jace

prose/action sample: eluvio game log + eluvio tdm + eluvio app sample
onthehalfshell: (Default)

Re: ACCEPTED

[personal profile] onthehalfshell 2017-04-03 09:34 pm (UTC)(link)
Awesome! This is the journal!

[personal profile] kuyamu 2017-04-03 11:28 pm (UTC)(link)
thank you!! ♥
winscenario: (Default)

[personal profile] winscenario 2017-04-04 12:15 am (UTC)(link)
EXCELLENT. This is the one!
angele: (Default)

[personal profile] angele 2017-04-04 12:38 am (UTC)(link)
Thank you! I will be using this journal for her :)