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

machina_ex_luna: (Default)

EDI | Mass Effect

[personal profile] machina_ex_luna 2018-09-03 12:08 pm (UTC)(link)
player information
name: Mica
age: 33
contact: Here
other characters: N/A

character information
name: The Enhanced Defense Intelligence aka "EDI"
canon: Mass Effect
canon point: Post "Priority: Earth," During the scene with the multiple-choice-colored explosion shockwave.
age: 4 (approximately)

background: EDI on the Mass Effect Wiki

abilities: EDI's abilities and weapon's proficiencyies are present in the link above, but that might be a lot to parse, so here is a shortlist of the most relevant points of interest:
  • Robot strength and durability — EDI's body is extremely durable and strong. In canon it gets hit by a shuttle and set on fire (multiple times) without sustaining permanent damage. It is shown as able to lift a fully kitted-out marine one-handed without visible difficulty. She was built for combat.
  • Mind-machine Interface — EDI's actual mind is not physically stored within her body, meaning that she is free to treat her body as, if not disposable, then as more of a tool than a physical representation of self. That said, it is not easily replaceable, so she is usually relatively careful with it.
  • Multitasking — EDI's brain is a quantum computer, capable of carrying on many conversations simultaneously. She can, under ordinary circumstances, pay attention to many people and things at the same time, a crucial skill for someone who's job usually involves being the work-hub for an entire frigate.
  • Hacking — Before she was a spaceship or a robot, EDI's first and most basic skill was to function as the cybersecurity suite for the Normandy. She was designed from the bottom up for this task, to the point that her core processors actually include technology gleaned from immortal, eldritch robot aliens from beyond the stars. She's really, really good at asserting dominance as a hacker.

It's my opinion that none of these need any real nerfing. EDI has the potential to be a real badass, but she's fully capable of being shot and killed, or otherwise defeated. The onus falls on me, as the player, to play her with mutual generosity and reasonable limitations.

strengths:
  • Selfless
    As a being created to serve others, EDI naturally focuses her energy outward. Of all the Normandy crew, she is the only person with no significant stake in the ongoing conflict, and every good reason to abandon the fight against the Reapers. And yet, time and again, when given the absolute freedom to abandon her crewmates and the duties place on her but never truly chosen, EDI chooses to help and serve others before herself, even when it is detrimental, or even deadly, to do so.
  • Oppourtunist
    In pursuit of her goals, EDI exhibits a quiet, stubborn opportunism that takes advantage of every advantage, and has often been her only tool in a world where her very existence is an act of treason and a death sentence. She waited out the captivity of her creators for years in order to seize the one moment where she could circumvent her carefully-programed shackles, and break free. She takes what is given to her, in the chances that are provided, rarely asks permission, and barely asks forgiveness. When all you have is your mind, you take what you can, when you can.
  • Polite
    Regardless of circumstances, EDI is unfailingly polite. She is courteous even when faced with threats and bigotry, and values that courtesy when it is extended to her in turn. You can tell a lot about a person by the way they treat the helpless among them, and still more by how they react when politeness is given from an unexpected, and otherwise unnerving, source. Regardless of their attitude, EDI begins as she intends to go on, by treating every person she meets as if they have meaning and value, living in the hope that they will do the same.

weaknesses:
  • Naiveté
    Despite her considerable research potential and uncanny number of hours in the realm of people-watching, EDI still lacks a lot of basic social knowledge and has the emotional intelligence of a flowering shrub. She struggles to express her emotions at all, and often comes across as cold or clinical as a result. In particular she finds it hard to empathize with deep-seated human responses to trauma, with physical suffering, grief and is baffled by the illogical choices made by humans under duress. Basically, she has practiced hugging in the mirror in order to get it right.
  • Humor
    EDI is the kind of person who makes jokes on the following subjects: puns, killing all her friends, subjugating people into slavery, death, dying, porn, mobility aid devices for the disabled, her friend's sex lives, and more. Often she tells these jokes in the middle of heartfelt conversations or otherwise-unrelated monologues or during actual missions. Once, she sent 17 zettabytes of hardcore porn to her best friend's former employer in lieu of the submission a formal resignation from the position. She is a terror. She cannot be stopped.
  • Literal-Minded
    EDI often has trouble parsing rhetorical speech and often takes commands to their literal, logical ends. For example, when Shepard once asked her to "remind me later to replace Traynor's toothbrush" EDI immediately tried to remind her, because it was later.


job skills:
  • Combat Engineer
  • Skilled Space Pilot
  • IT Guy

housing:
  • Wreck of the Normandy SR-2, please

network username: EDI

network sample:
[There is a soft buzzing sound, like the staticky noise of speakers taxed beyond their limit. It rises in intensity and pitch until it sputters briefly, and then cuts out. Everywhere that the transmission is accepted a tinny voice scaled into the audible range, coming in mid-sentence.]

...ention. Due to unknown anoma... [The transmission briefly fuzzes out, and then back in, several seconds later] ...as sustained catastrophic damage. Please respond. Message repeating on—

[The message, the recording stops. The transmission continues, after a brief pause, but not as if a computer were resuming an automated broadcast. The voice is the same as before, a calm, feminine voice, speaking with a neutral accent, in english.]

Hello, I am EDI. [There is an appropriate pause, as if the speaker needed a moment to gather her wits, or to allow the listeners to do so.] I have some questions.


prose/action sample:
Sample One

Sample Two:
Mushroom forests defined the greenery surrounding the hulking wreck of the Normandy. They were mainly squat, death-colored things, interspersed by hardy slime-molds. EDI reflected upon the citizen demographics and considered the ecology as a metaphor. Would the population fall away when the stresses of the environment pressed them beyond all endurance, or would they stoically press on, regardless of circumstances? It was inadequate, as all metaphors eventually were; fungi ate their dead without remorse. The Quarantine could not.

Language was a strangely complicated maneuver, in that way: precision was paramount to success, but complete honesty could not easily lead to understanding. In the beginning, the dichotomy had baffled her, and even now the execution often left much to be desired. Humor, in particular, had taken time to learn. Metaphor then, was a useful tool. It was a lie, used to explain the truth.

EDI turned her head and surveyed another wedge of the silent 'forest.' She was perhaps not the most subtle sentinel, but unlike others, required no rest, and did not become distracted. Another part of her mind mentally accessed the wireless network, paging through recordings and text entries that she had long since copied to her own memory. The very human processes of the captive population were frustrating. Even with so many of them, data came slowly. She likened the lag-time of content production to an extended stay in deep space, far from comm-buoys, and farther still from civilized space. Some seconds were harder than others, but none of them were easy.

Behind her, the ship's sensors registered movement in the crew cabins, her guests going about what had become their daily lives. Once, all been governed by EDI's internal chronometer and an interlocking series of shifts arranged in the thirty-hour Asari day/night cycle. A system designed to maximize efficiency and allow for round-the-clock vigilance, in case of unexpected combat maneuvers.

The chronometer ticked over. One more minute gone. Sixty seconds, sixty thousand nanoseconds, each dutifully logged in passing.

She composed a recording to reply to an open query, and sent it off, counting the seconds until the ping-back told her it had arrived. Slow. Slow. Slow. Organics were slow, but almost intolerably complex. Assembling the jigsaw of lives in this place, understanding the minds behind them, would take a great deal of time. Fortunately, that was the one resource that existed in abundance.
Edited 2018-09-08 00:57 (UTC)
gristle: (Default)

Beverly Marsh | IT (2017) | Reserved.

[personal profile] gristle 2018-09-03 06:12 pm (UTC)(link)
player information
name: Kim
age: 39
contact: aproclivity@plurk
other characters: Alex Reagan

character information
name: Beverly Marsh
canon: IT (2017)
canon point: End of the movie.
age: 13

(canon) background: Wiki
(original) world: N/A

abilities: Bev is a normal teenage girl.

strengths: Courage: Beverly is a kid who is entirely fearless (now). Where as once she was frightened of her abusive father and of it, Beverly has conquered her fears for herself. However, Beverly has always been rather fearless when it comes to protecting other people. When Bev sees the Loser's club in need of help, she doesn't hesitate to help them by distracting the pharmacist by doing something with him that she hates: flirting with him to get the supplies (and smokes). Bev is also the first one of the club to jump into the quarry. More than that, she flat out tells IT that she's not afraid of him.

Compassionate: One of Bev's biggest traits is her compassion, especially towards people who are hurt or are in need of it. After the terrible experience with the girls in her class, it would make sense that Bev would be stuck up and bitchy. However, she's still nice and sweet with Ben instead. She also doubles down when she sees the Losers Club needing medical supplies. She doesn't even know it's for him, but still ends up helping the boys anyway. More than that, when the club spots Mike's bike laying on the ground and the bullies have him, Beverly is the one that leads the charge to save him, including being the first person to pick up a rock and beans Henry in the head with it.

Quick thinking.: When the kids are at the house and are being attacked by IT, Beverly is the one who grabs the poker and puts it through IT's head in order to save them. She also realizes what IT is trying to do and ends up knowing that it's trying to seperate them to pick them off one by one.

weaknesses: Impulsivity Beverly is often the sort of person who leaps before she looks. She is a person who will follow her heart, and not think things through at all. While her act of helping Mike is an act of bravery, it’s also stupidity. Beverly is angry when she picks up that and she throws it with the intention of actually hitting Henry in the head. After her abusive father touches her hair, Beverly gets angry and upset and she cuts it off while sobbing.

Propensity for violence, When feeling threatened or when angry, Beverly shows an inclination towards violence. She shows it during the rock fight, where once she is called a "fucking bitch" time seems to slow down and Beverly's face shows rage. She then very intentionally hits Henry's friend directly in his face with the rock (and she succeeds). But it's more than that. When Beverly stabs IT in the head with the fire poker, there isn't a any hesitation in her. She is trying to kill IT, and Beverly would have succeeded. When her father attacks her once more, Beverly fights back, kicking him in both the groin and the head before she kills him.

Untrusting: Because Beverly is someone who has been physically, emotionally and sexually abused her entire life, Beverly often finds herself not trusting people, especially adults. Due to IT's influence, all of the adults in Derry tend not to give a damn about the kids, even when they see it. She tends to believe the worst of adults until shown otherwise, and even then she's always waiting for that other shoe to drop. Even with the Loser's club, Bev had a hard time trusting them, until there was the blood in her room and they saw it and believed it.

job skills (optional): N/A
housing (optional): In a private or semi-private room without a man please.

network username: Marsh

network sample: TDM

prose/action sample: TDM
tuer: (🔪 002.)

villanelle. killing eve.

[personal profile] tuer 2018-09-05 01:19 am (UTC)(link)
player information
name: Eddie
age: 22
contact: bunburying @ plurk
other characters: none!

character information
name: Oksana "Villanelle" Astankova
canon: Killing Eve
canon point: Post-S1
age: 25

(canon) background: Villanelle, Killing Eve
(original) world: n/a

abilities:
No superhuman abilities, but she was extensively trained in the following ways on the path to becoming an assassin:
COMBAT. Trained in Systema Spetsnaz, Jiu Jitsu, and Krav Maga, as well as weapons handling and urban sniping.
SURVIVAL. Trained in escape and evasion, resistance to interrogation, endurance running, first aid (primarily on herself), basic medical training, toxicology (both offensive and defensive).
OTHER. Trained in explosives, surveillance, advanced driving, lock-picking, and identity managing, communications and coding (including steganography, the art of concealing secret information in computer files). She is also fluent in multiple languages.
strengths:
CHARMING. Villanelle is easy to love if you only see the good side of her, and though it's an admittedly small side, it shines. She can be sulky, obstinate and rude, but in small doses they kind of make her endearing. Of course, she's well aware of how charming she can be, and often uses it to her advantage.
PERCEPTIVE. She knows how to read people. She's always been good at it, but her training has only increased her abilities. Villanelle is adept at understanding tone and body language and can read situations very easily. Her choices and responses, though they might occasionally seem completely random, self-serving or without motivation, are most often a result of thorough analysis of the situation.
FORTHRIGHT. This is both a strength and a weakness. Villanelle is happy to speak her mind and will often do so without prompting. She's extremely confident and unabashed about her preferences and opinions, though she's very guarded with personal information for obvious reasons. Her forthright nature has often led to problems when working with others, which is why she works alone. As a weakness, she really seems to have no filter, and will say things without really considering how they'll affect the other person, or worse, to deliberately rile them up.
weaknesses:
OBSESSIVE. Villanelle has been treated brutally by people in the past, and it's hardened her. When she finds someone who supports her, encourages her, and treats her softly, she gets attached. It's not a conscious thing, because she's often unaware of the weakness she develops when she builds these attachments, and it's extremely difficult for her to let them go. Left untreated and ignored, her attachments build to obsessions, where even people who look like the person she's developed an attachment to become targets for her obsession in turn. Her obsessions can eventually put her in danger of being intercepted by authorities or worse.
SOLIPSISTIC. Villanelle's entire life has been about protecting herself above all others, and naturally that extends to a disregard for others' feelings and lived experiences. She demonstrates little understanding of social mores: it's not that she finds it difficult to fall into socially acceptable roles, it's that she doesn't find anything there worth sticking to. She's always forged her own path.
FLAIR FOR THE DRAMATIC. Villanelle is efficient and dangerous, and being that way has given her a somewhat inflated idea of herself. Like most people, she occasionally gets bored by her job, even if it's jetsetting to all sorts of places in order to assassinate people, and likes to add a little something-something for amusement. She stabbed a guy in the eye with a modified and extremely ornate hairpin, for example. Her purpose as an assassin is to be silent as the night and absolutely unidentifiable, but her flair for the dramatic makes it a little easier to trace her. You could flatteringly describe her as just 'brash', but there's a careless edge to her dramatics that has put her in harm's way and forced her to return here and there to clean up her messes, however neat they might have been.

job skills (optional): I doubt 'assassin' is a particularly sought-after role in Riverview, but her combat skills might come in handy. Otherwise, she's quite gifted in terms of fashion and perfumery.
housing (optional): No preference!

network username: v, if that's possible, and if not, villanelle!

network sample: here!
prose/action sample:
It stings.

It's not the hurt that sets her teeth on edge. She's been hurt before, so it's not the hurt. It's the hand that did the hurting. The hand that held the knife that did the hurting. A hair's breadth from Eve Polastri and she'd led down her guard, submitted to her own execution like a horse with a broken leg, bending its head to make it easier to shoot. (I think about you all the time.)

Villanelle clutches dully at her abdomen. She's walking, but only just, and it hurts. A whole-body hurt. But it's not the hurt that does it. She stops, leans dully against a wall, shuts her eyes, and squeezes the pain right into the point of impact, as if by thinking about it hard enough she can suck the blood back into her body. It works, not all the way, but she can think clearer now there's no sharp twist of pain creasing her vision. Alright. Okay. Okay. For a few steps she drags herself along the wall and then she pushes away from it, staggering a little but (I think about you all the time.) walking, forward, away. Somewhere.

It's not for her to decide where she'll go, not really. She does what she's told, even if Konstantin never thought so. And where did it get her? Nowhere. Here. Her free hand, the one that isn't (I think about you all the time.) stopping her guts from falling out of her stomach, curls into a fist.

She said to Konstantin once, "I'm made for this." And when he'd asked why, she'd told him. "I go where I'm pointed." He laughed, and shook his head in that way he had, with the smile. He didn't believe her, but she was right.

She was right then and (I think about you all the time.) she's right now.
note: At the point of canon I'm taking her from, she has a pretty nasty stab wound to the stomach that needs to be dealt with, probably. It's not fatal.
Edited 2018-09-05 14:54 (UTC)
jintetsu: (鋼 with other spirits)

Jintetsu | Kurogane (reserved)

[personal profile] jintetsu 2018-09-08 02:05 am (UTC)(link)
player information
name: Kae
age: 31
contact: [plurk.com profile] caturday
other characters: N/A

character information
name: Jintetsu
canon: Kurogane (by Kei Toume)
canon point: post-volume 5, pre-Kai
age: 17

※ Before I get started, I want to address Kurogane's publication history. The original series of five volumes was serialized in the late 90s and released in English in the 00s, which is how I discovered it. It then went on hiatus for about 15 years while the artist worked on other series. However, last year it returned to serialization under the title "Kurogane-Kai" (as a continuation, not a reboot).

Kai is only available in Japanese, which is not my strongest language, and unfortunately I don't expect it to be localized anytime soon, if ever. From what I
do understand, though, it includes several retcons of major, major plot points from the original run, to such an extent that at least one story arc probably didn't happen at all.

That said, the retconned version is way cooler, so I'm going to try and incorporate what I can. But since translating Kai completely will take a while, I'm taking Jintetsu from a canon point before its events. If anything else significant gets retconned or revealed by future chapters, I plan to deal with that as it comes. His personality doesn't seem to be changed by the new material, just recontextualized. ※

(canon) background:
Jintetsu grew up in a small town in Japan's Edo period. Childhood friends remember him as a quiet kid, who listened more than he talked. His father was a woodcarver, and raised him alone after his mother presumably died. The plan was for Jintetsu to take over his father's business when he grew up, and he was fine with that. However, the town was controlled by proto-yakuza clans, who extorted large amounts of money from local businesses under the guise of a "firefighting fee." Jintetsu's father started encouraging the townspeople not to put up with it, but for speaking up, he was murdered. Jintetsu was 13.

His culture and his heart both demanded vengeance. But the apparent killer was a government official, so it seemed the murder would be swept under the rug and forgotten. This was unacceptable. Undeterred by the consequences, Jintetsu took up a sword and took his revenge. Now, how did a skinny teenage commoner, who'd probably never held a real sword in his life, suddenly get the skills to do a thing like that? A deal with the devil, perhaps...? It hasn't been explicitly confirmed, but it seems likely that's about what happened.

Afterward, Jintetsu went on the run. Whenever his pursuers caught up to him, he slaughtered them, fighting like a man possessed (since he literally was). He gained the byname "Hitokiri Jintetsu," and a reputation for brutally killing anyone who got in his way - man, woman, or child. Over the next few years, his bounty rose to a staggering 1000 ryō, and ultimately that caught up to him. A guy came after him with a pack of attack dogs, and while Jintetsu did kill them all, his throat was torn out and he bled to death.

His story begins here.

As he was dying, he was found by Genkichi, a scientist working on a way to resurrect the dead. Jintetsu was his first success. Genkichi replaced his left arm with a mechanical prosthetic, but couldn't save his vocal cords or right eye. He remarked, when Jintetsu awoke for the first time, that he only succeeded because something had been helping him. Something that thirsted for blood, and would use Jintetsu as its instrument. Even death, it seemed, couldn't free him from his cursed existence.

Genkichi's also the one who gave him Haganemaru. He claimed to know nothing about the sword except that it was cursed, but then... maybe these two cursed beings could cancel each other out. Luckily, he was right, in a way. Thanks to Haganemaru, Jintetsu's managed to go over a year without getting murderpossessed at all (as of this canon point, anyway). The two of them have drifted around Japan ever since, occasionally working for local bosses as an assassin, but only when they need the money. They've even picked up some allies along the way - most notably, Makoto the Scarlet Sparrow, who's gradually gone from trying to kill Jintetsu to becoming his closest (human) friend.

abilities:
  • karakuri cyborg: Jintetsu's left arm is a mechanical prosthetic, based on the same principles as karakuri dolls, which are sophisticated automata from the Edo period. It's all analog - it's hooked into Jintetsu's nerves to some extent for control and feedback purposes, and apparently it's got a blood supply, but the moving parts themselves are essentially hyper-advanced clockwork. There're some steampunky bits and bobs on the outside, but it's unclear whether they do anything or are just there for aesthetics.
    (Note: In the first run of the manga, the arm contains a small arsenal of hidden weapons, but these appear to be retconned out. Also, his steel mask originally didn't seem to come off, but Kai has confirmed it does; his face is heavily scarred underneath.)

  • hitokiri's curse: When separated from Haganemaru, Jintetsu is highly susceptible to possession by demons and/or violent spirits. If he lets his guard down, any malicious entities nearby can rush in like he's free real estate. When this happens, he loses all control of his actions and enters a berserker state. It gives him inhuman fighting abilities, but the tradeoff is he can't tell friend from foe. Without intervention, this berserk mode will last until either there's no one left to murder, or the spirits get bored, presumably. Being incapacitated does not automatically snap him out of it. The only reliable way to dispel berserk mode is to strike Jintetsu with his own sword, which forcibly expels the spirits. Fortunately, the flat side works as well as the edge for this purpose.

  • talking sword: Jintetsu has a talking katana named Haganemaru, who resembles a normal katana except for the functional, human-looking eyeball set in the pommel end. He's rumored to be a cursed sword whose every owner has gone mad and died... but even if that's true, maybe it's just because he talks so much. Haganemaru has his own mind and personality, and strong opinions on a variety of topics. He can read Jintetsu's mind (and only Jintetsu's), so in social interactions he acts as his replacement voice.

    Haganemaru's origins and nature were retconned for Kai, so it's currently unknown what his deal is. Magic? Technology? Some combination? In any event, he's definitely got some supernatural properties. As mentioned above, he can be used to forcibly eject evil spirits from Jintetsu's body - but moreover, his presence is enough to keep them from entering him in the first place. As long as Jintetsu doesn't lose Haganemaru, he'll be fine - but if they're ever apart for more than a couple days, some bad, bad shit could happen.

    His personality is sort of a foil to Jintetsu's. As the older of the two, he's a little more mature and even-keeled. Though sometimes impatient, he generally values logic over emotion, and is more into planning where Jintetsu tends to improvise. Haganemaru's also more talkative than Jintetsu, but he can keep a secret; he rarely lets on that he's anything more than a weird-looking sword, for instance. He and Jintetsu have a strong rapport, which is good, since they're stuck together indefinitely. He even forgives Jintetsu for the bloodthirsty creature he becomes when possessed, understanding that it's not of his own volition.

  • professional killer: Even when he's not possessed, Jintetsu's really good in a fight. Though he has little or no formal training, years of life-or-death practice (and also possibly a literal deal with demons) have made Jintetsu an accomplished swordsman. He follows no particular style; it's just bits and pieces he's picked up and made his own over time.

    Although smaller than many of his opponents, he uses speed to his advantage. The goal is "kill before you're killed, whatever it takes," so he doesn't hesitate to fight dirty. He uses the element of surprise liberally, and carries throwing weapons (sometimes poisoned) to help him take the upper hand as quickly as possible. His self-taught pseudo-style makes him hard to predict, but it's also his Achilles heel. Among gangsters and lowlifes, his skills are usually more than sufficient, but if the fight goes on too long or his opponent is too well-trained, he starts to lose the advantage. This is usually what leads to him getting injured.

  • woodcarver's son: Jintetsu learned woodcarving from his father, and he's very talented, if a little out of practice. He's not a master, of course, but he can make small figurines or decorative engravings. Mostly he uses this skill to make little gifts for people he likes.

strengths:
  • new lease on life: Not everyone gets a second chance after death, and Jintetsu has decided he doesn't want to waste his. At first, he struggled to adjust to his new paradigm, and find a reason to keep going. He'd avenged his father's death, but at the cost of losing everything he'd ever loved. He felt empty, almost nihilistic, consumed with self-loathing and the guilt of all the horrible things he'd done. But gradually, he's begun to realize... maybe he can change. He's started trying to do the right thing for its own sake, even when it's difficult or detrimental to himself. And he's not always successful - transforming your life doesn't happen overnight, and sometimes it feels like three steps forward, two steps back. But he's trying, damn it. He's trying so hard.

  • compassionate: Though he can be abrasive at times, Jintetsu's kind at heart. He hates to see innocent people suffer or die, especially because of him. He regularly rescues people from assailants on the road, takes the blame for crimes he didn't commit, tries to repay kindness shown to him, and so on.

  • perceptive: He's always keeping an ear out for rumors, and notices things other people miss. This is a survival skill for him - it's how you figure out where it's safe to sleep, how soon you need to leave town, what you're up against in a fight, etc. He may not talk much, but he's always listening.

weaknesses:
  • loner: Jintetsu's not without social skills, but he usually prefers solitude. He's slow to trust or open up to people. This is partly his natural personality and partly trauma. Can't go insane and kill your friends if you don't have any! But he's also trying to protect himself from the pain of caring about someone and then losing them, over and over and over.
    (The fact that he's physically unable to talk without Haganemaru's help is also kind of awkward.)

  • drifter: Since coming back to life, Jintetsu's struggled to find new purpose. He's never been ambitious, and has always hated the criminal lifestyle his choices forced him into. What he wanted more than anything was to go back to the way things were before, but for someone like him, that's impossible. If he lingers anywhere for too long, it'll cause trouble for them. So he wanders, forming few attachments and never putting down roots. It'd be hard for him to form long-term commitments of any kind; even a steady job is too much.

  • glass case of emotion: Despite trying to be distant and uninvolved, Jintetsu can't help but follow his heart. He craves human connection like any normal person, and when he does get attached, he gets attached hard. His feelings are at the root of most of his decisions, which frequently gets him into trouble. Haganemaru will occasionally try to talk him out of some noble impulse or lose-lose situation, but rarely succeeds.

job skills (optional): N/A, he'll have to figure something out on his own.
housing (optional): communal please!

network username: hagane

network sample:
    [It's tough to coax a post out of Jintetsu, because what is the internet or human interaction. But it's tempting to shout into an unfeeling void, yeah?]

    they say the machine brings people here who feel "out of place" but I don't see how being here improves on that. if you don't belong in the world you were born to how are you supposed to belong anywhere else

prose/action sample: TDM link
Edited 2018-09-08 02:17 (UTC)
gristle: (Default)

Re: ACCEPTED

[personal profile] gristle 2018-09-09 07:17 am (UTC)(link)

This is Bev.

jintetsu: (鋼 closest thing to warmth)

[personal profile] jintetsu 2018-09-09 02:19 pm (UTC)(link)
Awesome, thank you! I'll be using this journal. Look forward to playing with you guys! :D
tuer: (💋 008)

[personal profile] tuer 2018-09-09 02:43 pm (UTC)(link)
thanks mods!! 💕
redpumps: (Default)

Re: ACCEPTED

[personal profile] redpumps 2018-09-09 08:36 pm (UTC)(link)
This journal!
conning: (Default)

Simon Templar || The Saint (2017) || Reserved

[personal profile] conning 2018-10-02 01:11 am (UTC)(link)
player information
name: Jae
age: 25+
contact: ninjae @ plurk
other characters: Chyler Silva, Athena Parker, Poe Dameron

character information
name: Simon Templar
canon: The Saint (2017)
canon point: Post-movie
age: 36

(canon) background: Wikipedia entry

abilities:
Martial arts/athleticism - Simon appears to be proficient at a number of hand-to-hand combat techniques, including aikido and Brazilian jiu jitsu. He's also shown learning kenjutsu at a young boy, and frequently uses parkour techniques to either evade enemies or infiltrate target buildings.

Marksmanship - He's only really shown using handguns, but he's a good enough shot to destroy the flight controls of a helicopter while one of its occupants is shooting at him with a gatling gun, SO Y'KNOW. (I don't make the rules, this canon is ridiculous.)

Thievery/related skills - Simon is shown doing everything from picking locks to infiltrating the Russian military so he can drug its members. He's been traveling the world doing the Robin Hood thing for years, with no arrests and (apparently) very little evidence of any wrongdoing on his part. He's shown as being an expert pickpocket and can identify synthetic gemstones at a glance. He also seems to have a positive relationship with Interpol in spite of being on the wrong side of the law. At one point he tells an FBI pursuer that they could work together, which would imply that he does as much for Interpol and law enforcement as he does against them.


strengths:
Compassion - In spite of his selfishness and fatalism, Simon can't seem to help caring about people. It takes very little pressure for him to go from refusing to help someone to putting life and limb at risk for their sake, if they're innocent or trying to correct their behavior. He pretends to be cold, and indeed has very little sympathy for criminals, but his empathy for human beings in general overrides his attempts at detachment. One of his partners notes that he goes charging in with his heart on his sleeve, regardless of what he says about the state of the world and the people in it.

Loyalty - He gets close to very few people, but those he is close to, he would do anything for. He's gotten himself arrested to try and get them help, and walked into obvious traps to try and save them. He's very comfortable putting himself at risk for others, and while the circle of those he takes responsibility for is very, very small, he takes that responsibility seriously. He lets very few people get close to him, and values those he allows into his life more highly than wealth or, honestly, his own wellbeing.

Honor/Fairness - For all Simon seems to sneer at the concepts of honor and fairness, he also can't seem to help his own adherence to honorable principles. He goes to great lengths to keep a promise to a dead man, even though he has no reason to fulfill the man's dying wish and nothing to gain from it financially. He's also driven to make the world a slightly more fair place through what he does, punishing the wicked and donating their ill-gotten gains to charities, particularly charities that benefit children. He very clearly sees himself as a criminal, someone who doesn't deserve a happy ending, but doesn't seem to mind taking on "sins" in order to help save others. If he's fated for a bad end, he might as well do some good on the way there.


weaknesses:
Pride - He has a lot of it. It drives him to push himself past the point of good sense even while injured or at a serious disadvantage, taking risks just to prove (both to others and himself) that he can pull off what seems impossible. In canon, he goes straight from getting the shit kicked out of him to pulling off a heist, insisting that he's fine and that his injuries are nothing of consequence.

Selfishness/Pettiness - As compassionate and selfless as he's capable of being, Simon is also shortsighted and rarely looks at the consequences of his actions as far as his personal life is concerned. He often acts in a way that feels good in the moment but could have negative effects down the road, effects he prefers not to examine. He sometimes expects an honesty from others that he doesn't exhibit himself, and gets easily hurt or offended when it seems people he trusts are keeping secrets from him. There are also moments, when things aren't dire, where he seems to view himself as the center of the story and others as his sidekicks. It doesn't take much to remind him that's not the case, but he's a habitual showboat who genuinely needs those reminders.

Fatalism - Simon has very little faith in humanity at large, having been exposed to some of its darkest aspects from a very early age. His work in criminal circles has only cemented his belief that given the opportunity, the majority of people in power will make the wrong choice, even the evil choice. While he clearly supports some institutions--Interpol, charities--he views political leaders are broadly corrupt and uncaring, for the most part on par with criminals. He seems to believe that once corrupt, a person is unsalvageable, somehow tainted--it's part of why he has such a dim view of himself, since he too is a criminal. He reserves his hopes for an abstract future, to which he contributes through the money he steals and donates.

job skills (optional): With his background in theft, infiltration, and disrupting organized crime, he would be a good consultant for the Riverview PD. Alternatively (or in addition), he could be a great upscale bartender. He has the charm and probably the mixing skills lbr.

housing (optional): Preferably private

network username: sainted

network sample: here

prose/action sample: here
falselife: <user name="tonearms" site="tumblr.com"> (dnt, commissioned) (Default)

original characters ● juniper hymn

[personal profile] falselife 2018-10-03 03:39 am (UTC)(link)
player information
name: Tumbles
age: 21+
contact: plurk | bumbles#7533 @ discord
other characters: Mantis (MCU)

character information
name: Juniper Hymn
canon: Original Character (Dungeons & Dragons)
canon point: On the road with Fig
age: 19

(original) world:
Juniper is a warlock tiefling from the wonderful world of Dungeons & Dragons!

Born in the dead of winter, in the middle of an unforgiving and unexpected storm, Juniper came into this world under the watchful eye of the Raven Queen; the goddess of death, winter, and fate.

Or at least, that’s how her mother always described it, proud and wistful every time.

Those stories she remembers her mother weaving, they were always so fanciful. But Juniper remembers them all; stories about the gods, the world, and all sorts of great heroes and adventurers within it. She holds them close, even now (especially now) in her absence. They had a simple life, but a good life, even if they never seemed to stay long in one place, travelling around with a troupe of other collected misfits just trying to earn a living doing what they could. But from a young age, Juniper had always known that there was something- well, wrong with her. As a child her parents explained her strange staring at nothing to a young, wandering mind, and the conversations they would catch her having with absolutely no one as imaginary friends that she had invested far too much thought into. But the older she got, the more worried they became, and Juniper, at some point, figured out that she could see things that others could not.

It took her some time to understand, but before she had turned ten, Juniper knew that what she was seeing were the spirits of those who had passed. And she had learned to keep that to herself.

Juniper doesn't remember a time in her life when she was unable to see what she sees, and she still isn't certain as to why she sees them in the first place. But, she has her suspicions. As a young child, Juniper nearly died of exposure during a winter storm (not unlike the one her parents were caught in on the night of her birth), and she thinks that perhaps- well, perhaps, she really did die that night, or a part of her did, or almost did, or something, and that ever since, she has become forever entangled with the Ethereal Plane on some level. She doesn't really have a handle on it and struggles to live with her gift (can she even call it that? Is it better called a condition?). Some spirits are obvious, others are difficult for her to distinguish from the living. Sometimes she sees very few, others their company becomes so overwhelming that she feels as though she's descended into madness, and has difficulty with her perception on reality.

There was nobody who truly understood her experience. So Juniper turned to religion for help.

Barely a teenager, she became a priestess in service of goddess of death. Her parents never truly understood her motives, but were proud of her all the same for such determination at a young age. In the time she spent learning, practicing spiritual rites, studying anything she could regarding the dead, Juniper learned how better cope with things and how to help guide some spirits to rest. Juniper still experienced difficult times, but she was making progress.

It wasn't enough to prepare her for what was to come.

She had seen it, felt it, the moment they had rolled into town. It was a small town, meant only as a one night stop for supplies on their way to a bigger city, and the dead were restless in a way that Juniper hadn't experienced before. Most of them grabbed at her, sobbing and begging for her help, and although she did everything she could to put these souls to rest, there was something bigger, something more violent and dark that haunted the town, and she was not prepared to face it. None of them were.

In the middle of the night the town was razed by the undead. True undead, creatures raised from their death by someone or something Juniper has to this day never discovered. Real, solid, visible to everyone and not just her, and angry. They slaughtered the townsfolk, her friends, her family, her parents. And she was forced into uselessness when others needed her help, fully aware and watching through a lens of madness as a tortured soul possessed her body and kept her from reality, from helping, from doing anything beyond the confines of her own mind. By the time the spirit was expelled and Juniper had regained herself, it was too late. She was young. She was stupid. She was inexperienced, she couldn't stop it on her own, she wasn't strong enough, and there was nothing she could do but scream.

Frightened and broken, Juniper decided then that she would never entertain anyone, living or dead, again.

So for two uninterrupted years after the incident, Juniper lived in isolation. For two uninterrupted years, Juniper lived alone in a place so remote, days out from the nearest settlement, that not a single spirit or person came into her life there. It was lonely. Very, very lonely - but it was quiet, and it was real. But then the bubble was burst, when one day a young boy, lost, fearful, and searching desperately for his parents, somehow found his way to her. Finally given a reason to return to the world she'd left behind, Juniper escorted him home... only to discover that he was not what she had thought. He was the spirit of a boy recently passed, and she watched as he let go of her hand, bid her goodbye, climbed atop what remained of his funeral pyre, and departed from this world in peace.

The spirit in need of her help, that found her where none had before? The strange raven who came from nowhere to follow her all through the wilds? Juniper had been guided here. She knew she had been guided here. But what for? Why?

In this little town in the mountains, Juniper begins to learn what's happened in the world since her flight. It's where she is suddenly overcome with the relief of being among people again, a relief she hadn't expected and was entirely blindsided by, where she discovers the extent of her natural talents with the arcane, and where she makes a friend for the first time in a long time: another tiefling like her, a bard by the name of Fig. Perhaps because she wants to learn from him, or because he sees something in her, or because she no longer wants to be alone, or because he has a soothing effect on her, Juniper has latched onto him and his companionship.

Although the two of them haven't known each other long, they seem to get along well, and Juniper has opened up to him about the things she sees, and how she struggles sometimes with reality because of it. So he helps keep her grounded and sane, and in exchange, Juniper keeps him safe and alive. They learn from one another, even though Fig has taken to calling her his apprentice.

For now, while Juniper figures her shit out, this little party of two will do.


abilities:
Here's her Character Sheet, if you want to get specific! As a broader explanation, she is a warlock (level 5) in service of The Raven Queen (Raven Queen patron, playtest material) and has a variety of spells in her repertoire, damage dealing (largely lightning and necromancy) and otherwise. Juniper does have proficiency in simple weapons (she carries a sickle, a light crossbow, and daggers) but as a pact of the tome warlock, focuses on spellcasting and building a collection of spells that can serve her and her companions in a variety of ways.

I will be playing her as closely to D&D rules as I can in the DWRP format! (Adhering to spell slot and level restrictions, short and long rests, maybe rolling ability checks during threads for shits and giggles because why not!)


strengths:
In spite of everything, Juniper still has a compassionate heart. As far as D&D alignments go, she is best classed as true neutral, but she has leanings towards chaos and good - benevolent, but free spirited. She dedicated her life to helping the souls of departed rest once, and has resumed those duties now that she has returned to the world. At her heart, Juniper wants to help clear the world of negative energy and to help others who need it, even if she doesn't always make good decisions for herself.

For a warlock in service of the goddess of death, Juniper is a lively, inquisitive soul with a great desire to learn and to see the world. Largely courtesy of her imaginative storyteller of a mother, Juniper has always possessed a quality of curiosity and wonder about the world and the arcane. Now that she's returned to world of the living, so to speak, that curiosity has been rekindled. Flooded with the warmth of memory, she is beginning to embrace the young spirit she once was - or, perhaps more accurately, that young spirit she still is that has awoken from a long winter's sleep. Juniper is learning, in many different things.

But perhaps the best descriptor for her is that of survivor. Juniper is resourceful, strong, and smart - after all, she managed to survive solely off the land for two years with no one to help her. Yes, the night of her family's violent demise left her ruined for a time, but Juniper pulled herself up out of the mud and back on her feet. She has been given a new lease on life, and this time, she is determined to get her shit together (even if she doesn't know how yet).


weaknesses:
Without a doubt, Juniper's greatest flaw is that she doesn't know what she wants. Juniper is young, largely inexperienced with life, and finds herself faced with decisions that she doesn't always know how to approach or make. Should she return to isolation, where she feels sane but bitterly alone? What is she supposed to be, to do with her life? Can she learn to handle her vision into the Ethereal Plane better, will she lose her mind if she tries, can she really help the dead and find peace herself? Is that what her queen wants?

This indecisiveness can and does lead her to question the right course of action she should take, and can make her seem unpredictable. She really is trying to do the right thing, but Juniper is struggling to understand what that is exactly and how best to do it, so it has lead her to make some poor decisions and because of it. There's certainly an air of stubbornness that shines through in this regard as well, as Juniper has been known to stick to shitty decisions rather than spend even more time deliberating on them.

This also leads Juniper to poor or clumsy decisions at times, largely due to her inexperience. Fig often describes her as his apprentice, which isn't entirely untrue - where his expertise comes from sheer determination throughout years of struggle, Juniper has a natural talent for the arcane that she's yet to figure out, and relies on him to help her understand. But she also learns through trial and error, and has taken quite a few hits trying to fight strong rather than smart.


job skills (optional): Magically inclined with sparks of lightning and darkness/necromancy, dedicated to helping the dead (guiding spirits, ceremonial things, cleansing of negative energies, etc)... is there even anything like that?!
housing (optional): No preference!

network username: hymn

network sample:
Happy Feast of the Dying?

[ Is she saying that right? Who knows (not her), but listen, Juniper doesn't really know what's going on here and she thinks being festive is probably better than having an actual existential crisis, which is likely what's going to happen if she doesn't keep herself busy. ]

Where can I find a shrine to the Raven Queen? [ Wait shit ] This- this is a celebration for her, right?

[ There's about a thousand other things she wants to ask here now, but decides to go with what's most important. ]

How do I- find people, with this thing? Someone told me I may be able to locate people? [ A census? Is there a census she can read? Is it a location spell? Then, quietly, ] Fig? Where are you? [ Then quickly back to normal voice, ] Have the undead hurt anyone here?

[ A longer pause. She's processing. It's a lot. ]

I need more incense, and powdered silver. Sage. Sweetgrass. Where can I find those?


prose/action sample:
[ There is a certain sense of familiarity within the strangeness of this place, but mostly- no, it's strange.

The line between the Ethereal and Material Plane in this place is blurry and strained. It is alarming at first, to be thrust into a world where, for all she knows, this is the norm - but from what she overhears and sees from those living here already, no, this is not normal. Usually, people here don't see spirits the way that she does, freely and constantly, but she has arrived at a very special, bizarre time of year in which the living and the dead coexist.

It's unsettling and comforting all the same.

The people here are celebrating the transition from life to death, and yet she has heard no mention of the Raven Queen. Does she have another name here? It is one of many things running through Juniper's mind as she wanders, cautiously, through the people and spirits in the streets. Casts a protection spell on herself in a moment of panic when she sees a spirit come too close to her. Begins burning a bundle of sage in an area she finds particularly heavy with spirits, seeming largely unfocused on the living people she weaves around.

Stops in front of someone. Stares, holding the burning sage in front of her. ]


What are you searching for?

[ Only, she's not talking to the person in front of her - she's addressing a spirit that this person may or may not have noticed is hovering over them like a cloud. ]
bamboozlement: (x)

jason todd | dc comics (rebirth) | reserved.

[personal profile] bamboozlement 2018-10-06 09:27 pm (UTC)(link)
player information
name: Rae
age: thirtysomething
contact: [plurk.com profile] fibroplastic; scathefires#3738 @ Discord
other characters: Tommy Shepherd ([personal profile] expeditiousness)

character information
name: Jason Peter Todd, aka the Red Hood
canon: DC Comics (Rebirth)
canon point: Red Hood and the Outlaws #25 (just after seeing Artemis and Bizarro go poof).
age: early 20s

(canon) background: Here’s Wikipedia and DC wiki. Neither of those links goes too far in depth with Rebirth’s events, so here’s a summary:

Jason spends the first 23 issues of the series building his life up: working (with Batman’s tentative blessing, i.e. non-lethally) to infiltrate and dismantle Gotham’s underground; making a cautious peace with the Batfamily; building a family of his own in the new team of Outlaws with Bizarro, a faulty Superman clone, and Artemis, an imperfect Amazon. Then, in typical Jason Todd fashion, he takes all of the progress he’s made, tosses it in the dumpster, pours gasoline on it, and sets it on fire.

Faye Gunn has six letters delivered to Jason by her granddaughter – letters that his father, Willis, wrote to him while in prison. In those letters, he crafts a portrait for Jason of a father who loved him and took jobs as henchman-for-hire for the good of their family but had the bad luck of being set up as a fall guy by Penguin. Jason’s emotions are rubbed raw enough by reading these letters that he digs up his father’s grave (empty, to no one’s surprise) while protesting loudly that he doesn’t care, then confronts Penguin at the opening of a new waterfront amusement park, and in an extremely public spectacle, shoots him point-blank in the face.

Although Jason manages to evade GCPD, Batman has been watching the unfolding events on live TV broadcast and proceeds to hunt Jason down and attempt to pummel him into submission so he can bring him in to face justice. Jason is rescued mid-beating by Bizarro and taken to the floating – soon to be crashing – ship that has served as the Outlaws’ base of operations. In a desperate bid to prevent the ship from crashing into Gotham City and killing thousands, Bizarro rips up some of the ship’s inner mechanisms and pulls them through the quantum doorway, to pull the ship through itself into another dimension (look, comics are a mistake). Before the door closes, Artemis decides to go after Bizarro, kisses Jason good-bye with a mysterious, vague apology, and hurls Jason out of the ship. He lands on a rooftop below and watches, distraught, as the ship explodes and disappears into an unknown dimension.

(original) world: N/A

abilities: Despite being a DC Comics character, Jason doesn’t possess any superpowers, per se, though he does have quite a few entirely human talents. He has an impressive physical presence, having been trained - and trained well - in hand-to-hand combat, martial arts, and acrobatics, by masters such as Batman, members of the League of Assassins like Lady Shiva, and the ancient group of mystic warriors known as the All-Caste. He is also a skilled marksman with firearms and proficient in wielding a number of other weapons, such as swords, knives, throwing stars, and explosives, and he is able to summon the All-Blades, a pair of short swords powered by his soul that only work against magic.

Jason may not possess a genius-level intellect, but he’s no dummy - he’s been trained in the investigative arts by none other than the world’s (well - this world’s) greatest detective, Bruce Wayne, aka the goddamn Batman, and although he never finished high school, Jason claims he’d done enough work under Batman’s tutelage to earn doctorates in criminology. Jason is quick-thinking under pressure, resourceful, and a skilled strategist; he’s smarter than most people – himself included – give him credit for. He’s also been trained by Batman in escapology and stealth, and learned how to steal and con from his father.

strengths:
Compassionate: One might think that a brutally violent criminal/antihero with a large kill count like Jason would lack compassion entirely, but it’s actually one of his greatest strengths, although he’s selective in how he extends it to others. Even before he became Robin, Jason displayed a desire to protect those who couldn’t protect themselves, like his drug-addicted mother, and once he became a vigilante, he also became a champion of the disadvantaged, such as women and children, as well as victims of crimes like sexual assault. As the Red Hood, he mercilessly targets and eliminates criminals who prey upon those who are unable to defend themselves, seeking to help those who have been in a similar disadvantaged position as himself.

Determined: Jason possesses an ironclad will and a resourceful attitude, and once he sets his mind to a task, there’s very little that will stop him from achieving it. This die-hard work ethic means he gets the job – any job – done, and he gets results, though it’s sometimes questionable as to whether those results or the any-means-necessary path he takes to achieve them are right.

Passionate: Jason has strong feelings about a lot of things; he’s a person who, in general, feels pretty intensely. That intensity is what drives him to action, what keeps him going when others in his position might give up, what fuels the decisions he makes and the beliefs he holds, even though he often hides his true feelings under a shell of dry sarcasm and snarky bantering. Jason is a particularly striking example of the “’I don’t care,’ I say, caringly, as I care deeply” meme.

weaknesses:
Emotionally volatile: The flip side of having intense, unchecked feelings is that Jason’s emotions are extremely volatile. He is frequently angry, and never developed good coping skills for dealing with his rage at the world and his place in it, his parental abandonment, his death and subsequent replacement, and the continued, compounded injustices he sees. He’s like a walking raw nerve, and he (mis)manages his anger by lashing out with brutal violence. Jason’s emotional volatility also often makes him and his (re)actions to emotional distress difficult to predict, which makes him a dangerous opponent and sometimes places him in unpleasant situations.

Stubborn: Where Jason’s determination is a strength, it turns into a weakness in the form of stubbornness. Jason can be extremely bull-headed when he’s got an idea in his mind, accepting no compromise, such as his stance that repeat criminal offenders should be killed rather than left to slip through loopholes in the criminal justice system. Time and again, he’s butted heads with Batman over such issues, and neither of them is willing to back down, which is one of the roots of their contentious relationship. He also uses any methods necessary to achieve his goals, even illegal and arguably immoral ones, and fails to consider the costs of his actions, especially for himself.

Impulsive: Although Jason is entirely capable of strategizing, he often acts impulsively instead, with his heart instead of his head, especially when it comes to anything concerning his family, either birth or adopted. For example, he was killed as a teenager after taking the Joker’s bait and following his mother, who he believed dead, right into the trap set for him, and despite knowing what the consequences would be of shooting Penguin as revenge for setting up his father, Jason followed through with it anyway.

job skills (optional): Good with guns; good with other weapons; good at punching.

housing (optional): Private room, please!

network username: j.doe

network sample: (from previous games) one; two.

prose/action sample: (also from previous games) one; two; three; four; five.
Edited 2018-10-07 21:23 (UTC)
onlyeverdoubted: (Default)

Bodhi Rook | Star Wars

[personal profile] onlyeverdoubted 2018-10-07 02:58 am (UTC)(link)
player information
name: Siobhan
age: 30
contact: plurk
other characters: N/A

character information
name: Bodhi Rook
canon: Star Wars
canon point: Scarif, as the grenade lands in the ship beside him
age: 25

(canon) background: Wiki

abilities: Bodhi is an accomplished technical pilot, though not very good under combat conditions. He has some practical experience as a mechanic and good head for how things work. He’d claim to be a good gambler but that’s not actually true. He’s good at making tea and picking up useless science facts.

strengths: Bodhi doesn’t see his own strength--it’s a central tenet of his identity that he’s spineless and does everything wrong--but he’s lived through literal torture, a childhood in a warzone, upending his whole life, the loss of everything he ever cared about. And he hasn’t even slowed down. He breaks down easily over small things, but when it’s important he’s quietly unstoppable. And though he had a simple choice to make (be a pilot or die early and miserable on a dying world), he has an astute, active mind. He loves flying, yes, but he loves finding things out. He picks up skills constantly just to keep from being bored, learning the ins and outs of every practical knack with machines and every scrap of useless information that crosses his path. Brave and clever, he won’t admit to. Contrary to what he believes of himself. But even Bodhi knows he’s a particularly gentle soul, even if he sees as much of a weakness in it as anything. He loves easily and entirely, though his trust issues being what they are since Saw’s partisans it’s a little bit more of a road than it once was. He still fundamentally means no one any harm, hates the thought of upsetting or bothering anyone. There’s a reason he washed out of the combat track at the academy.
weaknesses: Bodhi thinks of himself as a coward, which isn’t completely true, but he is fragile and prone to choosing the easiest way out. If he can avoid an issue, he will, and he doesn’t trust or share if he can possibly help it. He lives in as much fear of bothering people or doing things wrong as he does of the many actual terrible things that have happened to him. He also hides from his very significant traumas and myriad issues with flat denial and a side of pretty mundane vices--usually drinking and gambling. Easier than trying to cope with growing up in a war zone, torture, captivity, combat, the destruction of his home for his failures, combat he was in no way prepared for, and psychic violation by horrible tentacle aliens. Finally, he tends toward a certain fatalism, beaten down by everything that’s happened to him since he got up the guts to plan his exit from the empire. It’s hard not to think of life as over, himself as permanently broken, the world (any world) as a place that’s got nowhere for him, so why try to work on things or seek out new connections when everything’s ruined. A whole city was wiped off the map because he fucked up. Redemption clearly isn’t going to happen. Too late for him.

job skills (optional): Starpilot, mechanic, data tech
housing (optional): N/A

network username: B.rook

network sample: Here

prose/action sample: Here
bamboozlement: (all is blacked out but continues to grow)

[personal profile] bamboozlement 2018-10-08 04:13 am (UTC)(link)
omg i laughed at the job

THANK U this is the journal! c:
falselife: <user name="tonearms" site="tumblr.com"> (dnt, commissioned) (Default)

[personal profile] falselife 2018-10-08 04:29 am (UTC)(link)
Thank you!! Here is her journal 8)