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.



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Bucky Barnes | Marvel Cinematic Universe | Reserved

[personal profile] advanced 2017-03-02 03:00 am (UTC)(link)
player information
name: Fossil
age: 30
contact: [plurk.com profile] bibbety
other characters: N/A

character information
name: James Buchanan "Bucky" Barnes
canon: Marvel Cinematic Universe
canon point: Post The Winter Soldier, but pre Civil War. He will be coming in approximately six months after the end of The Winter Soldier.
age: Chronologically 97, physically mid-late twenties. He was born in 1917 and fell from the train in the mid 1940s. He then spent until 2014 being periodically frozen and unfrozen from cryogenic storage, as well as having super soldier serum in his system which naturally slows the ageing process.

(canon) background: Here

abilities:
Super Soldier Serum: Bucky was injected with the super soldier serum as part of being tortured and experimented on by HYDRA when he was first captured during World War II. This serum makes him stronger, faster, and more durable than the average human. It also allows him to heal slightly faster than the normal human body; however, it doesn't grant amazing healing capabilities or superhuman abilities.

Fighting skills: Initially, Bucky was a boxer from his youth and then trained to fight in the US army, specialising in sniping, and so has a range of combat ability from that past. However, his main combat training came in the seventy years he spent as the Winter Soldier. He was ruthlessly trained in all aspects of how to be the perfect assassin for HYDRA, an asset that they would be proud of. For this reason, he knows a wide variety of combat styles and can proficiently use all manner of both melee and ranged weapons. He is especially proficient with firearms and knives.

Vehicles/Technology: Similarly to how Bucky was grilled in fighting techniques to be HYDRA's most valuable asset, they also made sure he was an expert in all other things he may come into contact with in pursuit of his missions. This meant he was trained to drive pretty much any vehicle - he favours a motorcycle, but he's even been canonically seen getting in a helicopter and working it with no issues - as well as basic cell phone/internet technology.

Covert Operative: Bucky knows how to disappear. He knows how to fly under the radar and survive in the harshest of environments with very little (much of his training was in Siberia). He's managed to elude world governments, SHIELD, and HYDRA for six months at his current canon point even though he's heavily wanted.

Prosthetic Arm: Bucky's prosthetic arm is significantly stronger and more durable than a real arm. He's seen using it to deflect bullets and to support himself by dragging it along the road while on a moving motorcycle. It functions exactly as a real arm would.

Languages: Russian, Romanian, English - native fluency, these are the languages we've seen him speak in canon. However, as with all other aspects of his assassin training, it's fair to surmise he would be at least semi-fluent in most major languages of the world so that he would be able to carry out missions in these locations effectively.

strengths:
Loyalty: One of the key things that defines Bucky is his loyalty. It can be seen from before the war when he refuses to let Steve face his mother's death alone ("I'm with you 'til the end of the line"), to when he refuses to abandon Steve during an escape from the HYDRA base, to during the war when he agrees to follow Steve instead of Captain America, because that's who earned his loyalty. It's this loyalty that HYDRA corrupts as the Soldier, turning it onto their own goals, it's what makes him such a perfect asset. Whether it's been corrupted by HYDRA, or reawakened by his best friend refusing to fight him, loyalty is always at the core of Bucky.

Determination/Survivor: No matter what life throws his way, Bucky will survive it through sheer grit and determination alone. He survives being experimented on as a POW when most others succumb to death, he survives an impossible fall into a frozen ravine, and he survives decades of being tortured and brainwashed. Even after all that, he's still going with a determination to survive and discover who he truly is. Even with all of the odds against him, being hunted by the remnants of SHIELD and HYDRA, as well as several world governments, he refuses to give up.

Adaptable: Despite being used as a mindless weapon for decades, Bucky manages to evade being recaptured by adapting the skills he learned as the Soldier into ones to help him disappear. He knows how to blend in with most cultures, speaks a lot of languages, and is shown thinking on his feet during combat when things don't go to plan, to utilise the terrain and available possible weapons to his advantage.

weaknesses:
Identity issues: Bucky, especially at his current canon point, is a man struggling to find his identity once more. This can lead to him making extremely poor decisions in an effort to make sure that the 'Soldier' is not who he is any more. The Soldier was ruthless, cold, vicious, and emotionless, and existed simply as a weapon for HYDRA to aim and detonate. Bucky is struggling to overcome this and remember who he used to be before, but his memories are extremely fractured. He is so frightened of becoming the Soldier again (especially through the use of specific trigger words which can control him), that he often reacts on instinct to assume everyone is a threat.

Arrogance: Even before Bucky became the Soldier, he possessed the cockiness of someone who has always excelled in life and expects to go right on excelling. Though he is a far cry from the man who used to charm the ladies with his confidence, some of that arrogance remains. As the Soldier it allowed him to know that he was the best at what he did, and now it drives him to believe that he can survive best on his own without the help of others. It's not as strong in his character as it used to be, but it definitely still exists.

Paranoia/antisocial: An unfortunate remnant of what was done to him to turn him into the Soldier, and being hunted across the world, has turned Bucky into quite an antisocial and paranoid individual. He is always looking for the ulterior motive, suspecting a trap, or outright distrusted everyone he comes across as potential enemies. That is a detriment as it often leads him to isolating himself or refusing help that he needs from people who care.

skills (optional): N/A - Bucky will not be wanting to take a job initially.
housing (optional): I'm fine with Bucky being placed in the communal housing, but he won't use it. He is most likely to attempt to find a variety of unused buildings or apartments and ghost through them like a squatter, or even find a place outside to hide. Would this be acceptable?

network username: Because Bucky is a paranoid fool who won't want anyone to know it's him, he will use the network username of "user.name".

network sample: From Snowblind RPG one and two.

prose/action sample: From the test drive meme
arsebiscuit: (Default)

Sera | Dragon Age | Reserved

[personal profile] arsebiscuit 2017-03-02 03:04 am (UTC)(link)
player information
name: Stacey
age: Over 18
contact: [plurk.com profile] thepenguinred
other characters: None

character information
name: Sera
canon: Dragon Age
canon point: The end of act 2/start of act 3. After returning from the winter palace, Sera invites the Inquisitor on her loyalty mission. The Inquisitor fails to kill the mark, making Sera question her place in the Inquisition.
age: Unknown, thought to be early 20s

(canon) background:
Background for the dragon age game
Background for Sera specifically.
(original) world:

abilities:
In dragon age, these are considered less powers and more talents an individual has. While the wiki I will be linking lists these with exact mechanical effects, as this is a role playing game and not a video game I will be using them more in a narrative way. That she’s an expert at subterfuge, for instance, won’t mean ‘While you are in stealth and shortly after leaving it, your attacks ignore some of your target's armor,’ but rather ‘Sera is awesome at shooting arrows into the small gaps in people’s protective gear. It really hurts’

Sera is okay with knives. Meaning she has up to ‘Parry’ in this abilities list

Sera as awesome with her bow and arrow. She has all the archery abilities

She is pretty decent with poisons and traps. She knows how to make/set them, and has up to ‘cheap shot’ from these abilities

Sera is a lifelong skilled thief. She has all the abilities here, as a rogue should.

Sera is a tempest. Notably, most of these potions involve magical plants with the word elf in them. I would like permission that, after some time and experimenting, she’ll find plants in this new world to allow her to make/use all the flasks and abilities listed here, as being a tempest is kind of her signature move. In the meantime, she will come into game with the small supply she had on her.

strengths:
*Kind: While the nobles she tricks or kills would beg to differ, everything Sera does is based on the desire to help and support people. She only goes after the upper class to help the downtrodden. Like a foul-talking, hard drinking Robin Hood. This can also include just playing pranks on those in charge to show everyone they are, in fact, still human (or what have you) and not some holy thing to fear or mindlessly obey.

*Clever: Sera isn’t much for traditional education- in fact she doesn’t seem to know or care much of her own nation’s recent history and going ons. However, she lived on the streets at a young age and climbed to be a leader of her thieve’s faction, the Red Jenny’s, at a younger age than anyone before her. While she may mostly use her wits and cleverness to get a beehive into a training dummy to prank the Commander of the Inquisition’s forces or steal all the pants from enemy soldiers so they can’t fight, she is undeniably brilliant in her own perverse way.

*Principled: For all her messing around and laughing, Sera lives by a very strict moral code. There’s right and there’s wrong and she is here to punish people that do the second one. It’s just that her idea of morality is a little different than, say, the law would define it as. She sees hurting the helpless or taking advantage of the less fortunate as the ultimate sin. A queens ass is worth just as much as a pawns, in her eyes. And she’s here to try and make sure the world knows it. Sera is open to talking about her ideals, and very quick to rebuke those that act against them.

weaknesses:

*Judgemental: Sera does not tend to like things she doesn’t understand. She fears magic and she dislikes elves that are to ‘elfy’ and worship their old gods, to name a couple. That doesn’t mean she hates people that are those things, she just reacts badly to having her world view challenged and tends to expect people to just not mention the things that make her uncomfortable rather than expect her to become more open minded.

*Short-term: Sera does not have a long term plan. She is here to help the oppressed and kick ass while doing it, but that’s it. She doesn’t believe in trying to take power for herself (power corrupts) or that there can ever be a totally peaceful world order where no one is looked down on. She just does what she can in the here and now, future be damned. This can lead to her picking fights she can’t finish and further long-term ramifications to her actions that she never bothered to even think about, let alone plan for.

*Hates Authority: There really can’t be underscored enough. Sera believes power corrupts and anyone in a position of power, no matter where they started from or how good their intentions, will eventually succumb to that corruption and hurt people. As a result she tends to rebel indicriminitively against the powers that be, even if they are on her side. She joins up with the Inquisition only because the world may end otherwise and she would really, really prefer not to die terribly, but that doesn’t mean she isn’t constantly questioning the actions of those in charge of the Inquisition.


skills (optional):
housing (optional):

network username: Mai.Bhalsych

network sample: Sample from former game

prose/action sample: TDM link
megabond: (Serious)

Augustine Sycamore | Pokemon XY/XYZ | Reserved

[personal profile] megabond 2017-03-02 03:05 am (UTC)(link)
player information
name: Runner
age: 22
contact: [plurk.com profile] RunnerRPAwaker
other characters: N/A

character information
name: Augustine Sycamore
canon: Pokemon XY/XYZ (anime)
canon point: After Kalos League Passion with a Certain Flare!, but before Finals Not for the Faint-Hearted!
age: About 29-30

(canon) background: Here are the wiki links: Pokemon Wikia, Bulbapedia

abilities: While Professor Sycamore is just a regular human being, he has skills and experience both as a Pokemon Trainer and Pokemon Professor just like most of the human characters of Pokemon.
  • Pokemon training and battling: As a Pokemon Trainer, Sycamore is able to train and command his Garchomp in a Pokemon battle as well as capture other Pokemon with any type of Poke Ball.
  • Pokemon Knowledge: As a Pokemon Professor, he has basic knowledge about Pokemon as well with any knowledge of just about any Pokemon species that originates in Kalos. But he mostly doesn't recognize any Pokemon that doesn't originate in Kalos due to his canon point (an example being Pokemon from the Alola region).
  • Mega Evolution Knowledge: As Mega Evolution is his main focus of his research, he is able to determine which Pokemon can Mega Evolve with a help of his lab equipment as well the knowledge on how to activate the evolution as well as the requirements to use it.

strengths:
  • Friendly/caring: As with many other Pokemon Professors, Sycamore is a kind and caring individual who is friendly to trainers, both young and old, and to any Pokemon, he meets. Because of this, he enjoys teaching and giving advice to any new trainers, as well help them improve the relationship between them and their Pokemon, as well as wild Pokemon that might be their future partners.
  • Calm/determined: Sycamore remains calm and collected no matter what situation he's in. He is also determined when it comes to completing a task, which allows him to focus on any given situation as well being unfazed at any pain he feels whenever he tries to befriend a Pokemon.
  • Selfless: As Professor Sycamore is a giving person, he is not afraid to share his Mega Evolution research with anyone as long it doesn't fall into the wrong hands. In fact, when he sees someone in danger, he is willing to sacrifice almost anything, even his research, to save them. An example of this was when he gave up his hard drive containing his research to Team Rocket in order to save Serena and Bonnie.
  • Intelligent: As he knows so much about Pokemon and Mega Evolution, he is very careful with his strategies in any Pokemon battles; this includes any strategies that may help turn a bad situation around.

weaknesses: While he may be a calm and friendly man, Professor Sycamore is prone to anger and aims for payback whenever someone hurts his friends, such as with Team Rocket after he managed to Mega-Evolved his Garchomp for the first time, and where he protected Mairin from a Team Flare Grunt who attempted to kidnap her. Also, he always put others before himself, to the point where he ignores his wellbeing for the sake of others. He also tends to worry a lot when it comes to his friends' well-being such as when he noticed Alain's aloof behavior after meeting him again at the Kalos League opening ceremonies, and when he tried to find his kidnapped Garchomp. Also with his good looks, Sycamore can be a bit of a charmer when it comes to women as he once tried to flirt with Diantha's assistant with no avail.

skills (optional): Along with his knowledge on Pokemon and Mega Evolution, he can be strategic in Pokemon battles, I think.
housing (optional): Since he likes to interact with other characters, I prefer that he might be in a communal housing.

network username: prof.sycamore

network sample: Sample from Genessia

prose/action sample: Sample from Genessia
staystrong: (concern)

Clementine | The Walking Dead (Telltale) | Reserved

[personal profile] staystrong 2017-03-02 03:10 am (UTC)(link)
player information
name: Lauren
age: over 30. :|
contact: [plurk.com profile] laverinth or PM this account
other characters: n/a

character information
name: Clementine
canon: The Walking Dead (Telltale Games)
canon point: season 3, episode 2
age: 13

(canon) background: Walking Dead wiki. The version of Clementine I'll be playing comes from a playthrough where the following choices were made: Lee chose to save Doug over Carley. Clementine shot Lee in order to keep him from turning, chose to help Nick instead of Pete, watched as Carver's face was bashed in, chopped Sarita's arm off, attempted to help Luke before he drowned, and shot Kenny before he could kill Jane, traveling with her to Howe's Hardware and later letting in a pleading family. Choosing this path means she has a tattoo of the letters AJ (for Alvin Jr.) on her right hand as opposed to the scar on her temple or missing ring finger that are results of the other two choices (going with Kenny or going alone).

abilities: Clementine is from a world that would be normal except for the whole zombie apocalypse thing. And she would argue that there was nothing magical about the outbreak. It can all be explained by science, even if she doesn't understand the ins and outs of it. As such, she has no special abilities. She's fairly strong and resourceful for a thirteen year old girl and her survival skills are well honed, but that's about it.

strengths:
MATURITY: Growing up in the atmosphere she has been means she's had to deal with certain issues a lot sooner than most her age. She can hold a relatively adult conversation about most things, and no one has to worry about what they do or say around her. She's seen it all. That also means she's better prepared to deal with difficult situations when they arise.
INTELLIGENCE: While she hasn't exactly had any real schooling since first grade, Clementine found the lessons easy then and can still learn fast now. She picks up on things and manages problem solving that might stump some adults.
SURVIVAL SKILLS: Even though she won't need to worry about zombies in this new world, there are still other dangers she'll have to deal with. She's not a fighter but she knows how to keep herself alive. She knows how to drive and she has basic knowledge of certain machines and tools, not to mention the skills needed to survive for a while without a roof over her head.
weaknesses:
DISTANCING: Because she's lost so much already and had so many people die while taking care of her, Clementine no longer seeks out friends. She might work with others for a mutual benefit, but the fewer connections she makes the less chances she has to be hurt. This might change the longer she's in this new environment, but seeing as people can disappear from here too that's not a given.
STUBBORNNESS: While sometimes it serves her well, it can also get her in a lot of trouble. Working independently, and often being put in charge of things she shouldn't have been, Clementine will be very determined about matters when she believes she's right. She'll listen to others, and there are plenty of issues she knows she has little experience with, but when it comes to her main skills and beliefs it may take some effort to get her to budge.
ANGER: This little girl has had to deal with a lot of crap, and some of it has made her bitter. She'll get in arguments with people much older than herself if she thinks she's been slighted, and she isn't afraid to shoot someone if she feel's they deserve it. In her world there's a good chance she'd be the one shot otherwise. While a calmer environment might make keeping a calm temperament easier she still might have to yell in a few faces and flip off a few jerks that think they're big deals.

skills (optional): I don't know if Clementine would be considered old enough to be assigned a job right off the bat. In any case, it'll be easier on her to find a source of income on her own, so no job.
housing (optional): No preference on housing. She'll be wanting to find or rebuild her own place eventually anyway.

network username: c.d. (Clementine isn't given a last name in the series but she's known for always wearing a hat with the letter D on it given to her by her father.)

network sample: ryslig network thread

prose/action sample: riverview test drive meme
duelo: (Default)

Derek Hale | Teen Wolf | Reserved

[personal profile] duelo 2017-03-02 03:13 am (UTC)(link)
player information
name: Jen
age: 34
contact: [plurk.com profile] mistojen
other characters: Caitlin Snow (apped)

character information
name: Derek Hale
canon: Teen Wolf
canon point: Post S4 + a few weeks CRAU
age: 27

(canon) background: Derek on Teen Wolf Wikia.
After leaving Beacon Hills, Derek woke one day to find himself in the Alpha Complex, a futuristic dystopian underground society run by an insane technological entity called The Computer, or Friend Computer. In Alpha Complex, he was presented as a clone of himself, pulled from the annals of history. He believed it due to the propaganda indoctrination thrust upon him before actually reporting to duty and being sent to a communal living space which he shared with Buffy Summers and, eventually, Alcide Herveaux. Derek didn't believe it for long, because he remembered things too specifically from home and while he'd been told those were simply glitches in the cloning process, he believed them to be memories.

Alpha Complex was constantly in turmoil and under terrorist attack from different Secret Societies rebelling against The Computer and the Specials — a group into which Derek fell as a playable character in the game — so while living in the Complex was a nightmare, Derek set out to accomplish two things almost exclusively:
  • He wanted to get the wolf back. He's a born werewolf and had no access to those abilities or that part of himself with which he so heavily identified. He most recently learned that the wolf was within him all along, he simply had been denied access through some technological means. For this, he heavily distrusts technology, where before, he simply was indifferent to or uninterested in it.
  • He wanted real food to be available to all clearance levels. Alpha Complex was built on a hierarchy that allowed only the very rich and powerful "luxuries" like real food. Tired of subsisting on Soylent and feeling the negative impacts to his body from the lack of real food, he used his position as a Physical Fitness Assessor to conduct a study to prove that the lack of real food on lower level clearanced Citizens was negatively impacting their physical fitness. Very recently, his study was completed and he'd been granted permission to offer real food — a piece of fruit or a vegetable only, but that's still something — to Alphas and Specials who performed well on their assessments.

There is no canon deviation for this CRAU given that he had been written off the show and his canon point at entry was just post season four (when he'd been written off). Next to nothing has changed about his personality except that he's more receptive to working in a team after being exposed, in a new way, to so much hate directed at a small group of which he was a part (the Specials) and he has a new appreciation for the werewolf inside himself after having been denied access to it for three weeks — in canon, he'd been without those abilities for a few days and that had been sobering enough, but three weeks is a long time.

Beyond that, he's developed an unofficial relationship with Katniss Everdeen, who had also been assigned as a Physical Fitness Assessor, which is still very slow-moving and mostly revolves around supporting one another in their emotional times of need. He became very close friends with Buffy Summers and Alcide Herveaux after being forced to live with them and he has a new understanding for "hunters" and a lot less initial outrage and fear at their very existence because of her. It was nice to connect with another werewolf, as well, and it's made him a lot more willing to socialize outside his "pack" because he can see that not all strangers are dangerous, just because he's had poor experiences with so many others.


abilities: For a more detailed explanation, please refer to the Beta werewolves page on Teen Wolf Wikia, but here is a basic, quick rundown:
  • Supernatural strength, endurance, agility, and senses
  • Accelerated healing: Derek can heal much faster than a normal human being, however this can be hindered if his injuries are sustained from an Alpha werewolf or through the use of wolfsbane or mistletoe, both of which are toxic and can be deadly to Derek.
  • Pain transference: By placing his hand on someone, Derek can siphon their pain away from them and into himself. It's never started outright, but is hinted in canon that he can do this with their ailments to a degree, as well, although by doing so, he risks taking too much and killing himself in the process.
  • Memory transference/alteration: While Derek does not tend to use this ability, he is canonically able to insert his claws into the back of a person's neck in order to extract or share memories from or with them. This is something that some more skilled werewolves in his canon have used to remove memories from others or extract subconscious memories from those who have repressed them.
  • Response to light: If caught on camera with a flash, Derek's eyes will glow brightly making his face almost indistinguishable on film.
  • Control: Derek has complete control over his transitions and the bloodlust that comes with the full moon. He can transition completely or halfway at will, with or without the full moon's presence.
  • Transition: After his evolution, Derek can now choose to remain in human form, go into a half-transition wherein he looks mostly human with a few werewolf traits, or can fully transition into a black wolf with glowing blue eyes. If he chooses to go into full wolf form, when he transitions back out, however, he will be naked and his clothes from prior to the transition will be lost to the ether.


strengths: Derek is very resilient both physically and emotionally. He's been through a lot in his life, in fact people have tried to kill him on several occasions — including actually dying near the end of his tenure on the show — but he's always bounced back, either with the help of others and his healing abilities or via his evolution as a werewolf. In Beacon Hills, Derek has learned that being a lone wolf just doesn't work and his few weeks in the Alpha Complex only solidified that because he'd literally needed the help of others now and again during terrorist attacks when he felt fairly useless with the lack of his werewolf abilities to help. Now, he's much better about being a part of a team than he used to be. He's also a lot more inclined to help people he doesn't know if they need it, because he's been on the receiving end of help from strangers that saved his life in the Complex.

He's smart and resourceful, another thing that only intensified while in the Complex. He's a support system. Back home, he tended to be the support for Scott McCall's pack both because he wanted so badly to be a part of something that he bent over backward to help even if it wasn't in his best interest and because he tended to be someone they turned to for advice — of that group, he's one of the few born werewolves available to give that information.

He likes to pretend that he doesn't care about other people, but that's a facade; he sometimes cares a little too much. When Derek decides someone is part of his pack, whether they realize it or not, he becomes incredibly protective of them. When he falls in love with someone, he falls hard and fast and he isn't afraid of letting people know that he cares about them.
weaknesses: Derek has trust and abandonment issues. He feels very much that everyone he cares about gets hurt and because of that combined with those trust and abandonment issues, Derek tries — keyword being tries — to keep people at an arm's length.

Because he's so willing to put himself out there once he's decided someone belongs in his inner circle, he can be very prone to manipulation. He's impulsive and reactive, so he tends to make brash and poor decisions that typically end in the loss of people he cares about — in some cases, because they've been killed.

Derek always puts his safety and best interests on the backburner in favor of others, sometimes even though they don't actually always deserve it. While he's definitely got self-preservation instincts, he also doesn't always believe that he's worth saving and, because of that, he'll put others first more often than not.

skills (optional): While Derek doesn't have military background, he'd still be interested in the Perimeter Guard. So the skills applicable that he'd have: quick thinking and reflexes. His werewolf abilities make him a lot more durable in battle when needed. Beyond his natural werewolf abilities, he's actually very good with a gun, now, having been taught how to use one by a mercenary and, coming from Alpha Complex, he'll be arriving with a laser gun that can do quite a bit more damage in a more precise manner, which he received standard issue on his first Troubleshooting Mission at the Complex. He's better at following the instructions of a female superior given that he was raised in a matriarchal pack and feels like women make better leaders, but he's still good at falling in line when he needs to do so. (I'm aware that there's a separate thing to fill out for Perimeter Guard, so that's something I'll check into if/when I'm accepted).
housing (optional): no preference

network username: d.hale

network sample: From CRAU setting | Non-CRAU

prose/action sample: From CRAU setting | Non-CRAU
naz: (15)

Caitlin Snow | The Flash | Reserved

[personal profile] naz 2017-03-02 03:16 am (UTC)(link)

player information
name: Jen
age: 34
contact: [plurk.com profile] mistojen
other characters: Derek Hale (apped)

character information
name: Dr. Caitlin Snow
canon: DCTV: The Flash
canon point: Post 3x12
age: 27

(canon) background: Caitlin Snow on Arrow Wikia

abilities: When she isn't wearing her specially-made necklace to neutralize it, her Killer Frost ability is cryokinesis, meaning that she can freeze anything. If she's not careful, using those abilities can change who she actually is, turning her into a cold-hearted killer. Her humanity sort of slips away and she loses control of herself. When this happens, her lips can turn blue and her hair white; her eyes also begin to glow. Finally, she has an abnormally high tolerance for cold temperatures. For example, she is largely unaffected by holding a piece of ice whereas a normal human being might feel the cold escalating into a painful sensation or reddened, chapped, or damaged skin.

Besides her metahuman abilities, Caitlin is also a very intelligent and skilled doctor, focused in biomedical engineering. She's a computer specialist, but it isn't necessarily her focus. Lastly, she's a trained neurosurgeon. Given her medical and biomedical engineering backgrounds, she's able to create antidotes and cures for ailments when given the data about the infected party and the ailment itself to analyze, first, and she's done this sort of thing in canon, usually with assistance from Cisco.

strengths: Caitlin has a big heart and she loves with every ounce of it. She's resilient, having been through the loss of her husband (twice, actually) and her subsequent partner. She's good at solving problems and trying to find solutions, especially when she can use medical or technical knowledge to do so. Caitlin genuinely cares about people and she tends to see the best in them, even if that isn't always to her benefit. She's incredibly intelligent and adapts well to new surroundings when necessary.

She's compassionate and empathetic; she's a good listener and a great friend to have. She might not be much, but she'll fight for what she believes in every chance she gets and she'll always be loyal to someone she trusts and cares about, even if it might not be in her best interest, in the end.

Additionally, she's incredibly patient and genuinely wants to help people work through their issues. A prime example of this is from the second season when she put so much time and effort into trying to get Jay to understand that she really did love him and he really didn't have to be a bad guy; he could change if he wanted to. She tends to hang onto this until it's completely impossible for her to deny anymore that she's fighting a losing battle. This is largely because, as mentioned before, she wants to see the best in people and wants to help them reach what she perceives to be their full potential. It sincerely hurts her when she fails in these endeavors because she cares so much.

weaknesses: ...Caitlin has a big heart and loves with every ounce of it. No, really, that's actually a big flaw on her part, more often than it isn't. The thing is that Caitlin tends to think with her heart more than her mind, which is a shame, because it tends to bite her in the ass at least as often as it doesn't. She's manipulated fairly easily because of this, as well. She wants to believe that all people are inherently good and she'll look for the tiniest inkling that she's right in that regard about a person, which can and has made her incredibly vulnerable to manipulation. It has put her in more than a couple of bad situations and she tends to get hurt that way, emotionally, as well.

As a doctor, Caitlin sometimes has a tendency to come off as a little bit cold and clinical. That's a reflexive objectivity coming out and when she gets called out on it or notices it on her own, a much warmer side of her comes out and that is who Caitlin truly is. In addition, the way her emotions tend to control her does make it a little more difficult for her to keep herself stable as Caitlin instead of slipping into Killer Frost if she's using her abilities. She can be brought back from that, but it takes the right approach with the right sentiments, so it's better if she can avoid using Killer Frost's abilities at all.

Her alter-ego, when taking control, creates a sort of split personality. When Killer Frost takes over, it is quite literally Killer Frost and Caitlin Snow ceases to be in control. Killer Frost is crueler and more sarcastic. She's angry and vindictive and becomes completely disassociated from empathy or regard for human life. Her tunnel vision and rage combined with the cryokinesis can be — and have been — incredibly dangerous. This is the reason she keeps the necklace on at all times, because it blocks Killer Frost from bubbling to the surface. Lose the necklace and she can turn fairly quickly into something dark and ugly.

skills (optional): technologically savvy, licensed doctor/trained neurosurgeon, biomedical engineer
housing (optional): shared
network username: c.snow

network sample: Sample here

prose/action sample: Sample here
somnioergosum: (Default)

Ronan Lynch | The Raven Cycle | Reserved

[personal profile] somnioergosum 2017-03-02 03:41 am (UTC)(link)
player information
name: Garshil
age: 21+
contact: PM or [plurk.com profile] subtextequals
other characters: None

character information
name: Ronan Lynch
canon: The Raven Cycle
canon point: End of the series
age: 18

(canon) background:
This is the fan wiki page for him but it’s almost exclusively focused on his relationship with Adam, leaves heaps out, and wrongly implies that Ronan and Kavinsky had a thing. So I wrote this bare bones summary of events only centered around Ronan.

Ronan was born with the ability to take things back from his dream. He inherited this from his father, Niall, who not only used his power to create a business and a farm in Virginia, but also Ronan’s mother, Aurora. Ronan has two brothers. The oldest, Declan, isn’t a dreamer and has a hostile relationship with Ronan. Ronan dreamed the youngest, Matthew, when he was three.

Ronan meets his best friend Gansey at a private high school for boys. Gansey supports him after Ronan finds Niall murdered. Niall’s will bans Ronan and his brothers from the family home, which Aurora, now comatose with her dreamer dead, resides in, or else their inheritance is donated to charity. These events cause Ronan’s nightmares to turn dangerous and “night horrors” in them try to kill him, culminating when the wounds carrying over to the real world one night. He is hospitalized when it’s mistaken for attempted suicide.

Adam and Noah, a ghost, join their group around this time. They search for an ancient Welsh king, Glendower, who legend says will grant a favor to the one who wakes him. Their search leads them to Blue, the only non-psychic in a household of psychics. They discover Cabeswater, a magical forest powered by a ley line, which Ronan has unknowingly helped recreate in the physical world. Adam bargains his autonomy to Cabeswater in exchange for its power before their teacher, who murdered Noah, beats them to it. He then uses Cabeswater’s power to kill their teacher in self defense.

After this mess, Ronan accidentally brings back night horrors from his dreams, forcing him to confess his powers to his friends and the truth behind his supposed suicide attempt.

Meanwhile Niall’s murderer, Mr. Gray, returns to capture “The Greywaren,” an “artifact” Niall bragged about using to create objects from dreams. When Gray learns that Ronan is the Greywaren, he chooses not to hand over a live person to his sociopathic employer, Greenmantle. He allies himself with the group though Ronan never forgives him for his father’s death.

Ronan steals Gansey’s car to street race his bully/rival, Kavinsky. A night horror attacks him while he’s racing Kavinsky. Kavinsky saves Ronan’s life and takes him to his place, revealing that he has Ronan’s powers as well. They spend two days drugging themselves to sleep so Ronan can learn how to bring objects back on demand and remake Gansey’s car. Once finished, Kavinsky asks Ronan to be his partner in crime but is rejected. He reacts by kidnapping Ronan’s younger brother. He and Ronan summon their own dream monsters to fight each other. Ronan saves his brother and Kavinsky’s monster kills its creator.

Ronan creates an amendment to Niall’s will that allows him and his brothers to return to their family home. He takes his mother to Cabeswater, where the power of the ley line forces her out of her magical coma for as long as she’s on it.

Adam masterminds a plan to frame Greenmantle for murdering and, it is heavily implied, molesting children. To do this, Ronan goes into his dreams and creates evidence, including body parts and envelopes and a phone of full incriminating pictures. While he succeeds in bringing back the evidence, the act of creating such disturbing things causes the night horrors to attack him with a vengeance. To save his life, he creates a decoy Ronan that is attacked instead. He brings it back into the real world with him and he and Adam watch it die. However traumatizing, the deed is done. Greenmantle is blackmailed out of their lives.

After Ronan and his friends spend an entire book trying not to wake a demon, Greenmantle’s wife frees it. The demon wants to destroy Cabeswater. Since Ronan is revealed to have dreamed Cabeswater’s physical manifestation, it goes after him as well.

Declan finds out that Greenmantle’s wife is bringing all of their dad’s clients to town for an auction to sell a demon. He tries to bring Ronan and Matthew to D.C. with him for their safety. Ronan tells him to take Matthew but insists that he’s staying. Ronan and his friends spend the night confessing various things to each other. For Ronan, the night culminates in making out with Adam. They begin a relationship.

The demon begins to invade Cabeswater and Ronan’s dreams. “Orphan Girl,” his dream companion since he was young, comes under attack. Attempting to protect her, Ronan accidentally brings her into the real world. He sends her to his mother in Cabeswater. Once the demon is actively destroying Cabeswater, Adam has a bad feeling and he and Ronan bring her home as Cabeswater is corrupted. Ronan’s mother remains. When the three return to Cabeswater in a dream, they find her dead body.

With Cabeswater in crisis, Gansey has realized that he’s destined to die which, coincidentally, is the only way to kill the demon. Gansey goes to find Glendower on his own. Everyone misses this because they’re either asleep or having a breakdown and staring off into space (good job, Ronan). Risking his life by entering Cabeswater again, Ronan dreams something to track Gansey down. They save Gansey’s life and uncover Glendower, hoping his favor will help. Unfortunately, Glendower is dead.

While working out how to sacrifice Gansey and have Cabeswater resurrect him, Adam attacks Ronan. Since the demon has taken over Cabeswater and Adam bargained away his autonomy, it’s in control of him. They subdue and bind Adam. Ronan drives them to Cabeswater. On the way, the demon invades Ronan, slowly killing him. Too far away from Cabeswater to enact their plan, Gansey dies to save Ronan. Cabeswater, in turn, sacrifices itself for Gansey.

Ronan takes Orphan Girl to live with him in his family home. He continues his efforts to rebuild his father’s farm through his dreams.

abilities:

Ronan can take things from dreams. To do this, he must be in a lucid dream. He used to drink to achieve this state but can now do it at will. There are two clear rules in canon for this power. One, he has to clearly feel the object using all the senses and hold it in his mind while he wakes up. It’s easy to get the details wrong, so the objects are often imperfect. The objects do not have to abide by the rules of the real world for example, a working car without an engine or an orb that creates light. He can bring the dream magic itself back although he hasn’t mastered this and the only effects are to briefly awaken inactive dream creatures, which leads to the next rule. Two, when the dreamer dies, all dreamed animals or beings fall into a permanent sleep. The only exception is if they are brought into Cabeswater or a powerfully magical place. As an extreme, one time power, Ronan physically manifested Cabeswater, the sentient mystical forest. He only had this capability because Cabeswater essentially is a ley line that only needed to regain physical form. This would be outright impossible to recreate in game.

We discussed nerfing this ability. He will not be able to bring back sentient beings. His size restriction is no bigger than a car. His monsters are not overly powerful but quite strong, can fly, and have a magical aura that is usually only felt by psychics. If anything else needs to be ironed out or adjusted, please let me know.

For mundane skills, his father taught him boxing. He’s very good at this and brawling but not on a professional level. He knows about animal husbandry and has general knowledge of farming. He is skilled in Latin but has poor grammar.


strengths:

Ronan has his own principles. Not everyone believes him, but he never lies. In canon, he’s only made one exception to spare his mother pain over Declan’s absence. Whether or not it’s due to his Catholic guilt or his father’s deceptions, Ronan is honest about even the hardest subjects. He would rather avoid answering than lie, as when Kavinsky accuses him of being gay, or he makes his response sound sarcastic, as he does to his brother asking about his ambitions in life.

Ronan’s bravery can be mistaken for recklessness but even on the rare occasion he is fully aware of the consequences, he will risk his life to save those he cares about. This ties into his protectiveness. When he loves someone, he’s devoted. He doesn’t seek recognition for stowing away epi pens for Gansey nor does he tell Adam about bribing his landlord so Adam can afford to attend school.

A dreamer, Ronan is by necessity creative. Though this is channeled largely in monsters, he can also create beauty in the form of Cabeswater and other unusual objects. He is an artist who uses an entirely different medium, one of dreams, to fashion breathtaking works of horror and wonder. His determination, while directed at few things, strengthens this talent. For a period of weeks, he skips school to devote his time attempting to create a place of stable magic to resurrect the Barns’ animals as well as create a permanent home for Matthew in the event of his own death.

Despite his crudeness and off putting demeanor, he can be sentimental. He thoughtfully dreams hand lotion to give to Adam, having noticed his chafed hands. He also hand feeds the baby raven he dreamed every two hours until she’s grown.

weaknesses:

Ronan suffers from PTSD. While that’s not in itself weakness, his reaction to it is. He doesn’t seek therapy and turns to unhealthy coping mechanisms like drinking, fighting, and street racing. He gives into his impulsiveness with no thought to the consequences, as when he steals Gansey’s car and crashes it. He hasn’t learned to manage anger in a way that doesn’t involve hitting something or someone, his brother included. If there’s no outlet to direct that anger, he’ll vent it on inanimate objects. He’s also selfish as, again, he steals Gansey’s car just because he wanted to street race it.

He has no respect for authority or most people outside of his friends. It doesn’t help that he’s judgmental. He hates and is unable to understand Declan’s, or anyone’s, casual relationships and infidelities. His way of showing what respect he does have is odd. He seldom demonstrates affection physically and teases and mocks his friends.

Ronan begins the series hating himself and wishing he would die. This causes the night horrors to initially attack him. He overcomes this and wants to live but even after this revelation, he has a poor sense of self preservation. He attacks a hitman who is deciding whether or not to send him to a horrible death. To say he has poor long term thinking is an understatement. In fact, the only career he has in mind is to resurrect his father’s farm and live off his inheritance, with the idea that he can rely only that and his dreams to sustain himself.

skills (optional): Farming-- mainly animal husbandry, boxing, and Latin

housing (optional): No preference

network username: r.lynch

network sample:

[Ronan has to study the network interface for an embarrassingly long time, at least for an eighteen year old from the twenty first century. For Ronan, who has no shame in his disdain of all things that resemble phones, it’s only embarrassing that he’s using the damn thing. Still, he figures it out.]

Is there a priest here or do we buy shitty wine and bread and make our own sacrament?

[The things he does for Church. Or is it the things he does for just a moment of feeling normal?]

prose/action sample: Thread from the test drive meme.
burntbridges: To the unknown (Glance ☿ How long baby)

Letha Regis | Original | Reserved

[personal profile] burntbridges 2017-03-02 03:51 am (UTC)(link)
player information
name: Xep
age: 20
contact: Plurk - esquivant
other characters: n/a

character information
name: Letha Isidora Regis
canon: Original
canon point: March 1854, five months after her death.
age: 17/18 (born November 4th, 1836)

(original) world: Letha's world is a fictional country equivalent to England, where magic is widely available and accepted. The one type of magic that is rarely accepted is, unsurprisingly, necromancy. Thus, the Regis clan of necromancers isolated themselves in the town of Thornwell, where they had very little contact with the outside world. For hundreds of years they have avoiding nearly all contact, only sending traders to major cities for supplies and otherwise being left alone. It has instilled a fear of the unknown in the Regis clan members, as well as a strong sense of superiority over the outside world. The Regis's dress and live like royalty, but only because no one wants to bother with disputing with them. And, after all, they have unlimited supplies of slave labor. Every Regis is trained in necromancy.

While necromancy is a learned magic, the Regis family believes that their line is especially adept at learning it. This, among other reasons that have been forgotten over time has led to an obsession with blood purity that leads them to only accept members who are born of two married cousins. Anyone born with blood outside of the family recieves the surname of Thornwell as a punishment, both to them and any Regis they might marry in an attempt to appease the family.

Letha was born in a respected part of the family, the youngest of four and only daughter to Vincentia and Attius Regis. She was very close with her brothers, especially her middle brother Nathaniel who she considered her best friend in the world. Nathaniel served in the army of warriors that protected Thornwell from the dangers in the woods that surrounded the town, and she dreamed to be part of them as well. However, when the exams came on her 12th birthday, she didn't make the cut. And this made her very bitter toward the Elder Council, who she believed had passed up a perfect warrior.

A few years later, Nathaniel died in service to the warrior army. Officially he was killed in battle, but as no one had had any good reason to go up against the army Letha didn't see how this was possible. Her investigations were ruled as entirely unladylike, and as punishment for snooping she was married off to her cousin so that they would both be pushed to the side by the rest of the family.

While they had grown up in close enough quarters, Letha and her new husband Aristeo hated each other. They took every opportunity to bicker and fight, and would stay in the same room only if they could avoid eye contact and stay at least a foot away from each other. But as fate would have it, this started to ebb. Slowly they began trusting each other, and after a year they realized that they trusted each other more than anyone else they knew. Enough to conceive a child together, who Letha fretted over the health and safety of constantly. When she wasn't fretting over her unborn child, she was preening with pride of the child on the way, refusing to leave the house in case anything happened and only communicating with the outside world through the Netherworld.

One of these such visits proved to be a fatal blunder; while communing with the dead for pregnancy tips, Letha left a candle unattended next to her comatose body, and the candle fell over. Within minutes the house was in flames, and she didn't know what had happened until her husband found her later in the afterlife and explained the situation. She wasn't dead, but she had no body to return to, and she was doomed to rot in a purgatory state along with her unborn daughter. For the next five months she struggled to remain in existance, slowly losing parts of herself each day as she and her husband could do nothing but lament and watch her deteriorate.

She'll be coming into Riverview seconds before her sense of self completely disappears; while returning to a living body will restore her memories and cognitive abilities, she'll be left with the memories of five months of horror, and a much stronger sense of protectiveness over her child than the average parent.

abilities:
- Communing: Letha is a necromancer; she is very closely tied to the Netherworld, aka her world's afterlife. She can enter a comatose state at will to effectively die temporarily and visit with the dead, or simply speak to the dead at their corpses.
- Reanimation: She can also animate the dead; in this state the original owner loses touch with their corpse, and the corpse becomes a puppet for Letha to control. It takes concentration, and if she loses focus without disanimating it, the corpse becomes a violent and dangerously strong zombie.
- Sixth Sense: Her close ties to the Netherworld and unhealthy levels of necromantic training have gifted her with some extrasensory perception. Specifically, she can feel the auras of others around her. Since she's being played from after her death, she'll be able to feel the locations of others who are a room away, or sense the presence of ghosts. However, ghosts do not exist in her world, so this will come as a surprise to her if she finds any. She's also less likely to be surprised by people sneaking up on her.
- Divination: While it has nothing to do with actual magic, she can divinate using tarot cards. It's not entirely accurate, but it's cleaner than using animal intestines like a normal necromantic fortune-teller. She admits to it being mostly a fun parlor trick.

strengths:
- Smart: While it comes off mostly as a snarky attitude, she's undeniably intelligent. She has a good memory, reasoning and logic skills and a healthy amount of curiosity that make her good at playing detective, despite her formal academics being more geared toward poise.
- Brave: Not only is she willing to fight anything that threatens her, she is also rarely shaken by the unknown. Rather than be spooked, she tends to react to new things with curiosity and a friendly attitude, until she decides it's time to fight. And then, she'll fight as dirty as needed in order to win.
- Compassionate: Not a word one would immediately think of when meeting her, but she is a compassionate person at the core. She may not know how to treat different people and creatures well, but she has good intentions and doesn't believe in hurting anything that doesn't deserve it. She strives to make equal trades with others, will happily help those in need and will do her best to help injured creatures. She especially loves striking up conversations with the dead - since they don't get company often, and that's just very sad.
weaknesses:
- Stubborn: Though she can tell when pushing her luck is no longer in her favor, she doesn't like submitting to others. She's a very proud creature, and it takes a lot of work for her to admit being wrong or out of line. While she will accept it gracefully once she's reached that point, convincing her that she's made a mistake is a job in and of itself. She is often motivated by spite.
- Hot-headed: Speaking of which, being wrong often can really frustrate her. It's not out of the question for her to go into a manic rage and stab or break nearby objects when things haven't been going her way for too long, or to lash out with verbal abuse toward someone who's bothering her (or was just in the wrong place at the wrong time).
- Paranoid: Despite a tight grip of self-control, she's a meek person at the core and rarely affords herself the amount of emotional comfort she actually needs. When her guard drops she can come off as clingy and emotional, because she has very little idea how to express her emotional needs in a healthy manner. She is very worried about people leaving her, or not liking her. She's even more worried about people becoming boring and hard to talk to.

skills (optional):
- She has exquisite handwriting that is easy to read, can write quickly and will be an even quicker scribe when she discovers non-dip pens.
- While not physically strong herself, she can animate up to two zombies at once who are infinitely strong and can handle muscle work as long as they remain within 10 feet of her.
- Though lacking in most other skills, she's a quick learner and has a penchant for working hard just to improve out of spite.

housing (optional): I don't mind where she ends up.

network username: necromantica

network sample:

I admit... I'm not quite used to quick communications with anyone in the living world, and I haven't really spoken to anyone but my family and their servants before. That being said, I have little choice now but to make allies in this new world, so it's in my best interest to be friendly.

[She's quiet for a moment, thinking over her words carefully before continuing.]

My name is Letha Regis, and I'm a lady of Thornwell. Since coming here I've made my peace with the fact that my husband will not be around, but I would still like to be notified if anyone catches sight of a tall, gaunt gentleman who answers to the name of Aristeo. He is best recognized by a belt of bleached bones around his hip.

In the meantime, I believe my ability to commune with the dead is still intact. For a small fee, I'd be happy to speak to the loved ones of anyone who might require it.

prose/action sample: here

greatcleavage: (talky man)

Roy Greenhilt | The Order of the Stick | Reserved

[personal profile] greatcleavage 2017-03-02 03:53 am (UTC)(link)
player information
name: Dragon
age: 35
contact: [plurk.com profile] dragonoflife
other characters: N/A

character information
name: Roy Greenhilt
canon: The Order of the Stick
canon point: Post strip-1030
age: 30

(canon) background: Roy Greenhilt wiki entry

abilities: Roy's abilities are all natural and stem from training. He is extremely accomplished with the greatsword and highly capable with most other weapons as well as unarmed combat. He is practiced in a number of different fighting technique. His most unique one is the ability to interrupt a magic spell in the middle of being cast by striking just as the magical energy reaches its peak.

He's as strong as a giant and can survive being impaled by a triceratops. And both of these are entirely literal. To the point that he can decapitate a raptor and its rider with one sweep of his sword.

strengths:
Genuine Goodness: Despite everything he's been through, Roy has never ever been tempted to evil. He's genuinely a decent person who fights evil out of the desire to make the world better, not out of any expectation of reward or gain.
Competent Leadership: The Order of the Stick is composed of a bunch of people who ought to be totally useless, but Roy actually manages to hone them into a capable fighting force. They are useless without him and effective with him.
Intelligent: Despite being a fighter, Roy is very smart and educated. He has a good mind for tactics, a functional knowledge of numerous academic subjects, and a good deal of book-learning.

weaknesses:
Leaping To Conclusions: Roy's biggest flaw is his tendency to make a snap judgment about a situation and proceed as if it is entirely accurate rather than doing a little more investigation. Often this is because he has a course of action planned and doesn't want to deviate from that plan.
Sharp Tongue: Roy enjoys tearing people down verbally, friend and foe alike, a little more than he should. He's trying to work on this, but he's got a lot of work to do...
Good before Law: Despite being Lawful Good, Roy frequently does very unLawful things to achieve his objectives. He TRIES to be Lawful, which is what really counts, but he is far more prone to making mistakes on this score than he might like.

skills (optional): Roy is a very capable fighter, is incredibly strong, and has knowledge of architecture and engineering.
housing (optional): No preferences.

network username: R.Greenhilt

network sample: Network sample from another game

prose/action sample:

Prose sample from another game
diagenesis: (Default)

james flint ☠ black sails ☠ reserved

[personal profile] diagenesis 2017-03-02 03:53 am (UTC)(link)
player information
name: Roy
age: 20+
contact: journal PM
other characters: n/a

character information
name: James Flint
canon: Black Sails
canon point: SE04/E05 while Flint is in the cell in Eleanor's custody in Nassau.
age: canon is fuzzy on the details. He’s somewhere between 35-40. Given that he was a ‘promising young lieutenant’ in 1705, and that it took six years with the Navy to reach the point of taking the written exams for a lieutenancy and assuming also that he joined up when he was between 16-18, he would certainly be no older than 40 in 1715 and possibly only just by 1717 (the years in which Black Sails is set).

(canon) background: Flint is a fictional character sort of spliced into the very real world of 18th century piracy. Black Sails touts itself as pseudo-historical fiction, but the characters of Flint, John Silver and Billy Bones are from the story of Treasure Island. So basically this is like the gritty reboot thereof.

Flint’s backstory isn’t given any considerable amount of depth. We know that he was a lieutenant in the British Royal Navy, that he came from a poor background but is an accomplished autodidact and that eventually he becomes the most feared pirate in the Bahamas.

What we do know about his sordid history is this: at one point, he was assigned to work alongside the esteemed Thomas Hamilton to come up with a solution to piracy in the Caribbean, while he was still in the Navy itself. This work lead to a romantic liaison between Flint, Thomas and Thomas’ wife Miranda. It wasn't quite an established threesome so much as implied as being Flint/Miranda and Flint/Thomas on separate but mostly equal occasions with everyone's full and informed consent. But, as homosexuality was Intensely Frowned Upon by the Navy, the aristocracy and just about every other god-fearing man alive, as soon as Thomas’ father caught wind of what was going down he sent his son off to the equivalent of an insane asylum, James was given a dishonourable discharge from the position he’d worked towards for his entire adult life, and he and Miranda were forced to go into hiding.

Thomas, theoretically, ‘killed himself’. Though it was heavily implied at the time that his father actually had him murdered to keep the family name clean of that nasty gay business. And James reinvented himself as a pirate. Originally, he wanted to fulfill Thomas’ dream of rescuing the pirates from certain execution and unifying Nassau as a British Colony but as the years went onward... it’s safe to say he sort of just wants to burn England to the ground while yelling fuck the aristocracy in the background.

abilities: Flint is an expert tactician, swordsman, sailor and fighter. He also tends to have rather encyclopaedic knowledge of everything from cooking to carpentry, and he speaks at least two romance languages (French and Spanish) fluently. One can assume that given piracy's overlap with dozens of other cultures that he is at least passingly familiar with other regional dialects of his time.

strengths:

willpower.
Flint is not someone you want to cross. He’s a hard man with an iron will that drives him to perservere in situations that would spell almost certain death for anyone else. It’s to the point where people actually think his soul has been pledged to the devil and he’s wandering around just being an absolute bastard because he presents himself as all but invincible. Certainly, his savvy and smarts go into maintaining that image, but he would be nothing without his indomitable will. Flint has clawed himself back of the brink of utter ruin and emerged triumphant on that alone.

intelligence.
He’s taken it to be true that he’s the smartest man in the room at all times. Given that he’s usually surrounded by an uneducated class of men, this is not as arrogant an assumption as one might otherwise assume but the fact of the matter is: he’s still a genius by the standards of geniuses. He’s well-read, well-spoken, an autodidact of the highest order and he takes pain to cultivate his smarts whenever and wherever possible. He is always learning something, and his voracity for knowledge is all part of that which drives him onward.

perception.
Flint is someone who always strives to have the lay of the land. He knows exactly what buttons to push to draw someone to his cause, bend them to his will. That he’s able to look at someone and understand how best to engage them – he knows when men need a bracing story, a drink, a hard order or a stern look to motivate them. It’s for this reason that he’s both an excellent leader and an utter terror on the battlefield. He’s a leader made – forged in fire – rather than born.

weaknesses:

stubbornness.
The majority of Flint’s ‘strengths’ as a character can cycle around equally as much to represent his flaws. He’s got an absolutely indomitable will – which, while it relates nicely to the above section, it also means that he is incredibly reckless, stubborn, and possesses a general unwillingness to compromise in all but the most dire situations. 'My way or the highway', essentially.

ruthlessness.
Flint will absolutely slit your throat in your sleep if he feels you’ve crossed him or that you stand in his way. He is blinded by the vision of the world he seeks to create and will stop at absolutely nothing to see it done no matter who he harms or runs roughshod over on the way. Also: everyone around him is a pawn to be used and discarded at his discretion.

duplicity/manipulation.
Flint will tell you exactly what you want to hear at the exact moment you need to hear it. He will tell you the sky is fucking chartreuse if it will spur you towards his goals. The truth of the matter is, his entire persona of ‘James Flint’ is a lie built upon lies. As he adapts to the game setting in which his aspirations are rendered impossible, odds are he’ll discard it entirely and sort of steer himself back more to the personality he had as James McGraw (ie: a gentler, more decent human being). Unfortunately, he’s lived as Flint for so long that it will be impossible for him to really separate the two.

skills (optional):
housing (optional): please socialize this ridiculous grumpy loner.

network username: MDCCXVII (1717 in Roman numerals. aka: the first random thing that was not at any way related to his name, his specific history or anything else he holds dear)

network sample: With Napoleon Solo (30+ comments)

prose/action sample: With Wanda Maximoff (30+ comments)
starspangled: (Default)

steve rogers | mcu | reserved

[personal profile] starspangled 2017-03-02 04:03 am (UTC)(link)
player information
name: mi
age: 21+
contact: PM or [plurk.com profile] legions
other characters: n/a

character information
name: Steve Rogers
canon: MCU
canon point: The end of Civil War
age: biologically, 98 - appears to be 30ish.

(canon) background: Suit up.
(original) world: n/a

abilities:
The Super Soldier Serum enhanced Steve well beyond average human limits. His strength, speed, stamina, and endurance all surpass the greatest of athletes. He is also incredibly durable. His bones and muscles are thicker than ordinary person's, and falls or hits that would kill anyone else just knock the wind out of Steve. His reflexes and senses are as sharp as they get, which helps him notice things that others might overlook. He also possesses a heightened healing factor that makes him immune to just about any illness and disease. It also prevents him from getting drunk, so happy hour is out.

The serum did more than just change Steve's body. It also made his brain process and remember information better. His thought processes are a little faster, which enables him to react to things faster as well. All of this leads to Steve having excellent tactical abilities.

He is highly skilled in melee combat, especially with his vibranium shield which can be used for offense as well as defense. His trademark shield is made of a rare metal that's stronger and lighter than steel plus absorbs all vibration. (Surrendered at end of CW.)

strengths:

Honest: Lying to get into the Army notwithstanding, Steve is unfailingly honest most of the time. He doesn't steal cars, he borrows them, and you'd better not put your feet on the dash. He hates secrets and lies, especially when they're a part of his mission. He believes that trust is the most important thing between soldiers, and it makes all the difference.

Loyal: Steve is also a loyal friend and teammate who won't leave someone behind or let them run off without him. Once you've earned his loyalty, he'll be beside you until the end. Even at the end of Civil War and their brutal fight against each other, Steve made sure that Tony knew that he'd be there for him if he needed him. This loyalty isn't blind though; Steve can, has, and will question things when necessary. He's also more loyal to individuals than organizations, since he's been let down by the latter before.

Brave: Steve doesn't have to know a person in order to risk his life to protect them. Hostages, innocents, civilians, they'll find themselves under Steve's protection. He embodies all the courage that one would expect from the "world's first superhero", even if he isn't the type to think of himself that way. This was a strength that he possessed long before the serum - The hero who flies a plane into the water to keep a lot of people from dying is the same skinny guy who threw himself on a grenade to protect his fellow soldiers.

Not a Perfect Soldier, but a Good Man: Exactly what it says on the tin. The reason that Steve was selected for the serum in the first place is because he's good man with a strong moral compass.

weaknesses:

Stubborn: Steve's "I could do this all day attitude" makes him determined to the point of being a real pain sometimes. If Steve thinks that he's right, compromise is most likely off the table and he might even come across as a bit preachy. He will also defy authority if he feels it's called for. This is why Steve has been called both a hero and a vigilante, depending on a person's point of view.

Old-Fashioned: Blame seventy years on ice, but Steve can be a bit on the old-fashioned side of things. Overall, it's just hard for him to find people who have "shared life experience" who he can really connect with. If he does, they've probably got grandchildren. He refers to himself as "the world's leading authority on waiting too long." Perhaps most telling, Steve's "dream" in AoU is of the past, not the future. Sometimes he seems (and feels) lonely because of his unique circumstances.

Impulsive: Steve's always had a habit of leaping without looking. These days it's literal, since he's the type to jump off a plane without a parachute. But even as a little guy, Steve would often shoot his mouth off without thinking about the consequences, both for himself and the friend always coming to his rescue. He is still the one most likely to throw himself bodily at danger. You could even say that it's one of his favorite styles of fighting, those punching his way out of things would be a close second.

skills (optional): Steve's physical strength, experience, and training will have him willing to help out wherever he's most needed.
housing (optional): communal

network username: s.rogers

network sample: sample from former game.

prose/action sample: test drive link
Edited 2017-03-02 04:03 (UTC)
inlaid: (Default)

bryn zethir ♦ original ♦ not reserved

[personal profile] inlaid 2017-03-02 05:17 am (UTC)(link)
player information
name: rianne
age: 32
contact: [plurk.com profile] tricae
other characters: Apping Wanda Maximoff this round

character information
name: Bryn Zethir
canon: Original
canon point: n/a
age: 26

original world: Bryn's from a country named Askoupur, which does not exist on Earth or any alternate version of Earth, but a unique and entirely fictional planet called Teru. The country boasts of having once been three separate countries, bound together by their royal heads of state and the deities that sought refuge within their borders. While their merging was by no means a speedy or seamless affair, the country did manage to find a new balance with it's three provinces, and each of the three cultures of people who called them home found balance with their neighbors who became fellow countrymen. For many centuries, they achieved an unlikely sort of harmony between deity and mortal, magic and technology, as well as between the cultures of the three provinces, the Asarians, Aspurrans, and Kouhyarans. Such bonds were tested and relied on heavily throughout the years, when their neighbors to the south, jealous of their prosperity, attempted to invade and take over their country. And again, when the demons from beneath the earth found a way past the wards that normally kept them trapped in their own dark kingdom and nearly destroyed the country. And once more, against all odds, when the people of Askoupur waged war upon each other over the very contract that had brought them all together in the first place.

Despite the hardships, the country survived, and grew stronger still.

As centuries passed, the country evolved and advanced, taking it from a land of magic and simple mechanics to country of bustling industrial cities. And as the stigma of using both magic and technology in the same projects began to wear off and become a popular craze, the country enjoyed yet another boom. While the magic never grew (though it's flexibility and applications were explored thoroughly,) the technology evolved at an exponential rate.

Three thousand years after the country's formation, despite strong competition from some of its neighboring countries, and others further afield, Askoupur boasts of being the home to several important advances in both science, medicine and technology. Such achievements include the complete eradication of the deadly lher pox, the creation of the most highly regarded space exploration program on Teru, and the invention of both plasma and kiirium weapons.

Bryn's mother, Khara, was a prominent and well-respected owner of an emporium franchise in Askoupur's capital, Khipari. She was also in an open marriage with Asarian enchanter Rivik. Her father, Mathin, was a member of the Mercenaries Guild, and part of a team that Khara once hired for a two-month period. While initially Khara and Mathin only fell in lust, lust soon turned to love, and Khara eventually introduced Mathin to her husband. Khara and Mathin began dating, and eventually Rivik invited the man to move in with them. Two years later, Khara took Mathin as her second husband. A year after that, Bryn was born.

While Bryn was not blood related to Rivik, she was raised by him as well as Khara and Mathin, each doting on her equally. Having two fathers and a mother meant that she was rarely without family around. Khara was around most evenings, and when she worked late Rivik or Mathin were there to pick up the slack. And if Rivik was traveling back to the coast to reconnect with his family clan, or Mathin was out of town on a job, then Khara would be home early to pick Bryn up from school.

With three parents and primary school, Bryn had several circles of family and friends to socialize with growing up. Khara's brothers each had children, cousins for Bryn to play with at holiday meals. Rivik's family, larger by far, lived out by the coast but visited often. Mathin, however, was an orphan, but often brought Bryn with him to the Mercenaries Guild headquarters where the young girl promptly charmed each and every one of the soldiers there. Having parents from three distinctly different backgrounds and upbringings gave Bryn a more developed ability to adapt to those around her, making it easy for her to make friends through her primary schooling years.

It became clear as Bryn grew older, however, that as she understandably didn't have Revik's talent for magic, neither did she have her mother's passion for running the emporiums that had primarily supported their family over the years. Rather, she had a bit of that adventurous, wandering streak that her father had. By the time she came of age at sixteen, after years of training by her father's side, she decided that she would join the sky guard, with the hope that it would take her to other countries or serve as a stepping stone to one of the highly coveted positions shipside in space.

So at sixteen, having not been picked by the deities to become one of their Gifted, Bryn left her family and friends to enlist in the sky guard.

Her experiences in the military were fairly typical. Boot camp for all military branches last six months, and by the time she was out, her first assignment was shipside with a handful of the people she'd trained with during that time. Her first assignment lasted eighteen months, during which time she was offered two weeks of leave for every six months. Of course, she was rarely chomping at the bit to go when her work literally took her all over the country. Aboard the Airship Khashmul, she was given the opportunity to explore the furthest reaches of Askoupur, from the dense jungles of Asaria, to the steep cliffs of Aspurra and even the red rock mountains that cradled the borders of the Kouhyaran deserts. These places, and everywhere in between.

It was while she was home on leave for her eighteenth birthday that Bryn was approached by a representative of the Council. While Askoupur is guarded by its army, navy, and sky guard, the Council has a fourth organization known simply as the Council Agents. Typically, it taps members of its military to train to join its ranks (though some exceptional civilians with special skill sets have also been selected) and Bryn was surprised but pleased to learn that she had been selected. The Council Agents are elite, somewhat outside the ranks of the three branches of military in that they answer directly to the Council themselves. Sent on sensitive, secret missions, the agents are barred from sharing not only the nature of their work but even the fact that they've been raised to such an elite position from friends and family alike.

For six weeks, Bryn and eleven others were put through the rigors of the agent's training course. It's a gruelling period of time, filled with challenges Bryn hadn't anticipated, but by the end, she and seven others in her class pass the final test. During the following year, Bryn is assigned to a series of agents based on her skill set, each set to expand on her training and polish her own abilities. At the year's end, the Council gives her a promotion within the sky guard, a public acknowledgment that she can share with her family in lieu of her acceptance as a full fledged agent.

Thrilled with their daughter, Bryn's mother and fathers host a party in her honor, during which they gift her with a special set of weapons to mark the occasion of her promotion. The ikenium sword takes the default form of a thick, silver bangle inlaid with thin threads of aetherium. Made by Aspurran craftsmen and imbued with magic by Asarians bracelet shifts and morphs to form a blade at the will of its user, just as the barrel of the ikenium pistol widens or narrows to accommodate any caliber of bullet. In short, they were rare and highly prized weapons, often only found among the nobility and the wealthiest of Askoupurs citizens.

During the following seven years, Bryn operates as a special agent for the Council, capable of working both independently as well as in tandem with her fellow agents. It isn't long before she finds her niche, not as an agent with any particular focus or specialty so much as a jack of all trades used to fill in and adapt to whatever is thrown at her. She's sent to the Underground to work with thriving black market that's flourished there for the last hundred years, across the border to Cxe Zenin to protect the interests of both Askoupur and it's ally nation, and even investigates the rumblings of an uprising of demons set on invading the country as they did hundreds of years before.

It's after a string of unfortunate happenstances to the south in Rhevidjan, during a solo mission, that Bryn finds herself running through dangerous jungles and cursing her luck, wishing desperately that she were back home.

abilities: None of Bryn's stand-alone abilities are magically based. She was trained as a soldier, and later given the more advanced training of the Council Agents. She has retained some of her lessons from her mother when it comes to handling her finances, as well as information about magic theory from Revik, and a great deal more of the tricks of the trade from her mercenary father Mathin, who has learned some field techniques they don't teach in the government military. Part of her training has included learning the basics for a variety of weapons, though she specializes in swords, handguns, and small blades. She also has a smattering of miscellaneous skills like acting as a field medic, picking locks, and doing basic repairs on her own cycle.

While her sword and pistol aren't abilities persay, it seems best to outline the basics of how they work. Bryn's sword is made of an Askoupuran based metal called ikenium. An ikenium weapon, made of a silvery metal, can be programmed to have default shapes which it can shift back and forth to. Those changes in shape are powered to the users bioenergy. Preprogrammed shapes require little energy to trigger a shape change, but ikenium weapons are also capable of taking other shapes on the fly. Such changes require a great deal more energy and if the person wielding the weapon is too weak, they could drain themselves to the point of passing out. Bryn's ikenium sword has two default shapes. It's main shape is that of a silver bracelet, an inch wide, that she wears on her right wrist. When it's shifted, a bracelet melts, expands, and reforms at the palm of her hand as a sword. Bryn's handgun contains ikenium pieces as well, allowing her to load bullets of various calibers to be shot out of a barrel that will shift to accommodate them. Bullets for this gun are made of solid metal, not requiring the cartridge case or gunpowder that modern bullets use. As such, the gun is also capable of handling non-traditional ammo on the fly. For instance, if Bryn gets into a pinch, she could load nails into the gun to shoot and the electro-magnetic shooting mechanism of the gun would handle it just fine.

strengths:

passionate
Bryn isn't a woman who is hobbled by her emotions, but instead is fueled by them. Her family, friends, and colleagues all benefit from her unwavering devotion, and she is all the more unshakeable and determined when invested in something that resonates with her. Her passions are things that give her energy, rather than drain it, which counts for a great deal when the odds are stacked against her or the situations she's faced with are especially difficult.

adaptable
Of course, Bryn isn't a woman who lets her actions be dictated entirely by her heart. Mentally speaking, one of her biggest strengths is definitely her ability to be adaptable in all aspects of her life. It speaks not only to her resourcefulness, often times under fire, but is indicative of a flexible state of mind that lets her work with the world and people around her. Well aware that things often don't go exactly to plan, remaining open-minded not only keeps her from adding undue stress to a situation but often enough takes her in new and interesting directions that she might not have traveled otherwise.

well-rounded
In many ways Bryn is a jack of all trades and master of none. Similarly, her knowledge and experiences can be classified the same way, having no particular exposure to one culture of economical background or another. Instead, she's interacted with people from all walks of life, broadening her world view not only within her country but beyond. In a very real way, knowledge is power and it's with an understanding of both the similarities and differences that people can share that makes her well-suited not only to her work but capable of connecting with so many people around her.

weaknesses:

critical
Unfortunately, the very things that are her strengths can also feed her weaknesses. Having a more well-rounded world view is useful for her, but she can on occasion become more judgmental of things she views as inherently wrong. As a woman of strong emotions and a certain level of competence, this can lead to her becoming more arrogant in her subjective views, and more outwardly opinionated. While this doesn't happen often, she can be stubborn in clinging to her few prejudices.

escapist
Despite Bryn's heart being a boon for her in most cases, it isn't without its drawbacks. She can wield her emotions for good and use them to propel her toward her goals, but if something is troubling her and she doesn't have work or family to focus on, they can quickly overwhelm her. Rather than deal with things, she will on occasion indulge in her vices to ignore it all instead. Most often this involves drinking or smoking to excess, or relying on the company of others to pretend that everything is fine for an hour or three.

temper
And when escapism doesn't work, when she's irritated or provoked, there are times in which Bryn will let her temper fly loose. There's only so much she can restrain herself, so many times she can bury her negative emotions so she can function before inevitably hitting a breaking point. Of course, not one for explosive bursts of violence, she will nonetheless cut to the quick verbally when given cause and a target.

skills:
housing: Communal and shared housing are both fine. I leave it in your hands. Whatever seems best for her or works most easily for you!

network username: b.zethir

network sample: Of Racetracks and Requests

prose/action sample: Storm Prep, Monster Fighting and Speed Dating
arsebiscuit: (pic#10065042)

[personal profile] arsebiscuit 2017-03-02 05:42 am (UTC)(link)
Yo