thenine: (Default)
The Nine ([personal profile] thenine) wrote2016-11-03 01:29 am

Applications

APPLICATIONS




Since the game is in the closing process, applications are permanently CLOSED.
Reserves are currently CLOSED.

Please be sure to review our FAQ, rules, and taken page!

Player Cap: 38/60

Please note that reserves only hold the character for you to apply with. Should all player slots be filled before the end of the scheduled application round, applications will close at that time. Due to the limited number of player slots, revision requests will be given a 24 hour window for re-submission.

To submit your application during an open round, copy and paste it directly in a comment here. If your application exceeds the character length, please only use one top-level and reply to it with as many comments as needed.

Please title your comments in the following format:

CHARACTER NAME | CANON | RESERVED/NOT RESERVED

Player



Name:

Age:

Contact:

Preferred Pronouns:

Other Characters: If this is your second character, please list your first here.

Character



Name: Please include any known aliases as well.

Age:

Memory Option: (1, 2, 3 -- see HERE for more information).

Established Status
: Y/N. If yes, please state for how long (up to five years, more information can be found here) and detail briefly what they've been doing since they've come to Overjoyed. Please note that no memory regains will be possible prior to game-start: this option is only available to allow you to better establish your character and their potential organizations/business/etc.

Canon:

Canon Point:

Citizenship: Please review the settings guide and job guide, as not all characters will have citizenship. This will be very important for plot events and will not be easily changed once accepted, so consider your options carefully.

Job: See our jobs, FAQ, and culture pages for more information. Who they work for--whether it's The Company, The RAC, or another option, will have a significant impact on their daily lives. The most important thing to bear in mind is that the job should make sense for the character--we probably wouldn't have Gundam Wing's Heero become a pastry chef (though that would be its own level of awesome), and likewise, Ash Ketchum probably isn't suited for biomedical engineering.

* Level: For characters who are applying as members of the RAC, please state the level you believe is the most logical starting point for them. Keep in mind that no one begins higher than a level 4.

Abilities: For an overview of how your character's canon powers can translate to Overjoyed, please review the FAQ, powers guide and/or hit up the brainstorming meme where a mod will be happy to work with you. In short, we will only be nerfing those abilities deemed game-breaking, but will require that magical abilities translate into more scifi iterations of themselves. Additionally, you will need to classify your abilities between minor and major and explain why you chose that classification. Minor abilities will be available from day one, but major abilities can only be regained through AC purchases.

This section should also include any standard physical or mental abilities that are noteworthy about your character.

Personality: We expect this section to be thorough and as comprehensive as possible. While we understand that the nature of an AU-bending game will skew a canon personality, we ask that you refrain from heavy use of headcanon and, in the instances where you do use it, provide your logic and reference canon to back it up. Things to consider in this section: How do they react to conflict? What are their strongest traits and their weakest points? In their worst moments, what are they like? How about when they're at their best? We want to see well-rounded characters--no one is perfect and no one is completely flawed.

CRAU: Yes or no. If yes, please provide a brief summary of the world setting they're coming from, the developments and/or formative experiences that occurred during the time they were there, and a link to the game's main navigation page.

AU History: This is the section where you will blend the world setting with your character's original history. Because we realize that this isn't the easiest task, we want to make it as painless--and as fun--as possible. If you're struggling for ideas, please don't hesitate to hit up the brainstorming meme. Your history does not need to mirror canon precisely--some things just won't translate well at all, but try to stay as true to the original path as you can. The people tasked with rewriting your character's memory would try to align it as closely to true experiences as they could.

Original History:
If canon: A wiki link is sufficient as long as it covers the pertinent details and pertains to the specific universe in which you're pulling your character from (anime, manga, game, etc).

If OC: Please provide a detailed account of their life and general world setting of their original universe. If possible, try to limit this section to no more than 1000 words, but know that this is more of a general guideline for your moderators' sanity than unbending rule (so if you feel that you need to write more to convey important details, we understand).

Inventory: Items that your character had on their person at the time of leaving their universe will be permitted, though some may change form when entering Overjoyed to suit the environment (i.e., if you had a magical pocketwatch, it would probably look slightly different now.) For application purposes, please list any items within their possession at the canon point you'll be taking them from, and describe any changes the items will undergo.

Samples: Please provide either (A) a sample written within the game verse or (B) two threads, only one of which may be network, wherein at least one is set within game verse (i.e., tdm).

Miscellaneous Notes: Is there anything you would like the mods to consider that didn't quite fit into the above sections? For original characters, please note your PB here. Otherwise, feel free to add anything pertinent that didn't quite fall into the above categories.

Template





eggplanting: (Default)

[personal profile] eggplanting 2017-01-11 12:49 am (UTC)(link)
Personality:

Stephanie Brown doesn't give up. Everything she does is based around her refusal to quit, no matter how tough things get. She's been told numerous times that she'll never amount to anything and keeps trying anyway, keeps trying to be better, to get more training and prove people wrong. At first, Steph kept being Spoiler because she wanted to prove people wrong about her, because she enjoyed the thrill of the control it gave her when everything else in her life was a mess, and because she wanted vengeance against her dad. But after her dad was in prison, she began to realize other reasons to keep fighting, and the Spoiler became about protecting the people of Gotham and about doing the right thing. Steph recognized a need and she filled it by setting out to stop other kids from having to grow up the way she did, surrounded by violence and neglect. This is one of her strongest convictions and it's why she won't quit regardless of anything that stands in her way.

Her stubbornness can be her downfall on occasion, since she doesn't know when to back down or make a strategic retreat, instead she'll keep trying until she can't anymore, regardless of the costs to herself. It can also lead to her making rash decisions and rushing into things just for the sake of doing something, rather than spending the time to work out a good game plan while people are potentially getting hurt. She's trying to learn a little restraint in that regard, to weigh up all her options before jumping in, and to know when it's better to back down and come back for a second round, but it's not as easy as she thought it would be, and sometimes her eagerness, stubbornness and temper get the best of her, and she still makes mistakes on occasion.

On the surface, Steph might come across as a little shallow. Her sense of humor alternates between dry sarcasm, and dorky puns, with an occasional edge of bitter or self-deprecating jokes. She uses humor to cover up her emotions, especially fear and insecurity. She tries to always keep a cheerful countenance, and when people don't know her very well, this can be seen as not taking things seriously enough. This isn't quite right, Steph is cheerful because she wants to be, because she refuses to stay down in the face of all the shit she's been through. Just like she refuses to give up in a fight, she refuses to give up on her spirit and her optimism. A positive attitude doesn't mean she's naive and Steph is going to enjoy her life, the rest of the world be damned. The best revenge is living well.

She can also be kind of cheeky, with a special fondness for teasing her friends. It works as another aspect of her sense of humor and as a way to test boundaries - she teases to see how much her friends will put up with. Her friendships with both Tim and Cass often featured gentle taunting and mocking, coming from all parties. Steph also felt the humor and teasing was necessary for keeping Tim down to earth, she always worried that he was going to turn into Batman and didn't want that for him. It's one of the things she regrets about letting everyone believe she was dead; she feels like it contributed to pushing Tim towards that end. Sometimes she doesn't even recognize him anymore.

Beyond the surface level, though, Steph has a hard time making friends, in part due to her nighttime activities, but also because she has some trust issues thanks to like everyone she knows betraying/abandoning her at some point (except for Cass, who has done nothing wrong, ever, in her life). Plus she can be kind of abrasive, as she'd rather speak her mind than hold her tongue. Steph is the kind of person who has a small circle of very close friends that she's extremely devoted to. In a vigilante capacity, despite often working alone, she's been shown to work well when partnering up with other heroes, even if they've never met before.

Her friendship with Cass is one of Steph's most formative relationships. Although it took them a while to trust each other and work together well, Steph and Cass both care deeply for each other and the friendship has helped both of them grow and change. Cass's respect for Steph - earned when Steph refused to quit even after getting beaten down by Cass - helps Steph to respect herself. And even though Cass was often doubtful of Steph's skills, she still tried to teach Steph how to improve, rather than trying to make her quit. It was a huge moment for Steph when Cass gave her the Batgirl name and costume and one of the main reasons she tries so hard to make Batgirl into something to be proud of. Cass is her best friend and Steph doesn't want to let her down. (Her relationship with Tim is a fucking mess that needs it's own dissertation and do we need that? No.)

Steph is fiercely protective, both of her friends and of people that she thinks need protecting, often those that are ignored or put down by the current system. If someone hurts her friends, she's very unlikely to ever forgive them for it, and while she isn't necessarily inclined towards self-sacrifice, she'd take a bullet for her friends. That also means she'll occasionally stick her nose into other people's business (by which I mean: stalking them) if she's worried about what her friends are up to. When it comes to people who have been hurt or abandoned by the system, she feels more need to look out for them and to protect them from the world.

She can be quick to anger, especially when someone is threatening children and sometimes she relishes the violence she gets to deal out as a vigilante. It's cathartic, beating up the sort of assholes that remind her of the people she grew up around, and she always feels good in knowing that she stopped the bad guy. Her anger can be both personal, and righteous. She's attacked the Riddler because she blamed him for her father's death, she punched her ex-boyfriend for leaving her alone when she was pregnant and she slapped Batman for making her play his games. On the other hand, she's turned her anger towards the cause that she believes in which has led to her rage at the Penguin for exploiting children and at the Calculator for hurting her friends.

There's a ruthlessness in the way she fights, often hitting harder than someone like Batman would deem "necessary". Sometimes she just likes violence as the first option to solve the problem; it's quick, simple and it's what's kept her alive growing up in a house full of criminals. She's working on trying to find other ways to deal with problems. Steph doesn't kill, but that's mostly out of respect for Batman's rules and the legacy of the costume -- it was Cass's identity and Steph knows how she feels about killing. But she's never understood why they have to go out of their way to not kill the bad guys. She figures they should be able to beat them up as much as is required to stop them and if that means potentially killing them, so be it. Canonically, she's wanted to leave the unconscious criminal in a building about to explode, or to freeze to death in the snow. Some of Batman's issues with Stephanie stem from this, as he doesn't trust her not to use lethal force. When confronted with Zsasz, Steph was ready to kill him to save Batman and any future victims of Zsasz, an act which Batman scolded her for. She believes she did the right thing, despite Batman's insistence otherwise.

That said, she understands that not all criminals commit crime because they want to. Her background gives her enough insight to know that sometimes it's the only option and she tends to be lenient with kids from backgrounds like hers, who get caught up in gangs or drugs, encouraging them to get their life back on track, if that's possible. Similarly, she is critical of Batman's approach to crime fighting, which often focuses on the big crimes and tends to overlook the little people. It's why Stephanie kept being Spoiler, she wanted to stick to the suburbs and the parts of Gotham that Batman doesn't go to, and try to make a difference there.

She's used to dealing with her problems by herself, a symptom of her trust issues and the victim blaming she faced after her dad's friend attempted to sexually assault her. As a result she tries to keep her personal life personal, except from her closest friends, and even then there are topics she doesn't like to talk about. Her child is on that list because she doesn't really like thinking about it; she knows she made the right choice but it doesn't stop her from wondering what could have been. She also doesn't like talking about her mom's addiction as it was a hard time for both of them. She doesn't like to talk, or think, about what happened during the gang war even though she's trying to make peace with herself about what went down. Sometimes she still blames herself for what happened, but if anyone else tries to blame her, she'll break their nose.

The relationship between Steph and Crystal is a difficult one, despite being the most important in her life, complicated by Arthur, Crystal's addiction and Stephanie's crime fighting activities. She became the Spoiler to stop her dad from ever hurting her mom again and Steph loves Crystal, but she can't forget all the times that she's been hurt both by Crystal, and while she stood idly by as Arthur hurt Steph. Sometimes she blames her mom for letting Arthur stay in the house even though she knows Crystal had no choice. Even more often, she blames her for turning to drugs when things got too hard to bear and for leaving Steph "alone" to deal with Arthur. But Crystal has recognized her mistakes, apologized for them, and done her best to atone for them. With Arthur presumed dead, they'd tried to make themselves into a family again without him, and were mostly succeeding until the gang war and Steph's "death", an event that hit Crystal hard. When Steph came back, it was her turn to do the apologizing and she's grateful that her mom forgave her for not returning sooner.

Cystal's opinions on Stephanie's vigilantism has varied through Steph's career; Crystal has encouraged her actions, overlooked them, and told Steph to stop. After Steph's "return from the dead", her mom made her promise to stop being a superhero and Steph said she would. It's been a constant source of guilt for Steph because she hates lying to her mom. In the final issue of Steph's Batgirl run, her mom finds out that she's been operating as Batgirl for a few months, and after a slightly awkward discussion, Crystal tells Steph that she's proud of her. This is an important moment for Steph, and it's taken a lot of weight off her shoulders; she no longer needs to worry about keeping the secret.

Also Steph is a Green Lantern fight me Brian Q Miller.

AU History: whodafuck knows

By which I mean because Steph has no memories from before she woke up one morning about 11 months ago, she's mostly pieced together her "life" from clues.

Apparently she's an orphan, the files say her mother died young and her father was a Company man who was KIA about a year before Steph lost her memory. She assumes he's the reason she ended up with the Company, having apparently gone through the training and certification process to fly her own transport ship. Judging by the lack of people who've called her out on not being her, she guessed that she wasn't particularly close to anyone else in the Company and kept mostly to herself.

In the months she's been established, that hasn't changed much. She woke up one morning to a reminder that was due to report to her ship for a delivery and no memories of what had happened in her life before that moment. Even without memories, her Bat-paranoia kicked in and she decided to just... wing it. Walking through the halls, she recognized what certain devices were for, knew how much Joy to pay for a cup of coffee at the cafeteria, and understood the controls of "her" ship (it's on lease from the Company, she later discovered) well enough to complete the day's job.

The next few weeks were spent researching herself, looking up her files, reading her own notes, searching every inch of her room to find whatever clues she could about her life. Eventually, she fell into the rhythm of working and her focus shifted from working out who she was, to figuring out what happened to her. In her spare time, Steph devours any information she can about amnesia, hoping that something will be helpful.

When not working or researching, Steph has also been... researching because she's a Bat I'm so sorry. In this instance her attention is focused on the Company, and she's been starting to realize that there's some shady shit in the state of Denmark Quad. At the moment, she's still trying to work out what the hell to do about this revelation, but she's thinking that the Resistance has a nice ring to it.

CRAU: N/A

Original History:
Wikipedia biography. It's so nice when I can do this. Friends don't let friends play OCs.

Inventory:
God can I say her Batgirl suit is stashed somewhere and she just hasn't found it yet? It'll come with a utility belt full of batarangs + first aid shit + a grapple gun.

Samples:


There are bars on Leith, both Company owned and private, but Steph very rarely bothers with any of those, preferring to avoid places she might be recognized. The trick to pretending to be someone she isn't often means that she cant risk anyone who should know her, because as soon as someone unfamiliar says her name, she's caught. It's lucky that she seems to be fairly good with computers - it means she can get into the files of her 'colleagues' to at least match names to faces, so she doesn't slip up and forget a friend's name.

But overall, it's easier to be on Westerley, where she finds herself able to blend in with the locals, and there's little chance to seeing someone who Stephanie Brown should know.

Westerley feels more familiar, somehow, despite the fact that shouldn't fit with the life Steph has pieced together from notes and files and work records, because she hasn't spent all that much time here. She wonders if everything she's found is a lie, if she's a plant of some kind, a sleeper agent that someone fucked up. It's unsettling to think about and she'd rather just spend a little Joy on getting drunk.

Alcohol takes the edge off the paranoia and the constant worry about what the hell she's going to do with herself when someone finally catches on to the ruse.

But no one has yet, she's nearly made it to the year mark, and that's... something. It's exhausting, really, and she still doesn't know how she's ever going to figure this one out, unless her memories happen to suddenly come back.

By the time she finishes a handful of drinks, there are no solutions to her problem and all she can do is stumble her way out of the bar, caught up in her own thoughts when she should be paying attention to where she's going. The moment she realizes that something is wrong is when she hears heavy footsteps behind her. She's wandered in to the wrong part of town.

There's no time for her to run before a hand lands on her shoulder, and everything from that moment is a blur. Her finger close around the man's wrist, she drops her shoulder and reaches over with her other hand to hook around the back of his head, and then suddenly he's on the ground in front of her. He scrambles to his feet and she kicks at the inside of his knee, dropping him down again, before punching him square in the nose with more force than she realized she was capable of.

The man goes down hard and Steph's breathing hasn't even changed.

"What the fuck just happened."

The words are muttered under her breath as she stares down at what she just did. This changes everything.


Miscellaneous Notes: MADE IT