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

willinglychanged: (Default)

Re: ACCEPTED

[personal profile] willinglychanged 2017-07-08 11:48 am (UTC)(link)
Yay! This is the character journal I'll be using
longblack: (Default)

Re: ACCEPTED

[personal profile] longblack 2017-07-08 01:29 pm (UTC)(link)
this is cat's journal!!
withstyle: (Default)

REVISIONS

[personal profile] withstyle 2017-07-08 06:12 pm (UTC)(link)
player information
name: Hailey
age: 27
contact: [plurk.com profile] schmer
other characters: N/A

character information
name: Isabelle Lightwood
canon: Shadowhunters (TV)
canon point: 2x04 + approximately 2 months of Pines CRAU
age: 19 (approximation, her age is never given in canon, but from context clues she falls about there or 20, but is younger than Alec and Jace)

(canon) background: Isabelle Lightwood: SH Wiki
The Pines CRAU:
Instead of waking up in the hospital ward of the New York Institute after receiving a wound from a demon (and being possessed), Izzy woke up in Wayward Pines with no memory of the injury itself or of how she got there. She didn't remember the accident that she was told she was in, just her name, her family, and some bits and pieces about her life. Fortunately, when she was released from the hospital she found someone that managed to not only fill in a few blanks, but jog some other memories: Magnus Bane.

Realizing that her brother and his 'husband' were there Izzy and her family members put the pieces together in the only way that made sense. Obviously, Izzy had come to escape her own troubles in New York with the Lightwood parents. Plus, she missed her brother, so coming to stay with him and her new brother-in-law made sense at the time. Though the town of Wayward Pines had rules against discussing the past the Lightwood siblings, and Alec's spouse, toed the line when it came to discussing the past--finding ways to work around it when the could. Overall, though, they settled into the mundane (normal human) life and, for once, they were just normal without the pressures of being Lightwoods or shadowhunters.

Slowly, but surely, Izzy started to notice some strange differences between the way that Alec remembered things and the way that she did. She was also struck, quite literally, with memories (at random) of people that she met when she first arrived into Wayward Pines--before she supposedly wound up in the hospital. Things in Wayward Pines didn't quite add up, but like the family she came to stay with Izzy focused on living as a mundane and ignored the things that didn't add up initially--finding the boutique that she had opened up and focusing on that and integrating into the community while suppressing some of her natural urges to investigate.

At least, until the monsters attacked the quaint little town. It sent Izzy right back into shadowhunter mode to protect the other citizens. Izzy fought alongside her brother, Magnus, and others to make the hospital a safe zone. These monsters broke Izzy out of the mundane life that she had settled into and brought who she had been raised and trained to be back to the surface without hesitation. She remembered some of the pieces about herself that eluded her, that she hadn't even quite realized were just out of grasp.

And then the battle was over and the truth came out, bringing with it many questions as to what was real and what wasn't...and the reminder of the discrepancies in the memories of her brother. The quaint town that she supposedly traveled wasn't the little piece of normalcy that she had come to accept. They had all been lied to, manipulated, and kept on the arc, safe from the deadly mutagen outside the walls, but completely in the dark up until then.

abilities:
Isabelle isn't just your average human. She's a shadowhunter. What does this mean? This means that Izzy is a nephilim, basically. This means that she was born not only with human blood, but with angel blood as well. Isabelle Lightwood comes from a long line of prestigious and important nephilim, at that, meaning that she carries pressure to be the best and lead even among other shadowhunters. The task of shadowhunters being to preside over the Shadow World and the demons and downworlders that inhabit that world. Nephilim keep the peace and assure that all of this is hidden from the mundanes, the average humans. Shadowhunters aren't expected to do this with little to help, though, because nephilim are born with a few special abilities to help them achieve their goals:
Physiology: Nephilim are born enhanced physically and mentally in comparison to mundanes. This means that Isabelle has more strength, more agility, more stamina, and an increased coordination that an average human would ever have. She is by no means some all-capable and all-powerful being, but through training and practice she's mastered a complete control over her body and what she's physically capable of doing. She can push harder, train longer, jump higher, run faster, run farther, and do things that not even some of the most advanced of humans would be able to do. Some of this is just naturally endowed on her through the blood that courses through her veins and what isn't comes through other means. This also means that Izzy is built to fight; with all of these physical enhancements she is literally bred for hand-to-hand combat and to be able to handle a lot when it comes to fighting. Despite all of this, she is still mortal and though she can endure more, she can be fatally wounded and killed.
Runes/Runic Magic: Runes are one of the ways that push nephilim into the advanced area that they fall into. What they aren't naturally endowed with through the angelic blood they can give themselves through marks that the use of a stele. The runes that shadowhunters apply to their skin give the user an added push in whatever way that the rune stands for. There are runes for stealth, camouflage, etc. These marks that they apply to their skin do not harm them (though they are somewhat painful to apply initially) and remain where they are put to be called upon again whenever the shadowhunter might need them in the future.
Sight: Because she is a nephilim, Isabelle has the ability to see through magical illusions and glamours. You can't hide who you are from her through those means. This is a skill that didn't come naturally, but with focus and years of preparation and training comes relatively automatic at this point. Being a shadowhunter that was trained from the moment she was born, it is extremely hard to get any sort of magical means of hiding who you are in any way passed Isabelle. She can see through those and traps of the same ilk easily. It doesn't require an actual access to any rune, just concentration.
Heavenly Weapons: As an individual with angelic blood she can handle the heavenly weapons. It almost goes without saying that your average person can't use these to their utmost potential, but Izzy can wield them all effectively and skillfully through both her enhanced physical means and the years of training that she has under her belt. No other species can wield them to their proper effect but nephilim. One example of such a weapon is a seraph blade.

Outside of her natural given talents that come from being a Nephilim, Izzy has several other abilities and skills that are specific to her. These aren't necessarily magic so much as they come from time and practice, plus education. The following are examples of these talents:
Electrum Whip Expert: Izzy has mastered the use of an electrum whip; she wears the whip that she uses as a bracelet that turns into the whip when she needs it. Because her experience with it and the massive amount of training, the whip is her preferred weapon of choice. It is definitely her go-to in battle; she only moves onto the other weapons that she is capable of using when the whip isn't an option for whatever reason or it needs to be a blade of some sort. Isabelle can use the whip not only in fighting, but in creative ways to help take out enemies stealthily.
Forensic Pathology: Izzy is a trained and educated Forensic Pathologist. Her brothers have boasted that she is the best one in New York. At the New York institute she performs the autopsies on shadowhunters and downworlders alike; she's aware of the physiology of people as well as of downworlders of various types that wind up in the institute for examination. This means that she has medical training that she worked hard to learn. Isabelle is passionate about this job and she is curious about each and every autopsy she does, determined to find the cause of death. She examines not only the body but any evidence that comes from the body using various lab equipment.
Bilingual: Izzy speaks both English and Spanish fluently. She's also well-versed in medical terminology. Though speaking with fae is not another language she is also keenly aware of phrasing when it comes to different sorts of downworlders and how to communicate with them to get what she wants, or needs.
Manipulation/Information Gathering: Izzy is a skilled seductress and is highly trained when it comes to getting information out of others. She can do so not only through seduction, but through whatever means necessary. She's extremely good at getting what she wants through whatever means that she needs to use. Isabelle does what she has to do when she has to do it for herself, her brothers, the Clave, or whatever. This comes from her personality and through learning about people and growing rather than through specific training, though.

Both Izzy and her brother Alec have been trained in all of the administrative, political, and other skills, policies, and laws so that they are prepared to run the New York Institute. Izzy and Alec have been doing so for some time already, actually. She has various experiences with computers, technology, and everything that is needed to run the institute. Some other various odd and ends skills that Izzy can boast are: high fashion, dancing, make up, party planning, organization, and a multitude of other skills that fall under some of the skills and areas that have already been listed.

strengths:
Confidence: No matter what Izzy is doing she does it with confidence, whether she feels completely confident or not. She's really good at faking it until she makes it. Izzy doesn't doubt the decisions she makes, the clothes she wears, or anything. She moves forward with confidence until she manages to feel it. This feeds into the fact that she is very outgoing and confident when interacting with, approaching, and getting to know others as the social butterfly that she is.
Stubbornness/Determination: Izzy is not the person that gives up, instead pursuing it with everything in her being until she gets the outcome that she sees. Izzy can be a force of nature in that way, never giving up when she really has seter her mind to something.
Compassion: Because Izzy's mother was never loving toward her Izzy freely gives out affection, friendship, love, care, and concern to others as a way to make up for it. She will actively comfort others if she sees that something is wrong and often channels a motherly side--to look after and take care of those that she really cares about. She gets protective, puts others first, is extremely loyal, and will do anything for those that have said loyalty.
Morality: Izzy is often times the moral compass of her family/group. She has a very vivid sense, within her about what is right and wrong. And she will do whatever she has to in order to be sure that justice is served and that people aren't wronged. Izzy believes in doing what is right even if it means breaking the rules (because it is the right thing to do) or if it takes a toll. She doesn't just take the easy road.

weaknesses:
Selflessness: Izzy puts others first, it's that simple. Even in situations that she should prioritize her own needs, wants, emotions, etc she puts others first. She bends over backward to help those in need, especially her family, before even considering the impact it could have on her because she doesn't want those that she cares about to feel as if she doesn't love them.
Emotional Avoidance: She avoids her emotions until she can't anymore. Izzy doesn't share her own feelings because she doesn't want to burden anyone with something that is going on with her. This means that she avoids dealing with what is going on inside of her for as long as she can despite knowing that she shouldn't do this. She doesn't deal with her own emotional needs in a healthy way and despite knowing it she won't ask for help.
Recklessness: Izzy will often throw caution to the wind and revert to being reckless because she feels as if she is doing the right thing and that’s what it calls for. She is bad about acting on impulse to right a wrong, or to try and fix something that the rules are wrong about. She has been known, more than once, to follow Jace into his own impulsive and reckless actions.
Stubbornness/Independence: Izzy feels as if she can handle most things on her own. This is both because she doesn't want to burden others and because she's been taught, as a Lightwood, that they handle things on their own. Izzy takes that to the next level digging her heels in stubbornly, even when she should ask for help. Her independence is more of a weakness than a strength because she should rely on others and she doesn’t.

job skills (optional):
• Forensic pathology (including both medical & magical--from her world beings etc)
• Fighting/Soldier (Izzy is a trained Shadowhunter, she can handle all of the different angelic weapons and has been given the same defense training as her brothers and every other shadowhunter, making her quick to pick up on any weapon she picks up and very capable)
• Fashion (shoes, clothes, makeup, hair, the works Izzy loves it all)

housing (optional): Preference for being near and/or with her family that is already in game (Alec, Max, Jace, Magnus)

network username: izzybelle

network sample: Network Post from Alpha Complex

prose/action sample: Pines TDM & First Pines post (continuation of some threads)
Edited (html issue, sorry) 2017-07-08 18:16 (UTC)
tempredmental: (Impressed Smile)

Re: ACCEPTED

[personal profile] tempredmental 2017-07-08 06:57 pm (UTC)(link)
Hello! this is my journal!
pulledpunches: schweaty (14)

Re: ACCEPTED

[personal profile] pulledpunches 2017-07-08 07:45 pm (UTC)(link)
thank you so much, this is his journal!
withstyle: (grin)

[personal profile] withstyle 2017-07-09 12:03 am (UTC)(link)
This is Izzy's journal [personal profile] withstyle!
lionunchained: (smile)

Re: ACCEPTED

[personal profile] lionunchained 2017-07-09 12:22 am (UTC)(link)
Woo!
spacerhero: (Default)

[personal profile] spacerhero 2017-07-16 03:35 am (UTC)(link)
Sorry for the delay, I had a cat emergency. This is the journal!
burnination: (Default)

Max Kiesler | Original | Not Reserved

[personal profile] burnination 2017-08-02 02:01 am (UTC)(link)
player information
name: Jay
age: 28
contact: [plurk.com profile] wuzzafuzzle
other characters: n/a

character information
name: Max Kiesler
canon: Original
canon point: Post-Hell Trip
age: 28

(canon) background: n/a
(original) world: Here. I tried to skip unimportant things as much as possible D:

abilities:
♆ DEMONIC CLASS;
max's class focus within the magical planes, his "line" being his specialized abilities. "The demonic class controls magic that affects those that cannot be seen, and are tied to destructive spirits."
→ POSSESSION (LINE) | To quote Danzy (creator of the whole B&M OC world), "when the demon/spirit/angel/etc is the one in control of the physical body. host awareness can vary, from full possessions to partial possessions, but generally speaking the host is not the one running the show."
→ VESSELAGE (LINE) | Backwards possession. Take demonic spirits as 'passengers'. They hang out in the body, he uses their powers as he likes. So long as he's still the one in control, he isn't truly 'possessed'. Vesseling also allows him to forcibly yank a spirit/monster out of someone else and into himself. "It's when the host has control of its hitchhikers; the demon, in this case, is contained inside the physical body, and its powers are temporarily wielded by the vessel. This can be dangerous though, because it risks overpowering the physical body and damaging it from the inside."
→ BESERKER (LINE) | Doing The Most in vesseling. He has a wide range of how fully he can absorb a spirit before losing control of the connection, and that allows him to 'beserk'. He can do absurd amounts of damage, and take absurd amounts of damage physically, without being deterred. The general rule is this - the longer he's in his berserker trance, the harder it is to pull out of it, and the more he starts to physically shift into the thing that he's channeling.
→ HEALING/DURABILITY | Something that's developed over a lot of years of violent possession/vessling. He's not Wolverine, but you'll have to do more than back a car into him.
→ HELLFIRE | What it sounds like. Fire. Like, extra bad fire. Soul burning fire. Like lightsaber level ouchies or some shit. Also comes in Raining From The Sky Like The Literal End Of Days flavor. It's pretty gr8.
→ FIREPROOF | Many demonic hellboys are fireproof, especially the ones who cast hellfire specifically and do a lot of possession/vesselage stuff. Mostly, at least. Well, normal fire isn't going to do much to them.
→ DEMONIESE/DEMON RADIO | Max is fluent in German, English, Latin and Hellspawn (Angungol, formally). Also hears a fairly regular mental stream of demon chatter going on in his head.
→ VOID WALKING | the ability to phase into the plane of spiritual existence. Allows him to see the reality around him from the more magical, spiritual side - able to feel what things pulse with magic, what kind of magic it is, where it goes, where it came from, how old it is, possibly even a signature of who put it there. It lets him reverse-possess as well, jumping into spirits and pulling them apart to look at all the experiences and memories held in however long that spirit has existed for, and the places it has been. This does not actually take him to another dimension, just a more spiritual plane of existence. He cannot hop worlds through this, but I'm fine nerfing it if need be.
→ CORRUPTION | A gradual sickness that manifests over the span of either a few seconds or minutes or hours or days (generally not longer than that), that is put into a monster/person like a seed of compact demonic energy/chaotic ouchy nonsense, that blossoms and grows like an infection. It can either grow into physical sickness, killing off and shutting down organs, filling up your veins with nasty black tar type substances, or have a more mentally damaging side of it, gradually cracking a person/creature's mind open demonic plane horror crap. Comes from spell tattooed on his palms.
→ MAGIC BATTERY | less an ability, mostly Max just has a lot of energy that can be pretty easily sapped if you know how to.
→ DEMONIC FORGING | He'll need a forge that can hold Hellfire in it to do this, but so long as Max has the forgemaster's hammer, and the ability to vessel a demon, he can try to magically forge it into a weapon (given some pretty awesome materials to withstand it). But not liekly to happen in game, unless he can gather up all the crap he needs.

→ RELATIVE PLANES | Magic in the realm of planes that Max isn't specialized in, but are close to his area of expertise. The strongest he is with these others is Mechanic (manipulation of anything man-made), though he can really just move walls around or pulls stairs out of floors or reshape items, nothing earth-shattering. The next is Unnatural, basically having to do with the Bad Juju side of magic, like shadow manipulation, magical disease, corrupting a soul, entropy. He uses this for some spells, but doesn't do anything fancy with it. Spectral (spiritual things/divination), Necromantic (manipulation of the dead), and Heavenly (benevolent spirits and forces) he has a passing familiarity with, but won't tend to do much with.

→ DISSONANT PLANES | Natural (nature and earthy things) and Humane (all things human) are completely dissonant for Max. He can't do anything with them.

AMPLIFYING TATTOOS | basically just pretty magic ink in his skin that boost/make things he already does easier. there's descriptions on each one, but nothing new, really.

strengths:

▸ PERSEVERING/RELENTLESS; What largely defines Max is the concept that 'we do what we must to survive, and spend the rest of our time trying to live with that'. He's emotionally and psychologically damaged from years he'd spent with the compound, both by the things done to him and the things he'd had to do to survive it, and has made the majority of his years since an ongoing exercise in attempting to live his life with the knowledge of both, or perhaps, in spite of it. His coping mechanisms are hardly healthy, but Max does make a point to drag himself, tooth and nail, through everything in his life.

▸ CAREFREE; He's a grown ass man, but most of the time, Max acts a lot like a kid, sometimes more purposefully than not. His typical moods are either A, calm and relaxed or B, snickering up a fit and attempting shenanigans. His childhood, before being taken from his mother's farm, was composed of the memories he remembers most fondly and is more sorrowful over the loss of, considering many of them have faded over the years, both in terms of Max aging, as well as how much he's mentally blocked in his mind from the time he arrived at BCR and before. As a reaction to that, he indulges in the more childish sides of his personality.

▸ SELF-RESPECTING RE:FREEDOMS; When Max was a kid, just escaped from the Reed compound and brought to BCR, the idea of 'I will do whatever the fuck I please, whenever I please, in whatever language I please' became something he needed to constantly assure himself of, partly for the sake of reminding himself that he does have his freedom now, and no one's going to come into his room at night and drag him away to fight another possessed child to the death.

▸ INQUISITIVE; In school, despite getting into his fair share of trouble, he was actually very studious, and kept up well with his grades, though not the best student ever, by far. What keeps him doing his tomb raiding is his vested interest in it and curiosity. Max has a genuine, passionate interest in the ancient things he goes poking around in - the history, the old magical cultures, the residual spiritual mojo lingering around in those places. He'll sometimes accidentally go into long discussions about origins of pyramids and ancient cultures and methods of construction and magic used in wards for them, etc etc, it's all very engaging for him, and he's always been a bit of an obsessive nerd.

▸ PASSIONATE; Max's world is fairly simple, he has a few things he loves, and he treasures them above nothing else. He finds he doesn't understand a lot of issues going on with him or others, or a lot of the finer aspects of society and culture, so he likes to focus on these few people, few concepts, few pillars of morality, and just pour all of his caring into those. Better to care a lot about a few things, than just be sort of bleh about a lot.

weaknesses:

▸ LACK OF CONTROL; both in terms of his powers and his personality. Max has been through a lot of self-regulation to control his powers, and had items and spellwork tattoos placed on him to assist that. By nature of what his powers are and where Max came from, control is a difficult thing, one of the deepest fears in him that both led to his possession during his time at BCR and his need for the spirit journey thing. It goes hand in hand with emotional instability as well - though Max does a giddy kind of detached very well, he's very emotional juvenile, and his actions are heavily dictated by what he's feeling at the time, sometimes being extremely irrational when upset or uncomfortable.

▸ CODEPENDENT; Max is a healthy, functional adult only as long as his support group is stable. The moment Marco disappeared, or the moment Marco died, Max started to crumble, and jump to extremes, becoming reckless and irrational. He does not function well on his own, and anything negative happening to someone in his circle will have a large effect on him as well.

▸ REPRESSION; Max can't really face personal trauma head on well. He rarely ever mentions anything that happened in his life prior to coming to BCR, and will rarely confront what happened to him or what result it's had on his mental/emotional state. As a result, very few people actually know many specifics about what occurred in the Reed compound, outside of general torture, if they know that at all.

▸ FLASHBACKS/MILD PTSD; though Max has never had professional diagnosis, and refuses to, a lot of his symptoms - waking nightmares, flashbacks, occasionally panic attacks, are similar to PTSD. Sometimes an odd word, or a scent or a scene can remind him of something that'd happened in the Reed compound and send him spiraling. He'll sometimes have stark mood swings, and occasionally become violent as a result. In times it isn't so obvious of a trigger, Max will just abruptly remove himself from the company he's in and vanish for a while.

▸ SPIRITUAL DAMAGE; Due to the circumstances in which Max came into his magic, and how he'd spent the age period that would normally be consumed by mental/emotional development for an adolescent, many personality and spiritual traits for Max were heavily warped, pieces of him having become irrevocable demonic in nature. It wasn't something Max really discovered as unusual for a child of the Demonic class until years into adulthood, but it had been the primary source for things like: the immense urge towards violence, the snap to it that he has when he encounters something that's too deeply personal, a strong lack of empathy that takes him when he vessels or shifts into Berserking, the urge to just keep going with the destruction once it's started that comes mainly from him internally, and not singularly from the demon he's channeling, and the certain level of addiction to channeling demonic spirits he has when he hasn't gone into a Berserker trance for a while.

job skills (optional): Max wouldn't mention anything, because he's likely to just quietly nod through the entire orientation, but blacksmithing??? Dungeoneering??? Magical demolition team???

housing (optional): Randomize me, homies

network username: maximo

network sample: From the TDM

prose/action sample: Also from the TDM
Edited 2017-08-02 02:06 (UTC)
sanator: (Default)

thom creed | hero

[personal profile] sanator 2017-08-02 02:01 am (UTC)(link)
player information
name: Matthew
age: 24
contact: [plurk.com profile] razrushost
other characters: Andrew Warner (OC) [personal profile] willinglychanged

character information
name: Thom Creed
canon: Hero (Novel by Perry Moore)
canon point: Just following the press conference where Thom publicly comes out and is kicked out of the League of Heroes
age: 17
(canon) background:
Wikipedia Article - while this covers the basic background of Thom's world I thought it pertinent to also include some 'key events' that are character shaping for Thom for the sake of having a more comprehensive idea of the character.
• Discovers his mother was also a superhero with the power of invisibility
• Accepted into the League of Heroes as a probationary member
• Hides the details of his new superhero job from his dad
• Commences training as a superhero / learns to use his powers
• Heals a pediatric burn ward full of patients and his power EMPs an entire block as a result
• Continues to run into 'Dark Hero', a vigilante who seems to be stalking Thom
• Father finds out that he's a superhero, shames him publicly in front of the entire League, father moves to assault Thom in front of witnesses (uncharacteristic for his father)
• Meets his mother for the first time since she abandoned him, she's unable to turn visible anymore
• Has his 'first kiss' with a Supervillain (unknown to Thom at the time) called Ssnake
• Ssnake arrested for the serial killing of superheroes, publicly unveiled as the murder in a press conference
• Thom forced to come out publicly at aforementioned press conference, providing Ssnake with an alibi to prove that he wasn't actually responsible for their deaths
• Thom kicked out of the League of heroes
• Thom's life in ruin, instantly recogniseable as a failed superhero and homosexual
• Has house vandalised
• Runs away from home after his father refuses to speak/look at him
• This marks the canon point I'll be taking Thom from, if you'd like further elaboration on his storyline and the finale of the novel please let me know!

abilities:
• Hand to hand combat - Thom is trained in some degree of hand to hand combat thanks to his training within the League of Heroes. He is easily able to incapacitate two civilians twice his size during the novel
•Healing - Thom can heal others through touch. Notable things he's healed in canon include: cancer, complete obliteration (i.e. separated into molecules), severed limbs, broken bones, burns, a dead plant.
• Invulnerability - Thom has a degree of invulnerability because of his healing powers as its an unconscious ability, he also can't get sick. Notable injuries of his own that are healed in the novel: severed Achilles tendon, ruptured femoral artery, fractured neck, fractured spine, punctured eyeballs.
• Energy transmutation - Thom acts as a battery when he heals and this energy can be used to gain other superhuman abilities listed below (At his canon point for entry in Riverview Thom is unaware of this so a significant event would need to happen in game where he'd be required to heal a lot of people / repeatedly heal himself before they're 'unlocked'):

· Flight
· Super senses
· Super speed
· Super Strength


strengths:
Determined - Thom is very determined with regards to being a Superhero. What started as merely fantasy evolves into something truly aspirational when he gets a grip on his powers and he pushes himself to be the best superhero he can be. He trains tirelessly in order to get what he wants and advances in leaps and bounds in a rather short period of time.
Hard Working and Selfless - Thom not only 'works' as a local superhero for his community but he also works at a local canteen as a bus boy and beyond that works at the local community centre as part of an English teaching program for immigrant kids to help improve their literacy outside of school, even if it means he gives them dramatic readings of the Lorax from time to time. He's also very willing to sacrifice; his own powers give him seizures when he over-exerts himself yet he heals an entire hospital ward of children and later in the novel pays for a friend's chemotherapy.
Brave/Ethical - Thom is inherently brave. Not in the traditional gung-ho ride into battle nature of the word, as it is shown in the novel that during his first few fights he's genuinely terrified and also that he can get quite anxious about some of the aspects of his heroism however he's incredibly brave in regards to willing to stand up for what is right. In the novel he is 'forced' to come out as gay despite living in a heavily homophobic society in order to save someone's life. Thom could've ignored this situation and let the person die but knew it was an important turning point with regards to his heroism and he was doing the right thing. (293 words)

weaknesses:
Judgemental - Despite his selflessness and generosity it has been proven many times that Thom is very quick to judge. He judges his father's behaviours without ever trying to discover the source of his problems. He judges fellow members of his squad at the League of Heroes and some of them before he gets to know them- for example he judges Scarlet for always wearing the same clothing (in this case an oversized jacket) only to find out later she has a colostomy bag and wears the jacket to avoid attention.
Daydreamer / Prone to Fantasy - Thom is known to entertain ridiculous fantasies in his own head to the extent he can end up completely getting lost in his own world. For example he ends up fantasising about what a superhero might look like naked / the size of his nipples while in the middle of a conversation, completely ignoring what had been said.
Petty as all hell - Thom is ridiculously petty especially when it comes to conflict resolution. He can be quite whiny when it comes to things especially when he's in the wrong or thinks he's been treated unfairly. A prime example of this is when Thom gets pissed off at his father for trying to force him to quit the league of heroes his response is to take his father's old hero/military costume and throw several jars of pasta sauce over it. (words: 240)

job skills (optional):
• Busboying (Thom works as a busboy at a local cafeteria)
• Super-heroing (self-explanatory but maybe not relevant within the city)
• Teaching (Thom works with immigrant children teaching them literacy)
• Fitness/Training (Thom has an extensive daily workout at the local community centre which includes basketball)

housing (optional): No preferences!

network username: hero.

network sample: Text style thread with Tris @ the TDM

prose/action sample: TDM Top Level - includes two action style introspective prompts | Another action style thread with a little more interaction
braidedwonder: (Default)

Duo Maxwell | Gundam Wing

[personal profile] braidedwonder 2017-08-02 02:01 am (UTC)(link)
player information
name: Jessica
age: 26
contact: discord: goblinrex#6237, [plurk.com profile] goblinrex

other characters: Re-L Mayer

character information
name: Duo Maxwell
canon: Gundam Wing
canon point: Post Endless Waltz
age: 16

(canon) background: click!

abilities:

· Skilled with Firearms : Duo, in practice, much prefers to fight long distance and through fire arms. Throughout the series he uses a gun (once to shoot his own future team mate) and doesn’t show any hesitation around weapons and gun fighting. He easily switches from pistol to automatic weapons without hesitation, and even though he may not look at it, he isn’t really afraid to scrap hand to hand, either. Just don’t expect him to play fair. He’s a street kid, after all.

· Agile & Quick : Speaking of street kids - all those years of running and hiding to evade warring groups of orphans and generally getting his ass handed to him have made Duo very, very good at sprinting to save his ass and exceptional at getting away from a tight squeeze when it comes down to it. Particularly when it comes to alleyways and tight squeeze spaces, Duo’s small frame and practice ingrained ability to move quickly and efficiently has saved his hide (and maybe the other pilots’, too) more than once, without a doubt.

· Exceptional Piloting Skills : Duo has shown time and time again, both in and out of his gundam that he’s a crack pilot. Perhaps the best example of this is the fact that Heero trusts him to fly them out of tight spaces over himself and the other pilots. It helps to be a bit of a dangerous daredevil, but mostly, Duo excels with pure skill and reflexes to make sure he (and everyone else involved) makes it out in one piece. It’s generally unknown if this is something Duo’s had trained into him or a natural knack in a street kid that’s been honed, but people don’t tend to ask questions when he’s eeking them out of dangerous situations at high speeds.

· Skilled in bomb construction/general infiltration : Duo’s slight frame and smarmy attitude, coupled with coming from the rough side of town where stealing, stomping, or whatever one had to do to survive wasn’t necessarily looked down upon came in handy for his pilot’s training. On par with his Gundam’s ability to disappear into thin air, so too can Duo when he wants to. Sneaking himself in and out of highly secured spaces isn’t all that difficult - and neither is sneaking in and planting a bomb if that’s what the op calls for. An easy going, gregarious personality out of his cock pit makes him an easy shoe in for infiltrating organizations, too, provided they don’t recognize the long braid. This seemingly innate ability to blend in with anyone around him to achieve an end goal, no doubt learned on the streets of L2, plays a heavy part in Duo’s purpose in the war and what he can achieve after its completion.

· Scrapper : Duo has a special place in his heart for tinkering, salvaging old computer and general mechanical parts and incorporating them into either revamping an existing machine or making a Frankenstein’s creation out of what he has on hand. He’s notorious in series for having his own little gadgets - watches he’s made for specific reasons, a beam helicopter he’s managed to cobble together out of spare parts to make escapes from tall buildings a little easier. How else is a guy supposed to steal Heero Yuy out of a military hospital?

· Communication Expert : Bugging equipment and communication channels, constructing viruses to protect computer systems for enemies trying to hack in to them, or just plain trying to establish communication channels period - Duo has it handled. He’s generally very skilled in anything mechanical to begin with, but he has a special flare for sneaking information out that he isn’t supposed to have, spying in general, the lot of it. Long and short, whether it’s construction, destruction, or interception of information he’s asked to achieve, Duo can do it. And like he didn’t even break a sweat, too.


strengths:

Caring : Duo, out of the other pilots, is the most likely to rush back in to battle to help others, or to take extra time to assist in escapes. Generally, Duo is a fairly caring person, even in times of war when there isn’t room for emotion. He will, always, make the time to come back and help out a friend if they’re in need, even if it’s not ‘on mission’ to do so. Duo also is generally more likely to care about his fellow pilots in general - for example, how affected he is hearing that Heero had self-destructed, or coming back to retrieve his partner from a military hospital.

Adaptive : The most valuable trait in a soldier, particularly one who specialized in infiltration, is his ability to roll with a mission going wrong and adapting. Duo’s previous life on the rough streets of L2 helped, ultimately, to make him more prepared for the life of a terrorist on the run, hiding out, sneaking around and moving in complete secrecy to get his missions completed. Being able to blend in with any group of people, in any situation is a great asset, and one that Duo takes to heart when he has goals to complete or simply other people to size up.

Sense of humor : Amongst his peers, Duo is the one most likely to be able to make a joke out of almost any situation or anything happening around them. A little comedic relief in the twists, turns, lights and darks of war is often what keeps people moving on. Duo has said he fights to bring smiles back to space, back to L2, and often part of that battle is keeping a smile and a little humanity in himself and the people around him.

weaknesses:

Flippant: Duo has a bad habit of forgetting how to temper his tongue even on his better days - landing himself in tougher spots than necessary for the sake of sarcasm or one of his dark jokes. He also tends to be a bit too loose with his mouth in front of the others at times, tending to annoy or sometimes alienate his teammates even if he doesn’t mean to. His smarmy attitude has landed him, beat up, in prison more times than he’s willing to admit, but… he’s never exactly apologetic about it, either. Call it the Maxwell brand of sass.

Many-Sided: Duo appears to be a fairly easy going, if easily excitable young man, which he is, but when threatened or on a mission he will rapidly change in to a persona he’s named the ‘God of Death’ from a much younger age. With many things to bury or hide in his past, or ugly sides he doesn’t necessarily want very many people to see, Duo can easily seem like many different people under one name, if too many people get together to discuss him. Not bad in war, but definitely detrimental in normal human relationships.

Violent: From a young age Duo has grown up and existed in a very dog-eat-dog kind of world. He grew up in a gang with fellow children, cheating, stealing, doing whatever they had to in order to survive. Past that, despite a brief reprieve in a Catholic orphanage, it was right back to fighting, training, learning everything he possibly could to make himself a ‘better’ terrorist, if you weill. With so much violence so innate and almost expected, from a young age, it’s easy to see how a teen who seems so mild mannered can quickly turn face and deal in extreme violence without blinking about how many lives he’s ruined.


skills : infiltration, bugging, bomb-rigging, evasive piloting, tinkering.

housing : communal housing, wherever he’ll fit best.

network username: maxwell


network sample: click!

prose/action sample: In Game & In Meme
fogwells: (⠼⠁)

matt murdock | marvel tv | not reserved

[personal profile] fogwells 2017-08-02 02:01 am (UTC)(link)
player information
name: Arisa
age: 26
contact: [plurk.com profile] sausages
other characters: n/a

character information
name: Matt Murdock
canon: Marvel TV (Daredevil)
canon point: post Daredevil season 2, episode 13
age: 32

(canon) background: link

abilities:
Matt Murdock is blind. To anyone else, this might be considered a handicap, since the loss of such an important ability should render anyone vulnerable. However, after exposing his eyes to hazardous chemicals in the midst of an accident when he was a child, while he'd become blind, the rest of his senses became much more enhanced, as well as developing a more sonar-like way of visualizing the world. This is due to being able to sense vibrations and temperatures of objects and people, similar to the visual of heat sensors. As Matt describes it, he sees "the world on fire".

With the loss of his sight, his other senses are heightened. One he makes immense use of is his enhanced hearing, amplified to an elevated degree that allows him to hear heartbeats and the shifting of bones. The former is one that he makes use of in being able to detect a person's emotions and read any possible lies, aligning them with the way that a person's heartbeat shifts in conversation. Enhanced smell permits him to detect scents from great distances, once detecting cheap cologne off a man three floors above in a building, and enhanced taste pertains even to that which doesn't touch his tongue directly such as the copper a distance away in the blood of Claire's open stitches. Enhanced touch allows him to feel the vibrations of movements before they even directly make contact with him, able to sense people's locations as they move across the floor and through the air. His touch is sensitive to the degree that he prefers silk sheets on his bed because cotton cloth feels like sandpaper against his skin.

Collectively, his abilities allow him to have an advanced sense of balance and reflex speed. Able to detect movements in advance, he makes use of it in battle, reacting more easily during fights, allowing him to dodge and land hits more efficiently. Matt pairs this with advanced training in the martial arts, initially taught to him by Stick at a young age before he pursued training on his own upon Stick's departure. With well over twenty years of fighting experience, Matt is able to take on even the most highly trained assassins, matching them in battle even when multitudes of them pursue him at a time.

strengths:
APPROACHABLE: Matt knows well how to mold himself to be approachable, stemming from a subtle sense of manipulation. As a lawyer, Matt understands the importance of having all the facts to a situation and knowing how to dissect information. While his partner, Foggy, has more difficulty in his own approaches due to his struggle in being taken seriously, Matt factors in charm and his handicap, as well as sensing heartbeats ad temperatures, to appear less intimidating, knowing it make others more susceptible to trusting him and sharing information.

ADAPTABLE: Matt has always been able to shape himself in accordance to any situation. Upon becoming blind, rather than letting himself fall under the pressure of an uncomfortable state, he pushed himself to learn braille and adapt his lifestyle to accommodate his loss of sight. When he meets Stick, a blind martial artist, he accepts the difficult task of learning to fight and make maximum use of his enhanced senses. This continues whenever he engages in any fight, even in unique settings or against multiple enemies, finding methods to use them to his advantage instead of letting them remain a challenge.

CONVICTION: A man of faith, Matt has molded his choices based on the ideologies of Catholicism, using it as an assessment of "right and wrong". The importance of this is how it's restricted the intensity of his battles, never letting him resort to murder. Even when conflicted with the desire to kill Wilson Fisk for terrorizing Hell's Kitchen and murdering loved ones, Matt is aided by his priest who suggests to him that perhaps the Devil was meant to be a symbol to convince people to "tread the path of the righteous", something that keeps Matt from steering into too dark of a path.

weaknesses:
STUBBORN: Matt often holds an unwillingness to listen to anyone else, instantly shown in his relationship with Claire, who tells him to lessen his vigilante activities. Ignoring her warnings, Matt's injuries often become more severe from recklessly pushing his body past its limits. His stubbornness often strains most of his relationships, including the one with Foggy, who becomes infuriated whenever Matt goes against all suggestions to quit being Daredevil, even putting that above his duties as a lawyer.

DISTANT: Carrying his responsibilities alone, Matt keeps many secrets from his friends. Becoming a masked vigilante, he first shares his identity with almost no one, only revealing himself to his priest or when he happens to get caught, such as when Claire and Foggy each respectively find him bleeding to death. Foggy's discovery is considered a betrayal, shattering their friendship due to Matt having lied about his sight since they'd met. His secrets are partially for protecting his loved ones, but even when his identity is revealed, he remains reluctant to involve them in his burdens, resulting in a repetitive string of strayed relationships.

GUILT: Matt is susceptible to feeling immense guilt, a weight carried on since his father's death. Jack Murdock's death came from winning a boxing match to make his son proud, despite having been paid to lose, a chain of events that never left Matt, convinced he was at fault. Even his physical battles symbolize a betrayal to his father who never wanted his son to fight like he did, with Matt unable to resist trying to wash his city of dirty criminals. The violence of it constantly brings him to confess his sins at church, questioning whether his second life as Daredevil is an act against God, constantly leaving his confidence shaky and vulnerable.

job skills (optional): Matt has a Law degree, is exceptionally persuasive, and (as not mentioned by him during orientation) is well versed in a multitude of fighting styles.

housing (optional): Private housing; the same floor as Jessica Jones if possible.

network username: murdock

network sample: link

prose/action sample: link
tenthousandmiles: (Default)

Ginko | Mushishi | Not reserved

[personal profile] tenthousandmiles 2017-08-02 02:02 am (UTC)(link)
player information
name: Batty
age: 25
contact: [plurk.com profile] goodluckmodes
other characters: n/a

character information
name: Ginko
canon: Mushishi
canon point: Post-series/after “Drops of Bells”
age: somewhere around early thirties I’d assume. 32 for game purposes

(canon) background: http://mushi-shi.wikia.com/wiki/Ginko

Mushishi takes place in a fantasy alternate version of Japan, at some point between the Edo and Meiji era. In this universe, in addition to all flora and fauna known to exist, the world is also populated by creatures known as mushi, described as “close to life itself”, which inhabit the border between our plane of existence and their own. Mushi are said to exist wherever life exists, and maintain a very delicate balance in nature--too few mushi in an area, and it will be barren and lifeless; too many, and there will be disasters and chaos. Due to the ambiguous nature of their existence, most humans are unable to perceive them in any way, though despite this, they can still be affected by the presence of mushi.

Ginko makes his living as a mushishi, or “mushi master.” He wanders around the country, using his knowledge of mushi to investigate strange occurrences or mysterious illnesses, either based on rumors that catch his interest, direct requests for assistance, or simply being in the right place at the right time. The series follows him in his travels, though there is no set plot and each episode is a self-contained story of some mushi-related incident or another.

Little is known about Ginko’s early life. We know that his original name was Yoki, and that he was injured in a landslide that killed his mother. A mushishi by the name of Nui took him in until he could recover, and taught him about mushi. Unfortunately, however, she was significantly affected by the ginko mushi living in the lake nearby, which causes living things to turn into a mushi known as tokoyami, or “perpetual darkness.” In an effort to save her, Yoki too is enveloped by the tokoyami, and only escapes by sacrificing one eye and the entirety of his memories up to that point, except for the name “Ginko”, which he then gives to himself, perhaps in a subconscious recollection of Nui’s former advice to find a name--any name--should he ever find himself forgetting who he is.

Due to his condition of constantly attracting mushi, he’s unable to linger very long in one place, nor spend extended amounts of time near the path of the Light Vein, a river of embryonic mushi stated to be the source of all life. A nomadic group known as the Watari is able to take him in for a time, but as they follow the Light Vein wherever it goes, they had to leave him with a mushishi eventually. This begins a pattern of unscrupulous mushishi who take advantage of his condition by taking him in long enough for him to attract mushi and thus bring work for them, then chase him away when things inevitably get out of hand, leading to the young Ginko gaining a reputation as the strange-looking boy who brings disaster in his wake everywhere he goes. This continues until he meets a mushishi named Suguro, who teaches him properly about mushi and how to manage his condition somewhat via mushi-smoke, as well as explaining to him that he likely lost his memories due to a tokoyami, which left behind the darkness in his eye.

During his time with Suguro, his desperation to belong somewhere leads to nearly accidentally killing the new God of the mountain. Although Suguro feels he can no longer allow Ginko to stay with him afterward, he leaves him with something incredibly important--pointing out the fact that Nature itself had allowed Ginko to come back despite what had happened, a sign that he was meant to exist in the world.

With these poignant parting words and the skills and knowledge he gained from Suguro, Ginko goes out into the world, managing to survive well into adulthood as a mushishi, continuing his work and his endless wandering.

abilities:
Due to the remnant of the Tokoyami in his eye, Ginko can see and navigate effectively in the dark. He still seems to need light to read, though that’s not specifically confirmed one way or the other by canon.

In addition to his encyclopedic knowledge of mushi, he also seems to be generally familiar with medicinal herbs and the like, and has a basic (era appropriate, essentially) knowledge of the human body.

He also apparently has pretty good aim, since we see him on several occasions able to hit small mushi from a decent distance with his mushi pins.
strengths:
Compassionate: Ginko is shown to have a somewhat rare mentality even among mushishi; as opposed to seeing mushi as nuisances and pests to be exterminated, he values them as fellow living things, simply trying to survive like anything else in the world, and tries to avoid killing mushi whenever possible. He also becomes genuinely invested in the lives and problems faced by those he encounters, and even puts himself in harm’s way to help them.

Adaptable: Ginko is a person who accepts things as they are, rather than bemoan things that can’t be changed or rail uselessly against the impossible. Even though he’s a wanderer by necessity as opposed to choice, he’s turned his circumstances into a career, often exchanging his services for simply a meal or a temporary shelter so that he can survive despite his vagabond lifestyle. He doesn’t get particularly flabbergasted by unexpected situations, able to think on his feet and change his approach as the circumstances demand.

Perceptive: Despite the limitations of his era, Ginko very much has the attitude of a scientist. He’s extremely observant, and excellent at putting together evidence from what he observes to come up with hypotheses about the various mysteries he encounters, which often turn out to be correct. Coolly logical, he’s able to analyze a situation from multiple angles, and his highly detail-oriented nature allows him to make connections that might not be immediately obvious. To a lesser extent, this also applies well to people--on several occasions, he’s able to link a person’s behaviors or motivations to a particular mushi phenomenon, or is able to offer advice that strikes at the crux of a problem they’re having.

weaknesses:
Blunt: Ginko isn’t a person who minces words or hesitates to speak his mind, even when it’s perhaps not the wisest course of action--such as when he tells several villagers that they’re behaving like frightened monkeys and gets shoved in a storeroom for his trouble. He can come off insensitive or outright callous because he often puts practicality above sentiment, especially when it comes to the lives and safety of others. He doesn’t shy away from unpleasant truths or harsh realities, and he’s willing to bear the weight of others’ anger as long as he gets done what needs to be done, which sometimes only furthers his isolation.

Avoidant: Due to being unable to settle down and have a stable home, Ginko holds himself apart emotionally for his own survival. He’s built up layers and layers of walls that prevent him from building attachments to the people he meets, burying and trampling his own loneliness under his heel because to do otherwise would only bring misery and suffering to others, not to mention risk his own health. He does not really know how to rely on others, and rarely if ever allows himself to act on his emotions, much less share them--even with those few he sees often enough to consider his friends.

Self-sacrificing: The flip side of his compassion is that he frequently values his own life less than that of others, especially those who have a home or a family, seeing them to some extent as more “needed” than him. This is seen as early as his childhood, when he offered his own life in exchange for that of the Mountain God, whose egg he accidentally dropped, and at the end of the series attempts to offer it so that a young girl could become human again and rejoin her family.

job skills (optional): research, observation, data-collection, problem-solving. (esp mushi-related problems)
housing (optional): Communal housing--shared/one-roommate floor preferred!

network username: ginko

network sample: [Here’s a video that’s definitely way too zoomed in. There’s a shock of snow-white hair, and behind it, a glimpse of an eerie sort of darkness. Oh, and it’s uh, upside down. He’s still figuring this out, okay.]

This is a fascinating device...to be able to send one’s voice and image out in such a way…

[He initially assumed it had to involve a mushi somehow. And definitely probably tried to take it apart, which almost certainly pissed off the Riverview orientation crew. … sorry not sorry bros.]

I would love to learn more about it, and how it works. Where I’m from, we still communicate through letters, so this is truly astonishing to me. I could tell you some stories about my home, in exchange.

prose/action sample: July TDM
starkwebs: (Default)

peter parker (spider-man) | mcu

[personal profile] starkwebs 2017-08-02 02:02 am (UTC)(link)
player information
name: Mitzy
age: 25+
contact: [plurk.com profile] batbrain
other characters: Damian Wayne (DC Comics)

character information
name: Peter Parker (Spider-Man)
canon: MCU
canon point: Post-Spider-Man: Homecoming
age: 16

(canon) background: Peter on the MCU Wiki

abilities: Peter was bitten by a spider that resulted in a number of special abilities similar to that of an arachnid. Among those powers are:
- wall climbing He crawls walls just like his namesake. He can do this without the assistance of any kind of adhesive. He can also stick to other things besides walls, including fabric and other people.
- durability Peter can take a beating. He's been hit by the Winter Soldier and Captain America and was able to keep on fighting. That being said, he is still capable of getting black eyes or going splat if he falls off the top of the Washington monument.
- agility/speed/flexibility Throw this kid off a building and he'll land on his feet. He's fast, has amazing reflexes, and he can move in some pretty strange ways.
- senses Peter has heightened senses that definitely help when it comes to being a hero. His vision is sharper, so much so that he has to rely on goggles to dull his senses when he uses his homemade spider suit. He canonically explains it as it feeling as if his senses have been dialed up to 11.
- intelligence While not a byproduct of the spiderbite, Peter is extremely intelligent when it comes to science and chemistry. He's a member of the high school decathlon team, and he was able to develop a formula to make a synthetic webbing that he fires out of his webshooters (that he built himself).


strengths:
Intelligent Peter is surprisingly intelligent for his age. So much so that he’s a member of his High School Decathlon team and created his own webshooters and webbing that was complimented by Tony Stark.
Determined If nothing else, Peter is determined. Determined to make a good impression, prove he can be something, and protect the people and city he loves. He tries extremely hard to be someone Tony Stark can be proud of and prove to him and the others that he can be a hero and an Avenger, even if a lot of people just look at him as a child.
Selfless Peter has proven he’s selfless and willing to do what he has to for other people on numerous occasions. Every time he saves a life, puts himself in danger, it’s a reminder that he could get hurt or worse. Still, he doesn’t let it stop him. Even when he has a chance to prove he can be cool at a party or have a date with his crush, he picks being a hero over those things.
weaknesses:
Pure-Hearted Perhaps because of his age, Peter has a good heart. He wants nothing but the best for others and always wants to do the right thing whenever he can. While a few of the other heroes in MCU have proven they’re ready to get down and dirty when it comes down to it, he hasn’t quite taken that step yet. It’s incredibly obvious (even if it is meant to be humorous) in the way he refuses to use the enhanced combat modes of his suit designed to kill. He becomes noticeably distressed at the notion of it and insists there are better ways to do things than killing anyone.
Impressionable Peter’s introduction into the MCU is brought on by Tony Stark who has lured him to his side easily with fancy technology and a mutual understanding of science and technology. While we aren’t shown him being fully pepped up and brought into the loop by Tony, it is heavily implied that his assistance is largely because Tony has sought him out and given his tricked out suit. His battle with Captain America in Civil War is filled a lot with “Mr. Stark said” instead of his own opinions.
Reckless As most heroes usually are, Peter can be a bit reckless. When Karen tells him one wrong step could cause him to fall and go splat, he keeps on moving. Despite being a bit of out his league and having no idea what he’s getting himself into, he goes chasing after a winged bad guy. And, of course, he goes chasing after aforementioned villain with nothing but a handmade suit. All after Tony Stark tells him not to do what he would do.

job skills (optional): Canonically, Peter is very intelligent and has a mind built towards science and engineering. If he’s able to work for any kind of science department, he would be great at it. Alternatively, as a hero, he’d be great for search and rescue or exploration.
housing (optional): Near-ish to an MCU because this Spider-Child should not be left unattended for extended periods of time.

network username: parker

network sample: network tdm spam from cuddle city

prose/action sample: action with sam | short action with tony
Edited 2017-08-02 02:03 (UTC)
chaosvessel: Credit to <user name="vikael"> (✘ In a blaze of glory)

Vincent Valentine | Final Fantasy VII

[personal profile] chaosvessel 2017-08-02 02:02 am (UTC)(link)
player information
name: Heather
age: 33
contact: [plurk.com profile] vikael or PM this journal
other characters: N/A

character information
name: Vincent Valentine
canon: Final Fantasy VII Compilation
canon point: Just before the attack on WRO Headquarters; Dirge of Cerberus
age: ~65 (looks early 30s)

(canon) background: here
(original) world: n/a

abilities:
Shapeshifting: When stressed, Vincent can sometimes "hulk out" in the form of the Galian Beast, a rampaging monster of rage capable of considerable physical damage and Beastial Flare (A fire-elemented attack a lot like a supernova). When it comes to nearly being killed, Vincent will transform into Chaos. When Vincent transforms into Chaos, he is completely unaware of the situation save for the vaguest of senses. Chaos craves the corrupted souls of the living, is capable of god-like feats of strength, flight, gravity attacks, etc.
Enhanced reflexes: Hojo's augmentations and experiments gave him increased agility and speed, making him very difficult to hit, or to even track well when he's moving quickly.
Materia Usage: All residents of Gaia are able to use Materia, which is essentially crystalized magic. Vincent's are pretty normal, and they are on chains which allow him to augment what his gun fires. Fire materia? Fireball. Lightning materia? Electricity ball.
Damn Good Aim: Vincent is a hell of a shot, rarely missing even when he has nearly no time to aim properly. His expertise is in handguns. Custom ones, too.

strengths:
Loyal: It's takes quite a bit to earn Vincent's trust, but once you have it, he'll always come to your aid, even if he's not very good at telling you he'll be there. His friends' problems are his own, and he'll stand with them.
Responsible: He can sometimes take this to an extreme, feeling responsible for things that are way beyond his actual fault. That being said, we he does feel responsible for getting something done, you better believe it's going to be done. It takes a lot of prodding (sometimes on behalf of his friends) to spur him into motion, but once he's going, he won't stop until a mission is completed.
Pragmatic: Vincent follows his own moral compass, not allowing the thoughts or beliefs of others to influence his actions. He doesn't really concern himself with how others view him, but does what he feels to be right in a given situation.
Belief in Innocence: A little confusing, I know, but basically, Vincent believes that the innocence of those who have never committed any grave wrongs should be protected at all costs, and will go to great lengths to do so.
Observational skills: Vincent's tendency towards quiet reflection and observation coupled with his Turk training in subtlety make him very well equipped to notice the minutia of a given situation, and to notice details others may have overlooked.

weaknesses:
Antisocial: Even before all the torture and experimentation at Hojo's hands, Vincent was withdrawn and quiet, uncertain in conversation, and would rather be left alone. It leaves him coming off as cold and uncaring, which is far from the truth, but he finds his emotions difficult to express.
Trapped: Vincent's mind is trapped in a permanent state of the trauma that happened 30 years ago. That being said, when not faced with things in the here and now, he can get lost, gazing off into the distance for hours on end unless someone or something comes along to snap him out of it.
Transformations: The work done by Hojo, which turned him into a beast and into a monster (at least in his own eyes) is unstable and effected by his emotions. His transformations can be sparked by heightened adrenaline and he has very little control over himself or his actions when the occur, and very little memory of what he did while transformed. This also leads to his appearing emotionally distant and cold a lot of the time, as he strives to keep his emotions in check in order to avoid the transformation that could very well occur if he were to lose control.
Guilt/Self-loathing: He feels primarily responsible for the events that transpired in his own world, and feels that all his transformations and hideously monstrous nature are his punishment for his own inaction, leaving him to feel as though he doesn't deserve anything positive that might happen for him or to him.

job skills (optional): Gifted marksman, trained in espionage...but nothing else really
housing (optional): Surprise me (but roommates would be awesome since they'd force him to socialize)

network username: v.valentine

network sample:
audio
[The voice on the other end of the device is quiet, hesitant, and rough, broaching on hoarse.]

Normally, I work alone. [There's a pause here, and for some reason, it comes off as heavy.] That isn't an option here.

[Another weighted pause before he continues.]

My name is Vincent. I... [And his last pause doesn't sound planned. More like he's searching for words.] ...don't know what you people need to be done, but I'm here if you need me.

[The feed is left open for a moment, as though the speaker means to say more, before there's a quiet exhale of breath and the line is closed.]

prose/action sample: Here!
Edited 2017-08-02 02:10 (UTC)
saints: (Default)

tristan clark ● original character

[personal profile] saints 2017-08-02 02:02 am (UTC)(link)
player information
name: charlie
age: 25
contact: pm this journal / [plurk.com profile] wolvesmouth on plurk
other characters: n/a

character information
name: Tristan Clark
canon: Original (Boys & Monsters)
canon point: After Marco's return from Hell, during the time of Tristan learning to work with his new Spectral abilities.
age: 27

(original) world & background: not a god, not a devil my soul shall take.

abilities: Some of Tristan's abilities are very dependent on spirits and their nature and how they exist within Limbo. Please feel free to let me know what will and won't work here.
phantom radio Tristan has the ability to "tune into" the voices of various earth-bound spirits that are milling in and around limbo. (This is very dependent on Riverview and how spirits work here!)

● psychometry Tristan is capable of seeing through the eyes of old spirits via touching an object that once belonged to them. Tristan enters a trance-like state and is capable of seeing through their eyes what occurred just prior to their death up to 5 hours back. (Again, probably very dependent on Riverview and how you guys handle it!)

● holy light Primarily used for dispelling demons and negative entities, projecting a brilliant light that sings with benevolence. Holy light will heal anything from paper cuts to (most) gaping wounds. Manifests as soft motes of animated light or threads of light. Can infuse an object or person with warmth.

● divine fire Upon calling forth a blessed fire, Tristan can raze enemies to the ground with a torrent of flame that burns only those with negative intent. Tristan seldom uses this as it is incredibly violent and volatile, sometimes even difficult to control. It is particularly powerful during times of emotional duress and sometimes even seems to have a life of its own.

● standard witchcraft Tristan went to school to study the ins and outs of witchcraft. He was also taught by his mother, who is a very powerful hearth witch and fortune teller. He's well-versed in divination, exorcism, and sacred geometry, which in his world is the utilization of various line and glyph patterns and placements to create powerful spells for healing, creation, transmutation, and transport, though the latter most is not his strongest suit. He is also knowledgeable in various herbs and holistic healing remedies as well. And he's not a hack. He knows his shit.

● amplifying tattoos He's covered in them, and they each do a special something to his magic. Some are old and defunct while others are fairly new and assist in amplifying his new magic (and some are just plain sentimental.)
strengths:
determined Tristan doesn't let himself get swept under by forces bigger than himself, and when he's knocked down, he'll get back up again. When his magic was taken from him, Tristan refused to sit around and mope, doubling down on his studies and trying to research every avenue to get his powers back. When Marco disappeared off the face of the earth, he spent his days using any means necessary to find him. Even now, when you tell Tristan he can't do something for one reason or the other, he'll double down and say he most definitely can. Giving up isn't really an option, his mother raised him better than that.

● smart cookie He's a pretty smart witch, the kind who always loves to learn, experiment, and play around with magic. He'll read every book he can get his little hands on and he loves to learn from others, especially those who clearly are far more experienced than he is with it. On top of that, he has an extensive knowledge on the magical arts of his world and a complex understanding of how it works and how to manipulate it.

open (spell)book policy Everything that Tristan is as a person is laid out on the table from the start, which makes him one of the most honest people you'll ever meet. He's unashamedly himself and doesn't care really if the whole world sees. He uses his magic openly, doesn't censor himself or his beliefs, and doesn't really give a shit about what people think of him to his core (though something that I'll mention it now, and again later, that the one thing Tristan cares about is being useful to people and that people consider him useful.)
weaknesses:
● self-depreciating Tristan thinks very little of himself, even now as he's in the process of gaining new powers. After the accident, making something of himself was difficult and put a wear on his sense of self worth that he didn't have to worry about before. While Tris is most certainly electric in personality, quick to smile right up to his eyes, he's prone to bouts of putting himself down without a moment's hesitation, believing himself to be the most expendable, even referring to what he does as "cheap magic" instead of the real thing sometimes. In time, he knows he'll get stronger, but he wants it all at once instead of at a slow trickle, and he finds it frustrating to deal with.

over-protective While being devoted to his friends and family is a very positive trait, it can be smothering at times. When someone proclaims that they're about to do something incredibly stupid, trust Tristan to catch wind of it and immediately protest, to the point where it is exhausting. It can definitely come off as selfish on his part, as Tristan feels that he's not much of anything without his friends, though it isn't something he airs out very often. Good news? When you sign up for a friendship with Tris, you sign for life. Bad news? He's going to do whatever it takes to make sure harm doesn't come your way.

hypocritical And on that same note, Tristan is a hypocritical jerk at times. When he tells someone to stop pushing themselves or to please not do the stupid thing, he goes and does something that's just as stupid instead. Again, it's selfish, it's careless, and it's all based around his lack of self worth that's stuck around for quite some time now.
job skills (optional): Witchcraft! /gasps dramatically (but he's not pulling rabbits out of hats or turning people into frogs or eating children), great at healing, he's also a giant nerd and would make for a great researcher/archivist probably.

housing (optional): --

network username: triscuit

network sample: TDM with Thom.

prose/action sample: TDM with Max.
foreseeding: (not from the absence)

the dag | mad max: fury road

[personal profile] foreseeding 2017-08-02 02:06 am (UTC)(link)
player information
name: Justine
age: 21+
contact: [plurk.com profile] batsecretary
other characters: Taako Taaco

character information
name: The Dag
canon: Mad Max: Fury Road
canon point: At the end of the movie
age: No canon age but likely around 20??

CW: sexual assault/captivity from here on in
(canon) background: Here's the wiki with a plot synopsis

abilities: While it's not confirmed in any way, she does seem to have a preternatural sense for danger, noticing things a long time before the others do. This could just be that she's hyper-alert/perceptive, but there are vague hints by the creators that it's Something More.

strengths:
> compassion: It's implied that all the wives except Toast have been captives from a very young age, and all aside from Cheedo have all been sexually assaulted by Joe. Despite this, all of them, including the Dag, have a strong sense of compassion towards others, even people who've been complicit in their captivity and abuse. Their final goal in returning to the Citadel is to make a better life for everyone, not just themselves. They also have a great deal of compassion for each other, and are willing to risk their lives to help each other, Max, and Furiosa.
> strength/bravery: It takes a lot to survive the conditions the wives were living under, and it takes even more strength to take such a huge risk to escape. They all gambled their lives (and in the Dag and Angharad's case, the lives of their babies) on the hope of finding something better,
> perceptive/quick on the uptake: The Dag is the first one to notice danger, and often the first to pick up on hints or plans that the others drop. She sees the approaching convoy before the rest of the wives, when Max attacks them, and she spots the lights from the Bullet Farmer's rig before anyone else. When Max starts describing his plan about retaking the Citadel, she and the Keeper of the Seeds are the first to pick up that he means to blow up the ravine, cutting off Joe's forces.

weaknesses:
> anger: The Dag is the most quick to anger, she cruses at Nux when the others don't, and bites him while the rest of the wives are trying to pull him off Furiosa. It's understandable that she has a lot of rage after all the shit she's been through, but it ties into the second point below, because it leads to her making poor decisions. Regardless, it's definitely something she needs to work on, especially since it's likely a result of trauma. Someone get this girl to therapy.
> impulsive: As Max has them all at gunpoint, both Angharad and the Dag talk back, but she's the only one to outright try to antagonize him, which is stupid at best and incredibly dangerous at worst, since all they know of Max is that he fought Furiosa and tried to abandon them in the desert. She nearly throws herself out of the war rig trying to grab Angharad, and does the same again for Max, making split second decisions that put her in danger, just trying to save the people she cares about.
> inexperience: Though entirely not her fault, the Dag... hasn't really had much of a life. Kept captive since a young age, with most of her interactions limited to the other wives, Joe, and Miss Giddy, she doesn't have a whole lot of worldly experience. The wives are taught to read/write and while canon varies on whether books exist or not, they've at least received some lessons from Miss Giddy. The Dag has no experience in fending for herself, or with the world outside the vault she was kept in, and it's going to take her a while to adjust to the world.

job skills: If asked, she genuinely won't have anything to tell them, but she may mention being interested in horticulture.
housing: She's probably going to be uncomfortable rooming with any dudes, so shared w/ a lady roommate or private is fine!

network username: dag

network sample: the first thread here!

prose/action sample: and the second thread here!

note: She's pregnant! She's not showing at all yet, so it's still very early, but she'd definitely got a bun in the oven. Since there's already a pregnant character in game I figured this was cool, but thought I should make a note.
doxxing: (Default)

Sombra | Overwatch

[personal profile] doxxing 2017-08-02 02:07 am (UTC)(link)
player information
name: Alba
age: 31
contact: [plurk.com profile] albaaulbath
other characters: I am also apping Halbert, my OC.

character information
name: Sombra
canon: Overwatch
canon point: Post-Christmas comic, pre-Doomfist.
age: 30

(canon) background: girl not with those nails
(original) world:

abilities:

All of Sombra's abilities are in conjunction to the technology she has on hand. So, assuming she either (A) has her equipment or (B) has replaced it, she is capable of the following:

HOLLYWOOD HACKING Sombra's biggest skill that makes her such a dangerous infiltrator. Through the use of the technology she's equipped with, Sombra can hack her way into just about anything through a touch and just a bit of effort. She lives and breathes computers. It's kind of ridiculous. At least she showers.

OPPORTUNIST With wacky technology, Sombra can notice an injured party nearby. Will she help? Will she make it worse? Who knows.

INVISIBO Sombra camouflages herself to infiltrate her desired location. It could be a military base. It could be the local Target. It could be your room. Damn, you live like this? In any case, Sombra is essentially undetectable, but the invisibility immediately triggers off if she happens to be attacked.

TRANSLOCATOR There's a device she uses to stick to places so she can teleport around like the devil. It's awful and it seems like she's everywhere.

EMP The good ol' EMP bomb. It disables devices and electronic barriers. Magic's going to be weird to deal with, am I right?

CRYPTOGRAPHY Self explanatory.

strengths:

STEALTHY
With all of her abilities, Sombra is a hard one to pin down. She can get into anything anywhere at any time, be it by cloaking herself, camouflaging herself as someone else, or just hacking remotely. She’s the ghost in the machine that can’t be kept out, and that goes for her physical presence too. And even if she is caught, she always has a quick getaway planned and ready to execute at a moment’s notice.

MOTIVATED
From a young age, Sombra knew what she wanted and went for it. She started small, hacking just for fun, but as she grew so did her ambitions. She even went so far as to have her body modified to take those ambitions to the next level, and her drive has made her a pretty unstoppable force when she puts her mind to something.

CLEVER
Sombra is a master of information. She can find out anything about anything, either by pawing through a system to pull out the right bits of information, or simply by keen and careful observation. She claims that anything and anyone can be hacked, and she’s confident in her ability to get anyone to dance along on her puppet strings if she just finds the right key to access them.

weaknesses:

TWO-FACED
It’s very difficult to tell just whose side Sombra is on. Just because she’s on your payroll doesn’t mean you’ve got her loyalty, and the only side she’s really ever on is her own. But she plays along almost flawlessly, and can charm anyone into thinking she’s a dependable ally.

ANTAGONISTIC
Sombra has a sense of humor, and it’s not always a kind one. She teases and prods at enemies and friends alike, and working with her is no protection from her mischievous machinations. She’ll take on anyone for a laugh, and tends to view everyone around her as a means for personal amusement.

IRREVERENT
Last of all, Sombra really doesn’t care what anyone thinks of her. She’s confident enough in her abilities that she doesn’t need to make friends to get along, and doesn’t care what type of impression she leaves when she’s not specifically aiming to build one for someone. She’d blasé and disrespectful, and takes everything with a laugh.

job skills (optional): N/A
housing (optional): please house her with reaper or widowmaker to make their lives awful

network username: xxreaperxx

network sample:

So who here knows what the heck a video game is? Don't worry --
even if you don't know, this will work just fine for you.

Anyway, remember when getting achievements during gameplay was all the rage? There's no reason why we can't do something like that here.

So here's the plan, players: I'm going to set up a game and a list of possible achievements with a description. You fulfill the achievement, prove you did it, and you get the points for it. At the end of the run, whoever has the most points gets a special prize.

Tell me. Who's game?


prose/action sample: ding ding right here
Edited 2017-08-02 05:21 (UTC)
maskerades: (17)

Halbert | Original Character

[personal profile] maskerades 2017-08-02 02:08 am (UTC)(link)
player information
name: Alba
age: 31
contact: [plurk.com profile] albaaulbath
other characters: N/A

character information
name: Halbert
canon: Original
canon point: 10 years after the Tear of the Righteous was shattered.
age: 31

(canon) background:
(original) world:

Tal'Ahm is the what the planet is named, as far as ancient runes and writings agree on. It is a place teeming with magic, beasts, and other fantasy lore that some might be familiar with, though perhaps not always in the ways one might expect.

What is immediately important in terms of how it all affects Halbert is this: on the Praecia continent ten years ago, there was a bitter war between the human Kingdom of Praecia which was ruled under King Tidan and the powerful daemons led by the dreaded mage known only as Toviyah. There are many stories of how it began, though it is most commonly believed that King Tidan reached out to the daemons asking for union between humans and the daemonic people in a bid to strengthen his country with their magic. It is said that the daemons refused violently, which sparked a war between the two peoples. What is well known is how the war raged across the continent.

Toward the end of the war, people say that King Tidan discovered a powerful magical artifact known as the Tear of the Righteous, and intended to put it to use to finally achieve victory. However, it was stolen, ending up in the hands of Toviyah. With his last known act, Toviyah destroyed the Tear, and as a result its enchantments surged through the land, affecting many, cursing them and twisting into unfamiliar forms, many no longer even looking human. As a result as well, many of the daemons, including Toviyah himself, withdrew quickly to places unknown. Inevitably, this act allowed King Tidan to claim a bitter victory, despite there still murmurings of Toviyah plotting to emerge.

As far as Halbert himself is concerned, he has no real memory of the war or anything prior to ten years ago, his first memory waking up from washing ashore to a beach. He'd been taken in by a gentle human who held no ill will toward the daemon that arrived to their doorstep since the war was finally over. This immediately gave Halbert a taste of human kindness, though unfortunately it was short lived when the human's neighbors revolted and killed the man who'd been nursing Halbert back to health. Out of pure reaction, Halbert found himself using blood magic, natural as breathing, against the men who'd attacked and murdered his friend.

In a short time, he discovered friendship and those who would look at him only as an enemy for what he is. As a result, in order to survive against any brutal reactions in the future, he disguises himself with a mask and a hood, appearing merely as a wizard with a penchant for appearing mysterious. This effectively keeps many of his daemonic features a secret -- red eyes, horns, and pointy ears.

Since then, Halbert has taken to being a traveler, and as far as he can tell, he's the only daemon active on the continent. These days, it's an uneasy peace in the kingdom, but forever an opportunity to go adventuring. Arrogant, smug, mischievous, and eager to discover the next exciting scheme, Halbert forever finds himself up to no good.

abilities:

DAEMON All daemons in Halbert's world are inherently capable of magic. As such, their blood is completely enchanted, allowing them to be naturally gifted. Due to their affinity with blood in itself, Halbert is able to taste a drop of blood and identify its species and magic capability. From there, the blood will also act as a "fingerprint" to him so that if he were to taste it a second time, he can identify the person.

MAGIC If there is one thing that Halbert is confident in and perhaps rightfully so, it's his skills in magic. He's mastered many kinds of spells and curses, albeit he seems to have an affinity with shadow and blood magic. Like all magic users of his realm, his spells derive their power from a patron spirit. Although he can call upon the powers from the entire pantheon, he tends to most often find he draws from one in particular: Bahura, the Penumbra.

BLOOD MAGIC Since Halbert tends to utilize blood magic, it's good to give this a little more definition. A blood magic spell requires, of course, blood; the more potent the magic that's naturally in the blood, the stronger the spell is, or alternatively the more blood Halbert has access to can accommodate as well. He can use his own blood for the spells, but often will prefer to use his enemy's or comrade's. Blood magic, often, is used in offense spells, but there are a handful of support based spells as well. For a full list of blood magic spells, I've written them up and I'll link them here.

strengths:

CURIOUS Halbert is always eager to learn more about what's around him. Either because it can benefit him financially, make him more powerful, or give him an advantage, he's persistently fascinated by the people and things around him. This isn't to say that he's so self-serving that he wants to be powerful enough to bully people, but that he likes to have the odds in his favor as much as he can. He's also curious enough about people that he may just want to taste your blood. A little bit. (A lot!)

INTUITIVE Some might call it "making up shit as you go", but Halbert prefers to consider it thinking on your feet. Plans will always go awry, and from there you just need to go with the weird crap that's happening and run with it. That's often Halbert's life, something he's used to, and just kind of accepts the chaos of situations. It's more often than you might think!

INTELLIGENT One would have to be to well versed in lore, history, and magic! And out of necessity as well. The world is dangerous place where he's from, and in lacking his own memories he has a lot to make up for -- which means a lot of studying to try to fully comprehend the world around him, the people, the creatures, and the magic in it. Halbert can be a bit of a pain in the ass sometimes, but he's an excellent study.

weaknesses:

STUBBORN Well, it was said that he can definitely be persistent... to the point of stubbornness. Sometimes a man can be too overconfident and that's definitely Halbert, make no mistake. As such, he can be a sore loser and remain determined to prove himself right, strong, or whatever the case might be. He doesn't take to losing very well at all and isn't that graceful about it.

ARROGANT Halbert knows he's smart, that he can be charismatic, and is incredibly vain to boot. So here we are with an inflated ego, and you can bet that this has caused Halbert to end up with his foot in his mouth more than a few times. The problem is, of course, how rarely he ends up really learning from it.

WARY Due to historically being treated unwell for his species, Halbert has taken to traveling frequently -- and infrequently making any real personal connections. True to form, Halbert really only has one friend in the world, and although one could simply blame it on his personality the truth is that he genuinely tends to hold people are arm's length and does not truly trust many. It is a thing that is hard earned.

job skills (optional): Intuitive thinker, excellent in uses of blood magic and spells, well versed in traveling and survival.
housing (optional): No preferences!

network username: tadah.itsme

network sample:

All right, so I have some bad news and good news.
The bad news is, there isn't a bar anymore. There may have been a small fire, which definitely has nothing to do with me and I certainly didn't do anything that would have upset the very fine gentleman that frequented the establishment. I know this must upset our resident lushes here.

The good news is that I definitely scored out on this map that may or may not legitimately lead to something that could or could not be treasure.

So, who's in for a road trip? I know I am!


prose/action sample: Here!
brightline: (Default)

marco ø animorphs

[personal profile] brightline 2017-08-02 02:13 am (UTC)(link)
player information
name: coffee
age: 30+
contact: PM or [plurk.com profile] caffemisto
other characters: eddie thawne

character information
name: marco (no surname given)
canon: animorphs
canon point: right at the end of the last book, immediately as the Rachel crashes into the Blade Ship.
age: 19 going on 20

(canon) background: Marco @ Seerowpedia
(original) world: n/a

abilities:
ø Morphing
Marco can acquire the DNA pattern of any living creature and then become a copy of that creature. This includes sentient creatures, aliens or alien animals, and is not limited by size (very small or very large). When creatures are acquired, they go into a hazy, subdued "trance" for a short time.

Marco's list of morphs as of his canon point can be found here. I will keep a running tally of any additional morphs acquired in-game.

ø Thought-Speak: When in morph (and only when in morph), Marco can use thought-speak, which is a type of limited telepathy. It works like regular speech but without the use of sound, meaning it can work through walls and other barriers. Thought-speak has a distance range a little wider than physical speech, and can be either broadcast to everyone in range, or privately sent to one person or a small group. These "whispers" of private thought-speak cannot be eavesdropped on. Humans and other creatures who do not naturally use thought-speak can 'hear' it, but must reply in their natural way.

ø Healing: Morphing uses DNA as a pattern to build and rebuild Marco's body, and DNA cannot be injured, which means that if Marco is injured, no matter how seriously, morphing out of the injured form will reset it to a default healthy state. Additionally, if he acquires the DNA of a crippled person or animal, when he morphs, the form will be whole and fit unless the defect was in the DNA to begin with (an animal paralyzed in an accident would be morphed whole, an animal with a genetic defect would be morphed with that defect). Morphing has also, on occasion, been shown to cure both poisoning and diseases (a snakebite, insecticide, and rabies, respectively), but this is not consistent or reliable, as it has not cured other illnesses (the Andalite flu) so it cannot be relied on.

ø Limitations: Marco cannot stay in morph for longer than 2 hours - if he does, he will forfeit his default human form and ability to morph and be stuck permanently in whatever form he's stayed in for longer than 2 hours. New DNA can only be acquired in his natural human form, the creature being acquired must be alive at the time of acquiring, and he cannot acquire another shapeshifter's assumed form (for example, he cannot acquire tiger DNA from his friend Jake in tiger morph, only from a real tiger). He must return to human form between morphs (he cannot go straight from one animal form to another). Morphing expends a similar amount of energy to sprinting, so Marco will become physically exhausted by repeated morphs - more than four morphs in a short period of time will generally tax him to his limits.

ø Computer Skills

ø Hacking and Tech: Marco has a natural aptitude for using computer technology. His father is a computer engineer, so he has been exposed to it from a young age, and when he started staying part time with Ax, he learned about more advanced technology than was available on Earth at the time, and became proficient with hacking. Also, during the 7+ months he recently spent on board the Yeerk prototype ship The Rachel, he has learned the basics of piloting space ships and is comfortable manning most stations on The Rachel.

ø Strategy
Marco is a ruthless strategist, able to see the clearest and most succinct path to success, and often able to deduct the enemy's plans because of it. He is not a leader.

strengths:

ø confident: Marco has no problem talking himself up to an almost hyperbolic level. Most people would assume he was compensating for poor self-esteem, but the truth is that Marco is just incredibly confident in himself. Despite a difficult life and a history of being bullied, Marco believes in his own value and is very comfortably aware of his own limits, failings, and strengths. Marco is straight-forward, and isn't given to playing mind games. Marco speaks his mind clearly and without restraint, and doesn't hesitate to change his stance as new information comes to light. Marco's self-confidence comes without much sense of pride - he very rarely fails to admit when he cannot or will not accomplish a task, screams without shame when he's startled or injured, complains constantly when he's uncomfortable, and announces openly when he's feeling scared or out of his depth.

ø humour: In rough situations, he uses his sense of humor to bolster morale and turn situations that are objectively awful and traumatic into something they can laugh at, even if just for a moment. In effect, he allows the people around him, just for a while, deflect their horror and fear and hurt into jokes in the same way he does.

ø loyal: Despite his lack of deep emotional expression, Marco is very loyal and cares deeply about his friends. Marco refuses to leave behind people he cares about - he will destroy himself trying to get his teammates and friends out of dangerous situations. Marco does not care about a lot of people, but the ones he does come to care about, he cares about very deeply. Ever since he realized he can't trust most of the people around him, he clings even more tightly to the people he can trust.

weaknesses:

ø unsentimental: Marco would rather be hated than pitied and doesn't seek or much enjoy comfort or sympathy. He is not unemotional, he experiences a lot of feelings, and his convictions and loyalties run very deep, but he is eminently unsentimental. He prefers to deal with his problems through actions and tends not to dwell on unsolvable emotional or moral tangles. Getting Marco to talk about his feelings is nearly impossible, and generally he will only discuss them through venting, complaining, or obliquely, in as few words as possible.

ø ruthless: Marco is ruthless, capable of seeing what he calls the 'bright, clear line' between the problem and its solution. Marco is the person who usually thinks up the team's plans, and they are usually relatively simple and straight to the point - often, they involve levels of sacrifice and moral grey that the rest of the team can find jarring at times. When he makes plans, they come to him fully formed, and he has to add the morality back in after the fact. Marco is very aware of the fact that this trait of his has been flanderized, to an extent, by his participation in the war, and he knows that it makes him, at times, unpleasant to be around. While he isn't overly sentimental or moralistic, he does question himself, he's aware that he comes across cold or callous or cruel when he comes up with plans that would result in collateral damage to innocent people.

ø deflection: When he is troubled, upset, or feeling uncertain, he deflects, usually with humor, though sometimes with outward coldness. In fact, his sense of humor is mostly a coping mechanism - seeing terrible situations as hilarious or ridiculous or even morbidly funny instead of depressing and demoralizing is a choice he consciously makes.

skills (optional): gift of the gab, good with tech, business savvy
housing (optional): Communal, please!

network username: just.marco

network sample: gen texting meme ø network post on eudio

prose/action sample: eudio intro log ø eluvio log
latrodectus: (Default)

natasha romanov | marvel comics | not reserved

[personal profile] latrodectus 2017-08-02 02:51 am (UTC)(link)
player information
name: Alex
age: Over 21!
contact: [plurk.com profile] lightfellows
other characters: N/A

character information
name: Natalia Alianovna Romanova / Natasha Romanov
canon: Marvel Comics
canon point: Secret Empire #2, after punching out Clint (I've talked to others in the cast about this!)
age: ~90

(canon) background: here, a version I've written up is here, recent updates include foiling a plan to revive the Red Room by the new villainess Brown Recluse, and finding out Steve Rogers has been rewritten into being a HYDRA sleeper agent and vowing to kill him.
(original) world: N/A

abilities:

FIGHTING SKILLS. Natasha is a formidable martial artist, as well as an expert markswoman and Olympic-caliber gymnast. This is not particularly impressive in her universe and she usually has a hard time punching her way out of problems, but it does mean she can beat most people up.

SPY SKILLS. Basically if you can think of something vaguely related to the espionage genre chances are Natasha can do it. Breaking and entering, being charming at dinner parties, industrial sabotage, sneaking around in vents, wearing unrealistically convincing facemasks, check check and check. Related, she speaks whatever language she needs to for the plot. Canonically, this has included: Russian, English, Spanish, Bulgarian, French, Arabic, Chinese, and Japanese, off the top of my head.

COMPUTER SKILLS. Natasha is no technology whiz by the scrap cave standards of her universe, but she has a very specific familiarity with electronic security systems. She has played Avengers Oracle on more than one occasion, designed her own microchip communication devices, and hacked past her own considerable SHIELD clearance.

MYSTERIOUS COMIC BOOK SERUM. Natasha has been the recipient of one of many Soviet stabs at better living through chemistry. It has slowed her aging to a crawl, the other side-effects are hazy and seem to shift from writer to writer. I think she works best as non-super powered so that's how I play her.

strengths:

⪢ Natasha is competent, naturally mission-driven, and a meticulous and thorough worker. She is not easily dissuaded from her goal once she has that in mind, and will usually approach things strategically instead of charging in headfirst like a big stupid hero. She was a capable mission leader for the Avengers during the early 90s, even if that ended poorly, and has the respect of both her superhero peers and SHIELD as someone whose opinion is worth listening to.

⪢ Natasha is compassionate, and despite her reputation, has deep and personal feelings about a lot. This is something of a personal triumph, because she has been trained to be a human tool, with no sense of self to call her own. She does keep that part of herself closed off and well-protected, but it guides much of what she does, from her defection, her decision to join both the Avengers and SHIELD, and her recent somewhat-misguided solo quest for redemption. It's also let her cultivate several lasting friendships, which is unusual in her line of work.



⪢ Natasha is a survivor, which means a lot of things, but it is very difficult to keep her down. She grew up during the Nazi seiges of Russia, during World War II, and has known hardship and death from the first. But she is still going, which is a testament to her drive and will.

weaknesses:

⪢ Natasha is so mission-driven that sometimes she loses sight of everything else. She will alienate her friends and upend whatever else she is doing, betray SHIELD, lie, go completely off the grid, whatever, if it means she can do whatever it is she feels like she needs to do. This can make her a very difficult person to know.

⪢ The flipside of Natasha's compassion is that she also can be cruel— because she hasn't destroyed all her empathy, Natasha knows when and how she's hurting people, and sometimes she likes it. "Killing people is easy, making them suffer is an art" is a representative quote here— she can definitely go beyond the bounds of what is necessary or righteous with physical and emotional violence.

⪢ Natasha is a survivor, which means she has done things most people wouldn't consider in order to simply endure. She has a lot of trauma in her past that she hasn't really dealt with, except by compartmentalizing, and also things like false memories and sometimes crippling mental blocks installed via Red Room brainwashing techniques on top of that.

job skills (optional): Things Natasha might actually mention include: her facility with languages, general competence with computers (word processing, stuff like that), and an ability to dance classical ballet.
housing (optional): Natasha would strongly prefer to live alone, I OOCly have no preference.

network username: n.romanov

network sample: This is ancient, so lmk if you need something more recent.

prose/action sample: TDM comment.
retro_me: (Remember Those Old War Days)

Janis Sandusky "Retro Girl" | Powers (TV) | Not Reserved

[personal profile] retro_me 2017-08-02 03:08 am (UTC)(link)
player information
name: Jamie
age: 18+
contact: PM / [plurk.com profile] natalia_vdova / natalia_vdova#0150 @ Discord
other characters: Ava Orlova

character information
name: Janis Sandusky
canon: Powers (TV)
canon point: End of season 1, circa her death
age: Looks late-30s, but is significantly older. I typically put her as being born in 1914, but all we know for sure is that she was at least 20-something during WWII.

(canon) background: Wiki – This is a link to the episode summaries because the Powers TV wiki is seriously freaking barebones. As in, Janis' is basically just a list of powers off the superpower wiki. That said, if needed I can do an Actual Summary.

abilities: She is said to be the Strongest Power (Wolfe seems to be stronger, but considering he achieves this by devouring other Powers, this is likely not an equal comparison). She has superhuman strength, she is neigh-invulnerable (compromised only by a device that is specifically made to be able to nullify the abilities of any Power – you can't perform an autopsy on her body). She can fly, routinely breaking the sound barrier, and able to go from fighting a hurricane in Asia to fighting the villain Wolfe in LA in about ten minutes (which is a distance of about 7,000 miles). She's either able to breathe without the presence of air, or doesn't need to breathe. Even compared to other Powers she is very long-lived, and seems to age better than the rest of them. She's also supposed to be one of the best fighters. Our opening shot of Retrogirl involves a red blur that takes two powers fighting with fire and ice and casually knocks them out of the sky like they're children.

She is a world-renowned superhero, charismatic and demanding, a leader able to unite the Powers communities the world over. She's seen the advent of powers adapting to every generation, and she's savvy enough to be able to move with it, adapting to every change so she stands as an unchanging symbol. She also manages various charitable organizations and navigates a decidedly unfriendly media landscape.

strengths:
Stalwart – Janis has been fighting the good fight for 70 years. She is at the forefront of every catastrophe, fights for strangers again and again. Not just from the bad guys, but she literally fights against natural disasters, punching hurricanes. She talks about walking away from being a superhero, but she seems to be literally incapable of doing it. She's dependable to her own detriment, shoulders the weight of the entire superhuman community without complaint, to the point that with her death the various factions immediately fall into rancor. She is almost always willing to carry a burden for someone else
Caring – She is at heart a person that cares about other people. She's loyal, almost to a fault. Breaking her word carries a serious weight for her, and more than just the lives lost, it's promising to find someone and failing that cuts. She's a philanthropist, running a number of charities, and genuinely seeming invested in them, even if she's clearly not a fan of the media circus that follows. At funerals she is an empathetic shoulder for anyone that seems to need it, and she worries for the well-being of her friends, whether it's Christian in the wake of losing his powers, or Harley and his alcoholism.
Morality – She is a very moral person, but she isn't some cinnamon roll, either. She is literally held up as the line in the sand on what the right thing to do is, she is the person where you can pretty much say that if you're not on her side, you are probably doing the wrong thing. And it's this facet that allows her to unite pretty much all of the powered people, and stave off a constant threat of unrest, even in the face of the Powers Registration Act.
weaknesses:
Bitter – The flip side of fighting this fight for as long as she has is that she's very aware of what it has turned into. The way that people who would never step up to so much as slow down a mugger pass judgment on every small misstep of Powers, turning the deaths of heroes into media spots and sales figures. She's very aware of the game and she's good at playing it, but she hates that she has to. This results in a tendency toward seeing the agendas of people, and that she can be judgmental if someone does something she doesn't agree with.
Stubborn – The detrimental flip side to many of her positive traits is that she has a tendency to dig her heels in. As Cobalt Knight notes in his eulogy, she doesn't compromise. She treats things as pretty black and white, and once she sees something a certain way she's unlikely to change her mind. In line with this, she tends to say what she means, though she is generally capable of filtering if it's liable to end up on the evening news.
Tired – Another downside to how long she's been doing this, is just how tired she is. This seems to be less about being tired of saving people, so much as she's tired of the way the world has changed. The media-hounding, the way that she talks about websites that dissect every inch of her body every time she steps into public. Her job is no longer just about fighting the bad guys and preventing disaster, it's about having the right public persona. And she's incapable of having any time to herself in public, to where she idealizes getting away from everything, pretending she could walk away-- which she can't.
job skills (optional): Combatant, strategist/organizing people, search and rescue. She's been doing this stuff for seventy years, c'mon.
housing (optional): Communal, please. Or put her in the barracks.

network username: janis

network sample: Link

prose/action sample:
There were some nights where Janis just doesn't want to be alone. Where everything seems a little too crushing, the weight of the world a little too heavy, and she is strong enough to admit when she's feeling weak. Like tonight, where after hours of flying into a category five hurricane trying to save as many people as she can with her own two hands, and hitting that wall she can't punch through- the one that says you can't save everyone- she just needs a little human interaction. And Harley is always good for that.

It had been a little strange at first, after the Powers Registration Act, finding their way back here. That line in the sand that had made them suddenly more and less than friends-- Harley with his government contracts backing the status quo and Janis always willing to fight for what's right. The sturggle then had been mild enough, but it's starting to spark again. She misses the old days, Unity with SuperShock and Cobalt Knight, or only a few decades back with Olympia, Christian and Harley. Another symbol, but the ages had changed, and suddenly they were on lunchboxes and Sunday morning cartoons, movies and MTV specials. Retro Girl, the life and times!

It's late, sitting on the edge of his bed, her hair still just slightly damp, still in that bright red and gold flightsuit, googles dropped on the floor as she sighs and tries to breathe. Most superheroes try to save the world from the bad guys. Janis tries to save it from itself. From disaster and poverty and everything that takes the life of innocents, makes people suffer. And when there's no villain, no standard for victory, everything feels like a failure.

"I'm just so tired."

She admits it with a tilt of her head as she looks up at the doorway. She doesn't think there are many people left that she could say that to, because there are so few people left from their generation, people that can imagine how heavy it gets. Her friends from the forties are dead. Her team from the sixties is reduced to her, with SuperShock MIA for the last forty years and Cobalt Knight retired into politics, pushing anti-Powers legislation in a turn of irony that has never escaped her. The falling out had been hard. Her last team had formed around the turn of millennium, but Olympia was dead, Diamond had lost his powers, and Harley was an aging alcoholic, if still a terrifying sort of genius.

And still her best-friend.