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

aeturnus: (pic#11359460)

Cain ("Jacob Kane") | original | not reserved

[personal profile] aeturnus 2017-05-04 11:36 pm (UTC)(link)
player information
name: DJ
age: 25
contact: [plurk.com profile] biomagnet / biomagnet#1925 @ discord
other characters: N/A

character information
name: Cain ("Jacob Kane") {Romulus}
canon: Original ("Reinforced")
canon point: 2014. Short time after returning from Texas.
age: Chronologically and mentally 2791. Physically 24. Halfway between the two emotionally.

(canon) background & (original) world: See here for a bit of tl;dr.

abilities:
Having lived for really fucking long, Cain has picked up numerous skills and languages. Although many of them are not in the best use, they still sit in the back of his mind and he could probably pick them back up if given the reason. He has about ten languages he actively uses and keeps at a native level (having fluency in over forty) and most of his practiced skills tend to be indicative of a modern mindset, like cooking and driving and coding and skateboarding, instead of things like hunting your own food or rigging a boat. As a result of genetic quirks Cain is the mirror twin, counter to Abel, meaning that he is left-handed and his internal organs are backwards to match.

Despite his body's ridiculous and impossible healing factor, he is still 100% human. He cannot build up tolerances to drugs or alcohol, although he's built up a mental tolerance to pain. His physical fitness cannot exceed the natural bounds of a human body, and he is completely susceptible to magical effects and psychic intrusion. Currently, he has a code phrase buried in his head which puts him into a totally suggestible state ("hellhound, heel") wherein he'll do pretty much anything except act against his brother.

- Immortal and ageless. Cain does not age. He cannot remain harmed. If any damage is done to him, it simply reverses: blood lost will seep back into the wound and it will pull back together as if nothing happened. The same thing happens for lost limbs or organs. Pain still exists as long as the wounds are there, but subsides once they have been healed. He does not experience death (i.e., soul leaving the body) so much as indeterminate unconsciousness when violently incapacitated.
- Deathsight. Cain can see the time left that someone has to live. This manifests as a timer in front of someone's neck — gold indicates a living person, while silver means a spirit of some sort. My assumption is that this timer will only read the time of a character's canon death (whether they live to old age, die in season two or have arrived past their death), and will not appear be moving while in Riverview Quarantine due to wonky alternate reality metaphysics. This sight also allows him to see supernatural phenomena such as spirits. If accepted, there will be a permissions post allowing people to specify times, otherwise it will just be an unspoken, meaningless backdrop.

strengths:
☆ Cain is highly adaptable. His time in the world has left him with a strong instinct to learn as much as he can in order to not make waves. If his morals disagree with the current state of the world, he tends to work from the inside rather than making a big fuss of it, and takes away exactly what he wants from it personally. With vast amounts of experience to draw from, he lives by wisdom and knowledge he's gained while retaining the demeanor of his physical age. Acting like a wizened old hardass just isn't his thing.

Loyal. Being a horrendously saccharine sweet and kind family man, Cain has an unshakeable loyalty to anyone he finds worthy, someone he actually cares about. He'd probably throw his immortal self into a meat grinder if he thought it would help someone he cared for. Whatever the situation actually calls for, he'll be prepared to do it.

☆ Very, very intelligent. Even from before his immortality kicked in, Cain was able to teach himself reading, writing and arithmetic using context clues and determination. That sort of gumption and sharp wit carries into today where he stays at the forefront of many new technologies (his favorite being virtual security) and maintains an edge on the world around him. This defined quite a lot of his life in that he makes many otherwise-risky moves that the less-skilled would be unable to manage and comes out fine.

☆ Cain is very honest. Although he won't just offer up his secrets to any joe schmoe, he doesn't see the point in being cagey or coy about most things when eventually they'll stop mattering. Just really tries to distill life down to the step before complex to get the most out of it by living this way.

weaknesses:
Guilty conscience. Seriously. Nothing anyone says will likely ever convince this guy that he didn't indirectly kill his brother. He takes direct failures in as his own responsibility and holds them close to make sure they never happen again. It drives him to do better, but also to not hold himself completely infallible (just mostly). Also never shows this guilt if he can help it. Get yer own complexes.

★ Motivated by boredom. Rather than wishing to do good deeds in order to receive them back, or believing in actual karma, Cain tends to socialize or be helpful to other people because he has nothing else to do. He generally doesn't have any attachment to people other than the ones he intentionally makes friends with, so it's for his own benefit of passing time. He's a people-person without much intent to go beyond superficial.

★ No sense of physical worth. He'll probably do stupid shit and get himself hurt, for himself or others, just 'cause it'll be more convenient in the long run. This convenience is also measured against the annoyance it would be to explain his special condition to others. He isn't very worried about people on the smaller scale knowing of his immortality, it's just not something he wants to have to explain like every other day, okay?

★ Exaggerated self-esteem. At the end of the day, he's one of the few people who will keep walking and have to deal with ages and ages ahead of him. When things can't be compromised where everyone is happy, his own comfort comes out on top.

skills: Coding, managerial tasks, kickass cook. This is his lazy set of skills.
housing

network username: j.k.

network sample: Forgive me for not asking all the questions I should have at the lovely, crowded hospital... But can we get a sound-off on what all we actually know about this situation? I've heard the basics, asked a few questions myself, but I think it'd be helpful to hear what other people asked and if we all got the same answers.

Hi, my name is Jacob Kane. I like to know things. How about you guys?


prose/action sample:
It probably said a lot about Cain that even in the face of his brother stabbing him near to death while they were on the run from death-defying, tantrum-throwing children, he still couldn't possibly be mad at Abel. It was definitely Abel who had done it, not the young man he had been back in life, but the man he had become under the Reapers' thumb for three thousand years. And who was to blame for that? It was Cain: everything had been Cain's fault, from the very moment Romulus had shied away from telling Remus his time up to the present point of never mentioning his abduction by the Death Erasers. He had let Remus be chipped away little by little because of his own self-feeding loop of fear.

It had been almost a week since they made it back from Texas. Cain was still living in-house with Abel (and Holly and Angie and Rob), and yet he had hardly seen hide or hair of his older brother. Any steps they had taken toward coming together again had been put on hold — they weren't gone, and Cain knew that for a fact or... well, he was sure he wouldn't be allowed under the same roof as Abel's adopted daughter and the Enforcers' current pair of pet hostages. He couldn't appeal to the Enforcers to speak to Abel, either, even if they were his sons, daughters, grandchildren he had seen grow from the shadows, descendents entire generations removed. They knew him even if they didn't know Cain, and yet Cain had fucked up. It was something about himself, his very existence, that now put the balance of life and death on the edge of a knife.

The Death Erasers had turned Cain into their tool and he couldn't bring himself to tell anyone until it was far too late.

Grunting forcefully, Cain swung his legs over the side of his bed and trudged out into the hallway. He wasn't one to go binge drinking and he had more than enough practice to go without sleep for a few days until his body was too tired to pretend anymore, but he could really use something strong right now in the face of no presenting solutions. When he entered the kitchen, the light over the stove was on and he saw Rob sitting at the island with a cup of coffee and an old book of kiddy puzzles.

Cain tilted his head, then added some weight to his steps so that Rob would hear him coming. He'd been walking lightly recently as if some invisibility now would help save him from events already passed. Rob looked up at the footfalls and canted his head, unintentionally bringing sharp attention to the empty space at his neck. Cain couldn't help but stare as he moved to the cupboard and began searching around for something good; any alcohol in the house would have to be the Yates', as Abel didn't eat or drink and Holly was too young for his brother to have considered even keeping up the appearance.

"Couldn't sleep, either?" asked Rob, attention turning back down to the maze asking him to help a bunny slipper find its mate on the other end.

Having found something strong enough that wasn't going to make him leave snobby looks in the Yates' direction come the morning, Cain got out a glass and poured a generous finger before he sat down opposite Rob. "Sleep's overrated. What's keeping you up?"

"Nothing, just don't sleep well every now and then. There it is," he muttered to himself, apparently actually invested in his work.

"Coffee helps with that," Cain said mildly, unable to keep his eyes off what he could see of Rob's neck. That was his fault. This whole thing was his fault and now he had been locked out of trying to fix it. Abel was furious, the Enforcers beyond his reach in their current tizzy of fixing the problem, and Cain could only sit back and watch. "Does it freak you out to know you're an abomination to death?"

Rob paused, put his pencil down, slowly looked up at Cain. "Not as much as you'd think," he said slowly. "It's what they're doing by keeping us here and away from, you know, living that bugs us."

Cain sipped at his drink, hand clenched about the glass precariously. It didn't matter if it shattered, save for the sound that might wake someone, and at this point he'd almost relish bringing someone into the misery with him... unless it was Holly. She was only a few generations removed from him and he didn't have the heart to fuck up another part of his family right now. "Sorry about that," he said into his glass.

"Yours isn't the sorry we want." Rob spoke for Angie, too. That was how those two worked, trusting each other to speak for themselves on the whole but respecting each other to have their individualities, too.

Cain wished he even had that much with Abel right now. His hand came down a little too hard on the countertop, and Rob grimaced at the sound. Cain stared at the book between them, already tracing out the three different solutions to pair bunny slipper with bunny slipper before he looked back up to Rob. "Yeah, it is. They want me to keep you out of the loop because blah blah paranoia, but this one's pretty big: if those Clockless assholes hadn't taken me two years ago, you wouldn't be here. That part is my fault."

Rob suddenly looked uncomfortable. "Is that what you two have been fighting about? Whether you're guilty for being abducted?" he asked. The touchy-feely thing was more Angie's side of it, and Cain could tell it was making Rob uncomfortable to have some feelings thrust upon him, as well. Tough. Rob walked into the Death Erasers' trap and had his clock erased, so he could deal with some fucking responsibility for currently throwing the world into an unhinged, under-the-surface chaos. "Because... that's bullshit."

Wait, what?

Cain looked at Rob for a moment, searching, and saw what he was afraid of. He shook his head, abandoned his drink, and stood. "'Fraid not, kid," he said. "You've still got time, plenty time to learn, but here's the thing: no one else was in control of that but me. Maybe not the kidnapping, but I chose to deal with it on my own when I shouldn't have, even after I saw what they were doing. I'm going to go get some air. Tell Abel you tried to stop me if he gets mad," he added, not really wanting to cause more complications in the house than there already were.

With that said, he grabbed his shoes and jacket by the door and left. At least they'd found his car by now.
Edited (Typos, and realizing I put in an earlier version than the one I wanted to submit) 2017-05-05 05:40 (UTC)

(no subject)

[personal profile] aeturnus - 2017-05-09 04:40 (UTC) - Expand
notasaviour: (Default)

Teddy Altman | Marvel 616 | Reserved

[personal profile] notasaviour 2017-05-05 01:25 am (UTC)(link)
player information
name: Irrisia
age: 25+
contact: [plurk.com profile] lanatha
other characters: none

character information
name: Teddy Altman
canon: Marvel 616
canon point: Just after the reveal that their team-mate will grow up to be Kang.
age: 16

(canon) background: Link here

abilities: Teddy has an assortment of powers from his alien heritage (although he thinks it's a mutation at his canon point).

From his Skrull side, he's a shapeshifter, with few limitations on what he can shift except size; 5'-8'ish seem to be his limits, but he can add or remove bulk, add limbs, grow armour, change colour, or just look like almost anyone. If rendered unconscious, however, he defaults back to his "human" appearance.

From his Kree side, Teddy has also inherited super strength (although this is partly due to his Skrull side as well), which seems to be capped somewhere about the 100 tons range, and due to the Kree having adapted to a planet with high gravity, super endurance and stamina.

Teddy's alien physiology also grants him fast regeneration, even of major tissue damage, some immunity to standard human poisons and diseases, and also complete resistance to and ability to recognise pheremone-based powers.

Apart from that, he's essentially a normal modern day teenage boy. He's fairly good at sports, average at computers and his lessons, and very good at what for him is real-world super-hero trivia.

strengths:

Teddy is mostly a genuinely nice guy. He's sometimes sceptical about people's motivations, particularly after previous experiences, but he tries not to be judgemental. He'll listen and be compassionate wherever possible and mean it. He's very affectionate to the people he lets in, physically and verbally, and polite to pretty much everyone else. He forgives pretty easily on his own behalf, although less so when the people he cares about get hurt. And he's very loyal to the people he cares about.

He tends to be protective and caring of the people around him. He's always wanted to be a hero, and to him that seems to mean making sure no-one gets hurt- except the bad guys. He's usually more pleased by a peaceful solution wherever possible, but he will attack if he has to, particularly to protect others.

He's both patient and modest; he doesn't push his way into the limelight, and he'd rather be a good team member than cause division. He doesn't seek acknowledgement, and certainly not at anyone else's expense. He'll give up his time freely, if people need him, and he won't expect anything back in return.

He is very good at deception, particularly when it comes to pretending to be other people. Although the physical aspect of this is down to his shapeshifting, he's also a good natural mimic, and can keep his own feelings and thoughts well hidden in order to play a part, to the point of being able to fool acquaintances of the person he's pretending to be.

weaknesses:

Some of his most positive characteristics be taken too far. He's patient and easy-going and protective, but he can take it to the point of self-sacrifice. He'll get hurt so others don't have to, and he'll be there for others even when his own life is falling apart. He'll be loyal even when he's being used. It takes a lot to make him stand up for himself, emotionally or physically.

He bottles up his feelings all the time, and very rarely expresses them openly, particularly when he feels that other people need his time and support, or if he thinks his true opinions and feelings would hurt them. This not only causes him strain, but can make it difficult for him to genuinely connect to people- a real problem in conjunction with his need to be accepted. And although it's rare, if the stress of hiding his feelings gets too much, he can unleash them a little too strongly.

He wants to be accepted and liked, even if that means hiding who he is or changing his physical appearance, an impulse he struggles with particularly at his current canon point. This can make him easily led, even when he knows better, and fuels his tendencies to both self-sacrifice and keeping his feelings to himself. He's let himself be used, even when he felt uncomfortable, for the acceptance he gained for it. His self-esteem isn't very strong, and although at core he's always the same person, some of his surface character traits shift with the situation.

He doesn't always think things through, in particular when following other people's lead, or when he's trying to be heroic. He's done some very reckless and foolish things, without considering the consequences, particularly for himself. And although it's rare, losing his anger can push him to say things he wouldn't usually, again without thinking about what it might lead to.

network username: avengersfan282

network sample:

[He's uneasy about the video, but he tries not to show it, making himself solemn-faced. And, okay, maybe he's made himself look just a little bit older this once. It's easier for him to feel less like he might be written off that way, and maybe it will be easier to persuade other people too.]

Um- [Bad start, he needs to sound sure of himself like the real heroes do, and he makes himself say his words clearly and with a certainty he doesn't quite feel.]

I'm new here, but I want to be helpful. I know it's dangerous outside the barrier, but people still go out anyway. I'm willing to go out too, but I'd rather not do it alone.

[Even if he probably could, he doesn't like being alone.]

So if you want someone to watch your back, let me know? I'm pretty good at it, I think, and I'm stronger than I look. And if not- thanks for listening anyway.

[He lets himself give the camera a smile, small and quick, before he leans forward to turn the video off.]

prose/action sample: This one and the first thread?

re: ACCEPTED

[personal profile] notasaviour - 2017-05-09 11:58 (UTC) - Expand
buildingcastles: (pic#8688817)

Christian Fischer | original character | no reserve

[personal profile] buildingcastles 2017-05-06 05:57 pm (UTC)(link)
player information
name: Tea
age: 32
contact: [plurk.com profile] teaandreveries
other characters: Steve Rogers (616) [personal profile] livingsymbol

character information
name: Christian Ryan Fischer
canon: original
canon point: Two years after crossing over and becoming Transient.
age: 30

(original) world:
Christian comes from a version of modern Earth that is parallel to our own, with all of the same aspects except that in his world magic and supernatural beings actually exist. In the past, supernatural influences were common in the world, but over time those powers were dulled as humans did their best to protect themselves from dangerous spirits and uncontrollable curses. In modern times, magic is greatly considered fiction. Hoaxes and New Age pseudo-magic exists, and fake incidents happen the same way they would in our world, but real magical forces still have a presence. The old world powers are concentrated in what is known as the Subtle Realm, points where magic still bleeds into the normal human world. A majority of people no longer acknowledge or even recognize these powers, but some still have enough sensitivity or belief to be affected by magic or even learn some tricks themselves. While pure magical beasts such as dragons and unicorns are generally considered extinct, there are still plenty of creatures from the Subtle Realm that live in the human world. They all fall under the umbrella term “spirit” and many people call spirits that attack or harass humans demons. Some humans, upon being attacked, become hunters bent on destroying what they view as invading magical dangers, while others embrace a long lineage of magic tradition that they try to strengthen through bloodlines. These bloodlines give rise to inherited psychic powers. The Subtle Realm itself is largely intangible. It is a shifting state more than an actual location, and it affects the human world through metaphysical change. It is a place of feeling, belief, and soul in their raw form. In theory, any human does have the potential to find this realm or see spirits, but most people have simply lost touch so much that they won't be able to even if they try.

Christian is a mostly normal human that stumbled into the Subtle Realm through a combination of magical sensitivity and bad choices. His background with magic has grown from first hand experiences and dealings with spirits. While he has contacts with both some psychics and hunters, he doesn't have any particular allegiance to a group and learns most of his tricks through trial and error. He protects humans from being preyed on by demons, but also has sympathy for the struggle of the Subtle Realm to maintain its place. He's very personally motivated, but since he sees both the good and the bad in both sides, he tends to lean toward keeping a balance between the two worlds.

Christian's main interest in spirits began when his best friend disappeared from their primary school playground. While most people eventually took the tragedy as a kidnapping, suspecting the boy's estranged mother, Christian saw a figure he could not explain vanish with his friend and grew up a troubled boy seeking answers for things his world couldn't explain. As he got older, he dragged his friends into his reckless search, actively exploring supposedly haunted locations as he tried to find closure. This led to him endangering those friends and ultimately drifting apart from most people, and while he remained friendly, Christian struggled with maintaining relationships of any kind. He got a big break when disappearances began in his hometown years later. Investigating the area, Christian met a demon who was hunting humans for food. After a reckless confrontation and a narrow escape, he met a second demon. This one fed on human fears and was attracted to the strong anxiety awoken by the connection to Christian's past. The new demon offered help to beat the other spirit and Christian made a deal with it, keeping it as a type of low-level guardian while he dove head first into his new lead. He began investigating more incidents that most normal people treated as mere rumors or superstitions, encountering more spirits, and eventually hunters and other magic users. As he learned more about the Subtle Realm, Christian hoped he would find his lost childhood friend or what spirit took him. And the further he delved into the existence of magic, the more accustomed he became to living alongside magic, eventually picking up on some magic himself.

Three years after he started his search, Christian eventually discovered that his lost friend was actually alive and working with fairies from the Subtle Realm. The child, born gifted and given knowledge by the spirits of how humans would react to his magical ties, willingly crossed into the world of magic, becoming a spirit himself - one that resented humans. He held a strong bond with Christian, using that to tie himself to the human world so his magic could be pushed into it, and this was part of the reason why Christian had always felt his friend was out there and sought after him. In order to sever the bridge between the fairy magic and the human world, Christian used magic to destroy his presence in the human world. He erased himself from the memories of his close human friends and became a Transient, a being untied by the anchor of his former life and identity. To the normal world, he simply disappeared, but as a living human he still exists, just as a drifter who became even more focused on his magical problem-solving. This time, he did it for himself.

Expanded world information;
expanded background.

abilities:
Christian is a human with average physical ability. He has light, but not great combat skills focused almost exclusively on self-defense. While he is somewhat more capable at this due to experience, he's not trained or talented by any means. He can handle himself if he has to against a thug or two, but he'll focus on retreat and not be a match for someone with professional level training.

spiritual sight - Christian has a general ability to see and sense magic that many normal people don't have. This isn't akin to psychic powers. He's just able to recognize magic or magical beings on a passive basis (this does not breach disguises or spells meant to deceive).

finding - Christian is blessed with what is best equated to a natural luck. This is both good and bad luck. He is drawn to the supernatural and magic, and has an enhanced chance of finding lost items, but he has no way of controlling whether what he finds is helpful or harmful.

channeling energy - While he's not a trained magician, he can imbue common items with magical energy from the Subtle Realm. He can conduct basic spells, which lets him enchant items with very basic properties for a limited time. Most of these amount to parlor tricks, although with enough time and effort he can strengthen the spells to create small barriers and traps.

transience - As a human half-bound to the Subtle Realm, Christian is like a spirit in some ways rather than a normal human. His existence in reality is faded and he can slip from the attention of those who aren't sensitive to magic or who are considered skeptics. He can also eat magical food, which doesn't nourish physical bodies and is usually unhelpful or even poisonous to humans. His natural energy is stronger, making him more noticeable to people (and monsters) with magical insight and less noticeable to those without it.

enchanted coin - Christian carries a small silver coin with him. To the average person, the object looks like a plain silver coin with no stamp, roughly the diameter of a half dollar but twice as thick. When Christian focuses energy into the coin, he can use it to channel his finding ability toward a specific goal (every other time it is sheer luck and activates sporadically without his control). The coin displays a compass on its face for the user with an arrow that points directly toward the item or person the user thinks about. In order to work, the user has to be able to picture their goal in their mind. If they don't have a clear picture, the coin will simply point toward the nearest place, person, or object that gives off strong spiritual powers.

demon bond - Christian is bonded to a malicious spirit that feeds on negative energy. The demon, commonly known as a bed bug, is a shadowy creature that takes the form of a gigantic centipede. Its bite induces fear and negative emotions in humans, which it feeds on. As a fully spiritual creature, the demon lives in shadows and prefers not to take solid form. Even when it does, it doesn't have much ability to affect the physical world. It might be able to handle small poltergeist-style tricks, but only when it is very well-fed. It can invade dreams and change size in order to fit into dark spaces when light makes them rare, but since it is from the Subtle Realm it mainly interacts with magic and other spiritual energies. It can defend against magic attacks to a point and feed on energy to grow stronger, but it couldn't stop a bullet or a physical blow. It generally lives in his shadow, feeding on his guilt, pain, and grief, but defending him in return for the steady access to energy.

strengths:
adaptable - Christian deals with the unexpected with particular ease. Because of his driving need for answers and experience with spirits of all kinds, he's more willing to accept strange encounters and potentially dangerous situations, adjusting to the new rules as they come. He's more likely to accept people with questionable history, because he knows there is sometimes value in the bad as well as the good. After all, he bonds with the manifestation of a nightmare.

quick-thinking - Because he's curious and drawn to the strange and unusual, Christian is quick on his feet. He can talk his way out of trouble a lot of the time, and can change his plans as new details arise, using his resourcefulness to make up for a lack of physical prowess. He's clever and willing to gamble. While he doesn't like a physical fight, he does tend to pull off magical schemes. He has to be somewhat tricky to beat demons.

loyal - Once Christian is loyal, he is hard to shake. While he's reluctant to get close to people most of the time, he will still go out of his way to help those he has grown attached to. Once someone finally gets to the point of being his friend, he will never forget them, and typically he'll put his clever recklessness toward helping them out.

weaknesses:
lazy - As curious as he is, Christian is rather lazy at heart. He likes his creature comforts and the convenience of being connected to the human world. He has unusual skills and decent perspective, but he doesn't have the ambition or self-discipline to follow through toward anything greater than his own small time jobs. He's content to exist, which leaves him feeling stagnant a lot of the time. He tends to take the easy way out in situations that don't involve spirits, meaning he constantly falls short of really being what in other people might be heroic or give them extraordinary skill.

noncommittal - This affects not only romantic relationships but friendships as well. Because of his past loss and his dealings with magic, there is a distance between Christian and everyone else. He is slow to really warm up to most people, because most of them won't believe in what he has seen, and even the friends he does have can all relate a story where he's screwed them over at one point. He is caught in unintentional self-sabotage. While he isn't intentionally using others, he doesn't give himself over to people or causes enough to belong, and this tends to lead to moments where he fails to show up or act, simply because he can't commit to one side completely.

reckless - Although he's smart, Christian reacts from his gut. He desire for understanding prompted him to drag his friends into dangerous supernatural locations and he repeatedly seeks out spirits even though he knows it is risky. He avoids fist fights, but he doesn't shy away from danger in general. He'll gamble and manipulate to get what he wants, even though he's not as familiar with the Subtle Realm as he might need to be.

skills (optional):
Christian is a problem-solver. He usually specializes in finding lost items or giving people tips for dealing with not only spirits but troubles in their lives. He likes compromise and is good at making deals.

He's a good listener (if not always honest) and he's fond of conversation.

Christian also knows how to use his magical skill to help others in subtle ways. He has a practical magic, which enhances human world items or people with little effects, such as charming an item to ease suffering or a drink to encourage the drinker to talk about themselves.

housing (optional): no preference

network username: youradhere

network sample: test drive thread 1 + test drive thread 2

prose/action sample: test drive toplevel

Re: ACCEPTED

[personal profile] buildingcastles - 2017-05-09 12:42 (UTC) - Expand

Anne Hale | Salem | Not Reserved

[personal profile] little_owl 2017-05-07 04:32 am (UTC)(link)
player information
name: Rachel
age: 31
contact: [plurk.com profile] la_fille_en_histoire
other characters: Jon Snow [personal profile] song_of_ice

character information
name: Anne Hale
canon: Salem
canon point: 1x10
age: 17

(canon) background: Wiki

abilities: Witch Wiki
Anne is a cradle witch, meaning that she is a witch through birth rather than acquiring it through the Devil. Her family is among the oldest and highest, in particular her mother is one of the last surviving true witches, which means Anne possesses massive power. Anne was taught to wield some of her powers as a small child, specifically her telekinetic abilities, however her father would make her forget each time until he felt she was ready to remember. They manifest in the finale as a large telekinetic force, killing both of her parents. While in despair, she summons a rainstorm, which indicates that the weather can be effected by her emotions.

Later in the show, once she begins actively studying her father's book and writing in her Book of Shadows, she is able to do more. She summons a familiar, a rat she calls Brown Jenkins, can control the surrounding environment (such as summoning rain and weather or starting fires), she possesses biokinetic abilities (for example creating and destroying the life of a flower through its seed.) She also comes to own her father's traveler's mask, which can transport the owner to wherever they want.

She can sometimes display certain physical attributes, for example her eyes become blood red or she produces a forked snake tongue in moments of fear or pleasure.

Without her father's or her own Book of Shadows, Anne is limited to unwieldy telekinesis and storms summoned by her emotions.

strengths:

Inquisitive: When Anne begins to suspect her father is keeping secrets, Anne continually tries to ferret out what he is doing. That desire to learn continues in the second season, as Anne doesn't have a guide to teach her, so she learns on her own through her father's book of shadows and her own experiments. She even states in the first episode: "I believe there is only so much you can learn from books. Experience is our true teacher."

Good hearted: Anne is repeatedly show to care for and look after others. She tends to the children of the orphanage, she attends various births (including those for unmarried women). Despite the colony's cruel views and punishment for women who give birth to illegitimate children, Anne calls it "the wonders of gods own creation". She collected a basket of goods to help a young girl whose father's was accused of witchcraft.

Tenacious: Anne is extremely quick witted and spunky. She speaks her mind more than is encouraged for women in Puritanical society. She openly flirts and shows interest in men, as well as pursues what she wants without restraint. She bests shows her quick wit by saying to Mary Sibley: "One can't pass the rare gathering in Salem that doesn't involve a noose or an angry mob."

weaknesses:

Unrepentant: As the show goes on, Anne is able to reconcile her actions and decision with her conscience, to a point where she begins to not think that she did anything wrong. She regrets the death of her parents, but eventually commits worse acts without remorse, such as casting a love spell on Cotton and then controls him with her familiar.

Tempremental: Anne can react quickly in anger, sometimes to devastating degrees. When she's told that she's a witch, Anne becomes so upset and angry that her telekinesis unlocks so strongly that her parents are killed by the force. Earlier in the series, she blames her father for the death of her friend, telling him heatedly that she hates him.

Invites Trouble: Because of Anne's curious nature and eagerness, she often puts herself in dangerous situations. She earns Mary's ire because she openly flirts with John Alden. She stands up to Mercy in the graveyard, risking the witch's contempt. She even tries on her father's mask, which teleports her into the dangerous woods, leaving her vulnerable to Indian attacks (who she does run into).

skills (optional): Beyond her magical abilities, Anne is a talented artist and skilled at music. She is familiar with harsh living and survival skills needed in Colonial Salem. She was present during numerous births overseen by the midwife Bridget Bishop. She took care of the orphanage and the children, especially after Bridget was killed.

housing (optional): Any is fine, Anne is a sociable girl.

network username: miss.hale

network sample:
[It had taken a bit of time to get used to the network and accepting that it wasn't some form of witchcraft (witchcraft being far more elegant, even at its worse). Now that time has passed and she feels more comfortable with her surroundings, it was time to return to something that brought her happiness.]

I wonder if someone could help me slip past the perimeter? I don't look to travel far, but I should like somewhere quiet to sketch. When I was in Salem, there was a lovely cemetery that I would retreat to, but sadly, that is no longer available for my use.

I should like to go somewhere and see the beauty of this world. I have no fears of being on my own, but I would be glad of company. I could even sketch those willing to come?

prose/action sample: Here
Edited 2017-05-07 06:50 (UTC)

(no subject)

[personal profile] little_owl - 2017-05-10 04:46 (UTC) - Expand
legionare: (Default)

antillar maximus | codex alera | not reserved

[personal profile] legionare 2017-05-07 09:24 am (UTC)(link)
player information
name: Tona
age: 25+
contact: [plurk.com profile] abiosis
other characters: Lois Lane ([personal profile] contacts), DCEU

character information
name: Maximus Antillar
canon: Codex Alera (a book series by Jim Butcher)
canon point: the end of Cursor’s Fury
age: His age is not explicitly stated. Tavi (the main character of the books) is 17 at the beginning of Academ’s Fury and 19 in Cursor’s Fury, making him 21 at the canonpoint from which I’m taking Max. Given that Max has already served his term in the legion, I’m assuming he is at least somewhat older than Tavi, making him around 24.

(canon) background: Background on the books with lots of info on world-building, background on Max with very little info overall. Since Cursor’s Fury is not covered, here’s a quick overview:
  • Max and Tavi, both fully trained cursors, join the First Aleran Legion. Tavi goes under an assumed identity, Max as himself since he’s served in the legion before.
  • Max becomes Tribune Auxiliaris after many commanding officers are killed in a lightning strike
  • Max’s half-brother Crassus and his stepmother join the First Aleran
  • Max is almost killed in an “accident” orchestrated by his stepmother; it is revealed that she’s been trying to kill him since early childhood and he’s convinced she’ll eventually succeed.
  • Tavi, now commanding officer of the First Aleran, with the help of Max and Crassus who put their animosities to rest, manage to push back the Canim forces threatening Alera.


abilities: This gives a good impression of what powers are possible in Max’s world and this lists Max’s skills in particular. I don’t think any of these need to be nerfed entirely, though his more manipulative abilities (those aspects of firecrafting or earthcrafting that manipulate emotions, for example) will need a permission post that I’d put up asap. All his abilities come with inherent limits in that he needs to be at least around or near the respective element, but if desired, his strength can be lessened (distance to Alera doesn’t actually do that as per canon, but there are theories that it would, so Max wouldn’t be surprised).

strengths: Max is incredibly loyal to and protective of those he cares about, defending his friends and standing up for his fellow legionares. He is willing to die for his friends and his country and almost does so several times in the books (actually, he spends most of the final battles out of commission, possibly because he’s too overpowered on the whole). Despite all his furycrafting, he is in no way classist or elitist, which is a rare enough quality in someone with as strong furycrafting as Max has (but as the illegitimate son of a high lord, he knows how imperfect the social structures of Alera can be). He knows how to enjoy life to the fullest (but see also: his fatalism) and is more intelligent than he may appear at first glance. The impression he gives of someone who enjoys the simple things in life (alcohol and sex, mostly) isn’t a facade and neither are his frequent complaints about every minor inconvenience (but never about the major things, those he’ll bear stoically) a lie, but he’s quite adept at using these characteristics he possesses to influence how people perceive him and to do his work as a cursor (read: a spy) undetected because of it. He’s neither book smart like Ehren or able to think in the same sideways directions as Tavi, but he’s streetwise in many ways.

weaknesses: Growing up with his stepmother trying to kill him and the social structures of Alera offering no means of redress, Max is somewhat fatalistic: he thinks he’ll die sooner rather than later and does little to try and change that. Max is stubborn, though admittedly not so stubborn that he cannot be made to see reason or accept when someone smarter has a better idea than he does. He’s very pragmatic about violence and even killing, which can be a weakness when it comes to trying to de-escalate a violent conflict. Tavi is much better at that kind of thing than Max is. While he isn’t stupid, he’s not nearly as intelligent as his friends, which I suppose might be seen as a weakness.

skills (optional): He’s very good with a sword and a trained legionnaire.
housing (optional): n/a

network username: legionare

network sample:
[ max isn’t big on typing — the device feels fragile and small in his hands and hitting the right places is an exercise in frustration, really — but the voice and video functions are similar enough to some of the things that can be achieved by furycrafting that they seem almost familiar. so here he is on the network, still in full uniform, looking very much like a roman soldier straight out of a history book, for those who have romans in their history books. ]

Can’t say I really understand what furycrafting’s gotten me here and I do have to get back, but while I’m here —

[ his posture and expression might have been professional, fit for a legionare, but here he grins, something rakish and wide. ] Where’s the nearest bar? Any recommendations for food or drink?

[ a moment later, he sobers again. in more quiet tones, he adds: ] Calderon, if you’re here as well, come find me.


prose/action sample:
The legion has shown Max what it is like to be able to trust the person next to him. He knows that he’s never stopped looking over his own shoulder entirely, expecting an accident, an attack, something – and there is no doubt at all in his mind that one day, she will succeed and kill him – but in the legion, he knew he could rely on others. He is thinking of that now, watching the Canim warriors march closer with a legion of Alerans by their side, marching with them voluntarily. There is a trap waiting for the Canim, waiting for the Alerans, too, though their presence is unexpected and, frankly, unwelcome.

The thought of killing so many Alerans doesn’t sit well with Max and he can see on Tavi’s – Rufus Scipio’s, easier to call him that in his head lest he slip up and betray his friend’s cover – face that he is even more uncomfortable with it. Still, killing a thousand Canim of the warrior caste will, while not a fatal blow to the Canim forces, be a considerable victory for them. Max knows it’s worth it. A chance like this doesn’t come twice and they have to think not only of their own sensibilities but the safety of the legion – and beyond that, the safety of the bridge, the safety of all of Alera. War is not for those with a queasy stomach and Scipio’s scruples are commendable but, in this case, misplaced. There are more important things to worry about, and Max is prepared to tell Scipio so, but instead he complains about his ass hurting. He’s just a legionare and making use of his sacred right to complain never gets old – even when Scipio makes him call him sir – and it should be Scipio who initiates things. He’s the captain; Max can wait a moment longer, see whether his friend won’t surprise him. Tavi usually understands necessity.

His mind jumps back to another instant when Tavi had surprised him: figuring out what Dorotea was doing and swearing to Max that they would find a way to stop it. He doesn’t believe that, he can’t believe that because if he lets himself hope, not only will each time that she succeeds in hurting him – but not killing him, not yet, though not for a lack of trying – hurt worse, but he might also stop watching his back. If he thought that there was the slightest change—but there isn’t and Max knows that better than anyone. He doesn’t expect to survive her, but he’ll damn well cling to life for as long as he can and make the best of it. Still, if there is anyone who can do it, it would be Calderon — Max knows Tavi doesn't have furies and he's even privy to many of the tricks he uses, many of this thought processes, but sometimes he still finds himself thinking that Tavi has a way of doing the impossible.

And crows take him, he’s a bloody fool to be thinking about any of this in the middle of a war, moments before an ambush. He’s had plenty of practice, though, in pushing it from his mind, in focussing on other things. Wouldn’t mind for those things to be a lady or a glass of ale, but then this is more important than either of those, so instead he goes back to counting the numbers of legionares in that Aleran legion marching side-by-side with the Canim.
Edited (subject line) 2017-05-07 09:24 (UTC)

(no subject)

[personal profile] legionare - 2017-05-10 06:02 (UTC) - Expand
ettu: (Default)

A2 | NieR: Automata | Not Resreved

[personal profile] ettu 2017-05-07 11:56 pm (UTC)(link)
player information
name: Will
age: 27
contact: [plurk.com profile] beoluve
other characters: n/a

character information
name: Number 2, YoHRa Type A, No. 2, or just A2. A2 is just fine.
canon: NieR: Automata
canon point: Ending E
age: Being an android, A2 has been alive for at least six years. She's designed as an adult and her personality reflects this as well.

(canon) background: On the wiki

abilities:

The A in A2 is literally stands for "Attacker"; among the YoHRa series, Type A androids are the strongest and best suited for combat, which reflects on A2's sheer strength and combat capabilities. She's capable of using virtually any weapon as well as piloting a a variety of crafts, specially the YoHRa issued ships, but as a human shaped unit she excels at melee. A2 power is made evident by her being capable of taking large amounts of enemies, included those that are several times her size, although she struggles with whatever puts her physical limitations (such as her size) at odds. She can still dispatch enemies that are far bigger than her, but not as easily.

As an android, A2 doesn't need to eat for sustenance, although she could if she wished so; she's equipped in a way she can survive on water only. A2 doesn't sleep, but goes into an energy-saving mode in which she conducts automatic repairs on her body. Anything too serious to deal with will require the aid of someone specialized in repairs and the proper parts, though; she also has "self healing" programs installed that will deal with damage taken even if she's active, but anything major will still need external help. EMPs and hacking (of the very advanced, high end kind) can damage her to an extent. A2 has been given hacking capabilities, and so she can also hack into other mechanical beings and constructs for a variety of purposes, ranging from making them explode, using them as "vessels" or even extracting information out of them.

A2's consciousness all that constitutes her being is stored on a "black box", a cube-like device that can be also used to trigger a massive explosion. Usually, androids could use it and have their data transferred to a new body, but in Ending E this has be rendered impossible (and in game there won't be an appropriate server-like structure, most likely). Androids are also equipped with a self-destruct function, but in A2's case this has been replaced with a "limiter remover" that sends her into Berserker Mode, in which she becomes even stronger and faster, but suffers from continuous damage for as long as she remains in it.

A2 weights 139 kgs, making her a lot heavier than she appears to be.

strengths:

Loyal: A2 is slow to trust others, but once she does she will go the extra mile to make sure they're safe. Hurting someone she's become close to in any way will most likely send her in a rage. She also relies on these people and opens up more to them. Companionship and friendship mean that world to A2, to the point she might be wronged by those she trusts and she will most likely forgive them eventually.

Honest: For better or for worse, A2 always says the truth. Always. Even if it's painful or detrimental to her, she doesn't lie no matter what. A2 hates liars, understandably enough; she'll always prefer to be told an awful truth than some kind lie for the sake of keeping her safe.

Open-Minded: Behind the thick layer of anger and cynicism lies someone who is surprisingly capable of looking at a sworn enemy and actually manage to put herself in their shoes, even if she doesn't agree at all with them. A2 is quick to judge, but she's also relatively quick to realize she's doing so, and in so she makes the effort to actually try and understand others.

weaknesses:

Irascible: A2 has the shortest fuse in the entire game. She angers very quickly, and "moderately annoyed" is a good way to refer to her default state of being. A hothead through and through, she's not good with people pressing her buttons, or just being annoying for the sake of being a bother.

Uncommunicative: A2 doesn't like to talk without a good reason to do so and when she does she tends to be short and curt and caustic. This decreases to some extent when she gets to know someone better, but those that know her better will also know that she's just not good with words. Or people. She has a hard time explaining emotions other than anger and she needs more time to put them into words, which frustrates her to no end. Not that she would tell that to anyone, because... well, she is bad with words.

Distrustful: She's been betrayed by what she saw as her family in the past, sent on a mission to have her killed for the sake of data recovery and then branded a traitor and marked for death for years. Stuck in a world where everything wanted to kill her, A2 is only now starting to live a life where she can allow herself to trust and lean on others. Still, a new place and new faces won't make it easy for her to open up.

skills (optional): Exceptional fighter, has survived in extreme conditions for years and is ridiculously strong willed.
housing (optional): n/a but maybe other androids? or whatever

network username: A2

network sample:

A2 here.

There was a request made on the boards about several strange lifeforms attacking a nearby settlement, so I went and took care of it. Couldn't retrieve any of them alive though. Damn bugs were just asking to be cut in half and wouldn't stay still.

The settlement is (mostly) intact and nobody in there died. I think. Science types should head there and recollect whatever bug goo you like to mess with in order to see what can be done to keep them from showing up again. So yeah, go do that.

I'm going to take the longest shower that's ever been taken now, so don't bother me.

A2 out.


prose/action sample:

Life has always been a struggle for her. If it wasn't for the fact that A2 was built almost exclusively for the task of fighting, her current predicament (stuck in a jungle populated by a large following of crazy machine lifeforms) would still manage to deliver that sentiment. She didn't even want to get started on why she was stuck on the forest, or the planet, or anything about it, really. All she was focused on that moment was to run and to cut down whatever got in her way. The enemies had taken to some bizarre dressing style, but their metallic bodies were the same there or in the dessert. Maybe some had some extra plating on them, but it was nothing her weapons couldn't make short work of. Well, so far; A2 could clearly hear the stomping of a massive machine lifeform gaining on her as she dashed past a small company of lance-wielding enemies, the red aura around her knocking them off balance for long enough for her sword to decapitate half and cut down the rest. That was a bad sound. That was the kind of sound you got when whatever was coming for you could easily tore down the trees and catapult the rocks around you like if it was the easiest thing in the world.

She was designated and Attacker, but she wasn't an idiot. That was the kind of fight you planned for, not one you got thrown into. A larger machine cut her out of the blue, this sporting four long, springy legs like a horse of sorts. Her sword met his lance, forcing her to swerve around to cut off an arm, but at the cost of being bodyslammed against a tree. A2 had enough time to curse before having to throw herself away when the lance pierced the exact spot her head had been a moment go, the weapon going all the way through. Taking her chance, she quickly blinked in front of the enemy, her larger and heavier sword falling on its head and cutting all the way down its body and frame. She didn't stop to see the explosion though, as she could hear the monstrous machine lifeform way too close for comfort.

"I'll deal with you another day." It's a hushed promise she doesn't expect (or hope) the incoming behemoth can hear, but just then a three flies to her left. Shit, there goes her daring escape. Gritting her teeth, A2 pushes harder as she sprints out of the forest, the trembling on the ground telling her she has just barely managed to avoid what would've been a ridiculously difficult fight. She keeps on going though, as she knows not to lower her ground around machine lifeform territory. Better make sure to find a safe spot before stopping and assessing the damage done to her body and start preparations.

She'll be back for them. All of them.

Re: ACCEPTED

[personal profile] ettu - 2017-05-10 04:01 (UTC) - Expand
noratorious: (Default)

Aloy | Horizon Zero Dawn | Reserved

[personal profile] noratorious 2017-05-08 01:32 am (UTC)(link)
player information
name: Ru
age: 25+
contact: [plurk.com profile] mythal
other characters: N/A

character information
name: Aloy
canon: Horizon Zero Dawn
canon point: After the Maker's End quest (+ The completion of the sidequest Into the Borderlands)
age: 19

(canon) background: About Aloy||Game plot Summary
(original) world:

abilities:
Using the Focus: The Focus allows for Aloy to scan the world around her. With it she can do various things such as contacting files hidden in machines, seeing the locations of other living things within the area, and finding weaknesses in machine enemies.

Override: Aloy can use the override mechanism attached to the end of her staff to override hostile machines and make them allies as well as open doors.

Crafting: Aloy can forage and craft all sorts of different items from arrows to bombs to traps to health potions.
strengths:

Compassion: Despite a difficult life as an outsider and outcast amongst the Nora, Aloy retained a sense of compassion and understanding towards others. She always steps forward to help those in need and ensures the safety of the people around her. She encourages people to find their own strength and to struggle over hardships. Aloy is also perceptive to people's hidden emotions and is able to reach out to them by bringing them up.

Curious: Most of the Nora shun technology and machinery but Aloy is curious about it and is able to use that to her advantage. She is also open minded about other cultures and doesn't buy into the isolationist perspective of the Nora either.

Loyal: Aloy is loyal to people and wants to help them, even if perhaps that's not the most logical choice. Even though the Nora have hurt her by exiling her and justifiably mean nothing to her, Aloy still returns to save them despite this. She still feels something towards them and so risks her life for them.

Proactive: Aloy is a fast actor who takes the initiative when no one else will. That's not to say she leaps without thinking (most of the time anyway), she usually has plenty of questions about whatever someone is asking her to do, but she's quick to step up and do what needs to be done. She'll even do it even if she doesn't think the task makes all that much sense.

weaknesses:
Social skills: Because Aloy was raised alone and as an outcast, she is often suspicious of people and stand-offish towards them, even people that she's trying to help. She's blunt and so to the point that it's almost aggressive. She is quick to call people out on being shady or strange and doesn't overall have a lot of discretion at her disposal. She also can come across as needlessly harsh in her snarky commentary. However as she meets people along the way in her journey, she does become better at this.

Frustration: Aloy can become easily frustrated when she runs into obstacles in her way. Sometimes she deals with that just by trying to snark at it or make sassy observations. However, at times it can really get the best of her and she can snap and explode at people, even her guardian Rost, who was just trying to support her.

Single-minded: Aloy can sometimes miss the forest for the trees. She gets wrapped up in a massive conspiracy that threatens the fate of her own world as well as explains what happened to the world before. However, Aloy is narrowly focused on her questions about who she is and who she came from, becoming caught up in those details and falling into a bit of despair when she learns the truth of her origins. Thankfully, she usually recovers quickly and focuses on proceeding despite her own feelings.

skills (optional):
-excellent archer
-good at physical combat
-sneaky

housing (optional): N/A I'm flex

network username: aloy

network sample: Test drive meme

prose/action sample: Test drive meme
Edited (subject line whoops) 2017-05-09 17:26 (UTC)

(no subject)

[personal profile] noratorious - 2017-05-10 03:24 (UTC) - Expand
blaze_it: (Default)

As Discussed Via PM - Genos | One Punch Man | Reserved

[personal profile] blaze_it 2017-05-08 05:17 am (UTC)(link)
player information
name: Bubbles
age: 20+
contact: [plurk.com profile] hikuswing or PM
other characters: n/a

character information
name: Genos
canon: One Punch Man
canon point: Chapter 70~
age: 19

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

abilities:
Genos is a Cyborg--his body is somewhere between 90 and 95% synthetic, built almost exclusively for combat. While he has a few extraneous features meant to help him live as a human (hair, a human face, the ability to feel/eat/cry), his body is very much designed with power, speed, and attack in mind. Some of the major aspects of his robotic enhancements include:

  • Super strength/speed - Genos has the ability to deliver blows that can crack concrete and bend steel with both speed and precision. He can preform impressive feats of acrobatics, often augmented by the various jets and features built into his legs, and uses this fine-tuned agility almost exclusively to attack. Dodging is rarely a priority of his.

  • Resiliance - While Genos is far from indestructable, because such a large portion of his body is synthetic, Genos can suffer catastrophic physical damage and fully recover. His limbs are all detachable, he is capable of turning off his ability to feel pain, and he is largely unaffected by temperatures until they are well beyond the tolerance of most living creatures. Only direct damage to his brain, the scattered musculature in his neck and back, or his spine give him real issue. Everything else can be replaced or upgraded as necessary.

  • Enhanced Perception - The sensors in Genos's body are finely tuned instruments that can detect a wide array of phenomena. He is capable of detecting approaching bodies, tracking objects that move at great speed, and calculating the exact mathematical variables in every fight he engages in. This doesn't necessarily mean he can act on this information, but it sure is nice to have, isn't it?

  • Firepower - So much fire, all the fire, why does he need so much fire???? Genos's weapon of choice is fire. He is equipped with a series of incinerators and can utilize a plethora of flame based/incendiary attacks. From throwing fire, igniting things around him, fireballs, general flame-thrower like behavior, even just passively burning things because his body heats up, Genos is really all about that heat. He has absolutely no ability to extinguish fire, whatsoever.



  • strengths:

    Genos is extremely analytical, often taking notes and detailed records of people or events for later study. It is unsurprising that he is skilled at the art of deduction, but he rarely applies this skill outside of his immediate circumstances. Genos is dedicated and driven, relentlessly pursuing his goals, but most of all Genos is just. Genos is a hero and will always, without question, prioritize the protection of civilians/bystanders in any altercation.

    weaknesses:

    Because he is a cyborg, or perhaps because he lacks family and friends, Genos is extremely reckless and emotional. In combat, Genos prioritizes attack above all else and will often dive, headlong, into extremely dangerous situations with only preliminary analysis. This would not be a terrible issue, considering how quickly Genos can gather information, if he was not also very, very easily distracted. Almost every loss Genos has ever suffered has been because he was distracted or failed to track/predict the motions of an enemy and was too overextended to compensate. He frequently puts himself in mortal danger and has, thus far, refused to correct his behavior.

    Unfortunately, placing himself in mortal danger on the regular is hardly his most grating weakness.

    No, Genos's greatest flaw is his frequent monologuing. While he may appear stoic and silent, if given half a chance he will talk. On and on. Forever. During combat or out of it. At the drop of a hat.

    Genos will tell you his life story if you let him. Repeatedly. Enthusiastically. Constantly. Until it is drilled into your very soul.

    He is also extremely extra, but that's only debatably a weakness.

    skills (optional):
    Genos has a wide array of skills, but the most prominent among them are as follows:

  • Detective/tracker - Genos is very capable as a detective and a tracker. He is logical and is skilled at deduction. Unfortunately he has a tendency to overanalyze and make very long leaps in logic as a result, but these errors happen fairly infrequently.

  • Professional Monster Hunter - Genos hunts monsters and mysterious beings for a living. He is exceptionally good at itand terrifyingly lethal. He is far less skilled when it comes to dealing with people.

  • Cleaning - Nobody cleans and organizes like Genos. Nobody. He is compulsive and extreme when it comes to cleanliness and household chores.

  • Note taking - Genos takes notes on everything and anything and will consult them at the drop of a hat. This is only a skill insofar as recording mundane information is considered valuable.


  • housing (optional): No preference.

    network username: d.cyborg

    network sample: Here, at the Test Drive.

    prose/action sample: Here, at the Test Drive

    (no subject)

    [personal profile] blaze_it - 2017-05-10 04:27 (UTC) - Expand
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    Will Graham | Hannibal | Reserved

    [personal profile] ex_this_ismydesign36 2017-06-02 02:01 am (UTC)(link)
    player information
    name: Lae
    age: Well beyond the ages to vote and drink
    contact: PM to [personal profile] this_ismydesign
    other characters: N/A

    character information
    name: Will Graham
    canon: Hannibal ( TV Series )
    canon point: Falling off the cliff at the end of Season 3 episode 13
    age: 34

    (canon) background: Link to a lovely wiki

    abilities: While Will is not 'superhuman' in any context, he has an ability to make strong intuitive leaps based off what other law enforcement officials would call minimal evidence. This stems from what is considered a psychological condition that is termed 'pure empathy' in the series; the ability to take on the perspective of anyone and walk their path through their eyes. Though it's not spelled out in the series, he's focused this lens on human monsters, serial killers, and it makes him a gifted profiler with an astonishing capture rate. The problem is, that lens points two ways and shines a light on Will's own darker nature, which causes him to struggle with his mental stability.

    strengths:

    Pure Empathy: While this is a double edged sword it does provide Will with some strengths. The power of his imagination allows him to visualize not only the perspective of others, but to be able to build a profile from minimal scraps of data. He can see many resolutions from a single joint in a path, and his empathy allows him to be fluid in how he moves, rather than constrained by traditional perspectives.

    Forensic expert/Profiler: Though he's no Jimmy Price or Beverly Katz, Will is capable of processing forensic evidence and fitting it into the picture of the puzzle he's working on. He says that what often appears to be 'imaginative leaps' are in truth paths supported by the evidence. It is his ability to interpret the evidence, by assuming the thought process/motivation of the killer, that makes his contributions unique. The combination of his natural empathy, combined with the strength of his understanding of forensics, allows him to profile the subtle details that most people miss.

    Good fisherman: Literally and figuratively, despite the appearance of twitchiness, Will is incredibly patient and methodical. He has no problem settling in and running the 'long game' in order to draw his prey in to him. He does not need to be an active hunter, because he understands predators well enough to know just how to lure them into traps of his design; even when they know better than to take the bait.

    Teacher: His classes at the FBI are certainly well attended!

    weaknesses:

    Mentally unstable: Jack Crawford treats him like fine china, Hannibal Lecter sees him as the mongoose he wants under the porch when the snakes come by. Either way, it's hard to ignore the fact that, while his crayon box may contain all 64 colors, most of those little wax sticks are cracked. Throughout the series it's suggested that Will is a complex mixture of many psychological diagnosis, but while his nature is compassionate (see his dogs) he is allowing himself to drown in the minds of the darkest predators.

    Temptation/Hubris: Though he is obviously aware of the fragility of his own mental anchors, Will allows Jack Crawford to put him back out in the field. It's hard to read this as either Will being weak and allowing himself to be used, or Will being arrogant and believing the assertions that he's the only one who can do what he does. In the end, it’s probably a combination of the two, as we see Will question the sanity of his choices, but while he temporarily walks away from these risks, he inevitably allows himself to be drawn back into the nightmares.

    Manipulative: This is the dark cast to the 'fisherman' strength. Will is a good fisherman, but that tenacity, combined with the slippery nature of his own moral lines, leaves him in a mental place where he often loses a sense of perspective about his own manipulations. His arrogance often allows Will to cast his actions in the light of ‘for the greater good’ -a righteous kill- rather than questioning his own manipulative choices. This usually leads to heavy collateral damage when Will loses perspective on his machinations, and innocents get caught in the middle.


    skills (optional): I don't know if this is possible, but figured I'd put it out here for consideration. I'd like to place Will in a combination of Surveryor with the Guard, as well as an Instructor for both the police and the Guard, focusing on monsters. I think this would be a good job fit for him, as well as provide something playable in game, rather than hand waved.

    The three skills that I feel would support these two positions are the following:
    • Teacher - He's already an Instructor at the FBI academy in his home world. So he's used to teaching up and coming agents/law enforcement types about this area of their jobs.

    • Observation skills - It's mentioned a couple of times that Will builds his intuitive leaps off his ability to observe and interpret even the finest detail of evidence. He's shown to be observant, picking up small clues -sometimes holding on to that evidence for a long while- and working it over in his mind, still the piece fits to the puzzle.

    • Monster expert - While this currently pertains to human monsters, monsters are monsters. Will works to understand the motivations of the unimaginable and he's very good at learning what will bait a monster to him. This could transfer to actual monsters as well as the serial killer types.


    housing (optional): Communal please until he packs himself up and splits for the nearest unoccupied space!

    network username: w. graham

    network sample: TDM Network sample with Cassandra Anderson

    prose/action sample: TDM action thread with Bucky Barnes

    (no subject)

    [personal profile] ex_this_ismydesign36 - 2017-06-04 02:04 (UTC) - Expand
    unanticipate: (Default)

    jyn erso | rogue one | reserved

    [personal profile] unanticipate 2017-06-02 02:01 am (UTC)(link)
    player information
    name: Michelle
    age: 29
    contact: PM
    other characters: Stephen Strange

    character information
    name: Jyn Erso
    canon: Rogue One: A Star Wars Story
    canon point: right before her death on Scarif
    age: 22

    (canon) background: Wookieepedia

    abilities:

    Hand to hand/close range combat: Being a child soldier, Jyn is very experienced in combat and able to make a weapon out of almost anything within close range if not her body itself.
    Resourceful: A trait that works in tandem with her fighting ability is her quick thinking and resourcefulness in a fight or war zone.
    Marksmanship: Due to her training, she has expert aim with blasters and long range rifles.
    Tactical extraction/escape, camouflage: Jyn is able to blend in and disappear when she needs to. She's also able to get herself out of situations/arrests/capture all on her own as well as rescue others in a fire fight while evading oncoming attacks.
    Theft & Forgery: Her criminal record details how she's stolen weapons and Imperial information as well as forging Imperial documents. In most cases, this wouldn't be considered a good or noteworthy ability except in a negative light. But considering Jyn was doing most of these things either for survival and/or as a way of deterring the Empire from their objective, I'm marking it as a valuable skill.
    Emotional effectiveness: Not sure how much this would count but all during the film we see how Jyn can work her way under people's skin and have an effect on them, shake them up. Mon Mothma would describe it as "inspiring" people.
    Leadership: Going hand in hand with the former, a leader is definitely not something Jyn would ever consider herself to be but nonetheless fell into the role easily and with pretty astounding results.


    strengths:

    Resilient: At the age of six, Jyn's life is pretty much ripped away from her. Her life doesn't get much easier as time goes on. Going from simply being a bystander of the war to actively participating in it under a rebel with extremist views. She ends up alone and incarcerated and only looking out for herself by adulthood. That in and of itself took strength to endure and what happens throughout the movie is one blow after another, trying to knock her off her feet. In every instance, she keeps going. In the end, she pushes back as hard as she can, refusing to go down without a fight. It ends up making all the difference.

    Loyal: Despite the abandonment issues that plagued her since childhood, once someone has earned Jyn's trust, she will stand with them to the bitter end. During the mission on Scarif, she not only gives her little group of rebels hope and instills determination in them but her goodbyes to Baze, Chirrut, and Bodhi are heartfelt, even affectionate. This is a complete turnaround from the Jyn we met earlier in the film. She has a purpose now: fighting for her friends and the galaxy they live in. With every loss, she keeps pushing forward, determined to not let their sacrifice be in vain.

    Selfless: After finding that sense of purpose, Jyn adopts the cause of her father, knowing now that all this time he had been planning on betraying the Empire. Knowing now that he never stopped loving her. There's hope for a better world even if she isn't a part of it. She wants to at least try to leave it better off and full of hope if she can.


    weaknesses:

    Combative: From nearly the get go, we see Jyn actively fighting people rescuing her after they free her of her chains. Cassian, more than once, has to hold her back from going at people. She's also described as having been charged multiple times with assault and resisting arrest. Needless to say, years of built up anger and bitterness don't help to curb this tendency. Neither was being made into a child soldier after losing both parents to the Empire. It goes beyond being a survival instinct (though that is a factor during a time of war) and becomes a somewhat destructive aspect of her personality.

    Distrustful: She only takes stock in herself and is pretty self-serving at first. The root of this can easily be traced back to the loss of her mother and then assumed abandonment of her father followed a few years later but her surrogate father abandoning her, as well. With losing everyone she gets close to it's no wonder she ends up preferring to be on her own. Words mean little to her and she's suspicious of other's motives at best and outright accusatory at worst.

    Emotionally cold: Being closed off and detached are tools to protect oneself emotionally. Not healthy or helpful but a good fallback for when life keeps kicking you when you're down. It's what Jyn falls back on time and again, being basically forced into helping the Rebellion and not caring about anyone but herself (at least that's what she wants people to think and thus acts it). It's only when she meets Saw Gerrara again, sees her father's heartfelt plea, that we see those walls break. There's an ocean of hurt and anger behind those walls and it proceeds to bleed out as the movie progresses.

    skills (optional): listed above

    housing (optional): private if possible

    network username: kyber

    network sample: Test Drive 1

    prose/action sample: Test Drive 2

    (no subject)

    [personal profile] unanticipate - 2017-06-04 02:24 (UTC) - Expand
    sensitively: (pic#10151881)

    rey | star wars: the force awakens | reserved

    [personal profile] sensitively 2017-06-02 02:01 am (UTC)(link)
    player information
    name: Elizabeth
    age: 32
    contact: [plurk.com profile] spinebarrel, or journal PM
    other characters: n/a

    character information
    name: Rey
    canon: Star Wars (The Force Awakens)
    canon point: end of movie, as she’s traveling to the planet where Luke Skywalker is located.
    age: 19

    (canon) background: http://starwars.wikia.com/wiki/Rey

    abilities:
    Scavenging: Rey has adjusted to the harsh life of a Jakku scavenger by becoming adept at climbing and repelling in the enormously vast interiors of the dreadnought Star Destroyers she pilfers from, as well as being able to estimate values of scavenged parts, being fluent in various alien tongues, and from her own innate sense of self-preservation.

    Pilot/Mechanical: Having learned how to fly ships on Jakku with a refurbished flight simulator, Rey has flown various types of machinery and logged in hours with various simulator scenarios. She also has a natural mechanical affinity, discussed below, and combined with her propensity for daring and risk-taking she can pilot her way out of even the most dire of dangerous situations.
    Rey built her own refurbished speeder that she utilized on Jakku entirely from spare parts that she'd salvaged. She has an excellent grasp on mechanical engineering, having taught herself much of what she knows through exploring the downed ships she plunders and having read and studied any information she can get her hands on. When push comes to shove she can enact repairs on a ship like the Millenium Falcon mid-flight at a moment's notice, with a speed and efficiency that matches Han Solo's.

    One-on-one combat: A bona fide scrapper, Rey can handle herself in a fight and never backs down from the opportunity. On Jakku she uses her quarterstaff as a weapon during close combat, but she's not averse to fighting dirty as well - hitting, kicking, biting. The harsh conditions with which she's grown up have lent her a toughness unmatched by many opponents.

    Force-sensitive: Rey is sensitive to the Force, and capable of wielding it as an adept in certain cases; initially her aptitude with it is rather shaky but she demonstrates sudden and remarkable skill when under duress. Her abilities in this area mainly include telepathy - mind invasion, compulsion/suggestion planting (the "Jedi mindtrick") and thought reading, as well as Force-related visions such as the one she had in the basement of Maz's castle when she touched Anakin Skywalker's lightsaber, and Force-guided dreams such as the one she'd had of Ahch-To, Luke's island. In addition she possesses a measure of telekinesis, and the ability to duel with lightsabers.


    strengths:
    adaptability: Rey is able to survive and thrive in a dangerous wasteland like Jakku, braving the harsh environment and inherent dangers of scavenging to exchange items she finds for food rations. She’s self-taught, having learned at a young age what parts are economically valuable and which ones are not.

    perseverance: She is a fighter. She does not take confrontation lying down by any means, and has learned how to defend herself in a dangerous landscape. She has existed for fourteen long years living on her own while waiting for her family to come back to her, and to do that she denies herself the opportunity to escape this harsh life even when it presents itself.

    compassion: Despite the fact that she’s been alone for so long and has survived entirely on her own with no relationships to speak of, she has a kind heart. She befriends the droid BB-8, even when it would be more economical to sell him to Plutt for a plethora of rations. She instantly warms to Finn, once finding out he’s a Resistance fighter. She defends what’s hers tooth and nail, but she’s fiercely protective and would protect others who are weaker as well.


    weaknesses:
    mistrust: Years of self-reliance and avoiding the pitfalls of the harsh Jakku landscape have stunted the development of interpersonal relationships. Rey’s first instinct has always been to hit first and ask questions later, such as in her initial showdown with Finn before she finds out he’s not a thief; even when she accompanies him off-planet, she still refuses to divulge everything about herself.

    loneliness: The fact that her family abandoned her on Jakku at a young age – 4 or 5 – is something that’s irrevocably shaped her as an adult. She craves connections with people, forming desperately strong bonds with her new acquaintances once she leaves Jakku. But if her family could leave her, in the hands of Plutt and with only her own wits and fighting skills to keep her alive, then it stands to reason that anyone could, and this fear manifests itself in her anxiety at Finn leaving for the Outer Rim after they reach Takodana.

    anger: Rey’s fears and her loneliness have led her to harbor a certain degree of this. She has been trapped on Jakku due to her own circumstances, running from the revelation she would have rather not faced – that her family wasn’t returning for her, as Maz reveals to her on Takodana, and despite how gently this point is driven home she reacts with intense anger when offered the saber that had ignited her force visions. She taps into something dark and powerful during her duel with Ren in the forest, which gifts her with the strength to defeat him despite being wholly untrained.


    skills (optional): Mechanical aptitude
    Knowledge of several languages (and the ability to instinctively pick them up)
    Physical fighting

    housing (optional): Rey would be instantly distrustful of potential roommates unless they were someone she were already acquaintances with, but she would accept what was given.

    network username: rey

    network sample: eudio network post

    prose/action sample: station72 arrival

    Re: ACCEPTED

    [personal profile] sensitively - 2017-06-04 05:00 (UTC) - Expand
    hellicious: (Coat Over Shoulder - 1)

    Lucifer Morningstar | Lucifer | Reserved

    [personal profile] hellicious 2017-06-02 02:01 am (UTC)(link)
    player information
    name: Harley
    age: 30+
    contact: PM
    other characters: Spike (B:tVS)

    character information
    name: Lucifer Morningstar
    canon: Lucifer
    canon point: S2 finale (in the desert)
    age: As old as time itself (looks late 30s)

    (canon) background: Wiki
    (original) world:

    abilities:
    • Immortality - Doesn't age, can only be injured in specific circumstances (by an angel/demon/god(dess), by something not of this earth (like a demon blade forged in hell), or by/around Chloe Decker due to her being a miracle of God). Otherwise, is basically immune to being harmed (shown by him running a knife over his hand and it having no effect, or Maze throwing different types of blades at him and them bouncing off.)
    • Enhanced Healing - On the off chance he is wounded (like in a fight with his brother or by Chloe), he heals more quickly than a human would.
    • Enhanced Strength - Shown by him throwing people around and through glass walls.
    • Enhanced Durability/Stamina - Implied by numerous comments about his 'bedroom activities', and given credence in that Lucifer doesn't lie ("But trust me, it'd be a win-win. And probably another win after that. I mean, I have tremendous stamina."). Also proven by numerous scenes of him rarely needing a rest/downtime.
    • Escapism - I'm not sure what else to call this, but he's gotten out of handcuffs, out of a locked car, into locked buildings, opened a locked vending machine, all with little to no effort. He just cannot be contained or restrained if he doesn't want to be.
    • Desire - Lucifer has the ability to both invoke desire and appeal to the carnal nature in most women and men that swing that way, and to draw out the hidden desires in people that they might not want to share. The more complex a person is, the more he has to exert his will to get them to spill the beans. It can be negated, both of them not effective at all on Chloe Decker, and his hypnotic effect being able to be fought against or looked away from. There has to be sustained eye contact to cause someone to share secrets they don't want to, like hypnotism. If someone looks away, they can resist it. Or they can just refuse to look in his eyes.
    • Devil Face - Lucifer has a second appearance that he can selectively show. He usually just keeps it to the eyes, letting them flash red (like so), or if he's particularly pissed off with someone, he'll show them the whole face (like so - NSFW warning: image is kind of gory). This ability seems to be selective, as he can be on a street with a group of people and only have the one person he's annoyed with see it.
    • Selective Chronokinesis: - He's been shown to be outside of the influence of the ability of Amenadiel to stop or slow time in his canon. Amenadiel often slows it when he comes to visit and both Lucifer and Maze are capable of continuing to move as usual with no slowed effects because of it.
    • Prayer - It was shown that Lucifer could call Amenadiel to him via prayer, so with his wings making him a fully functioning celestial being again, it's possible he'd be capable of responding to prayers in his name.
    • Flight - With his wings back, he should be able to get around via flight like a good little fallen angel.
    strengths: Consent: Lucifer is a huge advocate of Free Will, enough so that because he feels that his feelings and Chloe's may be the cause of his Father's intervention, he's willing to distance himself from her to protect her from being used against her will. It's incredibly important to him that people make their own decisions for their own reasons, and not because Dad might give them the stink-eye for doing something they want to do -- or not doing something they want to do.

    Honesty: As a point of Pride (which is his cardinal sin, after all), Lucifer doesn't lie. He may only tell certain bits of the truth or just outright not say anything and change the subject, but he will not ever lie to anyone. Something he mentions frequently, but is often dismissed as he also says he's Satan. (Which he is). He often says things that people don't want to hear, as tact isn't his strong suit. His word is his bond and a deal with the Devil is a binding deal. This applies to his feelings, when he actually admits to having any, and he is and can be loyal to a self-destructive degree.

    Justice: As the ruler of Hell, he's taken the part of overseer and judge of character to heart, almost despite himself. His therapist is the one that points out to him that he enjoys seeking out punishment for the people who have done wrong because it's righteous to do it. And he enjoys finding those who have done wrong and ensuring they get what's coming to them. He spent an eternity finding just the right Hell for every soul that came his way.

    weaknesses: Flippancy: Being an immortal celestial being who's been around since time actually started, Lucifer finds it incredibly difficult to get worked up over the little things. Or, what he sees as the little things. Life, death, it's all going to happen no matter what. It's the way Dad designed it. You can't change it. So just... enjoy what you can while you can. He may have enjoyed and watched humans for the better part of ten billion years, but he's really only seen the worst of the worst in Hell, so it's hard for him to actually understand why anyone does what they do when it's all so fleeting.

    Tact: Or, the lack of it. In tandem with not understanding why people do what they do, he doesn't always understand that just because it's the truth, it doesn't mean people want to hear it. He will often say exactly what's on his mind or exactly what he thinks without having any sort of regard for how someone might take it or if it would hurt someone's feelings. 'Now is not the time' is something he hears a lot from Chloe, and he never truly grasps the whys of that.

    Selfishness: Lucifer has been all about Lucifer for an incredibly long time. It's a learning process for him to figure out how to pull his head out of his own ass and realize that his actions can and often do affect others. He makes bargains and deals with people and they are, to him, binding contracts, but he doesn't always take the result of those deals into consideration. He's offering a service, people have the Free Will to accept or not. What happens after is usually of no concern to him.

    skills (optional): Pianist (or musician in general, but he prefers the piano), omnilingualism, police consultant.
    housing (optional): Due to his magnetism, private is best -- unless bunking with Chloe in a semi-private room for maximum discomfort.

    network username: fall3n1

    network sample: Little Hades w/Harry Dresden

    prose/action sample: Little Hades w/Chloe Decker (Mentions of violence and nudity.)

    (no subject)

    [personal profile] hellicious - 2017-06-04 03:30 (UTC) - Expand
    wronganswer: (mindtricks01)

    Cassandra Anderson | Dredd | Reserved

    [personal profile] wronganswer 2017-06-02 02:02 am (UTC)(link)
    player information
    name: Liv
    age: 28
    contact: [plurk.com profile] chirality
    other characters: None

    character information
    name: Cassandra Anderson
    canon: Dredd (2012 film, not canon to the Judge Dredd comics)
    canon point: Several months post-movie, so she's been instated as a Psi-Judge. I won't be using the comic follow-up Underbelly.
    age: 22

    (canon) background: Wikia page.

    abilities: As a mutant, Anderson has telepathic abilities. According to her, a helmet can interfere with them, much like Magneto uses to block Professor X in X-Men. She cannot mind control anyone, but when focusing, she can skim someone's surface thoughts and see what they're thinking at that present moment. She can sense the location and presence of people around her, as well as their emotions. Finally, she can enter someone's mind and manipulate it, effectively torturing them mentally as a means of interrogation until they think about the information she's looking for and thus reveal it to her.

    There's several weaknesses inherent in this. One is that Anderson can't employ this all the time; she has to focus on it. Typically she walks around with it turned 'off' as a default. When distracted, she's quite weak to being surprised. She could theoretically be shocked by someone's thoughts, but she's a tough nut to crack on that and it seems unlikely. For anything more in depth, her focus is so intent on what she's doing that it leaves her physically vulnerable in the real world, and she requires someone to watch her back while she's in the subject's mind.

    Any further details on this were not elaborated on in the movie, but we can assume she received extensive training in the Judge educational process to enable her to wield her psychic powers as well as she does. Notably, however, she doesn't appear to fatigue from use.

    strengths:
       ↠Morality: Anderson's greatest strength is easily her strong sense of right and wrong. Dredd might be the quintessential Judge (he is the law, after all) but Anderson obeys what's right by her internal definition, not what's lawful, and her assessment is usually spot on. Reading peoples' minds makes that a lot easier, but it's still a strong guiding principle that determines what she does with what she reads. In the staunch fascism of this America, she nonetheless believes that justice is dispensed more rightly through her own judgement than through the law's, even when doing so would result in censure from the Hall of Justice.

       ↠Empathy: Not in the literal sense of she has empathy as an ability, although she does, but as a rare quality of compassion in the insanely harsh reality of Mega-City One. One of the corrupt Judges in the movie refers to the city as a meat grinder, that pulls people in and spits them out in chunks, and he's not far wrong. But Anderson never lets go of her desire to help others and her caring for people who are, often, not easy to sympathize with.

       ↠Persistence: Despite failing at multiple points along the way, and technically failing her assessment with Dredd, it's not until the very end that Anderson gives up on being a Judge after she's used up her final chance. (Dredd passes her, anyway.) We also see her face down the incredibly grueling situation in Peach Trees, something that would give anyone pause, with unflinching obedience to Dredd. She never second guesses his orders and she falls in line perfectly as his partner, despite all opposition.

    weaknesses:
       ↠Headstrong: On the flipside of having an unflagging internal sense of justice, Anderson can be inadvertently rebellious when authority or outside forces conflict with her own judgement. In such a brutal reality, she's learned not to rely on anyone else (except perhaps Dredd himself), not even other Judges, who can sometimes be bought for the right price. She'll flaunt rules and ignore others if she thinks it's the right thing to do.

       ↠Inured to Violence: With Mega-City One the post-apocalyptic dystopia that it is, Anderson is incredibly jaded to violence. She's liable to outright kill people she's judged deserving of it, without any fanfare, or use her psychic abilities to mentally torture someone into revealing what she needs to know. Even sexual violence and grotesque torture are things she expects to see in the minds of those around her, and in real life. She will accept these as normal parts of life, if reprehensible, and even in the movie when confronted with someone imagining raping her, she barely reacts.

       ↠Isolated: As a child, she was a mutant in one of the worst parts of the city; in the academy, she was consistently borderline or outright failing; and among the general populace, she's not only a Judge, but psychic. Anderson has been alone since her parents' deaths (who we can assume she cared for greatly, since the only time she genuinely smiles is at their photograph). Accordingly, she's completely at odds when interacting with people outside of her role as Judge. The only thing that saves her from being socially awkward is staunch professionalism, and being people-savvy from being a telepath. Honest human connection will be hard for her, but something she greatly desires.

    skills (optional): Anderson is very highly trained as a fascist police officer. She is comfortable with a wide variety of firearms and hand to hand combat, as well as covert operations, tactics, and extensive knowledge of the laws of Mega-City One. She's also something of a walking arsenal in her typical Judge's uniform. Given all this, I'd like to request she be placed on the police force, if that's okay. She'd be happiest continuing her old work in a way that lets her help people directly-- although her poor superior officer would get a lot of questions like, Can I shoot them in the foot if they're running away?

    housing (optional): No preference on roommates, although I'd like something communal!

    network username: anderson

    network sample: Test drive sample with Will Graham

    prose/action sample: Test drive sample with Miles Vorkosigan

    (no subject)

    [personal profile] wronganswer - 2017-06-04 12:00 (UTC) - Expand
    ibiza: (Default)

    Margo Hanson | The Magicians | reserved

    [personal profile] ibiza 2017-06-02 02:02 am (UTC)(link)
    player information
    name: Bridget
    age: 32
    contact: bridgetvanzandt@gmail.com
    other characters: n/a

    character information
    name: Margo Hanson
    canon: The Magicians
    canon point: Season 2, Episode 11
    age: 24

    (canon) background: Margo grew up in a household run by cold, distant parents in Los Angeles, California. She learned of her talent for magic sometime during adolescence. In canon she has admitted to having issues around this time, and we’re talking serious issues. Margo was so ill-adjusted that she wound up as the mastermind behind a magical bank heist in her senior year of high school. As far as we know, it went off without a hitch.
    She attended UCLA where she majored in theater, but the real story begins in grad school. Having passed the nearly impossible entrance exam, Margo found herself as a student at Brakebills University, pegged as a specialist in physical magic. There she got to know Eliot Waugh who would become the best friend she’d ever had. The two of them would be partners in crime throwing parties, dabbling in the illegal, and participating in orgies together. Their lives would change with the arrival of a younger student named Quentin. With him came a lot of trouble and plenty of near death experiences, but also the opportunity to travel to another world named Fillory. In Fillory, Eliot learned that he had royal blood and was crowned High King. He chose none other than his Bambi, Margo, to rule as High Queen next to him, and for Quentin and another of their friends to fill out other positions in the royal court. It wasn’t smooth at first, but that was only a taste of what was to come.
    The source of all magic in all worlds, the Fillorian Wellspring, had been tainted, and therefore magic in every world was experiencing brownouts. Spells were temperamental and a solution needed to be found. That responsibility now fell on Eliot and Margo’s shoulders. In addition to that, after being duped and deeply offended by a Crown Prince, Margo declared war on a neighboring kingdom in the heat of the moment – A war, as it turned out, that Fillory could not afford to fight. Once more, Margo had to return to Earth to pull off another magical bank heist to steal enough gold bars to fund the war she had caused. Even then, it wasn’t so easy. Problems kept mounting up until Eliot decided to solve their problem by challenging the king of the neighboring kingdom to a sword fight. He believed that, with magic, he could become an expert swordfighter. It was true – A magic spell had him fighting even more impressively than the other king, but the Wellspring was fickle. Fearing that Eliot would die due to a magical brownout, Margo bargained with the only beings in Fillory that could help ensure the magic wouldn’t run out – the fairies. They agreed to fix the Wellspring in exchange for a child and Margo was willing to have a child for them, but they wanted the child carried by Eliot’s pregnant wife. Desperate, Margo bargained off Eliot’s unborn child thinking it would save his life. The Wellspring was fixed, but the bargain was for naught. Eliot returned to the castle declaring to Margo that he had ended the war by agreeing to marry the king of the other kingdom. She kept her bargain with the fairies a secret.
    It was only when Eliot’s wife went missing and people around the castle were turned into rats that Margo’s secret came out. Eliot, heartbroken with what his best friend had done, sent Margo to the best room in the dungeon, ordering his men to make sure that she got all of her amenities. Behind his back, she drank a potion that would send her to the fairy realm, intending to solve the mess on her own. That’s the canon point I’m taking her from.
    (original) world: n/a

    abilities: Around Margo’s adolescent years, she started to display an aptitude for magic. It displayed in ways she could not explain. As her discipline has always been physical magic, or the manipulation of physical matter, it would have manifested in phenomena like weak telekinesis, but given Margo’s greatest strength is in relation to the element of ice, one can expect she saw signs related to ice or cold show up when her magical abilities began to develop.

    She developed other talents over the years soon after her magical abilities were jumpstarted, including a talent for robbing banks. Margo liked to refer to herself as a mastermind in that aspect, robbing her first bank in senior year of high school when she “had some issues”.

    In college, instead of studying magic she was forced to study something more mundane – theater. Still, she took to it very naturally. If she hadn’t known she was meant for greater things, some years later she would have been passing out headshots instead of crafting spells. She became a very talented actress and developed a flair for the dramatic.

    After being admitted to an elite grad school for magic users, Margo honed her magic. She became one of the best students, conquering nearly every spell she attempted within her discipline. She could complete any spell from controlling the mind of a lesser creature like an insect to levitating an object or herself.

    strengths: Quick Witted and Clever: Margo is always on her A-game. There is never a situation where she isn’t ready to fire back at someone when they are arguing with her and she always has a one-liner ready for her enemies. She is a smart woman who thinks up strategies and plans very easily. This is a young woman who has successfully headed more than one bank robbery in her short years. Margo is always one step ahead of everyone else and proud of that fact.

    Loyal: It was once said that Margo doesn’t have any friends, she just has people who are so afraid of her that they would rather be on her side. The fact that she didn’t argue against that might suggest that she agrees on some level, but no matter what, Margo is extremely loyal to her allies. She has made moves that would risk her life in an effort to preserve the lives of those she cares about and, on one particular instance, bargained with very dangerous individuals to save the life of her best friend.

    Strong: Margo has been hunted by a six-fingered man with twice the magical skill as her. She’s ruled a kingdom that fell into disarray and eventually a war. She went to war with a race of beings, the fairies, who were much more powerful than her or her own people. My point with all of this is that she still has yet to crack. She has been strong all of her life and that will probably never change.

    weaknesses: Vain: Margo has a very high opinion of herself and does not keep that a secret. When someone hurts her pride she reacts very visibly, usually with anger. In fact, it was being insulted repeatedly that inspired Margo to declare war on a neighboring kingdom. When her eye is taken from her in a point in canon after the point I’m taking her from, she is clearly very upset, calling herself a “f*cking cyclops” and resorting to hide the disfigurement with only the most glamorous eye patches.

    Impulsive: It isn’t a rare thing for Margo to make decisions in the heat of the moment. She has declared war without consulting anyone else in the royal court, bargained away a baby to save her friend’s life without telling the mother, and sacrificed her own eye without much thought in order to gain passage back to her kingdom. None of these decisions have worked out very well for her. Usually her best plans are the more well thought out ones.

    Cold: While Margo is capable of love and does indeed care for her friends, it sometimes seems that she can almost shut off her emotions when she doesn’t want to deal with them. She can be a true stone cold bitch at times, saying the meanest, most horrible things to people just to get under their skin.

    skills (optional): Magic, Strategizing, Creative Skills
    housing (optional): Shared floor, please

    network username: high.queen

    network sample: [ Margo hasn’t even bothered to remove her crown when she appears onscreen. She hasn’t thought ahead, doesn’t think it will look weird. This comes from spending months in Fillory wearing the thing in front of people. From the look on her face one might assume she’s not happy. ]

    Alright, so when all is said and done where does a person go to get drunk around here?

    [ She has her priorities, after all, and numbing the pain that comes with a spinning head comes first. ]

    prose/action sample:
    prose sample
    brackets sample
    imperceptus: and live to tell the truth (Default)

    Rin | D&D (Forgotten Realms OC) } reserved

    [personal profile] imperceptus 2017-06-02 02:02 am (UTC)(link)
    player information
    name: lyn
    age: 33
    contact: [plurk.com profile] runehallow
    other characters: n/a

    character information
    name: Rin
    canon: Dungeons & Dragons (variant on the Forgotten Realms setting)
    canon point: While searching for leads in Waterdeep
    age: 26

    (original) world: Here!

    abilities:

    CHARLATAN - Skilled at making new identities from scratch, including forging documents, faking signatures, and crafting disguises. Persuasive, charismatic, and deceptive. Runs hella scams.

    ROGUE - Agile and dexterous, Rin's assassin training means he's excellent at getting the drop on targets. He's proficient at taking on convincing new identities and at mimicking the speech, writing, and behavior of targets he's carefully observed. Evasive and cunning, Rin hits hard and he's hard to hit. He's skilled with both melee weapons (daggers, short swords, rapiers) and ranged (especially the crossbow), and he's adept at making cruel poisons -- particularly the nasty kind developed by his own people.

    DROW MAGIC - As a drow, Rin is capable of seeing in the dark. He can also cast a few minor cantrips, including dancing lights (a spell that creates orbs of light for various purposes), faerie fire (limns an area/person/object with light, making it easier to hit and causing minor damage), and darkness ( a spell that temporarily creates an area impenetrable to light). He is difficult to charm, and he cannot be put to sleep by magic. He also does not actually need to sleep--a short trance restores him fully. However, he does have a mild aversion/sensitivity to sunlight.


    strengths:

    ADAPTABLE - You can knock him down, but you can't take him out. After surviving seventeen years in the Underdark (albeit just barely, in the end), Rin's pretty sure he can handle almost anything. Whether that's true or not remains to be seen, but he is tenacious. He knows how to survive in both city and forest, and if he can't talk his way out of a bad situation, he's great at stabbing (or putting a crossbow bolt) through it, instead.

    CHARMING - While his patience is not infinite, Rin's a personable guy. He likes meeting new people, asking questions of them, getting to know who they are and what they want. Granted, part of his interest is less than altruistic--knowledge is power, after all--but he is also genuinely interested in other people. He spent half his life in a pretty homogeneous society, after all.

    PRINCIPLED - Well, in a manner of speaking. Although he'll lie, steal, and cheat all day long, Rin does have rules. He won't rob a widow blind, and he prefers not to kill anyone at all if he doesn't have to--unless they deserve it. He doesn't like suffering for the sake of it, doesn't like chaos without a cause. Though he might feign heartlessness, he has a hard time truly abandoning anyone in need--particularly the downtrodden, the enslaved, and the disenfranchised. Mostly because he knows what that's like.

    weaknesses:

    DECEPTIVE - Rin lies constantly, even when he has little reason to do so. It's not quite on the level of a pathological compulsion, but it's close. To his mind, it's a matter of self-protection. To be known is to be vulnerable, and vulnerability is death. Thus, he lies: about his past, about his name, about what he had for dinner last night. This can change if he feels safe with someone, but that's hard, because he's also ...

    PARANOID - Rin's reasonably sure that everyone he meets will eventually betray him in some way. This was not paranoia in the Underdark--it was a simple fact of life--but the general surface population is slightly less cutthroat. Rin's upbringing blinds him to this fact, and compels him to keep people at an emotional remove--even if he often wishes otherwise.

    ARROGANT - Though he doesn't necessarily believe he's inherently superior to every other race, it's difficult not to internalize a viewpoint that thrums in the background of your entire childhood. He was taught that he was trash, but that the other races were even less than that. His ego thus comes from two points: a subtle belief that he was born better, and a desperate desire to constantly prove it. This extends from his appearance--of which he is very proud--down to his actual skills as an alchemist/assassin/general charlatan.

    skills (optional): stealthy, agile, skilled in melee/ranged weapons, a trained assassin, a practiced con man
    housing (optional): communal housing is fine!

    network username: feywild

    network sample:

    [ Rin's in a plaza somewhere, an open, bright thoroughfare not far from the communal housing. He's leaning against a tree, balancing a dagger on the tip of his forefinger. Looking smug. ]

    My, but it's a dreadfully sunny day, isn't it? I could use a distraction.

    [ A blur of motion: he flicks his wrist, sending the dagger into the air, and then catches it by the hilt as it comes down. Barely a breath later, he throws the dagger into the trunk of the tree planted directly across the square. ]

    How about a game? I bet I can hit an apple right over your head.

    [ He grins. Great way to pass the time, right? ]

    prose/action sample: Test drive + PSL

    (no subject)

    [personal profile] imperceptus - 2017-06-04 04:05 (UTC) - Expand
    couldkillthedevil: (Smiling 2)

    Chloe Decker | Lucifer | Reserved

    [personal profile] couldkillthedevil 2017-06-02 02:03 am (UTC)(link)
    player information
    name: Ivy
    age: 21+
    contact: [plurk.com profile] ivorygraves or PM
    other characters: N/A

    character information
    name: Chloe Decker
    canon: Lucifer
    canon point: The end of 2.18, "The Good, the Bad, and the Crispy"
    age: 35

    (canon) background: Have a wiki link.
    (original) world: N/A

    abilities:

      Immunity ― Due to her status as a 'miracle child' (presumably), Chloe is immune to Lucifer's powers of persuasion (which appeal to the carnal urges in humanity and can draw out peoples' hidden desires). This seems to be specific to Lucifer, as she is affected by other angelic powers, such as when she was still shown to be frozen when time was stopped by Amenadiel.
      Rendering Lucifer vulnerable ― As stated above, because of her status as a miracle child, Chloe can abolish Lucifer's immortality and render him physically vulnerable while he is in her presence. Again, this seems to be specific to Lucifer, as she doesn't appear to be able to neutralize other angelic beings while in their presence.
      Self-defense ― As a cop, she's been trained in self-defense and knows how to take someone down in hand-to-hand combat if necessary.
      Marksmanship ― She's got a great aim with a gun.


    strengths: If there's one thing Chloe Decker is known for, it's that she strives for justice, and with that, her sense of right and wrong. She is completely dedicated to her job as a detective and takes great pride in living her life with utmost integrity. She often notes that she hates the idea of anyone getting away with something they shouldn't, even going so far as to keep investigating a dead-end case when the rest of her coworkers are content to put it to bed. She even gave up being an actress to join the LAPD because she felt she wasn't contributing enough to the betterment of society. As one might expect, she is also very compassionate. Under all of her trust issues and seemingly stiff personality is a truly kind, loving person who wants to see her loved ones happy. As her partner Lucifer states in one episode, every homicide case she works breaks her heart, even if she tries not to show it. She also drops everything she's doing (including a date) at one point to keep Lucifer company after a friend of his dies. Just because she thought he could use a friend. She also frequently voices that she's there as a shoulder to lean on for Lucifer when he needs it.

    Her sense of responsibility falls in line with her straight-laced deameanor. She is very by-the-books and does everything in her power to ensure she (and others around her) are following the rules. She will resist anyone pulling her arm or trying to get her to "loosen up," especially when she is on duty.

    weaknesses: While this is technically a strength of hers in most instances, her skepticism often makes her a bit narrow-minded and rigid to other possibilities and point of views. Case in point, she is dogged in her drive to prove that Lucifer is in fact not the Devil himself and often tries to debunk him and his uncanny antics. This is a good trait for a detective to have, surely, but he actually is the Devil. Her inability to look past this skepticism and accept the truth actually leaves her in a box of willful ignorance. This skepticism was also what made her an outcast in her department -- her willingness to chip away at the same case for months on end literally almost ruins her career and ability to find a partner who actually wants to work with her. That, and the fact that she can be mistrustful ― Chloe has been hurt before, and that hurt has led to a lot of trust issues on her part. When one first meets her, she may come across as standoffish and cold, if only because she tends to put up walls. She also becomes very angry and unforgiving if she finds out someone has been disloyal or dishonest, almost to the point of overreacting in some cases. She is also often too comfortable being alone. While her isolation in the department is not self-imposed, she also doesn't actively seek out friendships with others. It isn't until Maze, Ella, and Linda come into her life, via Lucifer, that she actually has meaningful friendships. Others often have to encourage her to let her hair down and relax.

    skills (optional): Detective/logic, detail-oriented, marksmanship/self-defense

    housing (optional): No preference.

    network username: detdecker

    network sample: Previous game network post

    prose/action sample: Previous game prose sample

    (no subject)

    [personal profile] couldkillthedevil - 2017-06-04 04:06 (UTC) - Expand
    bottombitch: (pic#11445093)

    Aoba Seragaki | DMMD | Reserved

    [personal profile] bottombitch 2017-06-02 02:03 am (UTC)(link)
    player information
    name: Sau
    age: 21+
    contact: [plurk.com profile] dormiveglia
    other characters: Gladiolus Amicitia (FFXV)

    character information
    name: Aoba Seragaki
    canon: DRAMAtical Murder (DMMD)
    canon point: Noiz' Good Ending, after they've moved to Germany
    age: 23

    (canon) background: Aoba Seragaki's main page explains part of the Noiz route. For more, please refer to this page and Noiz' story and Good Ending further down. Of significance, this route does not address Scrap or Aoba's hair sensitivity as diminishing, and is still active (although considered less aggressive). In this route, it is also established that Aoba has previously only casually dated men, but still wondered if Noiz was "playing for the other team" and Aoba had displayed some hesitation being with another man. He's since gotten over it but understands how others may have reservations about their relationship or prejudices about homosexuality, and accepting that it is what it is and that it changes nothing of his feelings for Noiz.
    (original) world: N/A

    abilities:
    Scrap - Using this ability, Aoba can reach into another person's mind (or numerous people) to render unconscious, put into a coma or kill, but Aoba tends to restrict his use only to repairing mental damage to someone. This ability is very poorly defined in canon, and is generally used as a plot device. The purpose of this ability is to allow for players to have an opportunity to remove mental blocks that result in physical changes (personality or physically) that would otherwise be impossible to change. Examples: Noiz' CIP condition miraculously disappears after a successful Scrap, Koujaku's and Mink's intentions for suicide are changed for the better, and Ren inhabits the body of Aoba's twin brother to become a real boy in the world's most bizarre Pinocchio story.

    strengths:
    Nonjudgmental - He pretty much can hang with just about anyone despite outer appearances and prefers to get to know the person beneath whatever exterior or facade they present, he prefers to get to know someone personally rather than judge them by appearances alone.

    Kind - He's a kind person at his core, he doesn't intentionally try to hurt anyone's feelings but will stick up for himself and others. He's a true Good Samaritan in that he will drop what he's doing to help someone in need, even if this isn't in his favor.

    Influential - Whether it's the often hinted at unusual quality of his voice (barely perceptible, despite the fact some characters claim to have noticed his abnormal vocal chords) or his personality or a mix of both, he has a tendency to influence others for the better - even bringing around the suicidal and self destructive. Sometimes this can be a drawback, however, because he often attracts a certain obsessive type of personality who are drawn to his voice. All in all, this equates to Aoba having an ability to reach people who might otherwise be unreachable just by talking to them.

    weaknesses:
    Multiple Personality (Other Aoba) - Aoba has never accepted his other self and has suppressed him. Other Aoba is described as mentally unstable and destructive, this side of him is very strong, violent and cruel - seems to revel in abuse even to the point of translating pain into pleasure and threaten the lives of others around him.

    Immature - Aoba behaves a little young for his age, and will puff out his cheeks and whine or argue under his breath in a way that sounds more like a petulent brat than a grown-ass adult.

    Easily Flustered - Forward flirtation and intimacy tends to send him into a tailspin. He gets pretty easily flustered by this, sometimes to the point of docility, but he's more likely to lash out if you're not Noiz, who he pretty much considers himself all but married to.

    Amnesiac - Aoba has a gap in his memory of when he went by Sly Blue, a ruthless Rhyme player who used his abilities to break his opponents down to the point of mental collapse. This led to him encountering people who he has fought before in the video game Rhyme but lacks any memory of it.

    skills (optional):
    Tech Savvy - He's got a knack for programming and repairing mechanical things, although it's really not well defined in canon. He has salvaged and repaired things as sophisticated as AllMates, which are lifelike pets that can speak and provide other services similar to those found on a smart phone. I figure this makes him pretty decent at salvaging useful tech that might otherwise have been dismissed as junk like how he ended up with Ren, his AllMate.

    Gamer - He's good at Rhyme, an immensely popular game from his world involving the use of Allmates in avatar form to attack opponents and deal virtual damage to one another.

    Street Brawler - He can hold his own in a fight against a normal person, usually sticking to roundhouse kicks and punches.

    Sales - His vocal ability probably helps, but he can be convincing as a salesman.

    Cooking - He's... learning how to cook. It's usually edible.

    housing (optional): Preferably where Noiz is.

    network username: Sly Blue

    network sample: [ Aoba's still a little rattled from his experience as a totally abnormal human being? and is more than a little asschafed about being attacked in what he thought was a safe zone. Geez Perimeter Guard, take some responsibility, will ya? Or maybe it's the Government's fault... bah, who cares. He's just going to do a little social media whining like normal people do. ]

    That monster attack with those flying dinosaur things. Does that kind of thing usually happen around here? I thought they weren't supposed to get past the Perimeter Guard.

    Are there any plans to put some kind of shielding or netting up to keep those things out?

    Come to think of it, I couldn't help but notice no one using one of those dark umbrellas were getting attacked... I guess I should have paid more attention during orientation - but don't you think that's kind of a pain?


    [ Said like a man who's never stepped foot in London. ]

    Anyway, I'm pretty good with tech so if you need any help with wiring or something, hmu ok?

    prose/action sample: From the TDM

    Re: ACCEPTED

    [personal profile] bottombitch - 2017-06-04 12:10 (UTC) - Expand
    shadowstepped: (Default)

    Quentin Compson | The Sound and the Fury | Reserved

    [personal profile] shadowstepped 2017-06-02 02:03 am (UTC)(link)
    CW: MENTIONS OF SUICIDE

    player information
    name: Kath
    age: 26
    contact: [plurk.com profile] whaleen
    other characters: N/A

    character information
    name: Quentin Compson
    canon: The Sound and the Fury
    canon point: June 2nd, 1910 (immediately preceding death)
    age: 19

    (canon) background: Quentin Compson was born in 1891 to Jason Richmond Lycurgus Compson III and Caroline Bascomb Compson. He is the eldest of four children, preceding Candace (Caddy), Benjamin (Benjy), and Jason IV. His family is of the old southern gentry, boasting several distinguished governors and generals among their ancestry. Beneath the peeling veneer of such a respectable lineage, however, the Compsons are in the twilight of their former glory, just as the hierarchy of the Old South capitulates in the post-Reconstruction era. Quentin’s generation will be the last to bear the Compson name, and he himself is the first link in the chain to break.

    Growing up on the family property in Jefferson, Mississippi (set in Faulkner’s fictional Yoknapatawpha County), Quentin is fiercely attached to his sister Caddy, and as they near adulthood he grows more and more protective of her. Despite his wishes to protect her, she fails to adhere to the strict moral code set by society, exploring sexual relations with men and eventually becoming pregnant by one Dalton Ames. Ultimately, in order to salvage his sister’s honor, Quentin begs her to run away from home with him – and when Caddy refuses, he attempts to steer her into a suicide pact, which she also denies. In the meantime, Quentin is in the midst of his freshmen year at Harvard University, the tuition for which was paid for in part by the sale of a parcel of the Compson property. It is for this reason that he finishes the academic year before committing suicide by drowning himself in the Charles River.

    His death has a profound impact on the remainder of his family. His father develops a severe alcohol addiction, eventually dying of liver failure. His youngest brother Jason is left embittered by the responsibility of being made the head of the household in the wake of both Quentin’s and his father’s deaths. Although Benjy is older, he is also severely developmentally disabled and thus unfit for such a position. Caddy, although essentially banished from the family, decides to name her daughter Quentin in honor of her dead brother. And all the while, his mother bewails the misfortune of their family as it fast unravels.

    NOTE: The canon point from which I am taking Quentin is his section in The Sound and the Fury, but I am drawing on Faulkner’s Absalom, Absalom! for background information as well.

    (original) world: N/A

    abilities: Quentin possesses no supernatural abilities and few noteworthy skills. He has a keen academic aptitude, which has gotten him into Harvard, and having grown up in the countryside, he is skilled in horse-riding.

    strengths:
    Thoughtful: Quentin is a highly sensitive and intelligent individual. He is capable of dedicating his full attention to listening to another, especially when the speaker is someone whom he respects, and he commits much of what he is told to memory. This is accomplished with seemingly little effort, as he regularly recalls lessons his father has taught him as well as Bible verses and other lengthy quotes, thus indicating a sharp memory. When faced with a problem, he is compelled to examine it from all possible angles, dissecting it that he may better understand it. His meticulous nature is also seen in his suicide preparations, purchasing flat irons to put in his pockets and leaving a letter along with some personal affects for his roommate Shreve.

    Loyal: Quentin is extremely loyal to his family, and his sister Caddy above all. When they were children, he once picked a fight with another boy who seemed to have been bothering Caddy; when they are older, he confronts Dalton Ames, the man whose child Caddy is having, and orders him to leave town. He is loyal not only to the concept of his family’s honor, but also the principles upon which their society is built, namely the patriarchy in which men are defenders of women. He believes that upholding this structure is his duty.

    Determined: When Quentin sets his mind to a task, little can deter him but for his own failure. In attempting to “save” Caddy’s honor, as he sees it, he does all that he can think of for her sake. When knocked down by Dalton, for example, he insists on continuing the fight regardless of his chances for victory. His final act of self-determination is, of course, his death.

    weaknesses:
    Obsessive: However, all of the above strengths feed into Quentin’s primary flaw, which is his neurotic nature. He becomes obsessed with the matter of Caddy’s virtue to the point that it thoroughly consumes his thoughts. He is then triggered by even small reminders of his sister, such as when he assaults a classmate for a casual sexist remark, demanding to know, “Did you ever have a sister?” He has the tendency of turning a matter over and over again in his head, until it ultimately becomes a burden that he cannot escape. He takes it upon himself to be a vessel for the voices of the past, a chamber in which his family’s history as well as the advice and platitudes he has collected from his father echo endlessly.

    Stubborn: Quentin refuses to relinquish the notion that he must be the defender of his family’s honor and, more specifically, his sister’s honor. He is thus driven mad by what he perceives as his own failure when Caddy makes choices that fall outside of prescribed social norms - because although he is impotent to change what happened, he insists on trying to “fix” the situation regardless. When all of his attempts fall short, he ultimately decides that only death will absolve both him and his sister. He refuses to accept any alternative.

    Narrow-minded: In addition to being unable to escape his family’s history, he is unable to escape the place and time in which he is born and the flaws with which they are imbued. Quentin was born only a quarter century after the Civil War ended; his grandfather owned slaves. He is restricted by the prejudices of his era, in regard to race, sex, and class, however “benignly” these may manifest in him.

    skills (optional): N/A
    housing (optional): No preference

    network username: q.compson

    network sample:
    [The words form slowly but diligently as he hunches over the peculiar smooth tablet whose keys lack the satisfying tidy click and slow release of a typewriter’s. How novel it is that he can clear his many fumbling errors with but a few careful taps.]

    How long do you suppose it takes something to put down roots and grow once it’s been transplanted somewhere new? My grandfather knew a man, Thomas Sutpen, came from West Virginia to Mississippi in 33 to pull a plantation up from the mud. He dreamed himself an empire carried on by sons, but here’s the thing. His sons are what undid him, like Absalom in revolt against David, and the whole thing he had mapped in his mind came to little more than dust.

    But maybe this is a different story. I don’t suppose too many of you even know of Mississippi, do you?

    [And that in itself is an unsettling thought.]

    prose/action sample:
    This is not what he had fixed in his mind all those times he thought about Hell. There are no sinners whipped ceaselessly by the wind, their arms and legs splayed and naked and ugly for it, no trees whose flesh must be snapped before they will speak their grievances, no Satan the devil that deceived them was cast into the lake of fire and brimstone the second death that had no sister.

    Quentin wanders the city, but unlike the day before he has no purpose embedded in the meandering of his footsteps. The broken watch whose erroneous ticking will no longer keep him marching in time was left with Shreve. The irons were purchased, their weight meant to ease his burden. The letters have been delivered. There is nothing more he can do.

    He finds the river that cuts through the city’s heart as if it is an inevitably that he would flow back. Down into its depths he peers from an overlook in the park and I will look down and see my murmuring bones until beside him comes a girl some twelve years of age, settling her elbows on the half-wall an arm’s length away. She steals an expectant look at him before casting her gaze back to the water. When Quentin gives no response to her presence, she pipes up in his place.

    “Hey, what’s down there? What are you looking at?”

    “Just the water,” he says.

    “Why?” she asks.

    He thinks even baptism does also now save us (not the putting away of the filth of the flesh)

    “Do you like rivers?” she asks again.

    “There was a creek on my family’s property. We used to play in it all the time, my sister and brothers and I.”

    No honeysuckle grows here, yet it follows him like his shadow, the smell of it pouring down his throat, wrapping around his neck it won’t do any good don’t you know it won’t let me go. This does not answer the question, but the girl is satisfied. She babbles about her own sister, the house in which she lived before she came here, and Quentin mostly listens, granting half answers here and there, his eyes straying back to the river all the while.

    (no subject)

    [personal profile] shadowstepped - 2017-06-04 04:55 (UTC) - Expand
    flamebandana: (normal 6)

    Ryou Kurokiba | Shokugeki no Soma | Reserved

    [personal profile] flamebandana 2017-06-02 02:03 am (UTC)(link)
    player information
    name: haru
    age: 33
    contact: PM, [plurk.com profile] hatsuharu
    other characters: n/a

    character information
    name: Ryou Kurokiba
    canon: Shokugeki no Soma
    canon point: ch 134 after the Moon Banquet festival
    age: 16

    (canon) background: link

    abilities: link

    strengths:

    fearless: Due to working in a rough environment, Ryou had to learn how to survive at a very young age. Anyone who proved to be weak was tossed aside. He was the youngest employee, and the adults gave him a hard time simply because of his age. However it is because of this experience that he was able to become head chef of the kitchen and gained authority over said adults. His fearlessness is like that of a ferocious lion waiting to attack their prey, except that his prey is the kitchen.

    passionate: Cooking is Ryou’s life. It is his passion and what drives him to become a better, stronger version of himself. He is generally quiet and minds his own business, but when he’s cooking he shows a more fiery side, and he stops at nothing to reach the top. Others view his passion as something a bit more frightening, but it is that passion that allows him to focus on the task at hand.

    loyal: When he isn’t cooking, Ryou is usually quiet and doesn’t interact much with others. However, he always remains attentive to the needs of Alice. If someone is mistreating her, he is there to put them in their place. If she needs help carrying her luggage, he is there to help her. As annoying as he may find her at times, without her in his life, he would likely still be the same little boy he was, working in that very same kitchen he did as a child.

    weaknesses:

    arrogant: Simply put, it’s Ryou’s way or no way. He believes his way of doing things is the right or best way. He’s almost impossible to impress; when trying the dishes of other chefs, he’s a harsh critic, and believes that he can easily make their dishes better than them. He also talks down to chefs older than him, even if they’re the ones judging his dish!

    competitive: His passion is one thing, his competitive nature, however, is another thing entirely. The thing about Ryou is that he will, and has, done cooking duels repeatedly, especially with Alice, over and over and over again, until he is victorious. Alice says he wins all their duels now, but that’s not the case for school competitions. And when he loses, he’s an incredibly huge sore loser.

    spacey: Ryou thrives most when he considers it important to do so, such as in competitions. When that’s not the case… he’s a bit of a space cadet. It’s been said that in classes, his cooking is only ever just good enough to pass the class. Nothing extravagant like he does in competition. He’s also always slow moving in his speech, including his cooking. He sort of just lets things happen as they will happen and doesn’t bother to fight against it.

    skills (optional): Cooking, fishing, fitness
    housing (optional): Floor 3 with Iris Amicitia please!

    network username: mad.dog

    network sample: link

    prose/action sample: link (has berserk) or here (doesn’t)
    Edited 2017-06-02 02:17 (UTC)

    Re: ACCEPTED

    [personal profile] flamebandana - 2017-06-04 15:28 (UTC) - Expand
    maskerading: (Default)

    protagonist/yuuto kurohane • persona 5 (reserved)

    [personal profile] maskerading 2017-06-02 02:04 am (UTC)(link)
    player information
    name: Anais
    age: 29
    contact: [plurk.com profile] deltaserver
    other characters: n/a

    character information
    name: Yuuto Kurohane (the Main Character, more specifically; he's a malleable protagonist with no official name, so this is the one I'll be using in-game & in this app)
    canon: Persona 5
    canon point: 11/22
    age: 17

    (canon) background: bam

    abilities: After picking up the life of a phantom thief, Yuuto has learned a lot of the necessary skills needed for the job: breaking and entering, stealth and going undetected, making infiltration tools (such as lockpicks), some handy acrobats, and even how to fight an enemy head on should the situation arise. Weaponry wise, his primary weapon is a large dagger, and also uses pistols as well.

    On a more supernatural scale, Yuuto also wields the power of Persona; in simple terms it's basically the manifestation of one's psyche the user can summon to aid in battle, capable of performing both elemental type magics and physical blows. A person is able to make an initial "contract" with their Persona in a moment of having a strong "will of rebellion"—basically meaning once they're willing to shake off their metaphorical chains and accept themselves for what they truly want and who they actually are deep down. Persona in P5 take on masks that the user wears when not in active use; it goes with the rest of their thief appropriate attire that they're able to transform into (like magical girls, but ~*edgy*~), typically in circumstances where the user is regarded as a threat or in a threatened position.

    Being the special snowflake protagonist that he is, Yuuto has the unique ability of the "wildcard", which allows him to wield multiple Persona at a time, unlike the usual one most others have. In game, he's able to have up to twelve Persona, but for the sake of not walking into rp with a crazy arsenal of soul pokemon, I'll be starting with four for now. They are as follows:
    Arsene - His initial Persona that deals in physical and curse damage. The latter is kind of weird to translate into rp though, so I probably won't have that come up much.
    Jack Frost - Deals in ice based damage.
    Titania - Has healing and nuclear damage. Healing won't be able to fix fatal or severe injuries, just anything like gashes at most. Nuclear will be similar to the equivalent of throwing a hand grenade at something.
    Hell Biker - Does fire damage. I'm ignoring its instakill moveset for the purpose of rp.

    strengths:
    - Leadership: Being the designated leader of the phantom thieves, Yuuto knows how to take charge when needed, such as coming up with plans and strategies. He always puts his teammates before himself, even if it means risking his well being, and is able to be their morale support when things go south. When it comes to taking action, he's on it.
    - Compassionate: Yuuto is usually a good listener and always has a shoulder for his friends to lean on. He tries to give his best advice (usually) when they speak of their hardships, and intervenes to help when he knows he's able. There's a strong sense of justice underneath that quiet exterior, and there's few things he despises to see more than someone being undeservedly wronged. If he can fix it, he'll do his damnedest to aid a friend.
    - Easygoing: For the most part, Yuuto is a fairly level-headed, chill guy who's tolerant and keeps his rationale even in the heated moments. He's normally the first to tell someone to relax instead of losing their cool. He isn't impossible to anger, but there's a lot he's able to allow to roll off his shoulders as well.

    weaknesses:
    - Reserved: As much as he's willing to listen, he isn't equally open about himself in return, slow to get to know outside his teammates. Because of how life's tried to knock him down, Yuuto purposely keeps up a quiet, unassuming facade, cagey to most and distrustful of many adults, especially those in power. He isn't impossible to befriend, but there's a chance it may stay superficial for a while, and his true colors only come out around those closest to him.
    - Defiance: It's not a wholly bad trait in some ways, and usually he tries to use it with good intentions, but in others it sometimes isn't one that wins him any favors. Those he deems no longer worth his displayed politeness gets the brunt of a bad attitude, and while Yuuto lives for being defiant, sometimes it goes far enough to worsen a situation.
    - Recklessness: Oftentimes, Yuuto plans—and sometimes, he doesn't plan ahead enough. Very much a risk taker when odds are slim, he's gone down the "I'll think of it when we get there" approach, much to the alarm of teammates. He isn't above impulsive moves either that even his friends have scolded him for, which works out sometimes but might not in other scenarios.

    skills (optional): I'll decide on this later on!
    housing (optional): No preference, randomize me cap'n.

    network username: meow

    network sample: bam from another game tdm

    prose/action sample: another test drive link, both are action
    Edited (I GUESS A SUBJECT LINE WOULD BE HELPFUL, HUH) 2017-06-02 02:07 (UTC)

    (no subject)

    [personal profile] maskerading - 2017-06-04 05:08 (UTC) - Expand
    bunnyblock: fistfights are boring these days (Default)

    [personal profile] bunnyblock 2017-06-02 02:05 am (UTC)(link)

    player information
    name: Gaacha
    age: 29
    contact: [plurk.com profile] vicinity / Gaacha#5781
    other characters: Reaper | Overwatch

    character information
    name: Noiz
    canon: DRAMAtical Murder
    canon point: NOIZ ROUTE : Just after the first day in Platinum Jail
    age: 19

    (canon) background: Story and background here.

    abilities:

    Passive: CIPA .

    Noiz is human, so he doesn’t have anything ‘extraordinary’ about him in the general sense. However, he has an extremely advanced form of CIP -- a Congenital Insensitivity to Pain. Due to this, he can fight for long periods of time, or sustain damage and experience extreme amounts of pain without actually feeling anything. This includes not only physical pain such as being wounded, developing headaches/migraines, pain from sickness/joint/arthritic pain, but it also includes being able to feel extreme temperatures and sensations. He can’t tell when something is boiling hot or freezing cold, and the only part of his body where he has any sensation at all is on his tongue. This disorder is extremely dangerous, despite how it aids him in keeping from being too hurt to carry on, as he cannot often tell when he’s been injured, if he’s been burnt, if he’s getting too cold--nothing. It’s led to a number of issues, including horrid scarring on parts of his body where he’s not taken care of wounds right away, even two of his fingers being crooked due to having letting them heal without seeking professional help.

    strengths:

    Intelligent - Growing up in a well-off family, he’s had private tutors and personal teachers to school him at home due to not being allowed to go to a ‘normal’ school. He’s grown into someone who is capable of high-level programming and hacking, and has been shown to be able to do things with computers and technology that most others can’t even fathom. This gives him a head-up in any situation involving technology, as all he needs is his personal coil and AllMate to hack and take over entire systems.

    Unbreakable - Due to his inability to feel pain, he can take almost any situation head-on without worrying about being too hurt to continue. He’s been shot, beaten, shocked, and even had a roof collapse down on his head--none of which has stopped him from a goal once he wants to reach it. Even in RHYME, a virtual game where the user can feel pain (even Noiz can feel it there), he never lets up until he comes out on top. He’s unbelievably stubborn and refuses to lose.

    Resourceful - While he goes through life incapable of feeling or understanding the feelings of others, he’s extremely quick-witted when it comes to high-stress situations. He’s capable of figuring out ways out of difficult situations with either his information-gathering skills or computer skills, or he’ll rely on his fists. When his tech can’t get him out of a situation, quick thinking and problem-solving can. He’s an adept fighter, and despite how little he talks, he knows how to say what’s necessary to get out of a bad spot.

    weaknesses:

    Loner - Not knowing how to interact with people is hard--especially when you basically grew up in a box with very little contact with the outside world. Due to Noiz being disallowed to leave his house, and barely even his own room, he grew up without much contact with other people. On top of being unable to understand feelings as well as what pain is, he doesn’t know how to interact with others. So he prefers being alone, as it’s easier on him and he thinks it's easier for others, too.

    Painless - Born with a rare disorder that doesn’t allow him to feel any sort of pain, nor extreme hot and cold, he doesn’t understand what pain really is and how it affects other people in their everyday lives. He has numerous scars from not letting wounds heal properly, and two of his fingers are even crooked due to it. It causes him trouble due to not knowing when he’s hurt, and when dealing with others, he doesn’t realise how pain affects them. His grip can be too hard, he’s blase about hurting others, things like that.

    Brusque - He doesn’t know how to interact with others very well, therefore he doesn’t know how to speak with them very well, either. His speech is often very short and to the point, which gives him the air of being bratty, cold, or uncaring. He’ll say things that are sharp and offhanded, because shorter answers are easier to get across, making others think he’s rude or just plain mean.

    skills (optional):

    Hacking/Programming .

    He’s also an extremely capable hacker and programmer, having the ability to create and destroy data, locking up computer systems and even taking control of things such as someone else's’ computer, AllMate(A type of animal-shaped 'Supercomputer' with a personality), Coil, and is capable of even controlling other AI to make it bend to his wishes instead of letting it function properly. (Such as the turrets and automated weapons systems within a highly secure base, as he’s done in canon.) He’s obsessed with a virtual battle game called ‘Rhyme,’ and he’s capable of creating virtual reality fields wherever he wishes outside of the game’s rule and usual administrative control in order to force other players to battle him. It’s suggested he’s not only capable of controlling machines, but he can also build them and create his own programs and subsystems.

    Videogames .

    RHYME is a game in the world he's from, that is played within a virtual reality created around the players. He's an extremely adept player who has said to have never been beaten once in his career--until he faces Aoba. He's capable of not only playing this game to a place where he can barely be beaten, but it's shown he's even capable of hacking the parameters of the game, making it so that the 'damage' taken within the VR is translated to real 'pain'. Suggesting that he's not only good at them, but he can program them, as well.

    housing (optional): Wherever is fine, honestly.

    network username: RuffRabbit

    network sample: Here.

    prose/action sample: Here and Here.

    (no subject)

    [personal profile] bunnyblock - 2017-06-04 10:40 (UTC) - Expand

    anders | dragon age | reserved

    [personal profile] judicia 2017-06-02 02:05 am (UTC)(link)
    player information
    name: rachel
    age: 26
    contact: [plurk.com profile] raykes
    other characters: n/a

    character information
    name: anders
    canon: dragon age
    canon point: act 2, shortly after his companion quest, dissent
    age: early thirties

    (canon) background: character specific | world state

    abilities:

    mage — as a mage, anders has the power to draw from the raw energy of the fade - a mutable, ever-changing world occupied by spirits and demons - manipulate it, and use it to cast spells that can either inflict damage, heal, bestow power or drain it. although mages are considered one of the most powerful and dangerous of the three combat classes, they are also physically and defensively the weakest. they also limited by their pool of mana, which does naturally regenerate itself over time, but in the midst of actual combat, does so slowly.

    anders' magical abilities are spread across several spell trees - arcane, elemental, creation, and his character specialization, vengeance. he is a force to be reckoned with offensively, but as the dedicated party healer, his focus will always lie primarily in healing and protective magic.

    abomination — some time before he came to kirkwall, anders allowed himself to become possessed a spirit of justice. this possession has given him a superhuman-type of endurance, allowing him to be stabbed hilt-deep through the chest with a sword and not perish. it also, unfortunately, doesn't allow for him to get drunk anymore. usually, justice just lays dormant inside of him most of the time, allowing anders to be in full control of himself, but when he's provoked - usually by the presence of templars or demons - there is little to nothing anders is able to do to stop him.

    grey warden — anders is one of the lucky few to survive the joining, a blood magic ritual undertaken by all aspiring grey wardens. there, recruits are required to ingest darkspawn blood, and with it, gain the ability to sense the creatures and other wardens through their connection with the taint. this connection also afflicts the wardens with nightmares of the darkspawn, and will, eventually, cause them to hear the same "call" that the darkspawn are consumed with. if they don't undertake their calling and/or die fighting the darkspawn, the taint will eventually turn them into ghouls. anders' link with justice may spare him from that fate, however, it will not spare him from hearing the calling itself.


    strengths:

    anders is incredibly selfless, and will often push aside his own safety and welfare for the good others. he's spent the last three years petitioning the chantry in kirkwall to grant mages more freedom, and helping some of them escape from the city. he runs a free clinic in the kirkwall slums, healing the refugees and underprivileged that can't afford visit one of the city's healers.

    he's also ambitious. part of this is justice's influence, but he's determined to find a way to help every mage in thedas, to make everyone see them as people instead of something to be feared and locked up. he's persistent, to the point that it may grate on and annoy others, but he doesn't let himself give up on anything, whether it be changing someone's mind or escaping kinloch hold seven times, that easily.

    he's been a troublemaking headache for the templars for years. one of the reasons why he hasn't been punished more severely for his transgressions back in kinloch, is because of his charm. he doesn't use it to cover up his anger and bitterness quite as much as he did before merging with justice, but he's still plenty snarky and cheeky in the right moments. he'll laugh at some of hawke's sarcastic commentary, joke with varric, and make teasing remarks toward some of the other companions. even though the majority of them find his obsession with mage oppression annoying, he does, at least, attempt to make nice with some of them, such as carver in act 1.


    weaknesses:

    ever since merging with justice, anders has become a lot more confrontational than he had been before. he often provokes arguments with those that don't share the same viewpoint as him, or are involved in matters he doesn't approve of, like merrill's use of blood magic. even if someone doesn't pick a side or have an opinion in any conflict or debate, he still gets angry with them. he's petty, and will hold those differing opinions and passing remarks against them.

    anders is also incredibly paranoid, and doesn't trust others very easily. he has good reason for that, of course, given that he's a mage currently living outside of the circle, and has been hunted and handed over to the templars a number of times. he doesn't even completely trust hawke, even one who supported him and the mages the entire way through the game.

    he does, however, develop something of an obsession with hawke, which often manifests itself in the form of bitter jealousy, usually when hawke is in a romance with one of the other companions. he will often times get hypocritical when criticizing the other love interests and companions, saying that they should have an open mind when he himself doesn't always have one, for example.

    he is completely aware of his flaws, though, to a self-deprecating degree. he warns hawke numerous times throughout the game that being with him is not good for them. he acknowledges his flaws and will sometimes even make a quip about it at his own expense.


    skills (optional): magic, herbalism, poison & grenade making, running from the law
    housing (optional): no preference

    network username: anders
    network sample:

    ( It takes him a while to establish a connection with the network — one of the orientation attendants showed him how, but he can only vaguely remember. With all this information being thrown at him in such a short amount of time, it was pretty easy to forget something so trivial. But now that he's here, settled into his residence, with his curiousity growing stronger than earlier his skepticism — could he really talk to everyone in the city through this? — Anders gives the strange device a try. )

    Hello? Can anyone hear this? ( He pauses a moment for an answer, and receives none. But instead of shutting the connection off and giving up, he just continues on, babbling a bit, ) It's quite generous of the city to have given us something like this. A roof over our heads, a job. The place I came from could barely offer it's refugees a cold floor to sleep on, much less a warm bed with clean sheets.

    I guess it's just... good to know that common human decency exists in a place like this. ( He says, trails off a little before fumbling for the correct button to end the connection. )


    prose/action sample:

    Anders doesn't need to be told to stick his neck out for others. He does it all on his own. It doesn't matter if it's running a free clinic in Darktown, helping the mages escape and flee the Gallows, or fighting off a swarm of swooping, feathery beasts, preying on the unsuspecting passersby in the Inhabited City. He sees them coming from a distance, diving toward one of the citizens in an ungodly screech.

    Instinctively, he reaches for his staff — strapped to his back as it always is — and draws from the well of this world's magic, channeling into his staff before he shoots it off toward the winged predator in an explosion of energy. He does the same for the second, the third, hitting the creatures mercilessly until they collapse on the ground. It's still a bit strange for him, to be able to use magic so openly, without fear that someone may see and alert the templars. He hasn't gotten used to it yet, not having to sleep with one eye open, or look over his shoulder every time he stepped outside.

    Maybe it will be like this in Thedas one day. He's trying his best to make it so, with Justice's help. For now, he'll just have to settle with enjoying the freedom this world offers, and do his best to help the people here as much as he can.

    He approaches the beasts' intended victim quickly, concern etched across his features and in the way his gaze trails over their figure, searching for any apparent injuries.

    "Are you all right?" He asks, his legs carrying him even closer still when he realizes how shaken up they are by the attack. His voice softens, wanting to ease some of their distress with a kind word and, maybe, some friendly company, if it's accepted. "C'mon, let's get you inside."

    (no subject)

    [personal profile] judicia - 2017-06-04 14:38 (UTC) - Expand
    stalkingandplotting: (In flight)

    Tim Drake-Wayne // DC Comics // Reserved

    [personal profile] stalkingandplotting 2017-06-02 02:05 am (UTC)(link)
    player information
    name: Chaer
    age: Mid-twenties
    contact: plurk: dangerouspasttime
    other characters: n/a

    character information
    name: Timothy Jackson “Tim” Drake-Wayne; aka: Red Robin
    canon: DC Comics
    canon point: Post Superman (Rebirth) #18
    age: 18, Batman canon makes it impossible to pin down the ages for the Robins most of the time, but Tim just received a college acceptance letter so 18 seems like the age to roll with.

    (canon) background: Here Though I’m taking Tim from a Rebirth canon point in the current on-going issues, which is technically set in Prime Earth’s timeline, there are far fewer formative events in Prime Earth for Tim character history, so with permission I’d like to use Tim’s longer standing background from New Earth despite using a current canon point.

    abilities: I have sourced these from the wiki in order to not miss any and elaborated on them slightly to explain.

    -Aviation: He’s trained in flying numerous small aircraft, could manage a large one in a pinch.

    -Acrobatics: He’s no Dick Grayson, but he’s pretty flexible and flippy.

    -Computer Operation/Hacking: He recently hacked an army of drones while in the middle of a hostage situation and fight in order to reprogram their target.

    -Disguise: Tim, like all Batkids, is trained in the art of hiding his appearance elaborately and just enough to hide in plain sight. He is particularly good at going unnoticed.

    -Driving: He has been operating motorcycles and other combat ready or civilian vehicles since he was a pre-teen.

    - Gadgetry: Gizmos and whatsits galore. Given enough time with a thingamabob, not even a lot of time, just enough, Tim can likely figure it out and use it proficiently based on all the things he’s not just used as Robin or Red Robin, but *created* for the Batfamily. One of his larger more recent accomplishments was completely refurbishing a theater into a new batcave and coordinating it with the creation of an underground Bat-train. Y e p. Tim’s an overachiever.

    - Genius-level Intellect: Tim has a canon IQ of 142, and he’s not just a static brain child. He knows how to operate his intelligence to the benefit of his allies and the detriment of his enemies.

    -Investigation: To quote the wiki directly - Tim Drake is often cited as the most analytic of Batman's proteges, as his detective skills on on par with Batman's himself.[7]

    -Escapology: Getting out of sticky situations, sidekick training 101.

    -Martial arts: Tim’s had some killer training all over the world, not just from Batman, but his specialty is the bo staff.

    -Firearms/Throwing weapons: Guns are against the rules, but rather than eschew them entirely Tim did make sure he was proficient in their use. Throwing weapons, the standard batarangs, plus a number of improvised options when the situation calls for such

    -Tactical Analysis and Leadership skills: Tim has led and participated in a number of teams where he’s been invaluable to their planning and training processes outside of field situations, and coming up with solutions to complicated problems on the fly during high-stress and combat instances.

    -Stealth: He succeeded in following Batman and Robin for years before he was ten years old. This guy knows how to go unnoticed.

    -Photography: Tim takes awesome pictures and develops them himself when he has time. He’s a fantastic stalker.


    strengths:

    Loyalty: Tim’s loyalty has no expiration date whatsoever. He latched onto the ideals of Batman and Robin long before he was ten years old and he’s been ride-or-die attached to them ever sense then. He’s so loyal he’s set aside Jason and Damian’s multiple attempts to kill him because they’re Robins former and current, and even if he can’t quite trust them he can trust that shared name. Tim’s fierce loyalty is a strength, not because it’s blind, but because he’s fully aware of the people he’s giving it to, their flaws and their good points.

    Intelligence: His intelligence is a strength because Tim isn’t the kind of genius whose intelligence makes him unable to interact with the world. His intellect is constantly pitted against real problems in his reality in long reaching and short term efforts. He flexes his brain in pursuit of the betterment of Gotham and the world, through engineering, invention, and investigation rather than holing up and pursuing his own projects.

    Hope: Tim is far and away not a shiny hopeful protagonist. He’s often the voice of reason, the practical one, the potential logical debbie downer, but when the going gets really tough. When shit hits the fan and Gotham is more screwed than usual, Tim keeps his chin up and he fights to bring things back to the even keel gloom Gotham needs. Ex 1: Tim’s Robin origin where he stops Batman from killing a mugger, and takes on Robin himself because Batman needs a Robin and no one else is going to do it. Ex 2: No one believes Bruce is still alive and trapped in time except, Tim, so he saddles up and loses his damn spleen to bring him back.

    (word count: 300)

    weaknesses:

    Workaholic: Tim had very little supervision growing up, and no one tried to stop him from taking on very adult tasks until after he was already in his late teens. Therefore, he also had very few people successful in making him take breaks or manage his working time equally with pleasurable activities. Consequently, Tim really enjoys his work, but he doesn’t sleep much, and doesn’t know when to give it up to take care of himself except to keep his body in fighting condition.

    Stubborn: When he’s right, he’s right, and you’d better have concrete proof with which to prove him wrong if you’re going to argue with him about it. Tim is quite used to being one of the smartest if not the smartest in the room, in addition to having run companies and not needed to answer to anyone except Bruce Wayne. He will absolutely stalk off and conduct his own operation or plan if he thinks he knows better than you.

    Self-esteem: Tim has plenty of confidence in his own abilities because he has evidence from using them about how good he is. Unfortunately, the same cannot be said of for evidence of his self-worth. At times he very much still sees himself as a placeholder or convenient substitute in the line of Robins. He is always quick to offer himself up as a sacrifice for the benefit of his partners or teams believing them to be worth more to the world in the long run than himself. Hence his current canon point...

    (word count: 266)

    skills (optional): I would dearly like Tim to start out as a full-time student, but if there’s any kind of work he can do part-time with engineering, computers, or designing for city defense he would love to take as much on his plate as he could.

    housing (optional): I have no preference.

    network username: t.drake-wayne

    network sample: One Two

    prose/action sample: One
    Edited 2017-06-02 02:35 (UTC)

    Re: ACCEPTED

    [personal profile] stalkingandplotting - 2017-06-04 11:35 (UTC) - Expand

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