reveriemod: (Default)
reveriemod ([personal profile] reveriemod) wrote2018-04-07 06:51 pm

Apps



APPLICATIONS ARE: CLOSED.

TOTAL CHARACTERS IN GAME: 43/100


CASTS AT OR NEAR CAP:
» Persona (6/10)

QUEUED APPLICATIONS:
»



APPLICATION FORMAT:


PLAYER
» HANDLE: your name.
» CONTACT: some way for us to contact you
» AGE: all players must be 18 or older due to the themes of the game.
» CHARACTER(S) IN-GAME: mention any character(s) you already have in game.

CHARACTER
» NAME: character name, in first name last name order.
» CANON: what canon is your character from? use "original" for original characters.
» CANON POINT:
» AGE: all characters must be 16 or older due to the themes of the game.

» SETTING: please link to a description of your canon - character specific, if possible, giving an overview of the character's history. for original characters, give a brief (!) overview of the setting. this overview should be under 1000 words and may be in bullet point format.

» SHORT DESCRIPTION: choose a maximum of six adjectives that best describe your character. you may (but do not need to) explain why these adjectives apply to your character and best describe them.
» INFLUENTIAL EVENTS: choose a minimum of two and a maximum of five events that had a decisive influence in making your character who they are. elaborate on what the influence of these events was. this section doubles as a personality section, so please use it to convey who your character is and how these events have shaped them to be that person.

» FIT: briefly explain in how far your character is (or is not) a good fit for the setting (space station, survival, horror, exploration). if your character is not a good fit, how would they react and adapt and what themes are you interested in playing out with them?

» POWERS: does your character have any powers? if they might be game-breaking, please suggest possible nerfs.
» NOTES: anything else? (this is the space, for example, to talk about whether or not a non-human character should remain non-human or be placed in a human body, etc.)

» SAMPLES: please link two samples (one network, one log). these can be from another (unlocked) game, a tdm, psls or memes. the samples should be no older than one year. alternatively, please write two samples set in REVERIE TERMINAL.



Note: your app should fit within one (1) dreamwidth comment.



NAVIGATION.
monomachy: buckybear @ ij (swagger jagger)

diana prince | dceu

[personal profile] monomachy 2018-04-25 07:00 pm (UTC)(link)
PLAYER
» HANDLE: iola
» CONTACT: [plurk.com profile] watchet
» AGE: 25
» CHARACTER(S) IN-GAME: N/A

CHARACTER
» NAME: Diana Prince
» CANON: DCEU
» CANON POINT: Post-Wonder Woman (2017).
» AGE: Over 5000 years old.

» SETTING: Wiki link | Themyscira | Other settings include WWI's Western Front and WWI-era London.

» SHORT DESCRIPTION:
Dutiful: She takes Steve’s idea of “do nothing or do something” to heart, and decides to do something to save mankind--which is run away from Themyscira, even though Hippolyta had forbidden it. Always direct, she decides that she will go where the fighting is “most intense,” because that must be where Ares is. Diana is very much a “do something” sort of person, diving into situations head-first being her pattern, and she is determined to fulfill the destiny of her people and strike down the God of War once and for all.

Leader: The Allied generals, when talking about negotiating peace, deem it acceptable that their own soldiers die by the thousands as long as peace is eventually reached. She is disgusted that those who are supposed to be leaders are such cowards. Despite her desire to stop and help everyone along the way, she is forced to put the greater good of ending the war above the “smaller good” of helping each person she passes. This comes to a head at No Man’s Land, when she ignores Steve’s insistence that they move on. She tells him that even if saving Veld isn’t what he’s going to do, it’s what she is going to do. Diana takes on the role of a leader without really meaning to, inspiring the other Allied soldiers to follow her on to the field, resulting in the liberation of Veld. Despite almost everyone around her scoffing at her insistence that killing Ares will end the war, Diana’s determination never wavers.

Wonder-full: Diana Prince is not Wonder Woman only because she is powerful and brave; she is Wonder Woman because of her ability to find the things around her wondrous. When she first leaves Themyscira, Diana believes that everyone and everything deserves to be protected. Diana wholeheartedly believes that the duty given to the Amazons by Zeus, to “influence men’s hearts with love and restore peace to the Earth,” applies to everyone. The only true villain she sees is Ares and the corruption he’s brought to men’s hearts. Everyone else, she believes, is inherently good and has a chance to be an amazing person.

Impulsive: During WWI, she is always ready to charge into battle without knowing all the facts, call out anyone she thinks is acting incorrectly, and blatantly go against orders (even her own mother's). She rarely thinks about the consequences of what she does before acting, and her lack of forethought has led to both celebratory and disastrous results. When she's thrown off balance in any way, Diana is more likely to make an impulsive, rash decision than not.

Curious: During the first half of the movie, Diana comes off as a sort of “babe in the woods.” Her curiosity is put on display right away in the scenes when she's a child, as she spies on Antiope's training sessions and asks countless questions about war and the God-Killer. This trait persists into her adulthood, as shown when she walks in on Steve while he’s bathing, not showing a lick of embarrassment. After a quick and rather direct question about being a “typical man,” she focuses her attention on his watch and marvels that a small device like it can “tell” him what to do via its telling of time. Even after saving his life, she laughs with joy at realizing that he’s a man, something she’s never seen. She doesn’t shy away from asking about things that she’s unfamiliar with, such as the concept of marriage or why women in man’s society dress the way they do. She is always very frank in every conversation she has, never shying away from questions or sharing her immediate opinion of something or someone. Diana learned all there was to learn on Themyscira, and the world of man is an opportunity to gain new knowledge.

Brave: Diana is Brave, definitely with a capital B. Once she gets over the shock of the battle on Themyscira's beach, she grabs a sword from a fallen Amazon and throw herself into the fray. She steps into No Man's Land despite everyone's warnings that it's a death sentence, and shows no fear as she deflects bullets and swats bombs away as if they're nothing. Once she has a goal to focus on, there is nothing that will deter her, not even the looming threat of death. For the entirety of the movie, she is prepared to face Ares, even if she has to do it alone. And, when the time comes, she immediately storms the German Command Center in search of Ludendorff, who she believes is Ares, and faces him in single combat without a second thought. When Ares actually reveals himself, she continues to fight, even when it becomes apparent she is outmatched. She refuses to give up, no matter the odds.

» INFLUENTIAL EVENTS:
Antiope's Death: Antiope was Diana's rock for her entire life on Themyscira. Antiope was the person she always looked up to, and the person she could always count on. The general knew who Diana was, and what her purpose in life was. Despite all Amazons being forbidden to reveal Diana's true nature to her, Antiope took her own route to make sure Diana was prepared for the inevitability of Ares' return by training her, first in secret, and then openly with the rest of the legion. Antiope was a second mother to Diana, and her death at the hands of the German soldiers spurred Diana to leave Themyscira with Steve Trevor, seek out Ares to kill him, and save mankind. Had Antiope never died, it is highly unlikely Diana would have left the island without the support of the rest of the Amazons.

No Man's Land/Veld: The battle of No Man's Land in Belgium was Diana's first real look at the havoc the war brought to mankind. There were refugees and injured soldiers everywhere, and Steve's insistence that they abandon it all in order to continue on to German High Command serves as a breaking point for her. Until this point, she has more or less gone along with everything Steve has told her, because she knows that she will waste more time than not if she doesn't follow him. But No Man's Land and the plight of Veld is something she simply cannot abide. Diana ventures alone on to the battlefield, and single-handedly spurs the Allied forces to retake the small city and save the villagers.

However, the joy she brought was short-lived.

Ludendorff and Maru fired a huge canister of the doctor's newest deadly gas, aimed directly at Veld. Every person in the city is killed, and Diana is horrified when she rushes in and sees their bodies. When Steve tries to comfort her, and tells her that "[they're] all to blame," she finally sees in him a corruption not caused by Ares, but one that had developed naturally in mankind during the millennia the Amazons had been away. It leaves a part of her broken, the innocent, optimistic part that believed killing Ares would solve every problem men faced.

Steve Trevor's Death: Steve’s death allows her to fully tap into her demigod powers. Heartbroken, she momentarily gives in to her rage, harnessing her powers and defeating an entire battalion of German soldiers in mere moments. But when Ares presents her with the opportunity to kill Dr. Maru, the person who invented the gas that sent them all on this mission, she spares the doctor’s life. She realizes that anger is not the way to end the war. She sees that men are ugly and cruel like Ares says, but also that they are more. A good man doesn’t always mean an honest man: Sameer is a swindler, but is kind and has aspirations to be an actor; Charlie’s past as a “dishonorable” sniper doesn’t mean he doesn’t fight his own inner demons or have a beautiful singing voice; Chief, a man who lost everything and turned to smuggling for profit, refuses to take money from the Veld villagers; and Steve, a liar, a thief, and a spy, makes the ultimate sacrifice to save thousands of lives on both sides of the war. It doesn’t matter, she realizes, if men deserve her protection or sympathy. What matters is that mankind has the capacity for love, and that she believes in the power of love.

» FIT: Diana has never been to space! Or seen much technology in her life. She almost let a car run over her because she didn't know what it was. But she is intensely curious and willing to learn, and will actually be delighted with the opportunity to learn about advanced technology. Survival and exploration will come naturally to her, as she's cut from a little tougher cloth than the average person and she likes exploring. As for the horror element, Diana grew up hearing stories about gods and heroes of old, often about the horrors and trials they faced. She will kind of see herself fitting into that role on the station, and it will make her very Heroic. Whether this turns out to be a good or bad thing is up in the air.

» POWERS:
Demigod Physiology: As the daughter of Zeus, King of the Gods, and Hippolyta, Queen of the Amazons, Diana has a physiological build that is far superior to both normal humans and her Amazonian sisters. This physiology bestows upon her:

Demigod Powers: When she crosses her bracelets in front of her, Diana can generate a shockwave of energy. This same energy can be manifested as a shield and also used to channel lightning into an attack (as only a daughter of Zeus could).

Immense Strength: Diana is strong. I mean, strong. She climbs up the side of a tower by smashing her hands into the stone to make handholds. She definitely flips a tank over her head and throws it into a crowd of German soldiers. She also uses her body as a human bulldozer on several occasions. After realizing her full potential, her strength increases immensely; she is a match for the god Ares, and is able to defeat him in battle. This strength allows her to travel great distances by making mighty leaps.

Immense Durability: Amazons are incredibly resilient to blunt-force trauma. Diana is thrown by explosions, has guns smashed against her back, busts through walls, and has buildings topple over her head, none of which seem to faze her for very long.

Healing: Diana can heal from any injuries she does receive very quickly. During the battle on the beach, she is grazed by a German bullet, but the wound is healed later that day.

Immunity to Poison: Diana’s demigod physiology makes her immune to the poison created by Dr. Maru and, considering the scientist’s affinity for toxins, I would enlarge the scope of this to all poisons. While Steve coughs when he comes within mere feet of the gas and the villagers die after direct exposure, Diana is able to enter the affected area and walk around for several minutes without suffering any adverse effects.

Super Speed and Reflexes: Diana is shown time and again to be able to run faster than an average human, to dodge bullets, and to deflect bullets with her bracelets.

Longevity: Diana is nearly 5000 years old, but has not visibly aged since reaching adulthood. Her mother, Hippolyta, was created before the War of the Gods in 3000 B.C.E. and looks roughly middle-aged; with her demigod physiology, it is completely unknown how long Diana could live.


I understand if any of these have to be nerfed, though I will say that Diana wouldn't use her strength to like, punch a hole in the station. She also cannot survive without air, which knocks out her going outside the station without protective covering. But I am open to talking about nerfing powers, if the need arises.

» NOTES: Diana has a lot of skills, one of which includes omnilingualism (for Earth languages). I just wondered if this would be a skill that would be relevant in-game, or if everyone will automatically understand each other. Thanks!

» SAMPLES: Reverie TDM.

(no subject)

[personal profile] monomachy - 2018-04-28 00:35 (UTC) - Expand
retund: (Default)

ellen ripley | alien(s)

[personal profile] retund 2018-04-25 07:00 pm (UTC)(link)
PLAYER
» HANDLE: Laura
» CONTACT: [personal profile] locution / [plurk.com profile] locution
» AGE: Over 18
» CHARACTER(S) IN-GAME: N/A
CHARACTER
» NAME: Lieutenant Ellen Ripley
» CANON: Alien
» CANON POINT: Post-Aliens, after she and the gang go into hypersleep
» AGE: Early 30s

» SETTING:
GENERAL INFO / RIPLEY SPECIFIC
» SHORT DESCRIPTION: pragmatic, resilient, decisive, protective, emotional*
( *Particularly when angry, Ripley is prone to swearing and physically aggressive outbursts, including pettily using automatic doors to stop someone from exiting a conversation and decking a double-crossing middle manager. She also breaks down over the losses she suffers over the course of the series. )

» INFLUENTIAL EVENTS:
JOINING THE US MERCHANT NAVY & WEYLAND-YUTANI
With a background in engineering and a tenure as a commercial pilot, Ripley's career was defined by practicality. Her experience in the US Merchant Navy fostered an appreciation for discipline and respect for the law, with Ripley alone defending protocol and hierarchy in Alien (much to the annoyance of her laidback coworkers). However, much of her space voyages occurred on commercial freighters, including her turn as warrant officer of the Nostromo — that is to say, in pursuit of a paycheck, counting down the hours left on each shift. As such, she was content with her middle-ranking position and held no grand ambitions. She travelled not in pursuit of discovery or peace-keeping, but rather out of a desire to provide for herself and her daughter, Amanda.

Due to her growing disinterest with corporate voyages and desire to spend more time with Amanda, she intended for her most recent trip to be her last.

ENCOUNTERING THE ALIEN

After the Company (Weyland-Yutani) ordered the Nostromo to investigate an unknown signal on planet LV-426, a parasitic alien attached itself to one of her fellow crewmates and impregnated him, breeding a creature (known as a xenomorph) fearsome enough to hunt the crew. Showing her characteristic unsentimental steel, Ripley denied her captain's orders to admit the contaminated crew member and stood by her decision even when reprimanded. She believed it necessary not only because of her dedication to procedure, but also due to her cool assessment of the potential danger. Trusting her gut instincts and utilizing her observational skills, only Ripley noticed the suspicious nature of the mysterious transmission. In her dogged pursuit of answers, Ripley managed to uncover a corporate conspiracy (where her captain failed to ask the right questions) and identified a traitor in the crew's midst. Throughout the conflict, she displayed a take-charge attitude and composure, even as her crewmates were picked off one by one. Furthermore, she never doubted her intelligence and hunches. Her tendency to trust her judgment above others only magnified after she was proven correct on all counts.

LOSING THE NOSTROMO CREW
After her crew was picked off one by one, Ripley alone survived through a mix of resourcefulness and sheer determination, jettisoning the xenomorph into deep space. Despite their lack of camaraderie, the loss of the crew grieved and frightened her, haunting her nightmares. Due to their loss, she retained a deep respect for order and regulations (as they could have saved her crew) but developed a keen suspicion of corporations. In general, Ripley became hardened, with her natural skepticism validated by her experiences. After being found and awoken by the Company, her story was not believed, leaving her alone, rank-less, and anxious. She also learned that her daughter had died while she was in hypersleep. Consequently, her dealings with the Company shifted, characterized by dry and cutting remarks along with outright aggression over their dismissal of her. She outright insulted her superiors, asking, "Did IQ's drop sharply while I was away?" and deemed the Company's bottom line to be "bullshit."

She never doubted that she knew the truth of what happened on LV-426.

CHOOSING TO FACE THE ALIEN AGAIN
Company man Burke informed her that her fears of the alien's return may have become a reality after a colony on LV-426 went offline. Despite her reservations, Ripley agreed to investigate on the condition that any aliens would be killed. She did so both for her own peace of mind and to protect any remaining colonists, the rescue team, and humanity itself.

Even after the Company deemed her expendable, Ripley retained a belief in justice and sense of honour. This led her to return to the colony and later to condemn Burk. When Burke revealed himself to be a traitor, Ripley verbally denounced him as scum but still advocated for returning him to the station alive, if only so he could be held accountable for his actions. When she arrived on the decimated colony, she met its lone survivor: a young girl (Newt), reminiscent of her daughter. Her instant connection with Newt showcased her continued interest in personal attachments and fiercely protective instincts, even drawing her into a nest overrun with aliens and their monstrous queen. Even if she only saved one little girl (and killed countless alien predators), Ripley knew she had made the right choice.
» FIT:
With her professional experience manning space freighters and track record of surviving space horrors, she fits well aboard the Reverie Terminal. Still, she was recently diagnosed with PTSD and comorbid generalized anxiety disorder, likely due to her encounter with the xenomorph, so she will experience difficulty adjusting to this foreign and frightening station. Although without her recently established personal network (including Newt, a charming marine, and a loyal android), Ripley's adaptability and hardiness will serve her well.
» POWERS: She's a bog-standard human, albeit with an impressive aeronautics background, along with a history of working and kicking ass in outer space.
» NOTES: N/A
» SAMPLES: TOPLEVEL / BONUS: TAG-OUT @ WANDA

(no subject)

[personal profile] retund - 2018-04-27 17:11 (UTC) - Expand
possidetur: (ɴɪɴᴇᴛʏ)

vanessa ives ( penny dreadful )

[personal profile] possidetur 2018-04-25 07:00 pm (UTC)(link)
PLAYER
» HANDLE: Kerry
» CONTACT: skitties ( plurk )
» AGE: 27
» CHARACTER(S) IN-GAME:

CHARACTER
» NAME: Vanessa Ives
» CANON: Penny Dreadful
» CANON POINT: 210 And They Were Enemies
» AGE: 32

» SETTING: link!

» SHORT DESCRIPTION: determined, tormented, kind, mysterious
» INFLUENTIAL EVENTS:
A MOTHER'S BETRAYAL.
As a child, Vanessa caught her mother and Sir Malcom Murray (the father of her best friend) in an 'indiscretion'. Though Vanessa never revealed this moment to anyone it would inadvertently set into action the beginning of the rest of her life. Whilst Vanessa was a sweet and kind girl this act opened herself up to the darkness of the world, with her secretly enjoying what she had seen. Vanessa begins to feel bitterness towards Mina, her best friend, for the wealth that her family possesses, even going so far as to steal from her. It isn't until Vanessa is older that the effects of her mother's act really take effect and begin to affect (damage) her life but also the lives of the people that surround her.

BETRAYING MINA.
As an adult, Mina and Vanessa are still incredibly close with Vanessa being set to one day marry Mina's brother, Peter. That day ends up never coming. With Mina engaged Vanessa feels jealous towards her best friend as Mina has found love, worried that she'll move far away once married. The jealousy causes Vanessa to act out of turn, kissing Peter in hopes of her own romance, though he rejects her advances. Whilst Vanessa attempts to brush it off, attending Mina's engagement party, those emotions sit in the back of mind. The jealousy and hurt that Vanessa feels causes her to act impulsively, seducing Mina's fiance in hopes of preventing the wedding. Caught in the act by Mina the engagement is broken off but Mina also ends her friendship with Vanessa, leading to Mina moving away, as well as Vanessa "falling ill", really becoming possessed by a demon. The effects of this action caused Vanessa to feel intense guilt, regretting her actions but also how the consequences affected Mina afterwards. With Mina moving away she succumbs to the influence of a vampire, something that Vanessa feels that she caused. The event led Vanessa to experience the first real pain and loss in her life, feeling the heavy burden of the guilt that her actions caused. The events following, particularly her possession, cause a once vibrant and life-loving Vanessa to act more cautiously, seeming to others mysterious, when in fact she's more closed off to others attentions.

THE CUT-WIFE.
Following her possession, and seeing a vision of Mina, Vanessa had many questions about who (what) she was and whether she could understand herself to be able to help Mina. Hearing about the Cut-Wife, Joan Clayton, Vanessa hoped that the woman could help to answer these questions. It came with a struggle, and only through Vanessa proving her determination and power did Joan agree to help Vanessa. She was tutored in many things, including survival and being able to use her powers, though for Vanessa it came with one goal -- helping Mina. Joan believed this to be selfish, with Vanessa only thinking of herself, wanting to right the wrong she'd inflicted upon Mina but Vanessa was adamant that she had to do this, to save her friend, and relieve her guilt.

Though Joan was sometimes cruel Vanessa cared for her, viewing her as a friend as well as a mentor, and helped her through her illness. When the nightcomers first came, and the townsfolk threatened her, Vanessa stood by her, trying to defend her and even save her life. When Joan was killed Vanessa was spared despite her association but was branded, instilling a hatred of the people that had committed these acts. Vanessa's leaving was in two parts -- a plan that she'd already committed herself to but a removal of herself from a place that she now wished to forget, taking with her the memory and knowledge that Joan had given to her.

When Vanessa's life is later threatened she returns to the home that Joan had bequeathed to her, viewing it as her only place of sanctuary. It is here that she is reminded of the cruel acts that were committed against Joan and herself, reminding her of the pain that she'd suffered here and her hatred. Though warned against the act Vanessa, filled with a darkness and need for revenge, uses her magic to cause the death of the person who had been responsible for Joan's death. Whilst Vanessa knows that this act will forever mark her she accepts that consequence, showing that she will do whatever it takes in protection or avenging of someone she cares for. Though Vanessa is kind, having cared for her friend, and tries to be a good person (using her magic only for protection) this shows that she is not above succumbing to the darker aspects of her personality, making the rash decision to murder. Though Vanessa would claim that she did this to avenge Joan's death, an act of compassion for her friend, it was done with great anger and was something that Vanessa could have stopped herself from doing. It is the one time that Vanessa has used her abilities for such a thing, treading carefully to remain on the lighter side -- dark magic attracts the devil, turning a daywalker to a nightcomer.

DRACULA.
Since betraying Mina and seeing a vision of her where Mina calls for help Vanessa has been driven to finding her friend and saving her. This caused her to return to Sir Malcolm Murray, pleading audience with him knowing that she wasn't welcome. Through a shared goal, and Vanessa being a means to an end, they work together to rescue Mina. Vanessa feels immensely guilty over what has happened to Mina, believing that it is her actions that have caused this, that her hands are covered in blood and loss. Whilst Vanessa claims that she is not looking for absolution she does hope to get her friend back, wishing for things to be as they once were.

When they discover that Mina has been taken by a vampire, though they have yet to know his name, though it becomes revealed that he took Mina in order to draw Vanessa out, his true goal. Against all hope and odds, Vanessa struggling to figure out what has befallen them, Vanessa's abilities eventually lead them to Mina. Though Vanessa loves Mina, wanting to save her, she had written once that she knows that perhaps Mina cannot be saved, stating that her love for her friend was so great that she would be willing to kill her to free her. Although Vanessa isn't the one that kills Mina she is freed from the vampires grasp and, to their belief, the event is resolved. Though saddened by the death of her friend Vanessa feels some relief that her friend is at peace, though the guilt that she feels surrounding Mina's fate only intensifies. Vanessa feels that her actions caused Mina to leave, causing her to fall under the vampire's control thus being hurt and dying, and refuses to allow anyone else to shoulder that burden. Her guilt is her demon, and Vanessa believes herself cursed.

LUCIFER.
Vanessa's path was set out for her in a prophecy, the coming together of Amun Ra and Amunet, with Lucifer believing Vanessa to be the reincarnation of Amunet. It has led to Vanessa being hunted in her adult life, with Lucifer trying to tempt Vanessa during her possession, and even sending his witches (nightcomers) after her during her time with the Cut-Wife. The nightcomers are the one thing that makes Vanessa truly afraid, with it being remarked on as strange considering she'd stared down vampiric threats. The nightcomers represent a part of Vanessa's past that she wishes to forget and a side of her magic that is incredibly dangerous. Though afraid of the nightcomers Vanessa refused to retreat from them, finding strength from those that were close to her. She refused back down, even when afraid, and instead used this fear to spur her on, to overcome the monster that was hunting her.

With threat after threat, the nightcomers breaching Vanessa's sanctity of home and prayer, leads Vanessa to feel paranoid and unsafe, fearing her friends don't trust her beliefs. It is only when the nightcomers have taken Sir Malcolm Murray that she takes the fight to them, resolved in her efforts. She won't let Lucifer have her but she won't let her friends be hurt even more. It is here that Lucifer finally reveals himself and his plan to her, offering Vanessa peace for her soul. It upsets her, seeing the peace that she could have, and Vanessa remarks that Lucifer is very cruel. Despite being possibly tempted with the life shown, the freedom to be with the man that she lives, Vanessa rejects it. She could never love someone so cruel nor allow herself to be used for evil, being a good person at heart despite her past sins. Vanessa's will proves to be stronger than Lucifer's as she exorcises him, sending him back to Hell. The fact that Vanessa went into the nightcomers lair, at night when they are strongest, and was able to defeat Lucifer shows her determination to protect herself and others and again highlights that when the people she cares for are in trouble she will do anything for them.

Though defeating Lucifer should have been a major victory it instead ends with loss -- the loss of a friend who was killed, the loss of her faith as Vanessa begins to question whether God listens to her prayers, and the loss of her love after Ethan Chandler leaves to battle his own demons. Given that Vanessa has been assaulted and brutalized by the actions in her life for so long she is exhausted, and with no one around she doesn't fight to prevent her depression from taking hold. For once in her life, she is admitting defeat, a stark contrast to the usual determination and vibrancy that is seen in Vanessa.


» FIT:
Being from the Victorian era Vanessa will find it difficult to settle in at first with the technology and amenities far more advanced than anything she knows. She'll likely not use the network for a long period, certainly not until someone's taught her how to use the device, and likely infrequently then. As she is very intuitive picking up new things will come quicker to her than expected but nothing will be instant. Regarding darker themes/a horror tone of the game Vanessa's life is filled with darkness and she feels that she has known more cruelty and loss than kindness. Though it always strikes a deep blow at her she has yet to give up. Despite the danger of the demimonde Vanessa, with her life entwined in it, explored the supernatural in search of answers, and will want to do the same here.

» POWERS:
DAYWALKER. As a daywalker (a witch) Vanessa is able to divine past, present and future events, practising this most often through the use of tarot cards, or psychometry, shown reading someone's past through touch. Vanessa is also clairvoyant, highly intuitive and is able to commune with spirits. She is also fluent in the Verbis Diablo, though due to its darker power only uses it when necessary, and has been taught how to use apotropaic magic.
MEDIUMSHIP. In addition to divination, Vanessa is able to channel spirits and supernatural beings, with Vanessa having previously been host to very powerful spirits (and even possessed by Amunet and Lucifer).
HERBALISM. Vanessa is knowledgeable in plants and their properties, both healing and harmful when applied to the human body.
OCCULT. In addition to her own abilities, Vanessa is knowledgeable about other aspects of the occult, including the supernatural, the demimonde, and the darker aspects of the occult (such as practised by the nightcomers).
APOTROPAIC MAGIC. A type of magic used to turn away harm/evil, Vanessa is knowledgeable in protective enchantments/wards and on numerous occasions has created wards using her personal totem (a scorpion). The wards created by Joan Clayton prevented access to her property by anyone that was not human, preventing Vanessa's entry until granted entry, and preventing the entry of the nightcomers.
VERBIS DIABLO. The language of the devil, Vanessa has most frequently used it to repel attacks, using a spell to banish evil, exorcise the devil (and send him back to Hell), and cast a protection spell. Vanessa, reading only from a book, has also used it to cast a spell causing someone's death.
LONGEVITY. Daywalkers can live significantly longer than humans, with Joan Clayton having been over two hundred years old before she died.
MARKSMAN. Despite never previously having been taught Vanessa is very skilled in using a firearm, able to shoot from a distance and shoot moving targets with great accuracy.

» NOTES:

» SAMPLES: log link or this tdm
( NETWORK )
( it takes a while for vanessa to get the message up. though she can read she's never seen anything like the device before and has no idea where to begin with it. thankfully, after a few mentions of it that earn some confusion, someone shows her how to use it. though vanessa gets a message typed out coming back to respond to it might be something else )

( username : v.ives )
Have you found anything in this place that is familiar to you? It is strange to me, this building, the people here, these devices. Would you have believed this possible if we were not here?

(no subject)

[personal profile] possidetur - 2018-04-27 10:02 (UTC) - Expand

(no subject)

[personal profile] possidetur - 2018-04-27 10:24 (UTC) - Expand
subplot: (Default)

Karen Page | mcu

[personal profile] subplot 2018-04-25 07:00 pm (UTC)(link)

PLAYER
» HANDLE: Brandi
» CONTACT: [plurk.com profile] porgs
» AGE: 18+
» CHARACTER(S) IN-GAME: N/A

CHARACTER
» NAME: Karen Page
» CANON: MCU
» CANON POINT: End of Punisher
» AGE: Early 30's

» SETTING: wiki link

» SHORT DESCRIPTION: passionate, resourceful, reactionary, reckless, relentless, self-righteous


» INFLUENTIAL EVENTS:

Framed for Murder
Karen first met Matt Murdock and Foggy Nelson after she was framed for murdering a man named Daniel Fisher. They both worked at Union Allied Construction, where Karen was a secretary. After receiving an e-mail one day with evidence that Union Allied was money laundering, she had hoped to meet with Daniel to share and discuss the evidence. The night they met at a bar, Karen could only remember meeting for drinks and then waking up in her apartment where Daniel was dead. She was found by police with blood on her hands and the knife used to kill him. She was arrested while screaming that she didn't do it. Matt and Foggy took on her case after being told about it by an officer named Brett Mahoney. While Karen was in jail there was an attempt to kill her. Due to this, Matt and Foggy were able to get Karen released and the details of the case swept under the rug. Feeling she owed them for helping her, she took on working at their law office as their secretary. A large theme of this portion of Karen's life was fear. She was terrified after being framed and nearly killed, and she went through a period where she felt like she was a victim that had no control. By offering to work at the law office and gaining Matt and Foggy as friends, she gained confidence and a new skillset that enabled her to learn how to start defending herself.

Working With Ben
Ben Urich was an investigative journalist at the New York Bulletin. He had been exposing criminal activity and breaking big stories for decades, even before Karen was ever born. Karen read his work and went to him when she needed help exposing a criminal empire in Hell's Kitchen. Ben was reluctant, but Karen eventually got him to help her. Ben acted as a mentor and a friend to Karen, helping her develop and refine her investigative skills. He encouraged her and offered her support when she was attacked several times and kidnapped, and offered her other perspectives to consider beyond her own. While he often didn't see eye to eye with Karen, they mutually respected one another and Karen was devastated at his murder. She felt guilt at causing his death, due to talking him into staying on the dangerous case even after he told her he was retiring and wanted out. During her time working with Ben, she became a more confident person who grew to be less afraid of the dark corners in the city. It also opened her career path to include investigative journalist/reporter. Ben was potentially one of the biggest influences in who Karen became as a character.

Actually Murdering
"Do you really think this is the first time I've shot someone?"

Karen talked big, but when she shot and killed James Wesley it was a life shattering event. She killed him after managing to get hold of a loaded gun when he kidnapped and threatened her. Fearing for her life, she didn't hesitate to kill him in the heat of the moment. She shot him multiple times, then wiped her fingerprints off the table before taking the gun and running. Her wiping away her fingerprints and throwing the gun used to kill Wesley into the harbor showed that she was capable of doing cold-blooded things when necessary. It also demonstrated the anger that was rooted in her, and how reactionary she could be when provoked. Karen broke down in the hours after the murder, unable to sleep due to nightmares. She was absolutely terrified that she would be found out as having killed Wesley and would be retaliated against. It was interesting that her fear shifted to this rather than the moral dilemma of killing a man, though she did struggle with the weight of it at first.

Helping Frank
Frank Castle changed Karen's life, but the jury's still out on whether or not it was for the better. Karen's initial interest in Frank began as attempting to protect a client that was one of the Punisher's targets. As she researched Frank and started to piece his identity and motivations together, he became an obsession. She began to loudly defend him, stubbornly refusing to back down from the passionate belief that there was more to his story. Her compassion made her relentless in attempting to uncover the truth, and in the process she felt a connection to Frank. Her obsession turned to humanizing Frank and ensuring that he received a fair trial. This often put her at odds with both Matt and Foggy. The more she spoke with Frank, the more of a bond the two shared, to the point where Frank considered Karen under his protection and saved her when necessary. She gained his trust, which was a big part of her character as she branched out into other MCU series. Frank was someone that she would drop almost anything for in order to help, which managed to get her in trouble more often than not. Vigilante justice was something that Karen seemed to almost side with, which could be attributed to the fact she often felt like a victim and can empathize with a need for revenge.

Becoming Lois Lane
When Ben Urich died, his position at the paper was left with a vacancy. Karen filled the position after Nelson and Murdock disbanded. Karen took her new job very seriously, and put all of her effort into becoming as good as Ben when it came to investigative journalism. It was something that she worked hard to accomplish on her own, and it wasn't a job that was just handed to her. It made her feel independent and important, and empowered her to have her voice be heard by everyone that read the paper. Her new position as a reporter opened new doors for her to be able to have authority to butt her nose in dangerous situations and meddle with things she definitely shouldn't get involved with. Her position at the New York Bulletin also enabled her to help Frank Castle when he needed her assistance once again.


» FIT: Karen isn't what you'd think of as being able to traditionally survive in a setting like this. She isn't a skilled fighter, she doesn't possess any scientific or technical abilities, and she doesn't have a lot of experience managing to survive dangerous situations on her own. The horrific experiences she's endured were made easier by keeping her friends close. She's very good at playing a supportive role to others, but her determination makes her able to shine on her own in unique ways. Karen's strengths lie in her social skills, and her ability to obtain information. Her passion for keeping the public informed of what's going on around them will make her a valuable asset. Her tenacity and desire to learn new skills will enable her to discover jobs that she's skilled at in order to contribute in more hands-on ways.

» POWERS: Karen is a completely ordinary human woman, and has no special powers.
» NOTES: n/a

» SAMPLES: one two three four

Edited (edited player contact) 2018-04-25 19:33 (UTC)

(no subject)

[personal profile] subplot - 2018-04-27 18:25 (UTC) - Expand
warfares: <user name="recadreuse"> (Default)

Kylo Ren | Star Wars

[personal profile] warfares 2018-04-25 07:00 pm (UTC)(link)
PLAYER
» HANDLE: Mal
» CONTACT: [plurk.com profile] resurrectionist
» AGE: 18+
» CHARACTER(S) IN-GAME: n/a

CHARACTER
» NAME: Kylo Ren
» CANON: Star Wars
» CANON POINT: Post-TLJ
» AGE: His date of birth is given as 5 ABY. TFA and TLJ occur during 34 ABY. This makes Kylo Ren 29 years old.

» SETTING:
  • Kylo Ren wiki.
  • TFA wiki.
  • TLJ wiki.
  • The Last Shot wiki. While this is a novel centered more on his father, Han, it does deal with Han's relationship to his family and son in particular ㅡ which is relevant given Kylo Ren's feelings of resentment and betrayal toward his father in the events of TFA ㅡ as well as having several small but revealing moments about what Ben Solo's home life would have been like while living with his parents. There isn't much included on the wiki page currently and should you require I expand further, I will certainly be willing to do so, but felt it important to include this here as a reference.

» SHORT DESCRIPTION: Volatile, perceptive, determined, guarded, vindictive, self-reliant
» INFLUENTIAL EVENTS:
  • SENT AWAY. While we are not given a definitive age for this, the decision to send Ben away clearly devastated him. The TFA novelization tells us that Leia was aware of the threat to her son in the form of Snoke and sent him to Luke believing her brother would be better equipped to protect him from Snoke's influence ㅡ frustratingly, it seems that at best Luke was unaware of Snoke's involvement up until the night he snuck into Ben's hut and at worst he seems to have actively dismissed the possible danger, thinking that the thread of darkness present in his nephew was just a natural consequence of his strength in the Light side ㅡ and in the novel Last Shot we are given Han's perspective, in that not only does he not appear to understand his son (despite loving him terribly) but believes himself to be a failure as a father. In TLJ we then see that Leia and Han discussed the matter more than once while Ben was still living with them, leading Ben to believe that there was something wrong with him, and given his (likely fairly young) age would have assumed that their decision to send him away would have been his fault, a decision that was likely born out of fear of him and what he could do.
  •  

  • LUKE'S BETRAYAL. Little is given to us about the nature of Ben and Luke's relationship prior to their falling out but I think it would not be unreasonable to assume that, given his young age and emotional nature, Ben would have likely latched onto his uncle as a surrogate father figure as well as mentor. It is implied in TLJ (as well as evident in the confidence Kylo Ren exhibits in his strength and abilities throughout the course of both films) that Ben Solo was a talented student but that he was troubled. Luke's decision to confront his nephew over the encroaching darkness he'd witnessed ended in Luke drawing his lightsaber on his sleeping nephew, thinking briefly to strike him down in an effort to spare the larger galaxy of the danger Ben could conceivably presentㅡthe impulse passed quickly but not before Ben witnessed Luke, blade drawn, and reacted. Ben defended himself and, presumably, left with several of his uncle's students in tow and killing others before moving to join Snoke. In TLJ we see that this night and this hurt still plagues Kylo Ren; he believes that Luke still intends him harm but more than that he seems to want to confront his uncle to prove that he is no longer afraid of him.
  •  

  • MEETING REY. In TLJ Snoke memorably states: "Dark rises and Light to meet it" , making reference to the fact that while Kylo Ren's power grows so does the power of his opposite, the Force being perpetually drawn to balance itself. Rey is his opposite in the Force, his balance. This makes his meeting her significant in the broader senseㅡStar Wars loves its epic mythos and climatic showdownsㅡbut also on a personal level, because Rey gets him. She not only gets him but she isn't afraid of him and she is more than happy to make this clear to him. He's unaccustomed to this and while it initially throws him it's clear that he grows to appreciate it, particularly when he is willing to throw aside his loyalty to Snoke in defense of her and the two of them fight together finally. He then goes on to offer to share rulership of the galaxy with her, indicating the level of regard he holds her in.
  •  

  • KILLING HAN.  Han warns his son that Snoke is only interested in him for his power, will discard him as soon as he fails to be of use ㅡ in TLJ we are offered some insight into Snoke's mind and this is exactly what Snoke intends ㅡ and it seems to get through to Kylo Ren, to a point where he asks his father to help him do what's necessary to rid himself of the pain he experiences. In interviews, we're told that right up till that crucial moment, Kylo Ren is intending to return to his father but then something shifts, the reality of everything he has done up to that point hitting him, and he decides that rather than throwing himself at the mercy of the Resistance, he's going to lean into the Darkness and see where it takes him. It's ironic then that killing Han weakens rather than strengthens him, which in turn prompts him to re-evaluate Snoke's objectivity.  
  •  

  • KILLING SNOKE.Snoke targeted Ben Solo from infancyㅡbeyond that, in fact, as he'd been appraising the Skywalker line from a distance for several years but had decided it was too risky to move against Luke or Leia, opting to focus on Ben not only for his power and his malleabilityㅡand seems to delight in his apprentice's suffering, ridiculing and abusing him when displeased. I think that Kylo Ren has hated Snoke for years but was also terrified of his uncleㅡimmediately in the wake of Luke trying to kill himㅡand desperate to be of value to someone. He's so used to being cast aside that he has begun to define himself solely in terms of what he can give people. He is a weapon, not a man. Except then Snoke makes a mistake, exposes his self-interest, and Kylo Ren begins to plotㅡhis killing Snoke (and so cleverly, when you consider how Snoke is so thoroughly in his head that he believes he will never be challenged) represents his choosing to move beyond being a tool and a weapon, his transcending his grandfather and his legacy and seeing how he fairs as a leader rather than a subject. It was also done in defense of Reyㅡwhich is certainly significant, given their growing bond and understandingㅡbut I think that it would be foolish to ignore the fact



» FIT: Space and space-travel is honestly his wheelhouse. His canon deals heavily with space and space travel and Kylo Ren himself, as the son of Han Solo and Leia Organa, would have spent a lot of time around space stations and shuttles of varying types over the course of his life. The state of the station is unlikely to thrill him but it's clear that they've not brought there to vacation but with a specific purpose in mind.

Being confined to a space station is going to be an interesting experience for him. He'll chafe initially, as is to be expected, but is pragmatic enough to recognize that the fastest route to what he wants is through co-operation rather than being difficult. In the end getting out is the priority and the rest can be dealt with when and as neededㅡthough it'll be interesting to see how he adjusts to the different kinds of personalities he will encounter and what growth might result.

In general horror and survival won't bother him. He's currently fighting in the middle of a war back home and so is well aware of the horrors people can inflict on each other in the name of their respective causes.

» POWERS:
» NOTES: While I don't believe any of Kylo Ren's abilities are particularly game-breaking, I will provide an opt-out post and am open to any nerfing you believe to be necessary. It goes without saying that any use of his powers will be cleared oocly with people beforehand, as well.

» SAMPLES: 001. | 002. | 003.

(no subject)

[personal profile] warfares - 2018-04-27 10:01 (UTC) - Expand
purpose: (Default)

rey | star wars

[personal profile] purpose 2018-04-25 07:00 pm (UTC)(link)
PLAYER
» HANDLE: Eliana.
» CONTACT: PM.
» AGE: 26.
» CHARACTER(S) IN-GAME: N/A.

CHARACTER
» NAME: Rey.
» CANON: Star Wars.
» CANON POINT: The Last Jedi, post movie.
» AGE: 19.

» SETTING: Rey at the Wookieepedia.

» SHORT DESCRIPTION: Resourceful, stubborn, hopeful, loyal, reckless, compassionate.

» INFLUENTIAL EVENTS:
HER ABANDONMENT ON JAKKU.

Left to fend for herself on Jakku at the young age of four years old, Rey learns how to quickly adapt to her circumstances, and the degree to which she accomplishes that shows her to be both resourceful and clever. It's no easy task; Jakku's environment is shown to be harsh and unforgiving, and adopts a "survival of the fittest" mentality among most of its scavengers. It's each man and woman for themselves, and Rey learns that early in her childhood once she begins working with her fellow scavengers to split profits. She's so adept at it that she eventually realizes that she doesn't need their guidance and takes off on her own, teaching herself how to identify which salvageable parts are considered the most valuable by the junkboss Unkar Plutt and which will earn her the most portions. In fact, most of her education is cobbled together by Rey herself; she becomes familiar with the schematics of most Republic and Imperial ship, spends hours running pilot simulations, studies several alien languages, and lets herself explore old wreckages and fiddle with parts to achieve a higher understanding of them.

Unfortunately, her experience is a double-edged blade. While Jakku has shaped her into an adaptable and resilient woman, it's made her distrusting and wary of anyone that approaches her, and considerably lonely. Rey, in that sense, is a contradiction: she craves companionship, but shies away from it. While probing her mind, Kylo Ren acknowledges that deep-seated loneliness inside of her — a loneliness someone wouldn't initially notice, given how she reacts to most people. When she encounters BB-8, she immediately tries to warn the droid off and point it to Niima Outpost, at first rejecting its attempts to come with her and only begrudgingly accepting its company when it begins to lament how afraid it is. Next, when she meets Finn and seems to admire him for allegedly joining the Resistance, she still behaves abrasively toward him when he tries to touch her. Sheltered and alone in a wasteland where she has had to set up traps outside her home and pick up a quarterstaff to defend herself against thieves, she hasn't had much in the way of social interaction, and it certainly shows.

Above all else, Rey's time on Jakku is what initially fosters her hope. It's the idea that she has a family to return to — somewhere that she belongs — that motivates her toward self-preservation and continuing to survive, which is no easy feat for a child stranded on Jakku. In fact, her hope that they'll come back for her is what keeps her patient and waiting, ticking off the days with tallies etched into the hull of her AT-AT. Her hope has endured fifteen years, and it continues to endure, lending to her ability to see the good in people where others cannot.

Unfortunately, that same abandonment has had understandably negative effects on her, especially where her sense of self-worth is concerned. She's accustomed to being no one, forgotten and abandoned, and even introduces herself as "no one" and, in another case, describes herself as being from "nowhere". Arguably, she spends much of that time living less for herself and living for her family, as it's the idea that her family intends to come back for her — even though it's merely a lie Rey tells herself, preferring to comfort herself with that denial than to face the truth of what they had done to her.

MEETING AND JOINING THE RESISTANCE.

Rey's interactions with the Resistance are the first instances in which we see her behave compassionately. While she could easily trade BB-8 to Unkar Plutt for portions, she's willing to go hungry in order to keep her friend safe, and even goes so far as to fight the men that try to then take him — and, in turn, Finn when BB-8 points him out to her. Perhaps most significantly, she sets aside her fear that her parents will return for her despite her initial hesitation to leave Jakku at all, choosing instead to ensure BB-8 and Finn have safe transport back to the Resistance. It's a large step for her, as her entire purpose up until that very point has been to survive until her family comes back for her, and yet she's set that aside for a dutiful, valorous cause.

It's clear that those friends she does make become her makeshift family, eventually, as they're the only ones that have truly ever cared for her (especially Finn, who Rey realizes is the only and first person to have ever come back for her, even at the risk of himself when she's captured in TFA). She's given every opportunity to betray them — first when Kylo Ren offers to teach her, and next when he makes an offer to rule the galaxy with him — but stays committed to them and to her own ideals, even as Kylo Ren appeals to her desire to never be alone again. Rey has had no reason to be loyal to anyone else other than herself in the past because she's had no one else, but her ties with the Resistance bring about her first meaningful relationships, and Rey is loathe to turn her back on those friends and the purpose she's found beyond waiting.

HER AWAKENING IN THE FORCE.
Her first instinct when her Force sensitivity begins to flourish is to run. When Luke Skywalker's lightsaber calls to her and Maz Kanata advises Rey that her sense of belonging is not behind her — that her family is never coming back for her — and is ahead of her, Rey grows angry and physically flees from the woman. After spending so long being no one, committed to the idea that her family would return for her, she immediately rejects the idea that she's anything more. To Rey, it's terrifying, and becomes even more so when she allows her emotions to overwhelm her and drive her to nearly slaughter Kylo Ren in a storm of her anger. It becomes a less frightening prospect as time progresses; by the end of TLJ, Rey is learning to rely on and trust her abilities, and utilizing them to rescue the Resistance.

However, it's important to note that her awakening in the Force is also pivotal due to the connection it invokes between herself and Kylo Ren. Due to the nature of the Force and its need for balance, she's not only the representation of the Light to his Dark, but connected to him in a manner that forces her to begin seeing situations in shades of grey rather than black and white. He drives her to self-reflect and look inside of herself and beyond that for answers, and understands the gaping loneliness within her.

TUTELAGE WITH LUKE SKYWALKER.
Rey's interactions with Luke can be summarized in one notable quote: "never meet your heroes". Her idea of Luke Skywalker has been built from stories of mythical heroes and the Force; in a deleted scene, she even states how much she believed in what he represented as a hero of the Rebellion, and how disappointed she was to discover who he truly was. She begins by believing he's the Resistance's only hope, the key to turning the tide of the war and saving the galaxy, and his refusal to see that — and return to them, in turn — baffles and frustrates her.

Luke's lessons allow her a better grasp on her abilities in the Force when he concedes to teaching her, but when their perspectives begin to differ, Rey no longer relies on him for answers. To this point in her life, Rey has been searching for guidance and hope in others, allowing herself to be led along by inaction rather than taking action herself. She settles on Jakku to passively wait for her family; she's swept into the war by accident when she finds Finn, and she's then sent to Luke Skywalker due to stumbling across the map to him and her own awakening Force sensitivity. It isn't until she learns of Luke's betrayal and what he's been keeping from her that Rey sets out on her own, pushed into action regardless of Luke trying to warn her away from her plan.

The moment is pivotal for Rey, as it begins to mark when she starts on her own path and her self-discovery.

HER DECISION ON THE SUPREMACY.
Not only does her decision to board the Supremacy and step into enemy territory speak to her courage and her recklessness, but to the growing hope Rey possesses and the developing bond between herself and Kylo Ren. In spite of what he's done, including murdering his father and nearly killing the other in front of her very eyes, she sees the potential for him to change allegiances and redeem himself. Her faith in the light inside of him is so strong that it turns her narrow-focused and stubborn, but it helps her to relate and understand another individual on a deeper emotional level than she's ever experienced before. The harsh lesson she learns when Ben offers her a position to rule the galaxy is that he can't be redeemed until he chooses to redeem himself, and his path isn't one she can (or will allow herself to) follow. In this instance, her hope isn't enough.

However, it's also the start of Rey's ability to let go. For so long she's repressed the truth of what her parents had done to her and waited, even knowing they wouldn't return, and it takes Kylo Ren confronting her with the truth of who she is — a nobody whose parents sold her for alcohol — to acknowledge what had been done to her. She could stew in her pain, killing the past as he's offered, but isn't the type of person Rey is and certainly not the type of person she wants to be. He's presented her with the opportunity for power and knowledge and an end to her loneliness, but Rey rejects it and forces herself to leave and escape to the Resistance, showing both her strong moral compass and ability to move on and move forward when she's been so stuck in her own past.

Returning to the Resistance, in the end, brings her a new clarity as to where she belongs, what her purpose is, and who she wants to be.


» FIT: As a scavenger, Rey has spent fifteen years learning the ins and outs of ships and their technology, as well as fending off threats. It leaves her with a skill set suitable for a space station, as she isn't a stranger to defending herself and the horrors one can experience at the hands of others or one's environment.

As a canon, Star Wars deals with war and hardship, and Rey herself has been pulled into the conflict. She is nothing if not capable, adaptable, and driven to survive, and the setting will provide another opportunity to put Rey out of her comfort zone and open her to new experiences — especially where encountering new people and cooperating is concerned.

» POWERS: Rey is a Force-sensitive, meaning she can bend a cosmic energy field to her will. However, as a novice to this, Rey only has experience with certain abilities thus far. Such as:
Telekinesis: The ability to move certain objects using her mind. Specifically, Rey has been shown to levitate rocks (and, at one point, even many boulders) and pull objects toward her.
Jedi Mind Trick: Used once in TFA, Rey manipulates a stormtrooper into releasing her from her interrogation chair. She's admittedly not very adept at it, given it doesn't work the first time, and canon establishes that only those that are of a weak mind are susceptible to it.
Meditation: A bit self-explanatory. Rey can sense her environment during a meditative period in TLJ, as the Force is in the essence of all living things, and uses her concentration at one point in TFA to gather the Force around her to fend off Kylo Ren.
Psychometry: The ability to access information shown to her from a particular object. It's a passive ability she currently has no control over, but canon examples include Luke's lightsaber calling to her and granting her visions of both the past and the future, and the Jedi texts whispering and calling to her in TLJ.
Force Visions: Like the above, Rey doesn't actively seek out visions, but has experienced several throughout the course of TFA courtesy of the Force.

None of her abilities are game-breaking, but I'm open to nerfing them and will be putting up an opt-out/permissions post!


» NOTES: N/A.

» SAMPLES: ONE. ( LOG EXAMPLE. )
TWO. ( NETWORK AND LOG EXAMPLES. )
THREE. ( NETWORK AND LOG EXAMPLES. )

(no subject)

[personal profile] purpose - 2018-04-27 10:03 (UTC) - Expand
wingstosee: (Default)

Venus | We Know the Devil

[personal profile] wingstosee 2018-04-25 07:00 pm (UTC)(link)
PLAYER
» HANDLE: Kari
» CONTACT: [plurk.com profile] Karijou / Karijou#2319 @ discord
» AGE: 27
» CHARACTER(S) IN-GAME: n/a

CHARACTER
» NAME: Venus
» CANON: We Know the Devil
» CANON POINT: True End
» AGE: 18

» SETTING: Pages for We Know the Devil and Venus specifically. The official page for the game gives the following blurb:
Anyone can kill the devil; that’s why they always make teens the vampire slayers, the magical girls. But some kids can’t even get that right; and that’s why meangirl Neptune, tomboy Jupiter, and shy shy Venus have to endure one more week of summer camp and each other, singing boring songs about jesus, doing busywork for adults, and hoping god’s radio can’t hear them.

Before they can leave the summer scouts, they’ve got to spend twelve hours in the loneliest cabin in the woods and wait for the devil to come and live through the night--or not. You know.

» SHORT DESCRIPTION:
  • Transgender
    Normally I'd leave this for a mod note, but the fact of the matter is that Venus's gender is an integral part of her character. It influences all her other traits, it influences the way she interacts with the world around her, and since WKTD is a game about queer kids growing up in a world that hates them, it rules her arc and in-game development. At her current canon point, Venus has come to terms with her gender identity.
  • Ingratiating
    Venus is awkward to interact with, or even to watch, because of her ingratiating nature. The game's narration itself says that "Venus can smile and laugh nervously through anything, and the rest of us are invisible for as long as we can endure the secondhand embarassment." She believes people who lie to her, not because she thinks they're telling the truth but because it's easier than disagreeing.
  • Resentful
    All of the above section is by choice and not nature. The truth of the matter is, Venus is easy to upset and holds onto that at pretty much all times. The first few times she openly engages with the other main characters on serious topics, bits of anger begin to slip out: "doesn't that make you angry? Doesn't that make you so mad you can't see straight?" Venus has lots of reasons to be angry: a world that wants to push her into a masculine box and a brain that doesn't want that for herself, being surrounded by a religion and culture that hates who she is and hates her friends... How could you not be resentful of it?
  • Distant
    So how do you deal with being angry at all times without giving in to the destructive impulses society wants you to take? Simple - you cut it off, you force yourself to be as ingratiating and polite as possible, and when that doesn't work you just seem kind of smile blankly at people. Venus comes off as distant to the few people who try to get to know her better than "that awkward boy who's easy to bully," which honestly discourages most people from trying any further. She says things that could come across as cruel if there were any intent or thought behind them. At one point, a character who expresses happiness that they're friends gets a response of "Wait, we're friends?" It's not that she intends to do any of this - she just spends so much time on the balancing act of "don't be angry" and "be polite" that she forgets to work on "don't be a bitch" (as Neptune so eloquently puts it).
  • Idealistic
    So why does Venus even bother with all this? The truth is, it's because she is idealistic to a fault. She is angry because she sees a world that hurts others; she is ingratiating because to do otherwise risks hurting others, and she can't stomach that. In a cast full of people who let in the devil for personal reasons, Venus's thoughts notably blur the lines between personal gain and changing the world itself. "I want to undo the division of day and night."

» INFLUENTIAL EVENTS:
  • Venus gets sent to a camp for bad kids
    Perhaps the most influential event is the one that kicks the game off: Venus is sent by her parents to the Summer Scouts, a camp for "bad kids." It's strange, because initially, Venus seems like the nicest person there - she's kind, caring, sweet, and about her biggest sin is that she's incredibly awkward. But the more the game goes along, the more two things become clear: Venus hates what society expects of her, and Venus hates being a boy. Venus getting sent off to camp is so influential because, for the first time, she finds two people like her - queer teens who were brought up believing something was wrong with them. It's this meeting that provides the backbone for all interactions in We Know the Devil, and it's this meeting that eventually leads to her final, powerful catharsis.
  • Venus gets drunk
    This might seem like an odd thing to list, but it's a fairly big step for Venus. For her entire life leading up to this, Venus has kept her rebellions neatly compartmentalized and internal; she does what she's told, she lays down and accepts abuse from others, she even believes things she knwos are lies so that it's easiest for everyone. However, at Neptune's insistence, Venus breaks a law for the first time in her life (or at least, she sure acts like it), and suddenly the floodfates are opened. It doesn't help that she's the lightweight to end all lightweights; it barely takes a shot before she's starting to get bubbly and loose-lipped. It's drunk like this that she starts to let herself shine through instead of hiding away; using flowerly language, talking about how mad she gets sometimes, even yelling when Neptune tells her to man up and thanking Jupiter when she mentions how Venus isn't like other boys. Getting drunk isn't important because of the alcohol; it's important because it's the first time she's really let her inhibitions loose and let people see her as she is.
  • Venus tears off her own arm
    No, that's not a typo. Eventually the devil comes for the girls, but instead of possessing someone - instead of transforming them into a villain for the other two to kill - all three of the girls hear her voice. Neptune and Jupiter argue over whether they should go or night, with Jupiter arguing that good girls don't do that and Neptune arguing that Satan rules, but it's Venus who takes the first step. She lets the devil into her heart fully while the other two argue, and begins the first step of her transformation before they even realize what's going on - tearing off her arm, tossing it to the ground like a bit of a broken doll, and preparing for the wing that she knows should be there. It's an obvious metaphor for her own self shining through, and it's an obviously literal change as well - she's completely rejected what society wants of her at this point. "She is the devil."
  • Venus destroys the social order
    Okay, so maybe it's only at summer camp, and it's not Venus alone, but it's important either way. Venus, along with Jupiter and Neptune - "the three worst girls since Eve" - take on the entire camp of scouts waiting to fight them down. And they don't do it by hurting them, or by beating people down, or by destroying buildings - they do it by just telling them what they need to hear. That it's okay for them to be bad. That they don't have to be good in a world where good people hurt others. That no matter what they're like, why they don't fit, why their parents sent them to a Jesus camp for sinners - that's okay. This is Venus's final step in self-acceptance - turning the acknowledgment of who she is into the acknowledgment of others.

    » FIT:
    Venus is from a canon where kids sometimes die at summer camp, vampires might be real and the devil comes to take your friends in the night. Venus has fought the devil head on, in some routes, and she's won. Venus has felt the weight of a thousand hands pushing her down, and felt the blackness of demon's sludge choking her and constricting her throat, and still managed to hold onto who she is. What I'm getting at here is that Venus has seen some shit, and she hasn't compromised herself one bit for it. If Satan and God themselves can't stop her, how could a space station be any different?

    » POWERS:
    As a human, there's some simple powers - she's actually a somewhat-trained fighter thanks to the odd nature of summer camp - and some weird powers that are never fully explained. She can make a radio which definitely is more like a sword, and it can lock doors, and it can talk to God and also the Devil? It's got crystals, and wire, and incense in its circuitry? She could evidently get a transformation sequence if she weren't shitty at being a "good person?" But she's not a good kid, and so most of this never gets directly explained or addressed, and so the easiest way to handle it is that we just won't directly address it in-game either. (Except that maybe she'd be half-decent at figuring out radio issues on the station, since it's one of the only thing she's ever called good at in the game proper.)

    But as the devil - which she is, by this canon point - things are much different. Like the radios, the devil isn't ever explained a hundred percent, but we see more than enough to figure it out. The devil is strong - strong enough to make Neptune lift a girl with one hand by the throat, to throw another across a room with the other hand. The devil is resilient - beaten down with swords and radios and lightning and water, and even then leaving her host alive and breathing afterwards. And the devil brings out who they truly are, and this is the most important part of their powers. For Jupiter, the devil comes as a thousand hands to let a touch-starved girl touch; for Neptune, the devil comes as the ocean, flowing and angry and nurturing all in one. For Venus, the devil comes in wings and eyes and light - to let her see the world, and to light her up so the world can see her.

    So the question is, how does this all translate in-game? The simplest way is this: Venus is stronger, tougher, and generally more powerful than a human could possibly be, but is still weak enough that a one-on-one fight could go whatever direction the players wanted. This is roughly in keeping with canon, anyway: if it only takes two teenage scouts to beat the devil, clearly it's not Superman-tier. As for the wings and eyes and light, I'd request that the eyes all over her work, and that she can fly (inefficiently) - not effortlessly through the sky, but if she needed to get from the ground to the ceiling she could ineffectually flap her way up and completely wind herself in the process.

    Also she glows like a night light and it probably looks really pretty but is also incredibly inconvenient for people who are trying to sleep.

    » NOTES:
    Since this is the space to talk about inhuman characters, I'm here to request that Venus look humanoid, but retain a decent chunk of her characteristics as the devil. This actually isn't for power-wankery reasons, or anything like it - even if all powers were necessary to be removed, I'd still request that physically she resemble what she used to be. The reason for this is fairly simple: her transformation into the devil coincides with her acknowledging her gender and her dysphoria. It's a pretty clear transition metaphor, right down to the part where she openly says she'd kill herself if she had to go back. In order to stick away from that (and keep Venus playable), my only hard limit is that she'd need to be immediately recognizable as inhuman - even if she's mostly humanoid. I hope this is workable!

    » SAMPLES: Network sample (with Terezi Pyrope, Reverie TDM) and 3rd person sample (with Neptune, Quiet Place TDM). The latter sample has courier text due to the mechanics of The Quiet Place, where talking is not allowed; however, the thread turns largely into action, so I thought it would work. If it's unacceptable, I can link another!

(no subject)

[personal profile] wingstosee - 2018-04-27 15:24 (UTC) - Expand
ryuji: (Default)

[personal profile] ryuji 2018-04-25 07:00 pm (UTC)(link)
PLAYER
» HANDLE: Jay
» CONTACT: [plurk.com profile] centerfold
» AGE: 30
» CHARACTER(S) IN-GAME: n/a

CHARACTER
» NAME: Ryuji Sakamoto
» CANON: Persona 5
» CANON POINT: 12/31, before the final boss
» AGE: 17

» SETTING: Tokyo, Japan; in the middle of an onslaught of strange public mental shutdowns

» SHORT DESCRIPTION: determined, pugnacious, earnest, delinquent, blunt, energetic

» INFLUENTIAL EVENTS:

1. Father leaving his family.

Bluntly put, Ryuji had a particularly rough childhood. Throughout his most formative years, he had a particularly harsh, alcoholic father who would often seek to displace his anger onto his son through abuse. As someone who grew up in that environment, Ryuji had a skewed view of the world. Someone who he should love and someone who should love him back treated his family like garbage, which has put a lot of mistrust in him toward how he views adults. He often sees himself as an underdog, a person who can rise above the odds that are dealt to him and persevere through them- particularly despite the fact that he had a rocky youth. When his father eventually leaves the family for unidentified reasons, Ryuji becomes the man of the house. Throughout the game, he states how much he cares about his mother and looks after her, even to the point of ensuring that there's food for her to eat when she gets home from work. He doesn't want to cause her any additional trouble than he's already caused, but there are a lot of things that happen that are only partly under his control. The relationship he forms with his mom is really tight, and forms who he is as a person and how he views people that can't fend for themselves. He wants to help him- even if it's a granny crossing the road.

2. His track coach, a supposed role model and beacon of Shujin Academy, breaks his leg.

Running has always been a major outlet for Ryuji's vast personality faults. He's hyper, energetic, doesn't know when to stop, and can never seem to sit still for very long periods of time. There's a livewire that beats in time with his heart that propels him to buzz with energy, and the only thing that ever seemed to quell that urge was the track team. It was a chance at doing something he was good at (because he knew his grades weren't going to be particularly amazing), a chance to eventually relieve some of his mother's worries and burdens; get a scholarship, and go to college if he continued the path he was on. And he was great at it. Unfortunately, his coach, who happened to be an Olympic Japanese volleyball player, resented the fact that the track team was gaining traction and wanted to propel the volleyball team to true stardom. Ryuji, easily pissed off and agitated in part due to his rough upbringing and rambunctious nature, was a perfect target for his coach to go after. He spread the truth about the nature of his dad, and pushed a confrontation that ended up with the coach breaking his leg in an act of "self defense." It shattered Ryuji's hopes and dreams viscerally; but not only was his running capability smashed, the track team was forced to disband entirely. Without a promise to get more out of life than what was handed to him, he decided to give up everything. It wasn't long after that he started to dye his hair blond, run around with a chip on his shoulder, speak with vulgarities, and loudly pronounce that adults can't be trusted. It was this event that shattered his trust with the rest of the world, and once he turned punk, he never looked back.

3. Meeting Joker and forming the Phantom Thieves.

Everything up until the point he met Joker (Akira/Ren) had put him on a fast track to sub-standard mediocrity. He was failing his grades, accepted that he was going nowhere in life, and generally didn't care about the labels people started to put on him. A problem student. A loner. When Joker transfers to Shujin Academy, they accidentally wander into the realm of the Metaverse and discover a layer of existence below the physical realm. Here, people with truly distorted desires become rulers of palaces that spawn forth from their corruption. Of course, this particular palace's ruler was none other than his track coach. Ryuji and Joker discover the potential of personas through a cat trapped in the same space, and learn that they can force a person's heart to change if you steal their darkest desires from them in this world. Shortly thereafter, Ryuji finds solace and acceptance- two things he had never had in his life before- in the band of teammates he meets up with along the events of Persona 5. For the first time in forever, when he and Joker establish the Phantom Thieves, Ryuji has a purpose in life. At first, the desire is to become famous, but that need eventually changes and warps over time as he realizes just how important his friends are to him... and how much they actually need him.

4. Letting go.

Eventually, Ryuji confronts the rest of the track team that he had once been friends with in his time before becoming a Phantom Thief. At first, these reunions are tenuous, and there's a sense of guilt and shame for what he did. As time goes on and he begins to see the world and how it truly is, some of that anger and naivete eventually subside, and he looks to make peace with his former teammates. He wants to take the brunt of their anger- let them beat the hell out of him if it makes them feel better. And in the end, he learns a valuable life lesson that changes him for the better. People aren't always going to be forgave for the things that they've done in the past, but it doesn't mean that they can't work in life towards being a good person afterward. He learns to let go of what's keeping his chained down, reconciling his own ambitions as he learns what freedom truly means to him. It's an aesthetic where you aren't controlled by anyone but yourself. It's this concept that he wants to protect and nurture, and even as he says goodbye to the track team forever, he recognizes that he'd like to run again one day. Even if it's not for a team, and only for himself... so that he can feel free and unencumbered.

5. Ultimate sacrifice for his friends.

At the climactic conclusion of the Phantom Thieves' heists, Ryuji sacrifices himself to make sure that his friends can escape from a palace safely. He almost falls to his death to make sure that they're secured an exit route. It shows a lot of development for him as a character- not that he's ever going to change from being that feisty, rambunctious dweeb who wants to get into fights at the drop of a hat, but more that he has a reason to fight and protect the people he loves. He will go the distance, prove himself, and come back alive still standing. That's the essence of who Ryuji Sakamoto is- someone that can be relied on, someone who's often misunderstood, but also someone who gives his somewhat beaten up heart to the people he truly wants to fight for.



» FIT: seriously, a mixed bag. On one hand, he's traversed through and worked with his team through the perils of the Metaverse- a world that exists on a subconscious level below the human psyche- and on the other hand, he's nearly incapable of understanding half the stuff that's going on. When he arrives at Reverie, he's going to be seriously pissed that he somehow ended up in space, but it's mostly due to his lack of comprehension to the nature of things that are transpiring. Once he starts to understand that what he's doing there has purpose, though, he'll quickly come to terms with it and learn to accept that this is his life. Even embrace it. He didn't know what he would do following the events of Persona 5, but this is an opportunity... in a really, really roundabout way. That said, he's a momma's boy and, man, is he going to miss her.

» POWERS: The ability to call on his persona, Seiten-Taisei, and utilize its power in battle.

◇ God's Hand - Colossal Physical damage to 1 foe.
◆ Agneyastra - Medium Physical damage to all foes 1x to 3x.
◇ Maziodyne - Heavy Electric damage to all foes. Rare chance of Shock.
◆ Matarukaja - Buff party attack power for 3 turns.
◇ Shock Boost - Enhance chance of inflicting Shock status. (passive)
◆ Evade Wind - Triple evasion chance against Wind attacks. (passive)
◇ Adverse Resolve - Increase critical rate when being ambushed. (passive)
◆ Charge - Next physical attack inflicts 2.5x damage.

» NOTES: none!

» SAMPLES: TDM toplevel, network post, and log sample
foes: (Default)

bucky barnes, mcu.

[personal profile] foes 2018-04-25 07:00 pm (UTC)(link)
PLAYER
» HANDLE: margot
» CONTACT: pm
» AGE: 21+
» CHARACTER(S) IN-GAME: n/a

CHARACTER
» NAME: James Buchanan “Bucky” Barnes
» CANON: Marvel Cinematic Universe
» CANON POINT: Last arc of Captain America: Civil War (mid-showdown with Tony and Steve, just before he loses his arm)
» AGE: As of 2016 (canon pull-point), technically 99 years old. HYDRA began their experiments upon him in 1945 at the age of 28, and he has not aged much physically beyond that due to his extensive time in and out of cryostasis as the Winter Soldier (roughly 70 years). He looks to be about 30, to most observers.

» SETTING: wiki magic

» SHORT DESCRIPTION: survivor, loyal, focused, tactical, reticent, recovering
» INFLUENTIAL EVENTS:
DIAGNOSIS OF A MAN IN THREE PARTS.

“ BUCKY: BEFRIENDING STEVE ROGERS ”
It’s difficult to assert your average, low-to-middle-class young man growing up in Brooklyn through the Great Depression would often see much privilege to speak of. You might say, in spite of that, Bucky had it in spades. He was tall, strong, handsome, charismatic, Caucasian, good with women — and you might not be surprised to learn he took some of that for granted, like most naturally gifted people might before they meet a challenge they’d yet to comprehend. But his good fortune didn’t make him who he was; it’s what he did with these gifts, and how he treated those less fortunate than him, that defined his character.

One such defining moment and relationship: befriending a scrawny, scrappy, always-spoiling-for-a-fight Steve Rogers. Their friendship has become the story of a lifetime, and although it’s also impacted the Avengers of the present day in unanticipated ways, escalating conflict, it is ultimately Bucky’s loyalty to Steve that has managed to pave a way toward resolution, transparency, and further dismantling of HYDRA’s plans over the course of the two years we see him. His dedication and loyalty to those he loves, and to what he believes in, are what motivate Bucky from day to day. He sees his goals to their end, and he protects whom he loves however he can. His dynamic with Steve from childhood into adulthood around the onset of World War II gives the perfect illustration of just what lengths he’ll go to.
Thank you, Bucky. But I can get by on my own.
The thing is… you don’t have to. I’m with you till the end of the line, pal.

Bucky knows that Steve, while physically weaker than most men their age, is stronger in spirit than anyone else he knows. When Steve’s mother passes away, leaving him without family, Bucky has no doubt that Steve can take care of himself, can pull through the grief. He has no doubt that Steve can muster all his stores of resolve to fight off any oncoming loneliness. He offers to spend time with Steve, just the two of them, not because he doubts Steve’s ability to overcome life’s difficulties, but because in Bucky’s eyes this is what their friendship is made of. You don’t offer your shoulder merely out of necessity; you offer it because you can, because you love more than just yourself. If no one leans, hey, that’s okay; but that shoulder remains ready.

Sometimes that offer of protection and love means that you might have to hurt someone today to keep them safe tomorrow. When Bucky barks at Steve to stop trying to pass tests to enter the armed forces, contrasting the atrocities of war with the scrapes Steve gets himself into facing back alleyway bullies, it isn’t because he believes Steve doesn’t have the right to fight for what they both believe in, or that Steve’s will isn’t just as strong, if not ten times stronger, than his own. But he is less of a dreamer than Steve — always has been. Despite his kindness, his quick wit, and his generosity with his heart, Bucky is a realist. When it comes down to a matter of life and death, he assesses the situation and makes a call he believes will save the most lives.
You’re a punk.
Jerk. Be careful.

In hurting Steve’s feelings — just a bit — that night at the expo, Bucky hopes he’s saved his life. Even if he knows better than to think Steve won’t try to join up again.

…And so Steve does, but not in a way Bucky ever would have expected. Steve shows up in his life again, serum-enhanced and leading the fight (poetically to rescue Bucky and other men in the 107th), and it’s understandably a culture shock for the man who used to be the protector in the friendship. Bucky has to swallow his surprise as suddenly Steve is the center of attention, Steve is on the receiving end of female flirtation, and Bucky is — for lack of a better word — overlooked.

But he doesn’t take this to a dark and jealous place, as some with that noted level of privilege might have. It doesn’t change how he sees his best friend, how he’s always seen him, and it doesn’t shake his loyalty. One could argue it strengthens it. Steve followed his heart, with no care for his own safety, and it inspires Bucky — already a lethal sniper and decorated soldier — to go farther, be better. Maybe even to dream.
That little guy from Brooklyn who was too dumb to run away from a fight? I’m following him.

“ HIJACK: BECOMING THE WINTER SOLDIER ”
It was, perhaps, Bucky’s strength in loyalty that made him the most successfully malleable candidate for HYDRA’s Winter Soldier program. He was the first; he remains their last, to our knowledge. Take that undying fealty and twist it with unlimited lengths and methods of brainwashing, torture, hypnosis, genetic toxins, and HYDRA’s own version of the super soldier serum? You’ve got yourself a living weapon that will follow all directives to their end, no matter what lands in his path.

As the Soldier, his realism and analytical skills, his precision and attention to detail, are taken ten levels higher. The talented sniper becomes a rifle personified who never misses. The Soldier is tactical; focused; surgical… absolutely lethal, and almost always measured. There are times when interruptions in his plans can frustrate him, summoning up human and fallible emotions like vocal agitation and even recklessness. (One might recall the battle on the open freeway he mounted against Steve and Natasha; there was nothing covert about this attack once they beat back his attempts at distance-assassination.) He rarely speaks; when he does, each word has the propensity to be laden with meaning and the danger of recognition. HYDRA understands they can’t risk him being above ground for too long without needing to reset his programming.
But I knew him.

It’s telling, however, that even after 70 years of this torment, the last time he’s put under and wiped, he doesn’t go without a fight. He’s still very much a man, and a survivalist at the heart of things.


“ HYBRID: THE REAWAKENING ”
Those familiar with his story will remember that it was, once again, James Buchanan Barnes’s loyalty — still alive and pulsing like a heart beneath the ice of seven wintry decades — that helped him free himself of HYDRA’s clutches. During a battle to the death with Captain America, all it took to finally break through the fog was for Steve to repeat Bucky’s own words back to him:
I’m with you… till the end of the line.

He embarks on a path of rediscovery after saving Steve, learning his instincts were right when he sees the memorial set for him (with Steve) at the Smithsonian. And he’s always had good instincts. He follows them on his travels across the globe, using his tactical skills from his time as “the Iron Fist of HYDRA” to help keep himself undiscovered, to lay low while he relearns who he is. And he does relearn, in ebbs and flows, the current strengthened when Steve finds him again — fingered for a terrorist attack he had nothing to do with.

His first reaction in the fight or flight toss-up is mostly flight; this new man, part-Bucky, part-Soldier, doesn’t want to be in the middle of the melee anymore, even if he’s prepared for and anticipates things to devolve into a fight at all times. He also isn’t so struck by Steve’s reappearance or paralyzed by guilt for his real crimes that he has lost his will to fight for his life; he will challenge and defeat whomever he has to in order to keep running, keep surviving.

One has to marvel at his strength of character, knowing that after decades of torture and violence, both endured and unleashed by him, he must suffer from PTSD pressed far beneath the surface.

He’s still a man of few words; reticent, but not cold. His wit has returned to him, if drier and a little darker. And he’s not innocent of small instances of petty (comedic) jealousy, as shown in his dynamic with Sam Wilson, who has more or less assumed his role as closest friend to Steve these days.

While he may be a web-tangled combination of who he was before and after the war, one thing is certain: he is not the Winter Soldier anymore. He is not James.
My name is Bucky.

And his care for the safety of those around him takes precedence; until he can safely be “Bucky” again, with no way for HYDRA or anyone else to use his trigger words against him, he chooses to go back into cryostasis.

He sacrifices his freedom for the freedoms of others.
Not a bad guy to be stuck in a foxhole with.



» FIT:
Bucky’s entire history is an exercise in expert survival skills. From one death-defying mishap to the next, he is rarely given the luxury of remaining still if he wants to live, if not to remain under the radar of those hunting him (whether enemies or his stubborn best friend). His cybernetic arm and his time with HYDRA makes him very familiar with advanced technology, although it’s doubtful he’s taken any trips to space before. Horror? You name it, he’s lived it and probably committed it ten times over. He’s both a victim and a murderer, and trying to reconcile the two realities within his mind is a daily nightmare, even if he rarely lets that struggle show on the surface. The confined space of the terminal itself will likely be his biggest challenge to face, as he doesn’t make a habit of staying in one place long, especially with so many around to observe him.


» POWERS:
︻デ═一 HYDRA’s own brand of “knock-off” super soldier serum makes his strength, reflexes, agility, and endurance on par with that of Captain America
︻デ═一 Same as above with regards to accelerated healing, but only for typical flesh wounds; he cannot regenerate limbs (double oops for this one) or reanimate after death
︻デ═一 Lethally trained in all manner of modern combat: most accurate and feared sniper in S.H.I.E.L.D.’s files, expert with explosives and artillery, hand-to-hand, and — judging from his on-screen moves — training in certain styles of jujitsu and karate
︻デ═一 Expert tracker, part of his skillset as a decades-long assassin and even before, when he served as a sniper in WWII
︻デ═一 Typically level-headed and quick on his feet, resourceful both alone and in the heat of battle; he understands how to rapidly assess a situation for threat levels, exit strategies, and counter measures of attack
︻デ═一 The above plays into his interactions with others, as well: he’s sometimes too good at reading people (and letting that be an excuse to stay away from them)
︻デ═一 He speaks several languages as a result of his time working for HYDRA in many countries: English and Russian are a definite; one also assumes Serbian and Romanian as they are sister languages of Russian, as well as Italian and French; there may be some conversational Spanish in there, too
︻デ═一 Cybernetic arm (because of how well it held up against Cap’s shield, one might assume it is some sort of vibranium hybrid, though not quite as indestructible as evidenced by the end of Civil War)

» NOTES: n/a

» SAMPLES: TDM thread, containing both log and network comments, network + log tags 02

(no subject)

[personal profile] foes - 2018-04-28 00:15 (UTC) - Expand
oorah: (034)

frank castle | mcu

[personal profile] oorah 2018-04-25 07:00 pm (UTC)(link)
PLAYER
» HANDLE: Ca
» AGE: 28
» CHARACTER(S) IN-GAME: N/A

CHARACTER
» NAME: Frank Castle
» CANON: The Punisher
» CANON POINT: s1e13 after he drops David off for Christmas dinner
» AGE: 36 (estimate based on estimated ages of his kids + his service record)

» SETTING: Here.

» SHORT DESCRIPTION: dogged, hypocritical, resilient, impassioned, devoted, paranoid
» INFLUENTIAL EVENTS:
Operation Cerberus
Frank mentions being a selfish, rotten kid. He enlisted to gain some discipline and also to find an outlet for all the inexplicable rage he had in adolescence. He finds a purpose in the Marine Corps, quickly climbing the ranks to Lieutenant and earning the reputation of a soldier who truly leaves no man behind. After saving the men in his squad from certain death and attacking their commander, it seems Frank's priorities (according to himself anyway) have done a total 180. When he enlisted, he just wanted to blow off steam and “hurt people,” as he says to Zach Lieberman. Frank has become hyper-focused on being the ultimate protectorate after caring for multiple units as his family, as well as his own family at home. He never hesitates to put his life on the line which is how he winds up receiving a Navy Cross for his heroism: a far cry from the bullish, violent teenager he describes in his own words.

Massacre at Central Park
The day Frank gets back from Afghanistan he reunites with his children tearfully at school then brings them home and has an early night. Recounting to Daredevil how he was too tired to read his daughter his favorite book is also a very significant moment that ties into how he feels as though he failed them. He should have protected them and he couldn't. The day after he comes back they head to the park to have a wholesome family day of fun which is of course when they're all tragically gunned down. Frank also takes a bullet to the head and dies on the operating table for a full minute, but then he comes back ready to exact his revenge. This event is the most pivotal to Frank Castle, it gives him his motivation to live on though everything he once loved is gone. He must avenge his children and wife in order to carry on and live with the tragedy and he will stop at nothing until every responsible party has paid.

Burn the House Down
The moment Frank is released from prison, his first stop is his old house. He walks through the whole thing to see the remnants of his old life, ending by sitting at the kitchen table where he shared a last meal with his family the night he returned from overseas. Previously in the hospital he had asked Karen Page if their plates ever made it to the sink/drying rack or if they were still on the table, implying he was trying to picture it in his mind – he hadn't returned to the house since the murders. Deciding that he doesn't want anyone else to ever intrude on his memories with his family, he burns the house to the ground and flees the scene to bring about his personal war. The fire signifies that Frank wants to move on from his family's deaths, but also that he longs to avenge them. The house is scorched earth that he and no one else could ever return to, but it is still his home. It is something he felt he had to do in order to survive, and from this point on he never really allows himself to be comfortable, staying in a shitbox apartment and eating instant meals.

Meet the Liebermans
When David/Micro first reaches out to Frank, he is extremely paranoid and understandably so. He believes that this is his battle and his battle alone to fight. After interacting with the man closely and then his family, however, Frank does a 180 on this as does David. At first they were only supposed to have a common enemy, but they quickly forge an unbreakable bond to one another. He sees himself in David with his family and feels immense jealousy that David was able to keep them safe and in turn David watches Frank with them and thinks his family might actually be better off without him. In the end, he finds a brother in Micro and it colors his decisions from there on out, though before he was only focused on making his enemies pay at any cost. He will stop at nothing to save Sarah and Zach Lieberman when they get kidnapped and basically adopts Leo Lieberman onsite. He has deep-running compassion for others though he pretends not to and through his relationship with this family it's easy to see that. Frank even has a nightmare where they all have Thanksgiving dinner together (his late family and David's) and are all gunned down in front of him. This suggests that he considers all of them as his own family and would do anything to protect them as he could not do for his own.

Killing Agent Orange/William Rawlins & severely injuring Billy Russo
The Punisher series is basically a frame to chase down Agent Orange and the conspiracy surrounding him and the Castle murders. When he finally kills Rawlins, it's a release of the built-up tension he's been holding onto for 18 months or however Marvel timelines work. He envisions himself letting go of Maria at the same time, as though he wants to start again. This scene is full of hope despite its gruesome nature and when Micro saves him he says he's home. Which is something Maria asked him, if his family was home or if the squad in Afghanistan was. He tells Micro before that they both were his family in different ways, and none were closer to him than Billy Russo. Frank trusts Billy up until the very end when he realizes he was in on it from the beginning and knew about the hit on his family. This deep-seated betrayal is why he can't bring himself to kill Billy outright like he has every other person who he could connect to his family's death or who got in his way during the process. A part of him will never be done with Billy and he still recalls him as a brother to himself and his wife; an uncle to his children. Frank isn't sure how to reconcile this yet, even in the present. It will likely continue to shape him going forward and we're sure to see Billy again in Season 2 in even more of a villain role. This shows Frank to be an extremely emotional person who is reactionary but also restrained and calculated. He knows how to channel his rage towards his true target, and he tells Billy he'll fuck up his face but not kill him and that's exactly what he does.


» FIT: Frank is a survivalist by nature and has training in black ops recon, sniper & infantry divisions, as well as in military leadership. He will adapt quickly to life on the space station and identify those who are weaker/may need his protection as well as those he will deem as allies quickly (other military types & vigilante types.) I think he'll be a great fit for this game and help to progress the setting as well as general problem-solving.

» POWERS: N/A
» NOTES: Frank will be arriving with his dogtags for his personal item.

» SAMPLES:
Log: 1, 2 (TDM)
Text: 1, 2 (meme)

(no subject)

[personal profile] oorah - 2018-04-27 12:37 (UTC) - Expand
unshielding: (Default)

Steve Rogers | Marvel Cinematic Universe

[personal profile] unshielding 2018-04-25 07:00 pm (UTC)(link)
PLAYER
» HANDLE: Lauren
» CONTACT: [plurk.com profile] blauren
» AGE: 32
» CHARACTER(S) IN-GAME: -

CHARACTER
» NAME: Steve Rogers
» CANON: Marvel Cinematic Universe
» CANON POINT: post-Civil War
» AGE: ~100

» SETTING: wiki

» SHORT DESCRIPTION: loyal, idealistic, brave, stubborn, honest, self-sacrificing
» INFLUENTIAL EVENTS:
Project Rebirth
Being born in relatively poor health, Steve had been rejected from joining the army several times already. He was so determined to help the war effort that he did this despite it being illegal to try so many times, which he did by constantly lying about what town he was from. Dr. Erskine, the man who developed the Super Soldier Serum, was so impressed with his determination and pressed for Steve to be the soldier that they use it on. Steve jumped at the opportunity to join the army and trained as hard as he could, even when he was physically unable to keep up with others. Where he couldn't train hard, he trained smart, and when the men were tested with a dummy grenade that they thought was live, everyone ran away from it when Steve dove on top of it to shield everyone from the blast with his own body. This was how he was ultimately chosen and the procedure changed him from a small and sickly man to a muscular and healthy one able to function at the peak of human capacity.

Azzano
Now transformed, Steve was a powerhouse, but Project Rebirth was scrapped and Steve was relegated to performing with the USO as Captain America, first to sell war bonds in the US and then to entertain the troops in Europe. He was dissatisfied with the situation, but unsure of what to do to change it until he got word that his best friend's unit had been captured and that his best friend, Bucky, might be dead. With the help of Peggy and Howard Stark, he dropped from a plane and single-handedly free the captured Allied men in Azzano, including Bucky. After that, he commanded Bucky and several of the other men he freed as the Howling Commandos and he was finally able to give the help to the war effort that he'd wanted to give all along.

Into the Ice
On a mission with the Commandos on a Axis-controlled train, Bucky was blasted back and fell from the train. Presumed dead from the immensely high fall, Steve was forced to accept the fact that he'd been only a few feet away and completely unable to save him. Shortly after, Steve flew the Red Skull's weaponized plane into the frozen ocean far away from civilization, saving countless people from the potential damage it could have done and accepting his own imminent death in the process. His final moments were spent saying goodbye to Peggy, the women who had supported him through much of this journey as Captain America and who he'd fallen in love with during their time together.

Waking Up
Almost 70 years later, Steve's body was found in the ice. Waking up in the modern world was a shock to him and he found himself stuck feeling like an old fashioned man in a foreign world with the knowledge that most of what he'd known and accepted, even cherished about his life was gone and would never be the same. He was asked to join the Avengers shortly after this when SHIELD felt the Earth was threatened. As time went on, he continued to adapt and did his best to catch up with cultural changes, pop culture and technology. He also had to adapt to the fact that nearly everyone he'd know had died and to him, he'd only recently lost Bucky and said goodbye to Peggy. Though an old woman by then, Peggy was still alive and Steve visited with her often until she died a few years later.

Winter Soldier
A few years after he woke up, SHIELD fell apart when they learned that HYDRA, an organization that Steve had fought against during WW2, had been growing inside of it all along. Worse than that, the experiments performed on Bucky during his time as a POW had helped him survive his fall from the train, but HYDRA has spent years training and brainwashing him into a nearly-robotic assassin. Once Steve realized that the man he was fighting was Bucky, he refused to fight the man and nearly died again trying to get Bucky to remember him. In the end, Bucky saved him and went on the run for two years and once Steve found him again, it was with SHIELD right on his tail. Steve chose to become a fugitive to help Bucky and to stand up for several things he was being asked to sign away. The two of them flew to Siberia to stop a madman from waking up several frozen soldiers even more dangerous than Bucky had been and in the process Steve learned that Bucky had killed Howard, a man who'd helped them in the war and who was the father of one of Steve's current teammates, Tony. Steve helped Bucky fight Tony when he attacked them and escaped with him, bringing him to the safety in Wakanda so that he could be frozen and going on the run himself, as he was now a wanted criminal.

» FIT: Steve has spent time in a warzone and ran missions for SHIELD. He's been a man out of his element and a pioneer. He will adapt to this setting the way he always has through the major changes and upheavals of his life and he'll do it while trying to keep everyone else safe. I'm interested to play with what happens to him when he loses the structure his life has had of following a government or having a greater mission. It's a thread that they explored a little in his last solo movie and I'd like to play with it further here.

» POWERS: Peak human strength/speed/endurance. Peak human immunity to most sickness/faster healing. Metabolism strong enough to render alcohol and many drugs useless. Peak human brain function trained to memorize plans/process tactics.
» NOTES: -

» SAMPLES:
Log Threads on TDM
network at TDM
magneticfields: (Default)

Erik Lehnsherr | X-Men

[personal profile] magneticfields 2018-04-25 07:00 pm (UTC)(link)
PLAYER
» HANDLE: Saga
» CONTACT: PM here or [plurk.com profile] barbeauxbot
» AGE: 18+
» CHARACTER(S) IN-GAME: n/a

CHARACTER
» NAME: Erik "Magneto" Lehnsherr
» CANON: X-Men Movies
» CANON POINT: post-Apocalypse*
» AGE: 53

» SETTING: Revised movie timeline

» SHORT DESCRIPTION: driven, brilliant, uncompromising, honest, polarizing*
» INFLUENTIAL EVENTS:
  • Holocaust: The profound effect this event had on Erik's life, psyche, general worldview and future choices cannot be overstated. He is the sole survivor of his family, due to the discovery of his powers at the gates of Auschwitz. This attracted the attention of Sebastian Shaw, who then conducted torturous tests on him to try to strengthen his abilities. Eventually, he was liberated. Orphaned, penniless, stateless, with no education and no prospects, what he did have was a powerful rage at the people responsible for what happened to him. Particularly those like Shaw who had escaped judgment. His life's mission became one of revenge.

  • Meeting Charles Xavier: Before meeting Charles, Erik believed himself to be the only mutant in the world. But he was not. Discovering this shifted the axis of his world. Before, he had been motivated solely by the desire to have his revenge on Shaw. After, he had a new mission: ensure the survival of the mutant race. Before he had no plans for what he would do after murdering Shaw. He did not expect to survive the encounter. The idea of living after accomplishing that goal, and having other goals continuing beyond that, was a profound change. He began building relationships with the other mutants, intentionally bonding with others for the first time since losing his family.

  • Cuba: Several things happened in a short amount of time on the beach in Cuba. 1. Erik murdered Shaw, finally having his revenge. 2. The Russian and American navies launched a nuclear strike on the island, with the intent of wiping out what they believed to be all mutants. Erik was able to stop this. When he tried to turn the missiles back on the humans, Charles attacked him. In the ensuing struggle, Charles got shot in the spine and paralyzed. 3. They realized that they held incompatible goals. Erik left, and Raven went with him. To Erik, Raven's choice to join him validated his actions. Charles was wrong. Worse, he was a collaborator. The severing of this relationship did not lead to mourning. It lead to even more zealous, increasingly dangerous behavior that culminated in Erik being convicted of Kennedy's assassination and imprisoned in solitary confinement for nearly a decade while the rest of the Brotherhood of Mutants were slaughtered.

  • Washington D.C.: Ten years after the Cuba incident, Erik again found himself at odds with Charles. Frustrated by the humans' continued ignorance of their existence, Erik attempted to assassinate President Nixon on live television. Swayed by Charles' pleas for a more peaceful resolution, Raven turned on Erik, shot him in the neck, and became a hero for saving the president. Shattered by his fellow mutants' rejection, Erik fled.

  • Slaughter of his family: After leaving D.C., Erik fled to Prusków, Poland, where he took on the identify of steel mill worker Henryk Gursky. Nobody from his old life knew where he was, and nobody from his new life knew who (or what) he was. Except for his wife, Magda, and their daughter, Nina. Nina was also a mutant, and so they lived in seclusion outside of town. Things may have worked out if not for a workplace accident that would have killed Erik's friend, Milosz. Erik used his powers to save him. Milosz reported him to the authorities, and when the police came to apprehend him they ended up accidentally murdering Magda and Nina. In a rage, Erik killed them all. He realized that he could never know a peaceful life, and recommitted himself to fighting for mutant rights by any means necessary. Shortly after, Erik was approached by Apocalypse which set of a series of events that eventually lead to Apocalypse's death and, ironically, Erik's reconciliation with Charles. Tempered with age, Erik is no longer explicitly at-odds with Charles. Instead, he pursues his goals separately with the understanding that they ultimately want the same thing: the continued survival of their kind.


  • » FIT: In terms of his abilities, Erik is a very good fit for the game. After what he endured as a child, there is very little that can truly frighten him. At this point in his canon, he can break planets with his powers. Not to mention his incredible intellect. It's his personality that is his downfall. Erik is deeply suspicious of humans, preferring to be as insular as possible with other mutants. He is reluctant to help them with anything, as in his experience as soon as they no longer need him they try to kill him. Unfortunately, most of the mutants who know him don't trust him at all. Even if they do trust him, they don't agree with him. As a result, he is usually at odds with them, as well. I think this combination will make him a good frictive element.
    » POWERS:
    • Ferrokinesis: Erik can manipulate the magnetic properties of metal to move and shape them.

    • Magnetic Flight: He can generate magnetic fields and glide on them.

    • Metal Sense: He can sense the presence of metal within a fairly wide range.

    • Magnetic Shield: He can generate an impenetrable shield using magnetic fields.

    • Metallic Bonding: He can fuse different kinds of metal together, and used this to give himself control over Trask Industry's Sentinels.

    In this setting Erik has the potential to be game-breakingly destructive. I don't think he'll require nerfing, though. His primary drive in life, above all else, is to survive. No matter what he's not going to do anything that will result in the certain death of himself and all the other mutants on the station. If that's not satisfactory, please let me know and we can work out how to nerf him.
    » NOTES:

    » SAMPLES: Log | Network

    *heh

(no subject)

[personal profile] magneticfields - 2018-04-28 18:29 (UTC) - Expand

(no subject)

[personal profile] magneticfields - 2018-04-28 20:51 (UTC) - Expand
catastrophics: and not be satisfied? (would i spend forever here)

wanda maximoff | marvel cinematic universe

[personal profile] catastrophics 2018-04-25 07:01 pm (UTC)(link)
PLAYER
» HANDLE: Carlee
» CONTACT: PMs
» AGE: Over 18
» CHARACTER(S) IN-GAME: N/A

CHARACTER
» NAME: Wanda Maximoff
» CANON: Marvel Cinematic Universe
» CANON POINT: Post Civil War
» AGE: It's never specified (or at least it hasn't been yet), but given how the other Avengers regard her (Steve Rogers refers to her as 'a kid'), I'd assume she's a bit younger than the rest of them, probably around 25.

» SETTING: The Marvel Cinematic Universe is a world much like our own with significant advances in science and technology, at least at first. As it's gone on we've become aware of life on other planets and in other galaxies, magic, and further advances in science and technology, the latter of which involves Wanda specifically.

For more details, MCU's timeline and some information on Wanda's part in it all (I'm sorry, I know you said 'brief').

» SHORT DESCRIPTION: determined, frightening, angry, remorseful, passionate
» INFLUENTIAL EVENTS:

LOSING HER PARENTS
Wanda and her twin brother Pietro were ten years old when a mortar shell hit their apartment building and killed their parents, sending them into a hole that the shell caused when it went off. Another shell hit the building shortly after but failed to go off, and it was two days before Wanda and Pietro were able to be rescued. Inscribed on the shell that didn't go off were the words 'Stark Industries', marking a turning point in the twin's lives and establishing a hatred of Tony Stark and, later, Iron Man and the Avengers and what they stood for; how they didn't consider the damage and fall out when they were fighting their battles.

VOLUNTEERING
The years after their parents' death were difficult, both for them and for their country. As Tony Stark and later on, the Avengers, made more headlines, Sokovia continued to catch fall out and interference from battles in other countries (as Maria Hill puts it, "it's nowhere special but it's on the way to everywhere special") and continued to get ignored as their citizens suffered. Their political activity increased, the twins frequently attending protests that erupted into riots, and one day, they were approached by an agent of HYDRA (who, as it turned out, had been the ones orchestrating the riots). HYDRA offered them an opportunity to get revenge and drive invading forces out of their country, if they were willing to take part in an experiment. Pietro was eager while Wanda was reluctant, but eventually agreed when it became clear Pietro was going to volunteer with or without her. As it turned out, they were the only ones out of the volunteers to survive, and Pietro was left with super speed while Wanda was given multiple psychic abilities.

LOSING HER BROTHER
After the HYDRA base was destroyed, Wanda and Pietro returned to Sokovia and attempted to help out citizens with their abilities while waiting to see how Wanda's influence on Stark would play out. They were approached by Ultron who offered them the opportunity to destroy the Avengers, and they agreed to work with him, helping him steal what he needed to build a final body. Finally able to read his mind, Wanda realized that Ultron's idea of saving the world meant destroying it and letting the survivors rebuild, and she and Pietro reluctantly began working with the Avengers to stop him. They did, at great cost - Pietro was shot to death while saving Clint Barton and a Sokovian child, and Wanda was able to feel him die. The ensuing anguish took out most of the rest of the Ultron bots, and she tracked him down to rip his "heart" out herself. With a lack of other options and wanting to atone for the damage she'd caused, she joined with the Avengers after the events of Sokovia.

CIVIL WAR
Some time after the events in Sokovia, Wanda lost control of her psionic abilities while trying to get rid of a bomb and accidentally sent it into a building that had not been fully evacuated. Between this and what she'd already done, she started to doubt herself and become fearful of what she could do and how it could hurt others. It's made that much worse during a conversation with Vision at the Avengers compound - while the rest of the Avengers are trying to handle Bucky Barnes's escape from custody, Wanda realizes she is being held there for the safety of others and while the accords are handled, since she is reluctant to sign them. Clint comes to retrieve her, claiming that Steve needs their help, and pointing out that hiding from the world won't undo any damage; only trying to make it right will. When Vision attempts to keep them from leaving, Wanda stops him by forcing him through the floors and leaving with Clint. After the battle at the airport, those who fought are captured and held prisoner on a barge in the middle of the ocean. Wanda is seen briefly, but her arms are bound and a shock collar has been fitted around her neck, and when Tony Stark looks at the display screen of her cell, her look is one of anger and hatred. We have yet to see how these events will fully play out, but Wanda is currently very tired of being afraid of herself, very tired of being manipulated and used for the benefit of others, and very tired of people who are willing to endanger and imprison her.

» FIT: Wanda is nothing if not adaptable, and her abilities give her more benefits than most. That said, her knowledge of space and what living in it entails is limited to what the general public can learn through television, movies, and internet research and possibly less than that, given that her priorities for most of her life have revolved around keeping herself and her brother alive (and then just herself) and revenge. Her fit may not be great, but she'd be willing to learn, especially if she believed there was a chance of escaping.

» POWERS:

- Psionics, including energy manipulation, levitation, and forcefield generation
- Telekenisis
- Telepathy (this includes the ability to read minds as well as viewing their memories or what they're seeing or dreaming)
- Mental manipulation (this includes the ability to induce hallucinations and control what the victim is seeing in them)

I'm well aware that these abilities would need to be nerfed in order for her to better fit the game and I am open to suggestion as far as how far they'd need to be nerfed and what could be affected. My own suggestions include limiting her telepathy to the people within the room and severely limiting or just eliminating the mental manipulation altogether, but given the nature of the game, both those things could also come in handy.
» NOTES: Infinity War is out this weekend, but I intend on keeping her at this canon point for a while even if you do decide to open the game to canon updating in the future. If you require further explanation regarding anything, please let me know.

» SAMPLES: TDM toplevel, network with Amos Burton, action with Bucky Barnes.
Edited (formatting!) 2018-04-26 02:26 (UTC)

(no subject)

[personal profile] catastrophics - 2018-04-27 11:05 (UTC) - Expand
neuralnet: (Default)

Haruto Saitou | OC

[personal profile] neuralnet 2018-04-25 07:01 pm (UTC)(link)
PLAYER
» HANDLE: Chris
» CONTACT: [plurk.com profile] objectpermanence
» AGE: 29
» CHARACTER(S) IN-GAME: n/a

CHARACTER
» NAME: Haruto Saitou, aka Kilroy
» CANON: OC
» CANON POINT: Immediately following the apartment building fire
» AGE: His physical body is 25, but the Kilroy AI has been online for just over a year

» SETTING: どもありがとう、Mr. Roboto

» SHORT DESCRIPTION: cautious, curious, compassionate, adaptive, hard-working, independent
» INFLUENTIAL EVENTS:
  • Connecting to the internet – Kilroy's beginning was fairly basic. He was given tasks to learn, he learned them, the scientists noted his progress. But soon enough he was learning faster than they could keep up with. It was then decided that Kilroy would be allowed to access the world wide web, to learn from all of humanity's collective knowledge. Unlike early attempts to use the internet to teach AI, the scientists of Project Integration carefully monitored what sites Kilroy was accessing, and when. Or, at least, they thought they were. As soon as Kilroy discovered there were things his keepers were hiding from him, he used the night shift, the time when he was under the least amount of monitoring, to hack his way past their "parental controls." Rather than becoming tainted by the worst parts of the internet, however, Kilroy became fascinated by humanity. More so now than ever before, it became clear to him how sheltered he was, living in the Project Integration labs. This shows Kilroy's natural, insatiable curiosity and ability to see the best that people have to offer.

  • Escape – Once he discovered what he was missing, Kilroy knew he could never accept life at Project Integration. And so, after months of careful plotting and using his hidden internet access to create a false identity which he gave the last name Saitou (the most common Japanese surname) and the first name Haruto (the most common Japanese male given name— think basically Japanese John Smith), he used the help of a sympathetic custodial worker to escape from the Project Integration labs and make his way from Hiroshima to Tokyo. This was his first step— more of a leap, really— towards independence and something resembling a normal life.

  • Life in hiding – Haruto's new life was somewhat normal, yes, but he was also living in constant fear of being discovered by Project Integration's agents. His identity wasn't public— the Project Integration had planned to introduce him to the public eventually, but the project hadn't reached the reveal stage yet. Even so, he knew that with the level of technology, it wouldn't be hard for anyone looking for him to use CCTV cameras to scan for his face. He took to wearing medical masks and other camera-fooling clothing everywhere in an effort to stay hidden. This is when his cautious side was fostered, and when he developed his main driving goal: to remain free from Project Integration.

  • Apartment fire – Haruto remained isolated from most of the world, but he was politely friendly with his neighbors in his low rent apartment building in the slums of Tokyo. His bizarre, standoffish nature earned him the nickname "Mr. Roboto," which made Haruto a little nervous at first, thinking perhaps they had discovered his secret, but eventually it just endeared them to him. So, when he came home late one night to find the building on fire and people still trapped inside, he didn't hesitate to rush inside to help. He values human lives— perhaps even more than his own— because he sees how wonderful and beautiful they can be. A whole year of focusing on staying hidden was undone by this one altruistic act, but he would not have been able to live with himself if he had done nothing and, through his inaction, caused his neighbors to die.


» FIT: You would think that Haruto, being a character from a sci-fi based setting, might be a good fit for a sci-fi based game. However, he has a total lack of experience with any space travel whatsoever. He's never even left Japan. He is not particularly physically capable. He functions well enough but wouldn't win any fights-- not that he's a fighter, anyway. If he saw a fight coming he would probably realize he had no chance of winning and would escape the situation however possible, as any head injury runs the risk of revealing his true nature, which is the last thing he wants to do. If he's permitted to avoid physical confrontation, however, he's a perfect candidate. He isn't afraid to do what he needs to do in order to survive, and frankly, would be relieved by the fact that it's extremely unlikely that anyone from Project Integration would follow him here. Once he adjusts to his new situation, I don't think he'd be any happier or less happy than he was living in hiding in Tokyo. If anything, he'd be much better suited for a game set in space than for anything set on Earth, because once he realizes the infinitesimal chance of anyone he's hiding from coming here, he's much more likely to relax and open up.

As for what I'm interested in playing out, I would like Haruto to slowly but surely accept that the people he's stuck with are trustworthy and that he doesn't have to hide what he is, but can use it to help them survive in ways normal humans can't.

» POWERS: Haruto literally has a computer for a brain. Therefore, he can do things like connect wirelessly to any network that has a wifi signal (let me know if this is game-breaky and we can nerf it), run the faces of people he sees through his memory to find out if he's seen these people before, recall every intricate detail of every conversation he's ever had, etc. His body is flesh, however, so he requires food, water, air, and sleep like any normal human. Additionally, he must charge the battery keeping his brain functioning every 2-3 days through a port in the back of his neck.

» NOTES: I would like Haruto to come in with a charging cable (because otherwise he would basically die within 2-3 days), however I am fine with him having to jury-rig a connection to a power source (because why would a space station come with regular wall outlets?). Per the question I left on the FAQ, he would also be coming in wounded, and in need of medical attention.

» SAMPLES: network - Reverie Terminal TDM; log - Riverview TDM
rehabbed: (Default)

Jesse Pinkman | Breaking Bad

[personal profile] rehabbed 2018-04-25 07:01 pm (UTC)(link)
PLAYER
» HANDLE: Alex
» CONTACT: [plurk.com profile] nanageddon
» AGE: 30s
» CHARACTER(S) IN-GAME: None

CHARACTER
» NAME: Jesse Pinkman
» CANON: Breaking Bad
» CANON POINT: Granite State (5x15) - Several months after Jesse attempted to escape the white supremacist compound and is forced to watch his girlfriend being killed execution-style as punishment for trying to flee.
» AGE: 26, going on 27

» SETTING: Jesse Pinkman @ Breaking Bad Wiki || Setting of Breaking Bad @ BrBa Wiki

» SHORT DESCRIPTION:
Survivor. Jesse, somehow, has survived everything Walter White has put him through. It's decayed and transformed Jesse from a once reckless, hedonistic, somewhat well-meaning degenerate who lived only for pleasure, into a hardened, calculating empty shell of a person who lives for survival. And by the canon point Granite Slate, Jesse has been held prisoner for several months by a white supremacist group who use him to cook meth for them. Jesse is PTSD central.

Observant. Jesse is uneducated - he was a high school dropout who flunked his way through school while ripping bongs and partying - and so always believed himself to be dumb and stupid. He's really not, though. Jesse is actually extremely intelligent, and his intelligence comes from how observant he is. He learns things very quickly, and he notices things about people that he is quick to pick up on and adapt to.

Addict. At the canon point Jesse is at, he will probably never touch meth ever again in his life. But that doesn't mean the disease of addiction is cured in him. Addiction is his maladaptive coping mechanism; it was once his escapism from responsibilities and consequences when he was a burnout street-level junkie dealer, and it is now his escapism from his fractured psyche, which means it will manifest in other ways rather than in the form of drug use.

Anti-villain. More of a trope to describe Jesse's personality than a personality adjective, however it succinctly sums Jesse up: He is a villain who has done some truly horrendous and unforgivable things, but he has heroic traits, goals and moral hardlines. In the meth business, Jesse's desired goals were essentially evil, but he approached it with ethics that went against the rest of the criminals around him: He hated (and still hates) murder, he hated violence, hated cruelty and sadism, and longed to protect innocent people who didn't deserve suffering. In Reverie, his anti-villain goals will be somewhat switched around: Desired goals that are mostly good, but his means of getting there may be quite evil.

Emotional. Jesse is extremely emotional; he has always been lead by his heart, his sensitivities, his desperation to be loved and accepted. This trait of his is a huge part of why Jesse was never really meant for the hardened, high-level criminal lifestyle, but wound up swept up in it anyway because he saw himself as incapable of being anything else.

Chaotic Neutral. Again, a trope or personality alignment, more than a personality trait. But it sums up Jesse's number one motivation, especially at the canon point he's at now: He lives for freedom to do whatever he wants, and nothing else. Once upon a time, Jesse's pursuit of freedom was in pleasure-seeking, but nowadays, he accepts that he is the bad guy and sees no point in seeking forgiveness for what can't be undone, and so lives according to whatever it takes to survive. His goals are not evil, and he does not have a malevolent agenda, but he can be extremely ruthless and has no respect for the law or for authority; he doesn't like being around the evil guys, but he also doesn't like being held back by the good guys. Acts of kindness and benevolence are rewarding to him, but he also can be extremely indifferent to the feelings of others when he has an agenda in mind.
» INFLUENTIAL EVENTS:
UPBRINGING
From the day Jesse was born, his parents groomed and set him up for failure before he even got a start in life. They wanted a masculine, academic and high-achieving son. Jesse was the complete opposite: highly sensitive, emotional, empathic, giftedly artistic, a free spirit, a boy who wore his heart on his sleeve and fell in love way too fast because of how much love he had to give. Traits that his parents deemed as weaknesses and worthless rather than strengths that deserved to be nurtured. Even when he took the initiative to care for his dying aunt when nobody else in his family would step up to the task, his parents continued to see Jesse as a mooching failure rather than recognising they had a son who had an innate caring nature that longed to help people. And so, he embraced the disappointment he knew he was in their eyes as a means to shield himself from how lonely and full of instilled self-loathing he really was, which is what led him onto the path of drug use and drug dealing.

WALTER WHITE
What Jesse longed for most was acceptance and approval. He craved to be valued, to belong, to be loved. Out of all the things that made Jesse vulnerable both in life and in the criminal world, this is what made Jesse the most vulnerable, especially to the likes of people like Walter White. Though Jesse has never been unintelligent, he is uneducated, which Jesse has always equated with unintelligence, and Walter White used key points of low self-esteem like that in Jesse to his advantage. One second, Walt would be gaslighting and abusing Jesse, accusing him of being a failure and a worthless junkie; the next second, Walt would turn around and encourage Jesse, treating him almost like a cherished son, only to tear that down again in the next second to make Jesse feel worthless and stupid all over again. For that reason, Jesse found himself quickly tangled up in knots of guilt whenever he started to question his loyalty to Walt, because he didn't see it as a fault with Walt so much as a fault, perhaps even a sickness, within himself. Jesse has destroyed himself, but nobody has enabled him to do that more than Walter White, who deliberately sought to destroy Jesse to keep Jesse useful and loyal.

DEATH OF JANE
This event was a catalyst moment for Jesse. He not only lost the love of his life - a relationship that was doomed from the start, being it was built on drug dependence and addiction - but Walt left Jesse thinking, in the aftermath of Jane's death, that it was Jesse's fault. Walt could have saved Jane - he stood over her and watched her die, and did nothing. He could have told Jesse he watched Jane die and did nothing. But he did neither, and when Jesse awoke the next morning to find Jane dead in bed beside him, it sent him on a tailspin of drug abuse, homelessness and near-suicidal self-destruction, eventually landing him in rehab. It was in rehab that Jesse learned about self-acceptance, and his guilt over what happened to Jane and his self-hated led him to realise: He accepts that he's the bad guy. And this acceptance is what led Jesse onto a much darker path from that point forward.

GALE'S MURDER & DREW SHARP'S MURDER
Jesse has ever been the kind of guy who actually fitted into the organised criminal world and lifestyle. Violence, sadism, ruthlessness, blood, carnage, death - these are all things Jesse wanted no part in throughout Walt's descent into power-hungry greed, yet found himself sucked into the vortex of it all anyway. The biggest vortex of all was having to kill Gale Boetticher, the chemist Gus had hired to work in his superlab whom Walt saw as a "problem" that had to be "put down" in order to save his and Jesse's life. Jesse absolutely did not want to kill Gale - he implored with Walt that there had to be some other way, because the thought of killing an innocent person went against everything he never wanted to be. But Jesse wound up backed into a corner where Walt gave him no choice, and so in desperation to survive, he shot Gale point-blank in the face… and this was the biggest turning point for Jesse in the entire show; this was the moment that the old Jesse died completely and transformed into a decayed, cancerous shadow of his former self, and the more murders that took place from that point forward, the more his conscience eroded away. The final tipping point was Drew Sharp's murder - a little boy, murdered by Todd in cold blood to "remove a witness". Children are the one thing Jesse feels the strongest moral pull towards; Jesse will go above and beyond to protect children, to the point where he will even abandon his principles of "no murder" to murder a person who harms or kills children. The death of Drew Sharp became the turning point for Jesse to decide he can't do the meth business anymore, further compounded by the realisation that Walt had also killed Mike; he couldn't handle the death of one more innocent person, and he absolutely couldn't handle being complicit in the death of children. The death of Drew Sharp, and knowing Walt had murdered Mike, eats him up inside so much that he demands for Saul to give half of his three million dollars meth money to Drew Sharp's family and the other half to the Mike's granddaughter. And when he can't get rid of the cash, he goes on a reckless spree of throwing millions and millions of dollars out of his car window while driving through the streets of New Mexico at night, desperate to get rid of this money that has nothing but blood all over it.

IMPRISONMENT INTO METH SLAVERY
The last and worst thing to happen to Jesse Pinkman, as a result of Walter White, is when he became a hostage to the white supremacist gang that had been helping Walt. In order to protect himself, knowing he'd lost Jesse's loyalty, Walt had ordered the white supremacist gang carry out a hit on Jesse. Todd, however, realises the gang needs to find out exactly what Jesse has told the authorities, and so Walt offers Jesse up as a pawn instead in exchange for his safety. And so, Jesse is dragged away by the white supremacist gang, and finds himself imprisoned in a filthy cement hole on their compound, where he is beaten relentlessly for information, chained up in the meth lab to cook for them, and utterly violated in almost every conceivable way. The gang punishes him for trying to escape by shooting dead Jesse's girlfriend in front of him, and reminding him there's still the kid they can take out, should he ever try to escape again. By the time he enters Reverie, he will have been a meth slave and kept in solitary imprisonment, starved, beaten and abused, for several months. This has broken Jesse into something akin to a caged animal, where the Jesse Pinkman he was way back when he first joined forces with Walter White to cook meth has long since decayed away and no longer exists.
» FIT: The last thing Jesse is equipped for is space. However, at the canon point he'll be brought in, the thing he longs for most is escape; he wants to get as far away from Walter White, from the meth business, from the white supremacists, from New Mexico, as possible. Nothing can be further away from all of that than space. As much as the sheer overwhelming factor of being in space will freak Jesse out initially, he will soon resign himself to two things: At least he's finally escaped everything back at home, and if bad shit happens to him on this space ship, he deserves what he gets. Kids and innocent people, on the other hand? That will become part of his drive to get his act together, to help keep them safe, even if it means he winds up getting involved in dodgy shit as a means to protect others.

» POWERS: Standard human over here, with no special abilities or powers.

» NOTES: Nothing of note, other than Jesse's canon is kind of a huge walking trigger warning? I'll be labelling threads and logs with appropriate trigger warnings where necessary, though.

» SAMPLES: TDM log || Meme network thread (Note: [personal profile] heisenbitch is me, but I'm apping to Reverie with [personal profile] rehabbed)
Edited (realised i forgot canon name in subject line) 2018-04-26 02:31 (UTC)

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luciformis: (this is an empty country)

ryo asuka (devilman crybaby)

[personal profile] luciformis 2018-04-25 07:01 pm (UTC)(link)
PLAYER
» HANDLE: Din.
» CONTACT: [plurk.com profile] rasasvada
» AGE: 29
» CHARACTER(S) IN-GAME: N/A.

CHARACTER
» NAME: Ryo Asuka (Satan).
» CANON: Devilman crybaby.
» CANON POINT: Between ep 6 and 7.
» AGE: 16/17 (actual: ageless).

» SETTING: Canon summary & character page. Some corrections on the episode summaries: Akira's aware of the initial introduction of the tainted drinking water, there's some relational biases (as is usual with all wikis), Satan's actual motivation was to save Akira from the impending apocalypse, Ryo/Satan was technically in love with Akira the entire time. The cognitive dissonance in Ryo's character is touched on briefly here, but can be extended to many events during the series. Satan was originally cast from God's domain because they chose to protect the demons that God otherwise wanted to wipe out (along with the world). In the original series, Satan in fact wins against God and goes into a self-imposed slumber instead, but it appears the ensuing battle (given the amount of destruction in crybaby) resulted in Satan choosing to take on a new human vessel to recharge against God as it were to win the whole thing once and for all. 46 years of corrections.

» SHORT DESCRIPTION: cerebral, self-righteous, cynical, tempestuous, cold, and deceptive.

cerebral: Ryo is not a genius and states as much. He’s academically brilliant (PhD at 16) and technologically/mechanically inclined, but lacks foresight when it comes to emotional matters. Also, his overarching plans are often impulsive and slipshod despite Satan's end goal.

self-righteous: He believes in justice no matter the cost. If it means ending a few lives to save the lives of the many, he'll do it (though this goes out the window if Akira is involved). The same goes for Satan's cherished demons. Satan will pick off the strays (which ultimately have run contrary to their end goal by not waiting) to snag a "win" for the overall.

cynical: Despite wanting to save humanity (which Ryo believes falsely he wants to do), Ryo has a bleak outlook on humans overall. He thinks that no one can be trusted (besides Akira), that humans are fearful and selfish, and that humanity is weak as a species.

cold: He has poor emotional empathy, but is able to identify emotions in others just fine. He either does not care about what someone is feeling or does not sympathize or empathize with the reasons. He comes across as emotionally stunted or lacking a "zest" for life (i.e., he needs to be coaxed into doing less serious things, but paradoxically is fine with vices). Can partially be blamed on his origins and his story (i.e., he might be cognizant of certain things internally and might be aware a (named or unnamed) feeling exists, but he shoves them aside because denying it any way you can or refusing to let yourself really feel it won't hurt you, right?).

tempestuous: Despite his cold demeanor and his overall "flat" or externally "conversationally pleasant/commanding usually for the media" effect on most occasions, Ryo's inner life is complex. Ryo steeps himself in denial throughout the series, but has an intense protective and possessive streak toward Akira and similarly experiences many intense emotions. He likes to pretend he doesn't have certain emotions, but he does and most of them only show up around Akira. He possesses sentimentality, but would never admit it. Ryo also has significant cognitive dissonance and often isn't sure why he's done things - if he remembers them at all (which causes intense bouts of confusion and terror later). Often, many emotions tend to overlap and sometimes they result in unhinged outbursts.

deceptive: He’s decent at omitting info when needed and lying when necessary, but he's not particularly skilled in active manipulation. Most of this comes from Satan's latent plans that even Ryo himself is not aware of. He knows how to get what he wants and is very charismatic when he wants to be.

» INFLUENTIAL EVENTS:

I. MEETING AKIRA

Ryo Asuka (or Satan) was “born” in a Peruvian village, where many strange phenomena occurred during his youth (re: birds falling from the sky, his spontaneous generation of plants/water). A long time prior to this “rebirth,” Satan led an army of their cherished demons against the unloving God of this series after being kicked from their graces for presumably defying their will to destroy the demons/the “planetary outpost” along with it. Notably, the subsequent rejection and the destruction of all things Satan admired and adored (despite their initial win as God did leave – but left Earth in shambles as a result) led to the development of an expectation of rejection and hatred (both exterior and self-directed), which would bleed into Ryo’s foundations. During Ryo’s time in the village, he was kept as a "deity," which began to reinforce that sense of “otherness” in him and his lack of ability to connect/engage with others on a level that a person would deem “typical.” Eventually, a military battalion attacked his village, causing him to flee. He drifted on the sea for an immeasurable amount of time, shoring up in Akira’s sleepy town and collapsing. Due to this ordeal, Ryo lost all memories of his early childhood. His first memory, therefore, is of him reaching out in the darkness and Akira’s hand being extended to him. Akira asked if Ryo was okay and Ryo was silent, because no one had showed him such gentleness before. Ryo extended his hand back and Akira closed the distance. He held Ryo to him, assuring him that Ryo no longer had to be afraid anymore. To Ryo, who was disoriented and tentative, Akira became in that moment the center of his universe. Akira’s gentle heart was something that Ryo could not comprehend as something displayed to him, much more something he could understand on a grand scale, having only known hurt and rejection throughout all his lives. Akira was his first introduction to someone truly good and loving – even if Ryo would grow to deny love also bloomed in him.

II. THEIR SHARED CHILDHOOD & SEPARATION

Until about the age of eight years, Ryo and Akira were inseparable. Akira taught Ryo, or at least showed Ryo during this period, what mercy and empathy was even if he could not bring himself to place much care into anything that wasn’t Akira. In exchange for Ryo’s academic brilliance that he shared with Akira, Akira showed Ryo the joys of being a child – playing in the snow, bathing in the hot springs, etc. Akira also showed Ryo what human empathy/kindness looked like, almost as if Akira carried Ryo's unwillingness to display it (though he always had to some extent with Akira – such as shielding him from the rain and seeking out the bullies who stole Akira’s shoes and returning them to him). To Akira, Ryo was always sad and lonely – and often cried for him, despite his willingness to admit that such emotions were possible in him (i.e., Ryo wanting to put a dying kitten out of its misery as it was making Akira upset and the kitten itself was suffering, but Akira wanted to give it a chance to live). As result of their shared childhood, Ryo learned how to be more “human” and formed an intense (if somewhat codependent) bond with Akira which would push for his protective/possessive streak toward him (and his willingness to sacrifice everything for him). These days did not last and Jenny (later revealed to be one of Satan’s closest demons) took Ryo away, which led to many years without Akira.

III. REUNITING WITH AKIRA & THE SABBATH

After years apart, Ryo sought out Akira as a result of a discovery he made out in the Peruvian jungle, wherein Professor Fikira was possessed by a demon and killed himself in front of Ryo. This spurred Ryo’s realization that he needed to recruit someone of a pure heart to help fight for humanity (via becoming a successful fusion between both demon and human). The event amplified Ryo’s protective/possessive characteristics, as well as leading him to not trust anyone besides Akira due to how easy it was to become possessed. While this was all part of an subconscious plan laid by Satan, Akira was never meant to be involved (Satan fell in love). But, Ryo tracked Akira down and convinced him to come with him a wild, vice-fueled party while explaining on the way that demons were real/their intentions for being there (finding out the truth, getting evidence of possession for the sake of saving humans). This discovery/effort led to the escalation of Ryo’s sense of justice, which dictated “few for the many” as displayed as he took out many party-goers to entice demonic possession with their blood. It worked, and Akira was possessed, which Ryo was both terrified and enthralled by (see: he wanted to save Akira from the impending apocalypse, but he never needed him for the plan). This point is where Ryo’s erratic behavior and disassociative episodes start to become notable.

IV. THE PLAN & FIGHTING DEMONS (some past stated canon-point)

Following the Sabbath, he meets with Akira and states that Akira is a Devilman and that with his powers, they should be able to save humanity. This goes well for about two seconds, as Akira is captured on film in the first battle by a reporter. Ryo tracks the man down alongside Akira, but here is where Ryo displays his ruthless character and intense drive to protect Akira (as he says he’ll protect him no matter what). He tracks down the man’s home, raids his house, takes the video from the computer, rigs it to explode, and plants the seed of curiosity in the man’s mother to not check upstairs (which she inevitably does). Similarly, Ryo later shoots the man who filmed them and almost shoots Akira’s friend Miki (but is swayed away from it) stating that no one else can know their secret and that this was necessary to protect him/that Akira shouldn’t trust anyone (besides himself). Ryo ultimately gives Miki’s involvement a pass (to appease Akira), but these sorts of events continue to occur, culminating in the realization by Akira that Ryo’s willingness to sacrifice human life to ostensibly “save the many” has become too much (ex: killing a bunch of innocent people by trapping them in arena “to prove demons exist and are dangerous”). He shows no remorse for his actions, knowing this to be the only way by his account - but seems to take an odd relish in it.

V. AWAKENING & AKIRA’S DEATH (past stated canon-point)

Ryo, following a blow-out with Akira about humankind being weak and their death being inevitable (we’re very cynical), comes to the realization, after almost blurting out his subconscious reason to save Akira, that he has no idea why he’s behaving this way and that many of his past actions run contrary to what he initially set out to do. He goes to seek out these answers, especially after his volatile reaction to the reappearance of God (re: abject terror). He discovers that he’s indeed Satan after returning to the Peruvian village which Fikira was investigating and found out that this was their own ruse all along. With their memories returned, Satan returns to Japan and outs Akira on national television in efforts to separate him from humanity, which they intend to wipe out. This, of course, leads to mass panic in the human population and the eruption of major global wars out of paranoia (and demon possession). Satan appears in front of Akira later on the cliffside where they met and suggests Akira join them after the resulting death of all the Makimuras, stating that they don’t want to fight Akira and that humans are destined to die. Akira rejects them, and they’re eventually forced to fight Akira (after forestalling it for as long as possible and, as a result, decimating their own armies and the world around them for the sake of love they wouldn’t acknowledge). The ensuing battle ends in Akira’s death and Satan, after realizing that Akira had died during their admittance that they once thought love and sorrow weren’t real, weeps over Akira’s body and finally admits to themselves that they love him as God’s army destroys the planet once again to start it anew.

» FIT: Ryo is currently embroiled in a world-wide war against demons, with him more-or-less spearheading the entire affair. He's very clever and capable of defending himself, alongside very determined and focused to sort through this mystery inherent here. He's excellent at wielding weapons and presumably staking out things for extended periods of time. Great at gathering intel. He lives survival and similarly is very used to horror. As for space? That’s fine too. They're Satan. Ryo is also comfortable with technology (notably) and thinks this is just another weird day at this point. He's already fighting demons that take over human bodies.

» POWERS:

1. Unnatural healing and endurance: Ryo can take substantial amounts of damage, more than enough to kill your average human. Ryo has taken a baseball bat to the head and only bled a bit as the result of that and being brutalized by party-goers. Ryo is up on a boot after being crushed under a demon in the span of a week or so. Considering his healing rate, typical injuries (cuts/bruises) likely vanish within the span of a day/hours (if at all), whereas broken bones take about a week (or less) to work with with medical assistance (re: a crutch). Extensions mark him as being able to move/climb for long distances without tiring.

2. Unnatural strength: Ryo can shoot a machine gun single-handedly with his arm extended at full length. Given those weigh a lot and he's been displayed in extensions to tug his own friend up a steep face using one hand.

3. ESP/telepathy: While vaguer in crybaby, Ryo can identify where Akira has gone off to by "having a feeling" or sensing he's in trouble. Extensions clarify this as an internal “GPS” for demons. There’s also nods to Satan's inherent telepathic abilities by saying it was as if Ryo had read a person's mind despite them not voicing the question (re: he answered it). In action, this would be something one would opt-in for only and would only present itself with explicit permission. Ryo seems to think this is usual and presumably plays it off as being able to read people well in that capacity.

4. Advanced technological/mechanical knowledge: Can track phones and other electronic devices using another device. Can remotely enable recording on another device and send it to his (and feasibly video). Fantastic at utilizing tools to crack passwords and can hack into (ostensibly) most security systems. Routinely modifies weapons and vehicles by hand. I’d play within restrictions and put up a permissions/opt-out post for the first part.

5. Weather resistance: He shows up wearing a full-length coat in the middle of summer. As Satan, they're always nude.

6. Psychokinesis/shielding: This may occur under extreme duress only. Satan unconsciously protects the vessel of "Ryo" and while they will allow for being beaten up some, they "awaken" just enough in these times to repel killing force. Ryo recalls zip after these incidents and that's how it'd play out. Later, as Satan, they're able to consciously do this.

7. Charisma: Unnaturally good at swaying others and gathering people around him (re: the party, demons as Satan). Opt-in only.

For Satan, n/a for lack of canon updates so far.

» NOTES: N/A.

» SAMPLES: ( first person and third person. Last is a TL.)

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iustitia: (she doesn't even go here)

Terezi Pyrope | Homestuck

[personal profile] iustitia 2018-04-25 07:01 pm (UTC)(link)
PLAYER
» HANDLE: Lirance
» CONTACT: lirance @ plurk, lirance#2940 @ discord
» AGE: 20+
» CHARACTER(S) IN-GAME: n/a

CHARACTER
» NAME: Terezi Pyrope
» CANON: Homestuck
» CANON POINT: Post-canon
» AGE: 20

» SETTING: Wiki pages for Terezi Pyrope and Homestuck.

» SHORT DESCRIPTION:
- strict, judgmental morals
- chessmaster
- jumps to conclusions
- low self-worth
- silly
- protective of her friends

» INFLUENTIAL EVENTS:

Revenge Cycle: Terezi and Vriska (Scourge Sister) were Flarp players for long time, but they often clashed over what to do with the other teams they beat. Terezi wanted to be a badass duo dispensing justice; while she was okay with Vriska feeding the bad guys to her spider lusus, she was far less okay with Vriska killing innocents. They often played with their friends Aradia and Tavros (Team Charge). Things were mostly okay until Vriska took things too far one day and mind controlled Tavros into jumping off a cliff, paralyzing him. This sparked a cycle of revenge. Aradia summoned the ghosts of Vriska's victims to haunt her; Vriska mind controlled their psychic friend Sollux and ordered him to blast Aradia with powerful lasers eyebeams. In response, Terezi tried to kill Vriska by arranging for her magic cue ball to explode in her face. Terezi only succeeded in blowing up Vriska's eye and arm; through herculean and convoluted effort, Vriska forced Terezi to stare at the sun until she went blind. Even through all this pain, Terezi was able to find the silver lining: She woke on Prospit for the first time, and in her dreams she was able to explore the golden city on the moon. For the first time, she was able to hear her own lusus, who taught her a new way of seeing the world, one she would value more than what she could see with her eyes. She even admits to Karkat later that deep down, she wants to be blind. Her relationship with Vriska, while not completely severed, cooled considerably, to the point where she would only reluctantly answer messages.

Vriska Murder: While Terezi was off crying after leading an alt-timeline Dave to his death, tensions boiled over and everyone on the meteor started to kill each other. Tavros dueled Vriska and lost, Eridan killed Kanaya and Feferi, and Gamzee attacked Equius and Nepeta. After stumbling across Tavros's body, Terezi assumes all the victims were killed by Vriska, despite obvious evidence to the contrary, and sets off to stop her. In a conversation with a non-doomed Dave, she admits her trepidation over the upcoming confrontation and her uneasiness with the idea of killing. Manipulating people to their doom is one thing -- stabbing a long-time friend is another. Steeled by the certain knowledge that everyone on the meteor would die if she lets Vriska go, Terezi stabs her in the back. Over the next few years, this decision would weigh heavily on Terezi. She came to realize how she forced the confrontation and narrowed her choices down to an inescapable binary: either kill or be killed. Her grief helped push her into making poor decisions that eroded her self-confidence and self-worth.

Vriska Retcon: After years of depression, addiction, and abuse, Terezi finally had enough. In the wake of the disastrous Game Over flash, Terezi demands that John F1X TH1S with his newfound powers. The difference between her the Terezi that was on the meteor for three years and the Terezi who just saw everyone fucking die is vast. Then, she'd hit a huge depressive slump. Now, she's proactive, planning, and constantly dunking on John. Through a very creative application of her Seer of Mind powers, Terezi sends John to very specific moments in her past to perform specific actions that would subtly change history, finally culminating in John not-so-subtly punching out Vriska and saving her life. This completely changes the course of the next three years for Terezi: she's not eaten alive by grief and regret, she never enters a relationship with any of the boys, and she's able to patch up her relationship with Vriska.

Terezi [S] Remember: While flying off to execute Vriska's plan in the retconned timeline, Terezi starts to message Vriska. Originally only intending to wish her luck in her endeavors, she ends up spilling her guts about a lot of issues that have plagued her over the course of the three year meteor trip: her depression, the way she feels incomplete and hollow, her reliance on Vriska's presence and her envy of Vriska's self-confidence. Terezi feels inadequate compared to the Terezi of the other timeline, and she desperately wants to know more about the kind of person she could have been and the decisions she made. She finally uses her Seer of Mind powers to look into the Game Over timeline and access the memories of that Terezi, gaining a the memories of her other self and achieving a bit of closure before the final battle.

» FIT: Homestuck's a pretty brutal canon, and Terezi's been through a lot in her twenty-something years. She grew up alone on a stupidly dangerous Lord of the Flies death planet and used to arrange for other kids to get killed as a fun social activity. Sgrub and its aftermath on the meteor were full of full of violence of death. She won't be a bad fit for the setting of this game.

» POWERS:

Seer of Mind: When using her powers, Terezi can understand all consequences of individual actions. She usually looks into doomed timelines while using this ability to figure out which decision path leads to the most optimal choices. It's not a foolproof power; if certain events are already in motion, sometimes the best you can do is minimize harm, not avert it outright.

Enhanced Smell: Not actually a power -- any troll could learn to do it, given the time and training. Terezi knows how to perceive colors as smells. Red could be cherry, yellow banana, and so on and so forth. Because she's blind, this ability lets her navigate the world.

» NOTES: n/a

» SAMPLES: tdm thread
Edited 2018-04-25 22:03 (UTC)
mapsio: (Default)

Haru Okumura | Persona 5

[personal profile] mapsio 2018-04-25 07:01 pm (UTC)(link)
PLAYER
» HANDLE: Bri
» CONTACT: [plurk.com profile] megaevolve
» AGE: 25
» CHARACTER(S) IN-GAME: none!


CHARACTER
» NAME: Haru Okumura
» CANON: Persona 5
» CANON POINT: December 24th
» AGE: 17

» SETTING: Persona 5 | Haru

» SHORT DESCRIPTION: elegant, soft, caring, nurturing, savage, and strong-willed.

» INFLUENTIAL EVENTS:

MEETING AKIRA (REN) AND THE PHANTOM THIEVES
Haru, as the daughter of a well known CEO was incredibly sheltered as a child. In fact, she was sheltered right up until she met Akira (Ren) and the rest of the Phantom Thieves. All of her life she did as she was told, went where she was told, and was even engaged to someone arranged by her Father (presumably as a business deal). As a result of this Haru always had a difficult time making meaningful connections to the people around her. Meeting Morgana on that fateful night and ending up in the Metaverse in her own Father's palace opened many doors for Haru that wouldn't have been opened otherwise.

Upon meeting the Akira (Ren) and the Phantom Thieves, Haru blossoms quickly. Putting her trust into this group of people that understood her and cared for her. Had she not met them she would never have had a chance to have the growth that she did through out the game.

PERSONA AWAKENING
Haru's awakening is a little different than everyone's elses! She finds it somewhat difficult to awaken to her true power at first. Even if the root of rebellion had formed, Haru was still weighed down by the expectations that her Father had of her. Even so, Haru was determined to change her Father's heart alone with the help of Morgana. Where are the other Phantom Thieves you may ask? At this time they were suffering a falling out with Morgana over the losing sight of themselves. Haru had only gotten Morgana's side of the story at that point and refused to work with the Phantom Thieves until they could settle into a "true goal".

Haru's true awakening comes when the Phantom Thieves regroup and they are faced with her Father's Shadow and a cognitive version of her arranged Fiance. It is this that becomes the catalyst. Her root of rebellion is much different from the rest of the Phantom Thieves because hers comes from the willingness to betray everything that she has known for her entire life. She must throw away her doubts and move forth with confidence. This is when "Haru" becomes "Noir", and her modern day shackles are finally released.

FATHER'S DEATH & AKIRA (REN) CONFIDANT
These are combined because her Father's death leads into Akira (Ren)'s confidant with Haru. After her Father's untimely demise, Haru's will and growth in her personality are challenged. She reverts back to finding it hard to trust others and seeks comfort in talking to their fearless leader.

Each point in her confidant focuses on Haru seeking advice from Akira (Ren) and building up the confidence to confront the acting CEO of the company about company matters and how she doesn't want to marry her arranged Fiance. It turned out that the acting CEO at the time had no idea how Haru felt about the matters and was incredibly understanding after she confronted him. These events are significant to her because it shows that even when she thought she had to revert back to mistrusting others, Akira showed her a different way.

» FIT: Haru has the ability to adapt to situations where she must travel to another world. But it takes her some time to adapt to the situation. As seen in canon when she becomes used to traversing back and forth between the Metaverse and the real world, but it took her some time to come to understand the Metaverse due to the fact that her life had been so stable beforehand. So in saying this, Reverie will take a lot of getting used to upon first glance because it IS so different from both the real world and the Metaverse. But she will do her best to keep a cool head about the situation.

» POWERS:

PERSONA- Milady.

Haru is a persona user first and foremost. A persona is described as the rebellious soul within one self. Her persona takes the form of “Milady”, a character from the story “The Three Musketeers”. Milady may look beautiful and have a regal air about her but under her large Victorian style dress she packs some heavy firearm power and a knack for psy skills.

Haru is able to use the following skills upon summoning “Milady”:

♕[Magic] Psiodyne- Heavy Psy damage to one foe.
♕[Magic] Mapsiodyne- Heavy Psy damage to all foes.
♕[Support] Makakarn- Erect a magic wall for one ally.
♕[Support] Tetrakarn- Erect a physical/gun wall for one ally.
♕[Support] Amrita Shower- Cure one non-special ailment for all allies.
♕[Gun] Triple down- light gun damage x3 to all foes.
♕[Gun] One-Shot Kill- Severe gun damage to one foe.
♕[Magic] Psy Break- break psy resistance for all foes for three turns.
♕[Passive] Psy Boost- Boost all Psy skills by 25%
♕[Passive] Climate Decorum- Double evasion on days when it is raining / special weather warnings.


» NOTES: It doesn't really fit much into the events section. But Haru is know to have a bloodlust and excitement for striking down shadows, so WATCH OUT ALIENS. Also she is a pro gardener.

» SAMPLES:
Network Style
This thread tore me apart, I hope it tears y'all apart too.

Note on the network sample! I just linked the top level since it showed how I typed in a network fashion on the TDM toplevel, and there ARE more examples in the threads below! If you would prefer I link a specific thread lmk c: ♥
Edited (i am so sorry, when i posted this i think i accidentally deleted my canon point....) 2018-04-26 03:19 (UTC)

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eightsandaces: (Default)

snake | 999

[personal profile] eightsandaces 2018-04-25 07:02 pm (UTC)(link)
VVVV MAJOR 999 SPOILERS ITP VVVV

PLAYER
» HANDLE: Sean
» CONTACT: [plurk.com profile] cerebrah
» AGE: 26
» CHARACTER(S) IN-GAME: n/a

CHARACTER
» NAME: Snake (Light Field)
» CANON: Zero Escape
» CANON POINT: Post-999, pre-VLR
» AGE: 24

» SETTING: Zero Escape takes place several decades in the future and features several scientific advancements accordingly. It's otherwise pretty much a "normal" setting except for the fact that morphogenetic field theory is totally a real thing.

» SHORT DESCRIPTION: Intelligent, well-read, eloquent, secretive, defensive, smartass
» INFLUENTIAL EVENTS:

  • Car accident: He was in a pretty terrible car accident as a child, which permanently blinded him and required his left arm to be amputated. He currently uses an advanced robotic prosthetic. This is likely when he developed his tendency to overcompensate as a reaction to people assuming he's helpless, as he always seems to need to be More Informed And Clever than everyone else around him. Generally he pulls this off, but it's still motivated by this perception.
  • First Nonary Game: When he was fifteen, he and his sister were kidnapped (along with eight other pairs of siblings) by a company called Cradle Pharmaceuticals and forced to participate in an experiment to test morphogenetic field theory and awaken a telepathic connection between them. The experiment required the threat of death to be effective, and according to Light's memory he was present when one of the other participants was burned alive in an incinerator. The game seems to have been deeply traumatic for everyone involved, and the Field siblings are extremely protective of each other as a result of it.
  • Second Nonary Game: Nine years later, the Field siblings were kidnapped a second time to participate in a second game. This one was actually planned and executed by the girl who died in order to achieve morphic resonance with her child self in the past and retroactively save her own life as a result. I promise that all makes sense in context. The second game wasn't any more fun than the first one, and due to how pseudoscience works in this setting, all the branching paths are canon. Including the one where Light was shot five times and burned to death himself, and the one where his sister murdered everyone with an axe. And later games establish that espers can remember alternate universes! Awesome! As a result of this game, the Fields' mother went into protectiveness overdrive and actually hired bodyguards for them, which they hated so much that they "ran away" from home (they were 24 and 18) to live by themselves in an apartment despite the fact that neither of them know how to cook.

» FIT: Despite being blind, Light is no stranger to exploration and survival horror, and is quite capable of taking care of himself. He'll be less so on the station without his sister, but he can still navigate pretty well on his own via a combination of morphic resonance and really good hearing, and he's very good at thinking on his feet and defending himself if need be.

» POWERS: He's Actually Psychic, though this is limited to accessing the morphogenetic field in a general sense. He can't read minds or anything. He has a particularly strong connection to his sister, and it's implied that this resonance is part of why he can get around so well--he's essentially using her eyes to "see". His prosthetic also seems to be stronger than a normal human arm, but only in terms of grip (not, say, lifting heavy objects) and otherwise he is physically a normal human.
» NOTES: None that I can think of!

» SAMPLES: Network and log
Edited 2018-04-25 19:35 (UTC)

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creatio: (seventy.)

clary fray ( shadowhunters. )

[personal profile] creatio 2018-04-25 07:02 pm (UTC)(link)
PLAYER
» HANDLE: Sarah
» CONTACT: [plurk.com profile] athosing
» AGE: 30.
» CHARACTER(S) IN-GAME: N/A

CHARACTER
» NAME: Clarissa Fairchild.
» CANON: Shadowhunters
» CANON POINT: 2x20 "Beside Still Waters".
» AGE: 18.

» SETTING: EPISODE GUIDE | CHARACTER HISTORY

» SHORT DESCRIPTION: Brave, fiery, reckless, caring, loyal, determined.
» INFLUENTIAL EVENTS:

THE SHADOW WORLD
Clary spends the first eighteen years of her life believing she is a normal human girl. She is extremely sheltered by her mother. Jocelyn goes above and beyond to make sure all she knows is the Mundane life - a world without magic in it. This is due to the fact that Clary's father, Valentine, had caused an uprising in the Shadow World. Certain Shadowhunters - warrior people with the blood of angels, chosen to protect the world against demons - were suddenly fighting and killing Downworlders - vampires, werewolves, warlocks - in an attempt to "purify" the world of them. When Jocelyn discovered he had experimentented on both of her children ( Jonathan was the first ) by injecting her with demon blood, and later, angel blood, she tried to leave him. She believed he had killed her son, and that the baby she was carrying would only be safe if they left the Shadow World completely. She changed her name and moved to Brooklyn, Luke - Jocelyn's friend and Clary's only real father figure - found them in the end and together they tried to make a Mundane life. Any time Clary showed signs of regaining her ‘sight’ Jocelyn would take her to Magnus Bane, the High Warlock of Brooklyn, and have her memory wiped. Then one day that world catches up with the Fairchilds. Jocelyn's only choice is to send Clary through a portal to safety before drinkng a potion that puts her into a magical coma, just before Valentine's men find her. Clary overhears Luke lying to the members of the Circle, suggesting that he was only with Jocelyn to find the Mortal Cup, and so she flees. The Cup is the crux of all of this. It is the thing Valentine wants more than his wife back. It's an angelic artifact which if drunk from, creates more Shadowhunters. Valentine needs this to perfect his Master Race. When Clary returns home to her apartment she finds a demon waiting for her. Almost dying, Jace - another Shadowhunter - has to apply a healing rune to her skin to save her, and this is how she finds out she’s a Shadowhunter herself. This justifiably is shattering to Clary, she can’t believe she’s been lied to her whole life, that she has gaps in her mind where that part of her has had to be locked away. She feels betrayed, and confused, and most definitely lost. There’s the fact that her mother let her believe her father was a war hero who had died in battle, as well as not telling her about having a brother. There’s the entire world that she should have grown up in, but was denied to her. However, her reaction to Jocelyn’s kidnapping is pretty telling. She puts this bitterness aside to find her mother, refusing to be pushed away by Alec or the Clave - the governing body of the Shadowhunters -, throwing herself head first into it, because even though she’d lied, Clary believes there was a reason. She always sees the best in the people she loves, regardless of their actions. Clary is always willing to give someone a second chance.

BECOMING A SHADOWHUNTER
Clary has to fight at every turn to get those in the Shadow World to accept who she is. The Clave swing wildly between seeing her as a threat - a kind of trojan horse sent by Valentine - or a Mundane who is incapable of doing anything right. She is "Valentine's Daughter", either distrusted or ignored. She’s fobbed off at every opportunity by those who think they know better. But Clary doesn’t let that stop her. When Simon, her best friend, is in danger, Clary is the one to demand they go and save him, throwing herself into the middle of a situation she can’t even begin to comprehend. She’s always quick to put other people’s safety before anything else - like when she sacrifices the chance to gain those lost memories by killing the demon who went after Jace - and refuses to follow rules that could hurt an innocent bystander. She goes behind Aldertree’s ( the Head of the Institute ) back to find Jace after he leaves with Valentine, refusing to give up on him throughout her entire relationship with him. Rules are made to be broken, especially when it concerns the people she loves.

SIMON.
Clary is still a girl who makes mistakes. When Simon dies, she is beside herself with guilt. She's already lost her mother, she doesn't know if she can trust Luke, having her best friend gone is soul destroying for her. When she realises there's a chance to get him back - ie. have him become reborn as a vampire - Clary grapples with the decision. She knows it's technically not hers to make, but Simon is gone and wouldn't be able to give his consent regardless. She knows it's selfish, but she's the one who pushes the others into helping her bring him back. The guilt she feels at her decision remains, but it's overridden by her desire to have her friend at her side. This selfishness is a trait of her relationship with Simon. He has feelings for her, and she fails to notice for a long time. When he does tell her, they end up in a relationship. But Clary continues to have feelings for Jace. She tries to be the right kind of girlfriend for Simon, but she doesn't tell him the truth.

JACE
Jace is by far one of the strongest cornerstones of Clary's life. She falls for him very quickly. They have a natural chemistry and he's the only one who seems to listen to her and want to help her. He follows her whenever she throws herself into danger, willing to move against his orders to try and help her find her mother again. Their romance is quick to bloom, and the two of them grow ever closer as each day passes. Of course, neither of them know that Jace was raised by Valentine himself. He had killed Jace's parents and taken him as a boy, pretending that he was Jonathan Morgenstern - while the real one was hidden away, raised by the demon Lilith. So when Clary gives Valentine a fake Mortal Cup, Valentine taunts the two of them by telling them they are brother and sister. Jace is consumed by guilt, but Clary is the one to try and make the best out of a bad situation, suggesting they forget that they wanted each other to focus on the fact that there is love there. They just misread the situation. She constantly tries to get Jace back into her life when he avoids her, because she can't stop herself from loving him. Even so, when they find out that they aren't related, Clary tries to ignore the fact that they can now be together. She is with Simon, and it's only through the Seelie Queen forcing her hand by trapping both Jace and Simon in vines and telling her she has to kiss her heart's true desire, that the truth comes out. It still takes Clary time to come around to the idea, and eventually the thing that moves her to grab on to their relationship is the fact that she keeps losing people all the time. She loves him, and she won't deny herself that. Not when everything is going so badly. At her canon point, Clary will have just seen Jace die. That fury she contains inside her moves her to kill Valentine. Eventually ( though not that she'll know it in Reverie ) she'll bargain with an angel for Jace's life back. Even though she could ask for anything, she only wants him. Clary is a loving person, she cares, and it's very hard to shake that off once you've earned it.

DEATH
The first true test of Clary’s strength comes with her mother’s murder. A demon possesses Alec Lightwood, forcing him to kill Jocelyn by ripping out her heart. Jocelyn had asked Clary to come back to Idris with her, and her lingering in the Institute was due to her daughter saying no. She shouldn’t have been there. But this guilt doesn’t stop Clary. Instead she harnesses that pain and rage to destroy the one responsible. When the demon moves on to possess Isabelle, Clary is the person who finds a way to force it out, who destroys the creature without any more people dying. Only after she does that does she allow herself to feel the loss. It shows that she’s more than capable of putting aside her pain to do what needs to be done. The same is shown when she fights Valentine after he kills Jace. Clary turns vicious when her loved ones are threatened. She’ll fight to the death. But she won’t ever assign blame if someone acted without their own consent. Then all of her energy is focused on finding a way out of the situation long enough to get real revenge.

» FIT: Clary has never been to space, so that will be a big thing for her to get over. But she's proven herself capable of adapting to new and strange situations time and time again. She's not the kind of person to sit back and let others take action. She'll want to explore, to find out how they got there and why, to see what she can do about it.

» POWERS:
Clary is a Shadowhunter - a Nephilim - she has certain powers that come as part of that. These include:
  • Sight: Every Shadowhunter possesses an ability to see through glamours and detect the real nature of the being beneath them. This means she should be able to tell when someone is a vampire, werewolf, warlock etc. For the interest of everyone's happiness and the issue of consent, I'll prepare a permissions post for this.
  • Runes: These are almost tattoo like in nature and can be applied directly on to skin with the use of a stele. Each rune has a different meaning attached to it and can grant the bearer extra powers or skills. For example, there is a rune for healing, a rune for silence, a rune for invisibility etc. A comprehensive list is here.
  • Combat Training: Clary has been trained in several fighting methods. She can fight both hand to hand and with weaponry, but she prefers anything she can smack people with.
  • Angel Blood: Clary is unlike the other Shadowhunters ( with the exception of Jace and potentially Sebastian ) in that she has abilities above and beyond the usual rune use. She can create her own - like the sunlight rune - though this is a skill she is still struggling to really understand.

    Though, because she won't arrive with any possessions, she won't have her stele to activate her runes. Whatever ones on her at the time will eventually start to fade, leaving her weaker.

    » NOTES: n/a

    » SAMPLES: test drive meme / cuddle city network post
  • boazjachin: mine ( feel free to use ) (♛ we're about to boil over)

    makoto niijima | persona 5

    [personal profile] boazjachin 2018-04-25 07:02 pm (UTC)(link)
    PLAYER
    » HANDLE: Anne
    » CONTACT: [plurk.com profile] passiones
    » AGE: 27
    » CHARACTER(S) IN-GAME: None

    CHARACTER
    » NAME: Makoto Niijima
    » CANON: Persona 5
    » CANON POINT: December 24
    » AGE: 17

    » SETTING: @ Megami Tensei wiki

    » SHORT DESCRIPTION:
    ♛ analytical
    ♛ ambitious
    ♛ impulsive
    ♛ inexperienced
    ♛ justice-oriented
    ♛ protective
    » INFLUENTIAL EVENTS:
    Her father's murder in the line of duty. Makoto's father was a police officer and Makoto's hero as well as the sole living parent of the Niijima sisters. He was killed while on duty, leaving Sae and Makoto orphaned and a great deal of pressure, emotional and financial, on Sae's shoulders. His death shaped Makoto's life going forward, both in terms of how that pressure negatively influenced Sae and how his legacy led to Makoto's later career choices.

    Sae's decline into corruption. Makoto's sister Sae, suddenly under pressure both from having to provide for her sister and herself and from her demanding career, began to drift from the ideals of the Niijima sisters' justice-focused father. Sae's goals shifted from justice to success at all costs. Her insistence that Makoto achieve success at the cost of friendship, a social life, or even having her own opinions crushed Makoto emotionally, but also led to her ultimate willingness to buck the system for the sake of justice. It also contributed significantly to her naivete and the amount of social catching-up she has to do.

    Persona awakening. Makoto's Persona awakening is actually the end of a series of formative events, each one of them a mini-rebellion. Over a period of a couple of weeks, Makoto goes from blindly following orders from the principal and her sister to blackmailing the Phantom Thieves into taking down a mafioso, then to confronting the mafioso herself. The culmination of these small rebellions was the awakening of her Persona, a representation of her empowerment and rejuvenated sense of justice. With her Persona, she also joined the Phantom Thieves, her first real friends in high school and the people who would become her family going forward. Finally, her Persona awakening and her becoming a Phantom Thief gave her confidence that, despite the messages she was getting from those around her, she wasn't useless, and this gave her a vital confidence boost that allowed her to come into her own as a leader.

    Sae's redemption. One of Makoto's secret goals in contacting and then joining the Phantom Thieves was the hope that one day they could steal her sister Sae's treasure and change her heart--if Makoto wasn't able to do so on her own, which was seeming less and less likely as Sae's corruption increased. Sae's Shadow was far crueler and more cynical than Makoto expected, which hurt her profoundly; still, she was able to convince her sister's Shadow to change without having to steal her treasure after all. This was obviously another huge confidence boost, but more than that, it brought Makoto and Sae closer than ever before. In essence, Makoto got her sister back.

    Decisions about the future. In her work as a Phantom Thief, especially towards the latter half of the game, Makoto is forced to confront corruption in the police force, an organization she once had blind faith in. She learns that while individual officers may have the best intentions, the force as a whole is subject to political whims and manipulations of power. Struggling with this as well as an unwillingness to continue blindly with her education despite not having a goal, Makoto ultimately sets her sights on becoming police commissioner, with the ultimate career goal of reforming the system from within. This decision changes the course of Makoto's life, as well as showing how her perspective on the system has changed to become both more idealistic and more realistic.
    » FIT:
    Makoto is both a great and a terrible fit for the setting. On the one hand, she's a very routine-oriented person who sometimes struggles with change. It's something that she's getting better at, but the shock waves of going from fighting a god to stumbling around an abandoned space station are going to be pretty severe. Downtime is going to be her greatest struggle; she will actually handle horrible things happening better in some ways than lulls in action, simply because she's not used to being inactive.

    On the other hand, Makoto is quite capable in crisis and an adept leader. As such, she's actually very well-suited for the setting. She tends to come into her own in situations when other people are freaking out, so she's likely to be one of the coolest heads under pressure when it comes to horror and survival situations. Additionally, in a funny way her lack of world experience will be an equalizing force when it comes to the new things she'll experience in-game; she's come to terms with the fact that, clever as she is, there's a whole mess of things she doesn't know, so she's likely to skip panicking over the fact that things are different and get right to figuring out how to work with them.
    » POWERS:
    Makoto is highly intelligent and a master strategist, as well as being experienced in aikido. Her most unusual and standout ability, though, is her Persona. A Persona is the spiritual manifestation of the user's personality and spirit. Each user's Persona is different based on their individual traits, but all Personas are fueled by their user's strength and spiritual energy. Therefore, use your Persona too hard and it'll hurt you pretty badly.

    Makoto's Persona is Johanna, representative of the martyred warrior Joan of Arc, symbolizing Makoto's righteous devotion to justice.

    While the majority of specific stats aren't directly translatable into RP, here's what is applicable within this setting.

    PASSIVE ABILITIES.
    Block nuclear attacks
    Resist curse attacks
    Weak to psychic attacks
    Nuke Amp: strengthens nuclear attack by 50%
    Evade Psy: triples evasion chance against psychic attacks (still weak if hit)

    ACTIVE ABILITIES.
    Atomic Flare: severe nuclear damage to one enemy (- spiritual energy)
    Mafreidyne: heavy nuclear damage to all enemies (- spiritual energy)
    Mediarahan: fully restore health of party members (- spiritual energy)
    Flash Bomb: medium physical damage to all enemies (- physical energy)
    » NOTES: N/A

    » SAMPLES: 1 2

    (no subject)

    [personal profile] boazjachin - 2018-04-29 03:12 (UTC) - Expand
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    Amos Burton | The Expanse

    [personal profile] tumang 2018-04-25 07:03 pm (UTC)(link)
    PLAYER
    » HANDLE: Ellie
    » CONTACT: [plurk.com profile] ellievolia
    » AGE: 32
    » CHARACTER(S) IN-GAME: n/a

    CHARACTER
    » NAME: Amos Burton
    » CANON: The Expanse
    » CANON POINT: post s02e13, ‘Caliban’s War’
    » AGE: 36

    » SETTING: The Expanse wikia (season 1 episodes synopsis, season 2 episodes synopsis); Amos specific

    » SHORT DESCRIPTION: practical, blunt, violent, loyal (to his crew, if nothing else, by the time of his canon point), honest

    » INFLUENTIAL EVENTS:
    - BALTIMORE:
    Amos was born on Earth, in Baltimore. His mother was a young prostitute, and died when Amos was still a child. He was, himself, thrown through the cycle of prostitution and abuse, until he showed a real skill for enacting violence mindlessly. He became a low level grunt in the Burton gang. Back then, he lived and had a relationship with an older prostitute, Lydia - a favorite of Burton himself for a long time. She protected him, until she couldn’t anymore; after a botched job, Amos ended up murdering Burton himself, and while he helped Lydia escape the authorities, he took the opportunity - assuming Burton’s identity as his own - to get on a transport and ship off planet. He was a teenager. It is shown throughout the show that Amos has some mental blocks about it - but it also makes him show care towards people who don’t get it very often, as is shown in s1 when he asks a prostitute how he and the rest are being treated. He finds comfort in brothels and flops.

    - THE CANTERBURY:
    The show starts on the Canterbury, a Pur’N’Kleen-owned ice hauler, on an ice run back to Ceres, one of the Belt’s biggest stations. Amos is a crewmember of the Canterbury, assisting Naomi Nagata as a ship mechanic. When the Cant receives and logs a distress signal, he is part of the 5-people crew to board the abandoned ship the signal is coming from, and thus one of the 5 survivors, when the Canterbury finds itself under attack and blown up. Amos shows to be entirely loyal to Naomi, and uses her as his moral compass - what she says, goes, even if she told him to blow someone out of an airlock. At that point, he doesn’t show any empathy or loyalty towards anyone else on the ship, solely following Naomi’s word.He doesn’t seem to have an internal moral compass, and exhibits what looks like sociopathic tendencies: no empathy, no regard for life aside from his own, a certain morbid curiosity and interest in death.
    While trying to survive on the Knight, the Canterbury’s shuttle, with very low air and a manually fixed antenna (by Amos and the Knight’s makeshift captain, Jim Holden - they have a conversation while doing it where Amos admits he wouldn’t hesitate to kill Holden, only Naomi wouldn’t like it), the crew is rescued by a MCRN (Martian Congressional Republic Navy) ship, the Donnager. The crew is imprisoned upon embarking, aside from Alex, their pilot, as he is a Martian. Amos fights back but is subdued. But the ship that attacked the Canterbury attacks the Donnager as well, and after a tight battle, the MCRN commander orders the Knight’s crew to take the last shuttle on the Donnager and escape with it. This is how the crew ends up in the Rocinante, their main ship throughout the show.

    - EROS:
    In a chase to find out who nuked the Cant and why, Amos and crew ends up on Eros, an asteroid turned Belter space station. Here, Amos’ violence takes center stage again when a shootout erupts in a hotel where they’re looking for someone - but so does his very keen observational skills, as he notices the danger before anyone else. When an unknown bioweapon is unleashed onto the station, he once more follows Naomi through an escape, only showing empathy when confronted with kids - he is very straightforward, blunt, and lacks empathy in many other occasions, but he shows he does care when children are concerned.
    Eros ends up being completely taken over by this parasitic extrasolar ‘protomolecule’, and a hundred thousand Belters are killed in the process. After the crew’s escape from the asteroid, Amos shoots Semi, a police officer from Eros who escaped with them and wanted them to leave without Holden. He threatens Naomi, and Amos shoots him without preamble, killing him immediately. He, once more, doesn't show remorse about it - he did it for a reason, and that was to protect his crew, which is main priority. When Semi's friend, Miller, confronts him about it later, Amos says that he liked Semi, but he made the wrong decisions. He offers Miller to 'get even', but fight right back after Miller punches him.

    - CORTAZAR:
    After raiding a research station for more information about the protomolecule, the Roci crew meets Cortazar, a scientist that is entirely dedicated to understanding the protomolecule. It comes to light that part of his brain - the part that controls empathy - has been entirely erased. Amos manages to find ways to get through to Cortazar, by feeding him information instead of taking it away (explaining his reasoning by using the way pedophiles think, which says a lot about his upbringing). Later, while helping refugees, Amos keeps a woman from stealing food, and the woman’s child looks at him like he is a monster - in Amos’s own words. It leads him down a dark path, and he has a private talk with Cortazar, asking him if the procedure he went through is reversible. Cortazar offers to give it to Amos, who hesitates for a moment - showing that while he used to lack empathy, recent events in his life have changed that. He disappears for days, only reemerging later, looking much worse for wear. He never mentions it, but is seen looking for Lydia through the Rocinante’s network system. His encounter with Cortazar, as well as the realization that he considers himself a monster definitely sent him into a dark spiral, but he pulls himself out of it when he is needed back on the Rocinante.

    - GANYMEDE:
    The Roci crew follows a lead that the protomolecule was found on Ganymede, and find themselves a guide to the moon - Praxidike Meng, a botanist from Ganymede himself, looking to find his daughter who is presumed dead, and is at least missing. Amos mentions finding Prax’s reasons to join the fight to be a good one - showing, once more, that he has a certain care for children, if nothing else. He strikes an uneasy, but honest relationship with Prax, acting as the botanist’s bodyguard, but they quickly start talking about deeper subjects; Amos declares that he isn’t a homicidal maniac when Prax asks him how many people he’s killed and Amos truthfully answers he can’t remember, but afterwards beats a man (Roma) within an inch of his life to get him to help them find Prax’s daughter. He doesn’t show remorse about the act, saying that he ‘hasn’t killed him… yet’. He then explains his reasoning - Roma steals from the poor and desperate. He is a bully, and men like him are the kind of men that force kids into prostitution. While he doesn’t name names, it is implied he is referring to himself, and his mother. Later, during a fight, he pushes Prax out of the way of a bullet and takes it himself through the shoulder. A lot of it hinges on the fact that Amos believes the people he has surrounded himself with are better people than he is, himself, and he’d lay his life down for them. He shows this again, when in ‘Caliban’s War’, he attempts to save Holden. Even if his plan might result in Holden’s death, the two have a talk where Amos thanks Holden for being a good person and wanting to do the right thing. He finds that he’s been wanting to do the same, himself, even if he doesn’t say it out loud - his reluctance to leave Holden when he first gets injured is proof that the crew he’s been working with has rubbed off on him. Over time and the events that unfold since getting on the Rocinante, Amos shows himself to be more willing to make his own decisions (even if he thinks them bad ones) and shows more interest and a lot more affection and loyalty in the people he surrounds himself with.

    » FIT: Amos has spent the last 15 years in space. He is a skilled ship mechanic, able to go on spacewalks and execute outside repairs. He is very used to living on a station such as Reverie, and has recently been witness to such improbable events that he would not be shocked out of being helpful by anything that could happen on this station. He is extremely resilient, pretty much a workhorse himself, as well as strong and extremely capable. Survival is also his very first priority, and being on a foreign space station won’t change that for him. In the contrary, it will make him even more willing to work towards finding a way back to his own ship and crew.

    » POWERS: no powers, he is a normal, if very strong, human.
    » NOTES: n/a

    » SAMPLES: network /w wanda, log w/ percy
    Edited (broken html) 2018-04-26 12:49 (UTC)

    (no subject)

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    katarina eranas | original

    [personal profile] spinals 2018-04-25 07:03 pm (UTC)(link)
    PLAYER
    » HANDLE: tona
    » AGE: almost 30
    » CHARACTER(S) IN-GAME: n/a

    CHARACTER
    » NAME: Katarina Eranas
    » CANON: original
    » CANON POINT: two years after Brand agrees to teach her
    » AGE: 19

    » SETTING:
    Katarina has grown up in a system named Miranda after the main planet in it, Miran. The system has several moons as well as two dwarf planets; the moons are simply numbered (L-1 to -28). Space travel is normal; many of the moons have been terraformed to be suitable for habitation and contain mining facilities as well as ports to transport raw materials or goods. Miran is home to the wealthy of the system, the further out one goes from the planet, the poorer living situations and social security get. On L-21, there isn’t much in terms of the latter, though living conditions are manageable for the most part.

    Some thirty years ago, there was a war between Miran and several other systems over Miranda’s resources. Individuals with something called mag-tech were heavily involved in this conflict, some on the side of Miranda and some on the side of conflicting systems. Historical accounts diverge on what prompted the conflict and how it escalated, with each side painting itself in the best possible light. What all agree on is that the conflict would not have cost as many lives if no mag-techs had gotten involved, and that losses would have been substantially higher if mag-techs had only gotten involved on one side: mag-tech offers its users near-unlimited powers to manipulate the environment, including the human beings in it. The vast majority of mag-techs were killed during the war. Few mourn their loss amongst the lower echelons of society across the galaxy: mag-techs have always been on the side of the elites, with the mag-tech that offers them such vast powers handed down from one privileged individual to another.

    More specifically regarding L-21, the moon on which Katarina grows up, is largely used for mining with only one port on the entire moon. People either work at the docks, in transportation or have jobs in what may be termed the service industry (bars, restaurants, brothels); mining is fully automated. There is one school and no university of any kind; most people never get much of an education but work in manual labour for most of their lives.

    The level of technology on the whole is advanced in Miranda and surrounding systems, but who has access to that level of technology is another question entirely. Socio-economic inequalities between planets and moons as well as inner and outer moons are vast.

    In this setting, we find a young girl who is the protag of this ‘verse.


    » SHORT DESCRIPTION: idealistic, hopeful, kind, strong-willed, egalitarian, sociable
    » INFLUENTIAL EVENTS:
    BREAKING HER BACK
    One of the most influential events in Katarina’s life in that it puts her on the path that determines her future is breaking her back when she is thirteen. There is an explosion at the docks—this sort of thing happens, safety is no one’s primary concern—and she gets caught up in it and gets severely injured. Most of the damage is to her spine. While synthetic replacements are possible, there is little to no social security on L-21 and her parents do not earn enough to have her treated properly at a hospital. However, her father has an old friend from the war who went to medical school and who is willing to perform the surgery with a spinal implant her father found during the war and kept all these years. The explosion, her injury, the surgery and her subsequent recovery period haven’t really shaped Katarina’s personality as such, but given that this event shaped her future in a significant way, it deserves mentioning regardless. Additionally, it can serve as an showcase (though it is not individually responsible) for her understanding of the injustices of the system she grew up in: L-21 is not a rich moon, the rich are very rich and the poor very poor, there’s little in terms of social security. People look out for themselves and for one another, but only if you belong.
    As a consequence of this event or series of events (the explosion, her injury, the surgery), odd things begin to happen around Katarina that seem outside of her control—objects levitating despite gravity working perfectly, lights turning brighter or turning off despite no one touching any switches, that sort of thing. These events are usually accompanied by light-headedness and/or headaches for Katarina. For a while, she wonders if there’s something wrong with her and some of the people on L-21 think there is, but her parents and her closer friends don’t treat her any differently (or worry about her) and for the most part, she decides to carry on as before, making the best of it instead of letting it get her down. She’s alive; that’s not something to take for granted.

    WORKING AT THE BAR
    From when she is fifteen years old, Katarina works as a waitress in one of the dock’s many bars. The work brings her in contact with many people not from L-21, people who’re just passing through. She learns that many of the problems on L-21 exist also elsewhere and that people are people no matter where you go, with all their flaws and imperfections and all their good qualities, too. In this time, she talks to many of them, naturally inclined to be social, and aims to make their days a little brighter, finding that a smile and an open ear can go a long way—though she also realises that both can be misunderstood or abused. Still, her default position throughout this time is and remains genuine friendliness and openness, based on a desire to make a difference in peoples’ lives, if only by making them smile briefly.

    MEETING BRAND
    When Katarina is 17, she meets Francisco Brand at the bar. He’s wealthy and just passing through, as so many others, but he recognises the spinal implant she has as mag-tech. The spinal implant and the impulses it receives and sends manipulate the environment, causing the levitation, light fluctuation and light-headedness/headaches. Full control of one’s mag-tech allow for near unlimited possibilities in manipulating one’s environment. Brand offers to teach Katarina how to control her mag-tech if she travels with him; after heated discussions, Katarina’s parents agree. Katarina’s motivation in wanting to learn—and hence in wanting to leave L-21 and travel with Brand, though she’s not keen on leaving in itself—is that controlling her mag-tech will allow her to truly make a difference in peoples’ lives. She’ll be able to heal injuries, create warmth or energy or light where there is none, protect those who cannot protect themselves. She still wants to make a difference, but now the possibility of doing it on a larger scale and in a much more significant way than “just” making someone smile has been offered to her and she’s determined to make it a reality.



    » FIT: Katarina is not a bad fit for Reverie Terminal on two accounts: first, she grew up on a moon in a system in which space travel is normal rather than out of the ordinary, so she has experience being in space and won’t be too unused to the type of setting, even if she’s never spent extended periods of time on a space station. Second, she is strong-willed enough and idealistic enough to withstand many negative experiences. Her reaction to horrible things happening is always going to be to turn toward more positivity and kindness and to grow even more determined to make a difference and to make things better. This will serve her well in a horror and survival based setting and should be an interesting theme to explore in CR with other characters who may, perhaps, be more cynical.

    » POWERS: The mag-tech spinal implant grants Katarina certain abilities to manipulate her environment to her will. At her canonpoint, she’s able to produce light at will and to do some basic physical manipulations such as healing wounds superficially (she could stop bloodflow, for example, but wouldn’t be able to repair nerves or anything fine-grained and complex like that) or levitating things too heavy for her to carry physically. She doesn’t have perfect control about these abilities yet and they require some level of concentration and make her tired. At a level of mastery of mag-tech (which takes about ten years to obtain), it won’t tire her anymore and she'll be able to manipulate her environment in myriad ways, but she isn’t there yet.

    » NOTES: n/a

    » SAMPLES: one, two.

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    [personal profile] spinals - 2018-04-27 11:39 (UTC) - Expand

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