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





impulsors: (pic#10667410)

[personal profile] impulsors 2016-12-04 09:24 am (UTC)(link)
AU History:
( note: in light of extremely limited canon + events that were difficult to translate without brewing a tediously dramatic background -- see: mystic rock markings -- i've tried to build an au that skews towards the broader themes of what little we actually know about keith's history and character while incorporating the major game institutions. )

As far back as memory goes? Mostly Keith just remembers being hungry.

Orphans weren't scarce among the Tunnel Rats, and Keith never learned to milk it quite the way the other kids did. Gimlet-eyed, with pride stiff down his spine, he tore through job after job without success. Serving boy, newspaper hawker, errand-runner, beggar -- no matter the work, Keith was a brat who mouthed off at just the wrong moments, wound up brawling with the other kids, earned himself a kick and a grumbling stomach all the way back to his niche. Up to about age ten, Keith lived largely off the watered congee they'd spoon out of the communal pots for kids -- kept an eye out for the split wires and dripping pipes of the Old Town Tunnels, learned how to wake with the first shout and take off at a running start.

At ten, he discovered the Old Town junkyard.

Dumpster diving wasn't good work, but it paid -- there was always a local shop that'd trade a bowl or two for parts. They paid more, Keith learned, if the parts were clean, and better if he fished up more than nuts and bolts and disparate joints, and best if he strung some of the pieces together into an actual proper fit. It wasn't that he'd any gift for the work -- building would never be Keith's niche -- but he was getting too big to live off of scraps alone, and starving was a strong motivator. Keith learned from the few pawnshops and repairmen who'd buy from him; in their care, he grew into a gangling shadow, all chin and folded arms and jutting dark brows, hanging around the garages and stealing looks at the monstrous machines that they'd piece together out of the parts he brought to them. It took a year before they'd let him do more -- let him look at the undercarriage of a ship, replace an oxygen sensor, strip the solenoid valves for cleaning.

Once they'd let him in, of course, it took no time at all to figure out that Keith's interest lay not in enginework, but in what the engine could do. Patient mechanics learned to work around the snarls and angry kicks of a boy led out of a cockpit by the ear for the third time in a week. From there, Keith made his knack clear -- not merely for driving, but for pushing an engine, knowing the exact dimensions of whatever he drove, taking a corner-turn on a dime. The Old Town garagemen were inherently practical -- it wouldn't be bad to have a topflight pilot owe his spot to them. A mechanic called a client, who called a friend-of-a-friend-of-a-friend -- and after a barrage of tests and a much-begrudged entrance fee (with just a little extra to overlook an ex-rat's missing paperwork), Keith was unofficially enrolled at the city's cargo-runner academy. ("Don't figure you don't owe us that change back when you make your first commission, kid," the shopowner grumbled, and smacked him upside the head in congratulations.)

Keith did pretty well at the academy -- or a little more than well. Technically, cargo-runners would only ever shuttle between moons, if ever they made it off-world -- but the old testing standards had held, and Keith learned every word. Sheer, furious determination tore him through book after practice-book, through equations and lettering and a forest's worth of star-charts. He glutted himself on diagrams of old ships and instruction manuals, memorised every set of controls they pushed between his hands, and landed in his second-last year with only a few major infractions to his record. At seventeen years old, the academy promised him first pick of job placements after he graduated.

But Keith'd been lucky -- the garagemen had paid his fee, and with his scores, the academy had taken the rest on credit. Other runners'd had fewer resources on which to fall back. Discrepancies began to float up over the year: docked ships turned out with broken parts, though they'd never been signed out for practice; fuel dropped and rose in the engines; instructors lectured on breaking the bay locks for joyrides.

A brighter, more cynical eye than Keith's might have made the connection sooner: practice ships, after all, wouldn't be expected to carry the same pilot every time. Customs inspectors could hardly expect to memorise the face of every cargo-runner out on their first tour. Who'd bother worth to check the hull of an academy ship out on a practice jaunt, or to make sure that they came back within the trip estimation that they gave on departure?

In short: someone was loaning the academy's ships out to smugglers.

Born a rat, raised in a crowd of mechanics, Keith never quite learned strategy or subterfuge. On spotting the discrepancies and breakages for his favorite ships, he started to pick fights with the cadets who'd taken to loitering near the bay, and then with the few, well-placed instructors who defended them. In a reckless, desperate bid for proof, he broke into customs' records to collect the papers which proved that someone was sending the ships out without permission -- and was caught. Having their worst troublemaker hauled in by a crew of bored border-patrol officials was the academy's last straw. Keith had no connections, no citizenship papers, no last name -- but then, the academy didn't want too close a look at its own affairs, either. The compromise: six days short of his eighteenth birthday, Keith was booted from the school without one credit to show for years of work.

Call it sheerest luck that someone else was paying attention.

Within the week, a reclamation agent caught up with him. The academy, as it turned out, was the tip of the iceberg; it'd opened up an avenue for smuggling, and someone'd put a warrant out on the name at the very end of the chain. Keith had lacked the authority and the opportunities to chase; the agent lacked the right names, the sense of which ships had been signed out for tours where they shouldn't. It was a rocky, terrible partnership that resulted in a spectacular near-crash just outside the city. But the warrant went through, in the end, and Keith got the recruitment pitch that every Killjoy must've surely had at the start of their career -- with one extra line. Level up enough, the agent said, and he might even be able to afford his own ship.

That was a year ago.


CRAU: n/a.

Original History:
By and large, Keith's backstory won't be released until next year at the earliest, so I'll be brief! What we do know about his background's limited to a patchwork of facts dropped throughout the reboot: on some nebulous future Earth, Keith was orphaned at a young age and recruited to the Galaxy Garrison.* There, he ranks up to fighter pilot class and washes out about a year before the proper start of the series. After his expulsion, Keith wanders for a time. Instinct draws him out to an outcropping in the desert riddled with enough bizarre ancient markings to make any conspiracy theorist's heart sing, and he takes up a shack close to it as he struggles to piece together the story of a giant blue lion.

Fortunately, a giant spaceship crash-lands nearby on cue, saving Keith from having to answer any hard questions about why riddling himself an answer to an anthropological puzzle's more important than living somewhere with decent running water.

The crash leads him to discovery of Takashi Shirogane, one of the crew members lost on the Garrison's mission to Kerberos to pilot error -- and, in short order, to a cave in the desert, which appears to have housed a giant robotic blue lion for millennia.

As it turns out, the Blue Lion begs capital letters: it's one piece of five, designed to form a space weapon to take on Zarkon, an alien warlord from Galra who's expanded his empire to encompass most of the known galaxy over ten thousand years. Its subsequent flight from Earth drags Keith, along with three space cadets and one newly-rescued pilot, back to the Castle of Lions and to Princess Allura, the castle's only survivor after ten thousand years of cryosleep. There, cadets and pilot and princess decide to battle the continued expansion of the Galra empire.

Cue space adventures! . . . which I am skipping in summary because Keith has no real character arc in any of it. He tags along, fights some things, and upsets every member of his team at least once. Their missions culminate in the Galra Empire's capture of Princess Allura, Keith's singlehanded challenge to Zarkon during her rescue, and the whole team getting split up in wormhole transport as they flee. Wikipedia provides a perfectly good rundown of the series; there's also the fan-wikia for another take.

(* The Garrison itself comes out as some hodgepodge of military and scientific interests -- the fan-wikia describes it as "a school where humans come to study space travel", but there's a strong implication that its students are taught actual combat skills (both hand-to-hand and basic weaponry), and 'fighter pilot' isn't really. . . reconciliable with the Garrison's space exploradora missions. On the other hand, let's be frank, nobody with Pidge Gunderson's hair would have ever flown in an actual military setting.)

Inventory:
- a bayard;
- two fanny-packs; (are they still called fanny-packs when they're not on your fanny?)
- a moderately ugly 90s-style red jacket whose collar doesn't roll down;
- a really ugly knife;
- relatively normal-looking gloves.

Samples: - tdm #1
- longer meme thread #2

Miscellaneous Notes: i have nothing to declare but my tl;dr and a truly appalling sense of humor. i'm very sorry.