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





lotusmesenpai: (ever slightly out of reach)

SAMPLE APPLICATION: | KANDA YU | D.GRAY MAN | Reserved

[personal profile] lotusmesenpai 2016-11-30 04:43 am (UTC)(link)

Player



Name: Laure

Age: 30+

Contact: [plurk.com profile] elvellyn

Preferred Pronouns: She/Her/ or my favorite: Ari’s wife

Character



Name: Kanda Yu

Age: 21

Memory Option: 1

Established Status: YES. Kanda has been in-verse for three years. During that time, he’s been partnered with Lavi as a Reclamation Agent team.

Canon: D. Gray Man

Canon Point: Manga chapter 217, after he agrees to become a new General in the Black Order

Citizenship: Authorized non-citizen

Job: Reclamation Agent

* Level: Four

Abilities:

Translated Personal Abilities

Passive | Enhanced Regeneration : While his canon ability originally allowed him to do such things as revive from death within 580 seconds, re-grow his entire body from cells, recover from a crushed skull, and burn off a universally fatal akuma virus, those abilities have been exhausted to a significant degree by his current canon point so his in game healing ability will reflect that. He can still heal rapidly, though to keep this balanced this will be represented as roughly double the normal human rate. It is also assisted by a sphere full of medical nanites in his chest in order to translate the canon source of his regenerative powers that had been developed by the Asian branch’s Chang family.

Minor | Blood transference: In canon, his blood is able to close and/or heal considerable wounds on others as well so this will still be the case in ‘verse – it will just be assisted by transferring those medical nanites. This aspect of his ability is outside the ‘passive’ status since it directly affects others.

Passive | Physical strength: Despite his animanga physiology, Kanda is quite strong. Canonically, he’s able to carry a man four times his size on his back and still run (this as a child) or cut akuma in half with a regular sword as opposed to using his innocence. This will still translate to being stronger than the average joe, but not excessively so. Exerting physical force over other people or objects will come with a ‘rebound’ cost. It will leave him weak for a while and slow his regeneration rate.

Passive | Speed: His regenerative abilities allow him to move faster and jump further than a normal human could. To translate, this will also be a drain on his regenerative rate, but will also be limited to, essentially, a 50% increase above the average human for movement, reaction time, and distance covered.

Passive | Expert swordsman/close combat fighter: Kanda is an expert swordsman with various forms of Japanese swords and can use them effectively in ‘boss-level’ battles. This doesn’t really need translating.

Translated Innocence (Mugen) Abilities

Innocence in his canon is a special form of weapon that can be used to destroy/purify akuma and Noah clan members alike and can only be wielded by those that have the ability to synchronize with a piece of raw Innocence. Once synchronized, however, the weapon is modified to grant the user special abilities, based largely on their synchronization rate. Those rare few that exceed 100% are considered ‘Criticals’ and usually become generals within the order, such as Kanda’s own elevation.

Mugen started as an equipment-type weapon, however, after Kanda’s return to the Order it reverted to a cube state and evolved into a crystal-type weapon. After liquefying, he drank his Innocence to re-synchronize with it. In doing so, a cross stigmata appeared on each of his forearms (that, afterwards, look like scars) before the Innocence used his own blood to reforge the blade. Mugen’s current form is near-impossible to break and has a red sheen to the blade. The translated abilities of the sword are:

Major | First Illusion: Netherworld Insects (界蟲「一幻」, Kaichū: Ichigen): This command allows Kanda to release detailed holographic ‘hell’s insects’ towards an enemy to serve as a distraction.

Major | Ripping Flash Claw (五幻・裂閃爪, Gogen Ressensou): Rather than unleashing seven sharp energy beams from his sword, this command will emit a strong electrical current when it touches an enemy.

Major | Double Illusion Sword (二幻刀, Nigentou): This command triggers the nanites used to forge the blade to release and split into two swords.

Major | Ascending Flower (昇華, Shouka lit. Sublimate): Kanda activates the nanites in his system in order to increase his speed, agility, and in-battle healing. When this happens, veins appear around his eyes

Major | Forbidden Spell: Triple Illusion (禁忌 「三幻式」, Sangenshiki): Can only be used after ascending flower in that it actually forces the nanites to work at max capacity, but at the cost of destroying the nanites themselves – thus decreasing his regeneration rate/longevity.

Major | Fourth Illusion Style (四幻式, Yongenshiki): Kanda's pupils take on a silver sheen and he gains another drastic increase in speed and power, at a severe cost to his regenerative ability and significantly decreases his longevity.

Recovering from injuries incurred in this state will take twice as long as a normal human would recover from any injury.

Major | NERFED | Fifth Illusion Style (五幻式, Gogenshiki): Mugen's blade emits a large amount of dark, lightning-like energy and pushes past the max of his regeneration by essentially tearing apart his body from within. It also causes him to enter a mindless berserker state. Due to the extreme nature of this ability, it is nerfed entirely.

**While players are not required to list abilities that will not be used, this one is included to show an example of a power that would be nerfed by the mods.

Personality

His time spent as first a military experiment and then a soldier has shaped him into an extremely detached person. He often comes across as vulgar and abrasive; an exceedingly cold, ruthless and arrogant individual, with little to no respect for the lives, trials, and/or tribulations of others. When he was younger, this often manifested in an utter disregard for those weaker than him - if they fell behind in battle, he was callous enough to leave them there without a second thought. If they got in his way, he was just as likely to cut them down to remove the obstacle, rather than fight beside them.

The process of change was non-existent while he was still in the military, until he met that one annoying kid (and even then he’d stabbed the guy in the end). But the very act of saving Kanda from his own personal hell, of forcing freedom on him after such a long time, has had a considerable impact on him - it forced him to see people for who they are, rather than who he assumed them to be.

It forced him to understand that he knew very little of humanity, but that it did exist outside the rigid structure of dark-side military operations.

Even so, his personality is changing at a glacial pace.

Where once he was outright dismissive, now he’ll give a passing glance before moving on. Where once he would have shot first and not bothered with the questions later, he now attempts to assess a situation in full (or to the best of his abilities, since so very many interpersonal actions still seem a waste to him). He’s beginning, slowly, to...actually remember faces, to carry on conversations.

Regret and a debt owed have a way of giving one an altered perspective on humanity and their own place in it.

Lavi, much to Kanda’s annoyance, doesn’t leave much room for backsliding. From the beginning, he refused to call him ‘Kanda’ - only Yu, despite all of Kanda’s demands otherwise. And while that wouldn’t mean much of anything to some… Kanda is all he’s really been, from the moment he’d opened his eyes in that stasis-pod. It’s the one way Lavi has forced him to be more ‘man’ than ‘soldier’ and to this day, he still doesn’t even know if Lavi realizes it.

Bastard’s smart though, so he probably does.

His partner often fills the quiet with conversation - regardless of whether Kanda participates or not, drags him to all sort of ‘social’ places to mingle or simply observe the chaotic mesh of humanity, and challenges the way Kanda perceives the world around them with little moments of insight that Kanda would have never been able to ascertain on his own.

Small, unconscious steps bring him closer to human. But he doesn’t consider himself there, not entirely. Not that he’s fucking trying, either.

CRAU: No

AU History:

Kanda’s earliest memories are of running along the streets of Sugar Point and helping his mother tend both his baby sister and their small vegetable garden – but then, the adults became angry. When he was eight everything seemed to change. Before anyone knew it there were constant protests in the mines, pockets of violence that began cropping up between the Company enforcers and the local miners with an alarming frequency... his dad’s constant grumbles of being worked too hard for no pay.

As a child, he understood that the matter was grave, even if the nuances that defined the struggle escaped him.

At the height of the disagreement, he could remember his dad coming home, eyes manic as he boasted about people shooting someone called an ‘executive’, much to his mother’s horror. The revolutionaries had decided to celebrate their victory and called for a festival that night. He could remember the feel of his sister’s small hand in his as they followed their parents, eyes wide and curious as they watched vendors sell food and toys, their cheerful shouts drowned out by the cacophony of revelers and wandering players alike.

There were game stalls for children, where he won Akuma demon masks for both his sister and himself and what he thought were fireworks… until the lights started landing all around them, shattering buildings and people alike. The Company, it seemed, had retaliated for the executions of so many distant relatives with extreme prejudice. Their bombs razed Sugar Point to the ground, leaving a scattered maze of broken buildings and ruins before they walled off the city itself.

(Now, Sugar Point is a nest of vipers, where wild men clash with gangsters and slumlords to claim territory, but that’s another story.)

His next memory was that of waking up in a stasis chamber, wrapped in a cocoon of wires connecting his body to machines. Mother, father, and sister… all died at the hands of Company pilots, though Kanda’s own status is little better.

For the next two years, he remained captive on a black ops military vessel in space, a lamb offered to the dubious gods of science and technology aiming to create more efficient soldiers. Ones that can heal faster, move faster, sustain damages with higher pain thresholds.

Mindless cogs that look like men and fight like demons.

Two years he endured a vicious cycle of testing designed to see first how far both body and mind could be bent before it broke and how much damage could be inflicted and repaired thanks to the sphere of medical-grade nanites they’d implanted in his chest, until one of the other test subjects finally snapped. The boy had slaughtered everyone - the medical staff, the technicians, the military officials, the other test subjects until all that was left was the two of them, this boy that had attempted to befriend him. He claimed they all needed to die, to stop the testing, but surprisingly… Kanda’s will to live was stronger than his friend’s determination to kill.

After that, he was shifted from one specialized unit to the next, with the first year little more than an endless stream of planetside battles that blended together, a hazy time where broken limbs and shredded muscles heal at an exceptional rate, allow him to continue fighting long after his ‘normal’ squad mates had fallen, until they finally stopped assigning him to teams.

Three years of quasi-solo missions where he played the advance party for the regular soldiers.

By eighteen, he’d accepted that this life held no escape for him - that his loathing of the military may be fuel for his battler rage and little else, until one particularly irritating squad member tried to befriend him. The kid, around his own age, was annoying. All bright grins and polite friendliness, with his bleeding heart worn on his sleeve that just begged Kanda to punch it. Repeatedly.

Kanda had expected him to die in a day.

A year later, the kid had gotten in his way, tried to stop a bloodied battle that Kanda had been fighting with a former ally turned enemy and had been stabbed in the gut by Kanda’s own knife for the effort. Despite that, this same kid had managed to save Kanda after the battle was over - even managed to get them off planet before the next round of attacks came - only to jettison an unconscious and critically wounded Kanda from their disabled ship before sending the SOS out to a nearby non-combatant vessel. Afterwards, he’d lied to the military, told their superiors that Kanda had died when their mission had failed, and Kanda had been plucked out of the black by a Reclamation Agent.

Becoming a killjoy was an easy decision – he had no attachment to his dubious status as a citizen and this, at the very least, protected him from further military reprimand, should they ever find out he’d lived. While his skills qualified him as a Level Four from initiation, his handler had had initial misgivings because of his military background. Too often, soldiers weren’t able to transition from following orders to making snap decisions in the heat of the moment, when a swift decision determined whether the warrant was completed or failed, but Kanda displayed a situational awareness and ability to make those hard decisions that was needed to be a successful killjoy.

He’d never been that good at following orders anyway.

By the end of that year, he’d managed to gain his freedom, a ship, and a (grudgingly tolerated) partner, one Lavi Bookman, Jr. He owes that bastard for all of that and he knows it. One day, he might even have the opportunity to do something about that…

Original History: D.Gray Man wiki

Inventory: His sword, Mugen, is currently hanging on the wall in his crew quarters on their ship, along with his golem. The book containing all of General Cross and Allen Walker’s bills and Kanda’s exorcist uniform (to include the newly acquired General insignia) are locked in one of many storage containers in the cargo bay, hidden behind all others.

Samples:
Overjoyed TDM #1
Overjoyed TDM #2

Miscellaneous Notes: Their ship, Noah, will be purchased with half of his intro HP points and half of Lavi’s as agreed upon by both players OOCly.
Edited 2016-12-01 03:18 (UTC)
inksplashes: (Then I'm a fucking arsonist)

Lavi "Bookman Jr." | D.Gray-man | Reserved

[personal profile] inksplashes 2016-12-04 01:04 am (UTC)(link)

Player



Name: Ari

Age: 27.

Contact: Plurk; see player or mod contact page.

Preferred Pronouns: She/her.

Character



Name: Lavi "Bookman Jr." (Alias; real name unknown.)

Age: 21

Memory Option: 1

Established Status: 3 Years

Canon: D. Gray-man (Manga)

Canon Point: Ch 207

Citizenship: None; reclamation agent or authorized non-citizen.

Job: Killjoy

* Level: 3
Edited 2016-12-04 04:55 (UTC)
inksplashes: inksplashes | do not take (She said at night in my dreams)

[personal profile] inksplashes 2016-12-04 04:55 am (UTC)(link)
Abilities:

Skills



Memory: Bookman training and work requires a sharp eye for detail and an even sharper mind. Lavi has a photographic memory and needs no more than a glance to commit an image to mind.

Strategy: A keen observer of history and culture, Lavi has a considerable repertoire of battle strategies and tactics at his disposal when necessary. He cultivates the image of a person with a careless attitude and lacking wit, but when he chooses to turn his intellect on an enemy, the results can be devastating.

Deception: Disciplined and well-practiced at slipping into different personas, Lavi is described as a mirror pane--reflecting nothing back but the image of others. An expert liar, he can often deduce the best route for endearing himself to someone--friend, enemy, or otherwise--in order to meet his goals with none the wiser to his true intent.

Combat Specialist: Canonically, he's spent a lifetime learning martial arts and honing close quarters combat skills. Since his weapon of choice is staff-like and he's evidently not bad with a flag pole, he's appears better with long-range weapons rather than melee.

Field Medic: A lifetime spent in one war zone after the next has garnered Lavi some crude but effective medic skills--nothing that would qualify him to work in a clinic, certainly, but basic understanding of how to treat wounds, poisons, and keep himself or someone else alive long enough to find a more qualified set of hands.

Passives



Lavi has no out of the ordinary passives, though his physical capacity is hinted at being slightly above average in terms of strength and endurance. For simplicity's sake and because canon doesn't like being clear, we'll just say he's exceptionally well trained and in peak condition.

Powers



Innocence: Canonically, Lavi is an exorcist of the Black Order, an individual capable of synchronizing with "innocence". Innocence is a substance which can purify and destroy the akuma virus when it takes on a weapon form and is paired with an appropriate accommodator. Lavi is one such user and his innocence takes the form of a size-shifting war hammer. In Overjoyed, its size-changing abilities are owed to its use of claytronics or programmable matter. Although he'll have access to the hammer, he won't remember how to use it until he begins his first major regain. It currently rests dormant in his room.


Outside of its obvious offensive abilities, Lavi uses the hammer to strike magical seals and release powerful spells. While retaining their overall visual impact, their interface is now a holographic display, and the seals themselves are made of the same programmable matter that the hammer is--by selecting the different commands (i.e., hellfire and ash, violent thunder, so on), he instructs the catoms to rearrange and change their charge to produce the desired effect.

Major | Fire Stamp: Hellfire and Ash
: Similar to canon, this produces a column of flame, but unlike canon, he no longer has the ability to ride said flame like he's hanging ten, because that's not a thing. Because of its nature as programmable matter, he is only capable of directing the column within a limited range around him.

Major | Heaven Stamp: Violent Thunder, Whirling Skies: Selecting this command from the interface menu creates a directional column of lightning or electrical charge.

Major | Wood Stamp: Wind: This seal creates a localized vortex with limited directional abilities.

Major | Wood Stamp: Spinning Dist of Heaven and Earth: A more advanced technique than the previous, this technique can canonically control the atmosphere and objects in nature (such as the clouds, atmospheric pressure, wind, rain, etc), but in Overjoyed will be limited to more localized effects--controlling one or the other, but not both, and within a short radius of his position.

Major | Combo Stamp: Terrible Lightning of Heaven
: Using a combination of fire and heaven commands, the claytronics matter can be shaped into a wall of fire and iron as either a defensive or offensive measure.


Personality: Bookmen take no sides, harbor no loyalty. They are the impartial chroniclers, the untouched wanders, drifting through history like whispers of wind.

Lavi is a successor of this esoteric clan, and though his smile is always warm and his laughter rings bright, his heart is separated by a distance that none may cross.

He cares for others, he can't stop himself--but it doesn't matter.

(Sometimes, he even believes that's still true.)

「 The Bookman’s successor. I take on a new name each time I go somewhere new, and discard it each time I leave. 」



49 names, 49 logs. Each record a bookman creates entails a new name, a new persona. Lavi has existed longer than all others before, and perhaps therein lies the critical flaw. This 49th persona has stayed entrenched so long now that it's begun to seep past the skin and into his bones, that it's become him.

The smiling fool, laughing and charming his way through people, aching for the burdens of others but keeping his own hidden .. that person is steadily becoming indistinguishable from the bookman who fabricated him. That person's smiling face has controlled his for so long that he no longer knows when it's lying or telling the truth.

He no longer knows if the distinction is important, either.

「 He must not become attached or be controlled by emotion. He speaks with all kinds of people, then leaves as if nothing has happened. 」



In this way, being a killjoy is an easy double-life for Lavi. The creeds of his clan and ultimate goal of his mission often run in concert with one another: remain neutral, remain true to the word of the warrant.

But he is first and foremost a bookman--the Reclamation Apprehension Coalition is a stepping stone in his pilgrimage, a convenient means to an end. Given the choice between his duties as one or the other, he wouldn't hesitate to betray everything the RAC stands for and everyone in it.

Save, perhaps, Yu.

Yu is a liability, a perpetual threat to his impartial distance. He won't admit it to himself, but every time he has to consider leaving his partner's side and beginning a new log, taking a new name--it comes with a measure of heartbreak. Three years spent together, three years spent behind a mask of friendly lies and steady banter...

The edges of his smile are beginning to fray now, the veneer beginning to chip.

Each time a secret passes through the curve of his lips, he knows he's breaking a vow, complicating the inevitable day when they become enemies.

(Every human is just an enemy waiting to happen; all societies are just wars in delay -- )

All the same, he hopes that their semblance of friendship, of trust, might make that complication worth it.

「 Like a gust of wind. The wind doesn’t stay in one place. It feels nothing for the places it’s passed through. It just keeps wandering. 」



But that is not to say that Lavi is not without his joyous moments. He genuinely enjoys his work and his studies, his shallow relationships. His warm persona often endears him to others and his intelligence, albeit carefully hidden unless he has call to do otherwise, provides him insights that most people miss.

And above all else, Lavi is young.

Too young to ever fully adhere to his creed as either a killjoy or bookman. Too young not to get wrapped up in the moment and emotions of others, even if he can disconnect and shift between them with greater ease than others. His temper can still run hot beneath that placid mask, especially in the face of cruelty or ignorance. Although he may be trained to think in terms of black and white, his heart still very much deals in shades of gray.

He is imperfect in each of his positions in life, but his priorities--at least for now--are clear.

「 I am the Bookman’s successor. My current name—

—Lavi. 」

(no subject)

[personal profile] inksplashes - 2016-12-04 04:56 (UTC) - Expand
refactor: (WHY IS YOUR VAGINA IN THE SINK)

handsome jack | borderlands | reserved

[personal profile] refactor 2016-12-04 01:23 am (UTC)(link)

Player



Name: Christy

Age: 25

Contact: [plurk.com profile] swagu

Preferred Pronouns: female pronouns!

Character



Name: Handsome Jack

Age: 42

Memory Option: One, with a full AU

Established Status: Yes — Jack has been here for five IC years.

Canon: Borderlands

Canon Point: In between The Pre-Sequel and Borderlands 2

Citizenship: Westerley, as an employee of the Company

Job: General managerial position at the Prisoner Intake Facility
refactor: (I LOVE LAMP)

[personal profile] refactor 2016-12-04 01:23 am (UTC)(link)
Abilities
Jack is a normal enough dude, so there are no phenomenal cosmic powers for him. Instead, Jack's talents lie in his intelligence, since despite his personality that might suggest otherwise, Jack is extremely intelligent. He's very gifted with programming, technology, and engineering (roughly in that order), and anything to do with these subjects tends to come fairly naturally to him. However, these skills might not be very well known if only because Jack largely uses his smarts in management. He has a natural talent for leading people, and he tends to use his technological expertise as a supplement rather than something he brags about at the forefront. That said, physically speaking, he is in shape and above average in strength for a man of his age, though not extraordinarily so. He's also a decent shot, but onnly very slightly above average in this area.

Also, as one of the items in his inventory, Jack's class mod (the pocketwatch looking thing) also allows him to be invisible, but not undetectable when he activates it. You can see it in use in his boss fight here. It's completely technological in origin, however, and explained in a fair amount of detail! It was developed from Stalkers, which are (potentially) invisible enemies in Borderlands. Stalkers are able to appear invisible by creating an electrical field that allows them to blend in with the environment, and Jack's class mod presumably works very similarly, though it does seem to be indefinite, whereas the Stalkers' is not. That said, if something comes into contact with the electrical field, it does tamper the distortion effect enough to make an outline visible, and the invisibility is seemingly purely for vision, so anything that might sense heat or electricity would be able to see through it.

Similarly, though I'm not sure if he'd actually be able to use it, Jack does have a dataport just under his ear. In canon, this would allow him to essentially put data into his brain or convert thoughts to data (the process isn't super clear). The port allows him to work with technology a little more directly, and though they're somewhat common in canon, I'm fine with him not having as much use in game!

Otherwise, his main ability would be making terrible jokes pretty much constantly. He's a walking shitpost, and that's a talent.

Personality:
The first thing you're likely to notice about Jack is that he's an awful, terrible person. It's not exactly something he hides, and in fact, he almost seems to be proud of it. He's an egotistic maniac who is seemingly amoral and unhinged, and without a doubt, he's dangerous. He has the kind of immediate impression that you have to wonder how he got to hold any power at all, because who in their write mind would give it to someone like Jack? That question is where you start to dig into more of who he is as a person, because even though he's a monster, he wasn't always so blatant about it.

Earlier in his life (during the events of The Pre-Sequel), Jack was much more normal and down-to-Earth. The events of that game change him into the man he is today, and if you're curious, there's a personality section for this canonpoint here, which provides a bit more background on who he was before. However, it's important to note that while he was certainly a better person, he was never a good person. The events of The Pre-Sequel push Jack into his characteristic insanity for this canonpoint, but it wasn't something that came out of nowhere. Every bit of who Jack is today is an exaggerated version of who he once was.

One of the largest motivations for Jack is a massive hero complex that's always been a part of him. Jack is someone who genuinely wants to do good and help the world be a better place, but as he's gotten older, that desire has gotten quite twisted. In the world of Borderlands, there are hard choices that have to be made because of the harshness of the environment. Jack wants to be a hero because the world he lives in is unforgiving and cruel, and his vision is optimistic and idyllic to the point of seeming naive. Jack wants to create a utopia where people can live peacefully, and to do so, he's willing to do whatever it takes.

In canon, part of Jack's moral decline comes from making these kinds of choices like sacrificing an ally for the sake of thousands of lives. There's a ruthless calculus in many of Jack's decisions, and that's true even after his decline. Jack may seem impulsive and emotional, and at times, this is true, but he's actually far more logical and cunning than he might give off. Jack believes in the idea of sacrificing a few for the good of the many, but this gets to be less tragically noble when combined with the fact that he also has no problems assigning value to some lives over others. This is worsened as he gets older and loses more of his original motivations. Jack assigns very harsh values to lives to the point of not assigning any value whatsoever to people he considers truly lesser. At the start, this is only Bandits, the people who lost their minds and have essentially gone feral, but by this canonpoint, anyone who opposes Jack falls into the category of being a Bandit. The people of the planet he's ravaging have very little worth, so it's fine to sacrifice their lives for the sake of "better" people by his measure.

This leads into another major part of who Jack is, and it's the fact that he's absolutely delusional in his hero complex. Jack genuinely and truly believes that what he's doing is the best thing for everyone, even if they may not see it right now. Jack has certainty in himself and his actions because he'll create little narratives to suit it. He even calls himself the hero often, and to the hero of the story, anyone that opposes him is clearly the villain that needs to be taken down. It's a harsh black and white in Jack's mind, and he'll manage to twist things around to fit that idea. Another example of this lies with his daughter. Jack has kept her locked up for most of her life and eventually used her natural powers for his own personal gain, which leads to her killing herself both to help the player character(s) of Borderlands 2, but also to escape her father's control. But Jack never understands this. He believes that by keeping her away from people, he's keeping her safe, and that by using her powers for himself, she's really just helping him achieve that goal of utopia that will benefit them both.

His delusional mindset also extends to his view of himself, and you can see that down to his very name. Handsome Jack is the moniker that Jack takes on, and in that, it's clear that he's an egotistic narcissist. This is a delusion in itself, but also ties into some of Jack's major flaws. Despite being so delusionally sure of himself, Jack is also fairly insecure. His harsh response to people that question him seems to be because he can't handle people challenging his viewpoints and potentially bringing that delusion to a crash. He doesn't respond well to insults that have a bite with them, and he'll tend to over respond to people that he feels have wronged him, which is quite dangerous. After all, Jack also has an extremely vicious and ruthless temper. It can burn very hot or very cold, but once that temper of his is set off, it's extremely dangerous for anyone around him.

So, with all of these massive character flaws in mind, how did he get to that position? How is Jack so admired? That, as it turns out, comes down to a natural charisma.

Jack is extremely charismatic, even if it's the kind of charisma that's not the typical sort you might expect. Jack is extroverted, driven, and funny, all three of which are qualities that make him surprisingly easy to talk to and even admire. Jack's delusional belief in himself does have a positive in that sense, because it's the source of his drive. Jack believes that everything is possible for him with enough work, and it's that hard, clever work (and some brutal violence) that gets him to his position in Hyperion. He's admirable in that way, because he came from nothing and made quite a lot of himself. Then even though he has twisted views on people, he's absolutely a people person all the same. He loves being around people, and he loves to make people laugh too, which is why he tends to speak in the odd way that he does. He's the kind of person that will absolutely harass people until they laugh, which tends to be his way to get people to like him. After all, he does love to be loved--It supports and bolsters that ego of his very nicely.

It's also not as frequent as it was in his younger years because Jack is rather paranoid about people trying to usurp him, but Jack is very trusting and puts a lot of faith in people. He may not believe that people will do the good or right thing (by his measures of both) naturally, but once someone has proven themselves to him as someone intelligent, useful, or simply trustworthy, his own loyalty is surprisingly strong. Once Jack cares for someone, it's quite steadfast to the point of being overwhelming, because this ties back into his insecurity. Jack may be able to draw people in with his oddly amiable yet also abrasive personality, but he has very few friends because he's reluctant to let people close. So when he does let someone in, Jack's attention can be overwhelming and dangerous. After all, if Jack has a very lose definition of betrayal, and if Jack ever feels he's betrayed, he'll stop at nothing to make that person suffer for hurting him.

Overall, the impression that you get Jack is going to depend entirely on how he views you. With his delusional outlook on himself and on life, there aren't exactly many people above him, but people closer to him are treated relatively well. He makes off-color jokes as easily as he breathes, but he's more the asshole friend than anything else. He has admirable qualities, after all, and his drive and optimism for a better tomorrow make him someone very good at whatever he puts his mind to. He can be easy to get along with... So long as you don't mind how he treats people he considers lesser. After all, to them, he's nothing short of an insane, manic tyrant. They're simply irrelevant to Jack and can be sacrificed for that better tomorrow, since in his view, it's not as if they were ever going to see it or benefit from it in the first place. He can be callous and cruel, killing and torturing people because he enjoys it, but it fits into that perfect narrative that he's constructed for his life.

After all, the perfect, storybook hero doesn't exist. You can't be a hero without getting your hands bloody, and that's an idea that Jack embraces far more than he should.

(no subject)

[personal profile] refactor - 2016-12-04 01:24 (UTC) - Expand
slotted: (ʟɪғᴇ's ᴊᴜsᴛ ᴀ ᴘᴀᴄᴇ-ᴄᴀʀ ᴏɴ ᴅᴇᴀᴛʜ)

leo elster | humans | reserved

[personal profile] slotted 2016-12-04 02:04 am (UTC)(link)
(CW for suicide mentions, as it is part of Leo's canon history.)

Player



Name: Monica

Age: 25

Contact: [plurk.com profile] staves

Preferred Pronouns: She/Her

Character



Name: Leo Elster

Age: Early twenties, presumed to be 22

Memory Option: 1

Established Status: 1 year

Canon: Humans

Canon Point: Post Series One

Citizenship: Westie

Job: MOSTLY A HOBO— wait. No. He works for The Company as a cafe waiter. Actually also an informant to Takasugi who seeks revenge against The Company.

Abilities: As Leo is a hybrid, he does not have all the abilities of an actual synth. He can't access the internet in his head, nor does he have an internal GPS. His very existence is reliant on energy, as well as his pumping heart. He has a charging port on the left side of his abdomen, which gives him energy.

He also has a digitised memory, which means he can't forget anything, and everything he sees and feels gets recorded in his brain and can be played back if he's wired to something.

He's also very good at hacking and programming!

Personality:
Leo grew up in a very secluded home. His mother was sick ever since he was a child, and his father thought it best to buy a home away from the city where only few people could come in. It's why Leo hardly had friends, and even though he lived under the same roof as his parents, they were barely there for him. Growing up, he became introverted and lonely. Cold and aloof. Taciturn.

Whenever he had to talk to people, it was with a tough exterior. He's lost most of his faith in humanity and finds it very difficult to trust others. Basically, he isn't a very easy person to deal with. For most of his adolescent years, he spent them running and being away from civilisation, only communicating and spending time with his new family—a family of synthetic robots, rather than humans. It's why he's rather ambivalent with regards to working with humans or even being around them. When he does have to talk to humans, he usually uses sharp tongue and bad sense of humour (it's really bad) to the point that most of what he says comes off as sarcasm. And sometimes, he even uses hostility to communicate. He really has great people skills.

When he was thirteen, his mother broke away from the care of her nurses and took Leo with her in her car and drove off and got into an accident. This accident led to both of them drowning and dying, but one of the synths his father created saved him and brought him back to shore. He was in a coma for a good while until he woke up as a half-human, half-synth hybrid. Upon waking up and becoming part-synth, he found out that all his memories have been digitised, meaning he can't ever forget anything and that his memories can be played out as long as he is plugged in. It's his synthetic brain that's affected him a whole lot, what with him being able to relive his death over and over again. He's more stable now regarding the whole ordeal, but it still haunts him and has changed the way he thinks about life.

He believes that humans are supposed to remember the good memories to get rid, or at least, not remember the bad memories so much. And it's because he literally can't forget that he's developed such a pessimistic way of thinking. While good things still happen to him, the bad memories weigh over him much more. Often times, he drinks alcohol until he passes out because when he isn't in the right state of mind, he could forget about his death and all the awful things that has happened in his life, even for a short while.

Leo has a lot of issues about his existence as he's the only human-synth hybrid. Frankly, none of the scientists even thought something like Leo could be possible, but he is. Whenever he sees his naked body, he gets emotional and sometimes cries about how he doesn't know where he belongs. Is he a human, or a synth? He grew up in a home full of synths as his father created his "family" to take care of him because he and his mother can't, and he identifies with them a lot especially now that he is almost one. He sides with the synths more than humans, wanting and yearning for synthetics to be accepted in society as actual contributors and to not just be treated as something—someone—disposable. Despite his negative way of thinking, he still hopes and dreams of living in a world where humans and synths (with or without consciousness) lived together without any violence. In a way, Leo has this childlike way of thinking.

While Leo may present himself as cold and indifferent, he's actually a very emotional person. He only shows this side of him to his synth family, who has taken care of him and has been with him since he was a child. He can actually get very impatient at times, even showing aggression when he can't get what he wants right away. And when things don't go his way and he's given up hope (which doesn't take very long, truth be told), he starts yelling and goes off on his own, not even caring about where he'll end up in. Not even caring for his own safety. He also loves his synth family a lot—so much that he would do anything for them. What drives him to continue to stay alive is the fact that his synth family needs him and that he also needs them. What makes him keep moving is the idea of living in a happy home with his synth family. They're his whole world.

Having been raised by robots, Leo barely knows how to be human. While in his synth family, he supposedly has a younger brother (Max was built when Leo was 12-13, and looks like he's in his early twenties), he's still treated as the precious one. After all, the synths were built to cater to Leo's needs and be there for him as both his parents could not. It's why he's grown up to be a bit bratty and dependent on his family, truth be told. Not to mention, he lacks social skills and his strange sense of humour doesn't really help anybody. He's been told that he's weird by Mattie, a human he was seeking help from. It bothers him a little at first, but eventually, he concedes that he is. He's just too focused on his family that he forgets about the other things, even taking care of himself.

Even though Leo is mostly abrasive, he's fully aware that he does shut people out. He's aware that he doesn't trust humans, and that he mostly relies on himself to do everything. And even though he does have an unpleasant personality, there are still people who wish to get to know him better or to be his friend. He's even apologised to Mattie for pushing her away when all she was trying to do was help. In a way, being exposed to more people and having to work together with them is slowly uncovering the child inside him. He wants to have friends, to have people to depend on, but he knows that the situation he's in doesn't give him a chance to do any of those. It's why his vulnerability is also easily taken advantage of. Pandering to his weaknesses will gain his eventual trust, and the tough cookie cracks.

On the surface, Leo is one of those quiet, brooding types. He can be nice, and he wants to be nice and be surrounded by people he cares about and who care about him, but he's too afraid to place his trust in people. There will be times when he'll let people in, but that's only if he can tell that the other can do something for him or if he's getting anything good out of it.

AU History: (I know I commented to the brainstorming meme with ideas, but I figured out something else that could be more interesting for his character arc. Hopefully this is okay!)

David Elster was a leading doctor who researched mostly on robotics and android-related sciences. In fact, he was the leading doctor for hack-modded people. David was even known for modding his own son, Leo. What David did was experiment on his brain and turn it into something digital to keep him alive. Some of Leo's body parts were changed into a robot's parts as well, which then meant that he needed to charge every now and then just to stay alive. But this was all when Leo was just born. Leo grew up believing that he was 100% human, but has a port just because he was very sickly as a child and this was David's only way of saving him.

David's research was well-known throughout the Quad, and he was revered by many other scientists for it. Unfortunately, one of his sons, Fred—which Leo will believe to be his elder brother when in canon, David Elster only has one son—drowned and died. It was said that David Elster turned that son into a full android, losing his humanity. And that was when things changed. It was illegal, of course, which then made him lose his place in The Company. Scandals were everywhere regarding David Elster, and because of this, he killed Fred and then himself, leaving poor Leo Elster behind to take care of his sick mum.

Beatrice Elster, on the other hand, was Leo and Fred's sickly mum. She was sickly in the psychotic way, and because the Elster name basically got screwed, Leo had a very difficult time taking care of her. He was only thirteen when all of this happened too. He had to take up all sorts of jobs just to be able to feed both him and her. He always hid his family name whenever he introduced himself, but at times that he couldn't, he was beat up for it or heavily scolded for even having the gall to try and find a job at their business.

Life wasn't easy for Leo Elster growing up. And eventually, Beatrice's sickness was just too much that she tried killing both herself and Leo, but she only succeeded in the former. It hadn't even been a year since David passed away, and that happened. This memory of his constantly haunted him and he always dreamt of being hunted down by Beatrice. It was, of course, a traumatising experience and one that he would not want to happen again, but it keeps haunting him in his dreams.

Alone and having a difficult time trying to keep himself fed and clothed and to have a roof on his head, he turned to the resistance. Or rather, a group who sought vengeance against The Company. He works for The Company doing various small jobs for small wages, but he also served as an informant of sorts because many people come and go at the cafe he works for. He gets to hear all sorts of things, which helps him a lot. He gets money for it, and those against The Company get what they need.

CRAU: N

Original History: Leo at the Humans wiki

Inventory: A wire that can connect him to various ports (computers, TVs, electrical sockets)

Samples:
Link one
Link two

Miscellaneous Notes: n/a
Edited 2016-12-04 03:00 (UTC)
valr: (and acting selfishly)

kara styrdottir | original | reserved

[personal profile] valr 2016-12-04 04:35 am (UTC)(link)

Player



Name: Justine

Age: 25

Contact: [plurk.com profile] batsecretary

Preferred Pronouns: She/her
valr: (Default)

[personal profile] valr 2016-12-04 04:46 am (UTC)(link)

Character



Name: Kára Styrdóttir

Age: Pushing 1000, looks in her early 20s, gonna be like nebulously in her mid-twenties in game

Memory Option: 1

Established Status: Yes, for almost a year. She's been keeping to herself working at Eulogy while occasionally meeting with Killjoys and Resistance members to trade information.

Canon: Original

Canon Point: 21st Century, after the Masquerade is dropped

Citizenship: Originally from a moon called Svergie, with fake papers for Westerley if that is… okay

Job: Security at Eulogy, part-time information broker, low-key Resistance informant/member

Abilities:

• Immortality/invulnerability (minor): Kara can die, but it's a hard task to manage (headshots or massive bodily trauma will do it). She doesn't age, heals quicker than a human, can take harder hits without it damaging her, is mostly immune to poisons and can't get sick. In canon this is magic, in game it will be due to nanos and some minor genetic modification done by the military.

• Enhancements (I want to say minor? But maybe major): She's slightly stronger and faster than a human, with reflexes and stamina to match. Basically for someone who's like 5'4 she fights as though she's built like The Rock. A result of genetic modification in game.

• Wings (minor): More magic in canon but in game these will have been grafted on by the military as a genetic mod experiment; they're a combo of lab grown flesh/bones with cybernetic wiring to hook them into her brain. Her top speed is 90mph but she can't maintain it for more than a couple of minutes, and her average speed is about 50mph. She can fly for about an hour at a low speed with a good wind, but longer than that and she just tends to pass out from exhaustion. She's still learning to properly control them. The cybernetics also include a cloaking device.

• She's an ex-soldier, so she knows how to handle most weaponry as well as hand to hand combat, and tactical/recon knowledge and abilities.


Personality:

Kara is, in one word, old. While not necessarily a personality trait, her age does influence a lot of her personality. Being somewhere around 1000 years old means that Kara has been around for a long time, and she's seen pretty much everything there is to see. As a result she tends to be very pragmatic dealing with situations, especially those involving humans. It influences how she relates to people, how she lives her life, how she thinks about the world. A lot of the time, she likes being immortal and appreciates having been able to experience so much. There's a part of Kara that really admires humanity, despite the fact she tends to act as though she looks down on them. Watching how humanity has grown is fascinating to her and she respects it, the same way she respects how much they can pack into their tiny little lives.

Immortality has given her maybe too much time to create a persona for herself. Which is to say that a lot of how Kara acts isn't genuine, or at least not entirely genuine, despite the fact she claims to prefer honesty. She will be honest with people, but only if it doesn't require her to admit anything about herself.

That's partly why her relationships with people are kept purposefully casual. She hasn't had a romantic relationship for an incredibly long time, and doesn't really plan to have one in the future. She also doesn't really have friends, there's just people whose names she happens to remember, or who she'll go for a drink with if they promise to pay, but she doesn't make a habit of forming any sort of emotional connection. Before most of them retreated with the gods, she was close to her fellow valkyries, but it's been a long time since she's seen most of them. It doesn't necessarily bother her, but she does get a bit lonely on occasion, it's just something that she doesn't like to admit to herself. She tells herself she's perfectly happy by herself, which she is most of the time. While she does sleep with people (of any gender), she primarily restricts it to one night stands.

Despite her reluctance to get close to people, Kara isn't cruel. While she can often be blunt, but she's rarely actually mean to anyone, just a bit cold. She shows she cares in somewhat strange ways, often by forcing people to learn hard lessons they don't want to, or telling them point blank to get their shit together. Once upon a time, she was warm and caring and cheeky, but a lot of that has been buried with time.

There are exceptions to everything, and Kara's exception is warriors. She can't actually separate what's part of being a valkyrie, and what's her own feelings when it comes to soldiers/warriors, but she feels herself drawn to them and often ends up being quite protective.

That said, for someone who's so damn old, she can be kind of immature. The thing about the supernatural is that their behaviour can become somewhat 'stuck' in the age they were when they gained immortality, or 'stuck' at a time to reflect their nature. For example, a dryad in spring will be very childlike, due to the association of spring with birth, and in the same way, Kara is still somewhat of a young adult. She can be petulant and a bit of a smart ass, especially if she feels like someone is mocking her. Along the same lines, she tends to talk back to people she shouldn't talk back to, like incredibly old and powerful creatures. To Kara, respect is something earned through actions, not because someone was born into it. Her immaturity doesn't extend to her sense of humour; she does have one, somewhere, but it's more inclined towards dry jokes or sarcasm, (she hates puns), but it is one of the most human things about her.

The other main aspect of Kara's personality is the fact she's a warrior. While she doesn't wade into battle like she used to, she's still a fighter, and it's still played a huge part in who she is as a person, and she isn't sure how to be anything else (or if she even wants to). It's the reason that she's never settled down after leaving Valhalla, and the reason that she works for the council despite not feeling any loyalty to them. Kara just doesn't know what else to do. She's battle hardened, and that hasn't left a lot of room for anything else, so she copes by filling her long life with work.

Kara is wired for battle, so she's incredibly helpful in a fight or anything that requires similar strategy (she's great in car chases, when they happen), but it isn't so applicable in the real world, and that's left her floundering in a lot of situations. It's contributed to her being a little rough around the edges, because whenever she encounters circumstances she doesn't know how to handle, she covers it with bluster. And occasionally tries to provoke a fight just so she'll be in familiar territory again.

Both her age, the period she was born in, and the fact she's a warrior by nature has had a big impact on Kara's morality. While she has adapted as time passed and cultural standards changed, the fact of the matter is that she was born in a time when morals were a little bit different to what people expect in the twenty first century. Combined with the fact that she's old and effectively immortal, Kara tends to think on the large scale rather than small. She won't kill or hurt someone for no reason, she isn't sadistic, but she will if it's for the 'greater good', and is willing to make sacrifices if necessary. She also tends to take a bit of a 'live and let live' approach to what other people do with their lives; while she can be slightly judgemental, and will call someone an idiot if she thinks they're being one, Kara isn't going to go out of her way to change someone's way of life, even if what they're doing is illegal or dangerous. If she spent her life getting involved in everyone else's shit, she'd never get anything else done.

At the end of the day, Kara is functional, but only because she's carefully created the circumstances in which she operates. She has limited contact with people, fills her time with work to keep herself busy, and has found a few hobbies that distract her the rest of the time (music being the main of these). Her life is one of constant movement, because settling down risks making connections, it risks interacting with the world in a way she can't control, and she doesn't know how to do that.

AU Notes: Obviously Kara won't remember being as old as she is in canon, so she's going to be a little like she was when she was younger, which means she's slightly more willing to get involved with people and causes, and is less inclined to withdraw into herself. The change in memories isn't going to completely overwrite her personality, it's just that some of the stronger aspects that came about due to her age will be toned down a little.


anyway that was weird

[personal profile] valr - 2016-12-04 04:51 (UTC) - Expand
cauterised: (Default)

riza hawkeye | fullmetal alchemist | reserved

[personal profile] cauterised 2016-12-04 04:40 am (UTC)(link)

Player



Name: Val
Age: 26
Contact: PM to this journal, private plurks to [plurk.com profile] speedforce
Preferred Pronouns: She/her, "that weirdo"

Character



Name: Riza Hawkeye
Age: 29 (28 in canon + 1 year established)
Memory Option: 1 — AU Memory Deterioration
Established Status: Yes — 1 year spent working for the Company
Canon: Fullmetal Alchemist, manga
Canon Point: End of Chapter 83
Citizenship: Westerley, formerly Leithian
Job: Company Enforcer, focused primarily on border control

Abilities
Canonically, Riza's wholly human and possesses not an ounce of supernatural ability in any direction. Thus, her skills would consist entirely of learned skills, ones that she naturally would have picked up during her time in the military:
  • SHARPSHOOTER — Very well-versed and highly efficient with firearms of any kind. She almost never misses her mark, giving rise to the nickname "The Hawk's Eye". (As an aside, the nickname is also due to her uncanny ability to notice whenever someone around her is slacking off.)
  • BATTLE TACTICS/COVERT OPERATIONS — She basically spends four years of her life in canon planning and carrying out a secret rebellion against the government. She knows what she's doing.
  • HAND-TO-HAND COMBAT/SELF-DEFENSE — Pretty self-explanatory, though I imagine she's only about average at it and obviously outclassed by anyone bigger/stronger than her.
  • FAMILIARITY WITH MOST COMMON WEAPONS — Bombs, hand grenades, knifes, etc. Obviously bigger/more complicated pieces of tech are probably a little out of her range of expertise but she could probably give them a good try.
Other stuff......she is apparently an adept driver in canon, which I'd like to at least translate into motorcycles and rovers in Overjoyed. Also has an exceptionally good sense of direction - she's shown walking underground without any sort of landmark and later is able to mark her path on a map using only the length of her steps and her knowledge from before she went underground.

Personality:
First Lieutenant Riza Hawkeye is the model of a perfect soldier - attentive and alert, capable of maintaining her composure even in high pressure situations, and ever responsible even when it comes to finishing mountains of unexciting paperwork. She's quite intelligent, able to put two and two together in investigations, and is always polite to fellow military personnel, always addressing them by their proper rank and title. Unlike several of her fellow officers, she doesn't nap while in the office, shirk on paperwork, or use the military phone lines for personal conversations entirely unrelated to work; in fact, she tends to chastise this behavior in others, particularly in the case of her direct superior Colonel Roy Mustang. Her professionalism borders on strictness in these cases and it's given rise to Riza's nickname of "the colonel's scary bodyguard" in the office, though one that's only ever murmured whenever she's out of earshot.

Speaking of the colonel, Riza's dedication to him is absolute. The two of them have a long history together - Riza's father was Roy's teacher in alchemy, and Roy was the one who assisted her with funeral arrangements after her father's death. It's at her father's grave that Roy reveals his true wishes - to use both his military and alchemy skills to help protect others. It's a dream that Riza finds to be "wonderful" and shortly afterwards she joins the military academy, likely in part due to Roy's naive dreams. However, the skills she learns at the military academy are ultimately put to less pleasant uses: during her final year at the academy she's shipped out to the front lines and forced to murder hundreds of civilians in an extermination effort more gracefully named the Ishval Civil War. Ultimately the war itself ends, but the war inside Riza does not. Even to this day, she carries the weight of the crimes she committed during the war. However, she refuses to ask for forgiveness or atonement for her actions, stating that to do such a thing would be disrespectful to those who had died. Instead, she continues to move forward, continuing to use her skills so future generations won't have to kill as she has—and so she can protect and ensure the fruition of Roy's dreams, in which both the military and the secrets to alchemy are used for protection instead of destruction.

Though Riza can come across as intimidating or even cruel, in actuality Riza's quite kind, particularly towards animals and children. While she doesn't go around adopting every single animal on the street, she does take in a dog one of her fellow officers finds on the street but is unable to keep himself, despite being the one to tell him not to take in stray animals if he can't keep them. She also has a protective streak towards the Elric brothers, always asking after their health whenever she catches them in town and making sure they're as safe as possible, whether this means sending an escort with them during times of danger or watching over their safety herself. Her kindness isn't just limited to those younger than herself, but also to her fellow officers. After one of her fellow officers is put in the hospital and loses use of his legs, Riza visits him and encourages him not to lose hope in either himself or the colonel. Riza's softer side also shows in her decision not to eschew her femininity entirely. On her days off, she does her errands while wearing skirts (despite the fact that she herself admits skirts are less practical due to their limited movement) and she also chooses to grow her long after meeting Winry the first time around and deciding it wouldn't be such a bad idea.

It's important to note that for Riza, kindness does not equate to withholding heavy or burdensome information. She questions Roy's decision in lying about Hughes' death to Edward and Alphonse, asking him if it really was a kind thing to do, and doesn't conceal the truth about the Ishval War when Edward shows up at her door and asks her about it. Along the same vein, she doesn't try and make excuses for the fact that she kills people for a living when questioned about it by Winry several years prior. Instead of hiding behind excuses or using her guilt as a cover, Riza elects instead to come to terms with the mistakes she's made and her inexcusable actions during the war. She's the one who chose the path she did and thus she must be responsible for her actions and bear the weight of her own guilt. This manifests in an overly serious nature, though Riza is not wholly without humor, nor is she without her own particular brand of stubbornness. She's not afraid to - politely - disobey the orders of those ranking above her and also has no qualms with calling people out in situations where they're clearly acting without thinking. In rare moments, usually around friends or others she trusts, she displays a dry humor, unafraid to gently mock people or point out the obvious when it is missed by others.

How this all translates to Overjoyed: For the most part, her personality will be largely unchanged, with her guilt over her actions during the Ishval War tweaked slightly to be guilt over her actions while with the Company (since they're not exactly the most righteous of folks sometimes....). She will be a little more closed off in terms of her relationships with others due to the slightly tougher atmosphere of the Company and the Nine, and more willing to be decisive rather than waiting to follow orders, due to the lack of Roy Mustang in her life in Overjoyed. Instead, the largest tie she has right now is to her father, still living in-game.

AU History:
Fairy tales are forgiving; reality, less so.

At least, that's what her father had always told her at night each time she'd asked why Mommy wasn't with them anymore, why she never saw any of her grandparents and cousins the way the other children did. Mommy was gone, poisoned by one of the Nine - "those bastards" - and their hatred of anything that wasn't well groomed, expertly coiffed, and perfect in every way.

Riza would learn later that her mother had died of illness, and that the family that had sent her to Leith for daring to consort with a "dirty Westie" had actually sent medicine, albeit a few days too late. But her father had always been a little paranoid, seeing things where nothing existed, and he cut off all contact with them shortly afterwards, prohibited her from going out and mingling with the rest of the lesser Nine that inhabited their town. Not just because he hated them, but because he had a secret, one he hid in a safe place no one would ever think to look: his daughter. Be careful, he whispered, don't let them find out about you, he warned, and because she was young and naive and a child desperately in want of her father's attention, she listened.

So she grew up lonely, with only the books in the library and the growing dreams in her head. Eventually they left Leith and went back to Westerley's grime-filled streets, dangerous in their own right but in a far more blunt and honest way. Her father tinkered with his projects and she helped where she could, and though she loved her father, part of her longed for something better than a life under her father's shadow.

The answer came in the form of a snippet of conversation, filtering through an open window one muggy summer day. A group of boys eagerly discussing their trip out to the military camps within the week, most of them excited to fire a gun in order to prove their balls had dropped but one of them eager to tinker with the tech, make sure artillery and shields were in working order. It piqued her interest, enough for her to broach the subject with her father. He approved, encouraged her to go ahead and try something different, though he never did tell her it was more for the connections and the information that he wanted her to go, rather than out of any real support for her.

Turns out she didn't end up as engineer in the backseat, didn't even come close. A surprise ambush revealed a cool head under pressure and alarming accuracy and precision with a firearm. (Alarming and soft-bellied—her first kill left her folded halfway over a bush, retching up her breakfast from earlier while trying to hold back tears.) But as with all things, even killing became easier with practice, her hand shaking less each time she pulled the trigger and her eyes seeing quicker and quicker the exact location on the body she'd have to hit to kill instead of wound. Along with her queasiness, her youthful naivete also faded as her eyes took in more and more of reality's underbelly - the corruption, the abuse of power, the rumors that spread in hushed whispers of illegal experiments carried out in a secret dungeon no one would ever see. Eventually she tired of it, and with a record of good service and no black marks, was discharged home.

But home was not the same place she'd left it five years ago. Her house was a pile of ash and her father a prisoner, accused of leading a local group of Resistance and sentenced to death. In a panic, she went to the Company, bartered her life - or more accurately, her services - for her father's. They agreed, though not without a price: her father was to be kept under surveillance, and she was to follow orders without so much as a peep.

Which she did, albeit with great difficulty that first year. The Company does not forgive traitors or even those with an ounce of evident doubt in their heart. They gave her a series of tests to shake her loyalty, task after dirty task to see if she would tuck tail and run. She passed them all. And so they cut her loose, assured of her devotion to their cause.

Since then she's kept her head down, done as she's told with precision and promptness, and has found herself with a tidy rank affixed before her name and a measure of trust she's careful not to break in order to keep the citizens on the streets of Westerley - and more importantly, her father - safe.

CRAU: No

Original History: here's a wiki!

Inventory:
Two pistols, altered slightly into sleeker sci-fi pistols
A hair barrette, now a fancy hair pin
A pair of earrings
Her clothes but that seems like a given

Samples:
TDM thread in which I have no idea what I'm doing
Second (TDM) verse, worse (and way shorter) than the first
Thread from a different game, because these TDM threads are questionable at best

Miscellaneous Notes: I'd like to spend all 100 of my starting HP into getting a pet regain for Riza. In canon she has a black Shiba Inu named Black Hayate. In Overjoyed, he'll actually be a black German Shepherd mix named Roy with otherwise the same history, if that's alright!

Also I heard y'all liked cat gifs. Here is a cat gif to make up for this absolutely horrific app:


EDIT: I just realized I posted with a different journal than the one I reserved with, I swear this is still the same person.
Edited (i'm a disaster tonight) 2016-12-04 04:49 (UTC)
deceptions: (Default)

aguero agnis koon | tower of god | reserved

[personal profile] deceptions 2016-12-04 04:46 am (UTC)(link)

Player



Name: jay
Age: 21+, though if you need a real age i'll provide.
Contact: [plurk.com profile] charred!
Preferred Pronouns: she/her!

Character



Name: aguero agnis koon ( he'll be going by just "koon", but aguero's his first name and agnis is his mother's maiden name. sometimes, he goes by A.A. )
Age: 28 ( 26 + 2 years established. i recently found out that ages in tower of god are useless, and koon, physically, is closer to 250-300?? apparently... however, the universe apparently treats the mental age as the "real age", so i'm... just going to take 28 and roll with it. )
Memory Option: 1 — full AU / deterioration
Established Status: established — 2 years.
Canon: tower of god
Canon Point: season 2, episode 202 ( hell train — name hunt station 5 )

Citizenship: authorized non-citizen.
Job: reclamation agent (/resistance mole)
* Level: 4
Edited 2016-12-04 04:47 (UTC)
deceptions: (Default)

[personal profile] deceptions 2016-12-04 04:48 am (UTC)(link)
Abilities:
Characters in Tower of God have a "position" (optional wiki link) — an easy way to describe this is RPG classes, but they're a lot more free-form in nature. No one is strictly limited to one position, though they tend to pick one and train in that specifically, before branching out. Koon is a light bearer; someone that uses light houses to gain insight into the field/battle ( less surveillance, and more satellites ), and use that information, in turn, to formulate strategies and communicate it to the rest of his team.

Light houses typically have two states ( though only one will be described in the app/used in the game ) — in both cases, a light house is capable of gathering information about the "flow of the battle", though it's never explicitly stated what this means. Within the context of the game, the light-houses will be made out of hardlight (link)! The skills of a light-bearer (✦), as well as Koon's own skills (◉), are broken down into passive/minor/major skills as shown below.

PASSIVES & SKILLS
   ◉ Enhanced speed & strength In canon, there are examples of Koon carrying weight equivalent to 3+ people in one hand while still matching the speed and strength of other characters ( which are also impressive in their own way ). There's another scene where he manages to move around a charging enemy and have him in a headlock from the back in a blink of an eye... Basically he's stupidly strong and fast.
   • I'll be blaming this on genetic modifications, and nerf it down to a point where his speed/strength is about double the average human. He's stamina will be that of a fit human though, which means he will get tired. He can try to exert more force / push past his stamina, but this will take a significant toll on his body, and to recover back to 100% he'll need a few days of rest ( basically, a higher cost to pay to match his enhanced abilities ). If this needs to be nerfed further, feel free!
   ◉ Youth The effect of shinsoo ( the basic energy form of the tower, as well as what provides air/moisture in the universe ) essentially gives everyone eternal youth ( not immortality! He'll still take hits like a regular individual, more or less ). It provides no extra buffs aside from making him look like he's 20-ish when he's actually much, much older than that.
   • I'll also be blaming this on genetic mods.

   ◉ Combat He's familiar with a lot weapons / can hold his own in a fight without one. He's good at it, but think of him more as a jack of a lot of trades, but a master of none. He does have a good sense of aim though, and is found in canon shooting a pistol or throwing a dagger accurately over a long distance.
   ◉ Hacking Pretty standard; he's decent at hacking into systems, but also tracking down those that hack him in turn. It's nothing amazing, and translates pretty easily.
   ◉ Light-fingered He stole from a high security vault owned by the head of his ( very powerful ) family in canon. On top of that he can definitely pick-pocket unsuspecting individuals, and also cheat card games/coin-tosses/etc using hand tricks.
   ◉ Expert strategist Which is just a nice way of calling him a "con man". He's almost stupidly good at reading people/situations/etc, and using that to his own advantage, whether that's inside or outside the battle, short-term or long-term. Multiple times in canon he crosses/double-crosses his enemies and friends in order to get the exact outcome he wants; he's considered a genius in this regard, surpassing many other light-bearers of his rank. He's a skilled liar, actor, and capable of thinking very quickly on his feet. Daring, too, often taking ( calculated ) risks that leave others in disbelief that he just did that?!

MINOR
   ✦ Quadruple Barrier Using 4 light houses, Koon can create a shield that blocks most attacks. Each light house becomes a "point" in the shield, though the shape itself is flexible.
   • Like the light houses, the shield will be made out of hard-light! I'll be nerfing them down so that they'll be no bigger than 2 people standing side-by-side, and they'll stop bullets/energy rifles ( are those a thing ) but nothing more than that.
   ✦ Weapon Boost — Emerald sword Pretty self-explanatory— using his light house, he can strengthen a melee weapon of his choice. There aren't any specific conditions listed in canon, but for the sake of clarity I'll assume that the blade will double its sharpness and overall strength ( so cut things better and break less ).
   • Normally, this is done with shinsoo — but here, the hard light projector on his body will sheathe a single weapon in hardlight, making it sharper and stronger. There are no particular nerfs, but within the game, he'll only be able to strengthen one weapon at a time, and after a radius of 10m, or a time limit of 30 minutes, the weapon will lose its buff. If this should be considered a major power, let me know and I'll make the change!

MAJOR
   ✦ Quadruple Blockage Again, using 4 lighthouses, Koon can stop the movements of multiple individuals within the perimeter his light houses make.
   • The hard light can extend to trap people into a light-prison of sorts. In canon it's an invisible force ( shinsoo ) that does this, but I can't think of a good reason for hard light to suddenly generate force, so!!! Light prisons it is. If this is an issue, please let me know! It'll only trap up to 2 people, but otherwise it'll be the same strength as his shield.

Personality:
Koon (never Aguero, sometimes A.A.), as he proclaims himself, is a born leader and ruler; but he's also a thief, manipulator, and "scammer" (as often called by fans). A "light bearer" in the tower. To most he's a dangerous foe, but to the select few, he's a formidable ally — and to even fewer, a loyal friend.

Calling him an advantage-grabbing, cocky, scheming jerk is definitely an understatement. He's not overt about it, though; he prefers underestimation to overestimation, and really only starts being smug when it's advantageous for him to do so. Often the series' "brains", every one of his actions even at critical moments are carefully calculated, every scenario imagined as he carries out his plans. It's rare to see him without a plan, or leave unknown variables ( it's also impossible to see him anything but put-together; he spends a lot of time caring about his appearances, and takes forever getting ready ). He's level headed and cunning, and has a knack for understanding people's traits and using that against them; he knows how to act and how to speak to get what he wants out of the person, whether that's a reaction or information.

He's rather ruthless about getting what he wants, too. He climbs the tower to gain political power and authority, and makes this very clear from the start; in fact, this is how he chooses to entice people to join his team — "help me get to power, and I'll do everything in my power to get what you want, in return". He's shown in canon be perfectly okay using other people, teammates or not, to achieve his goals. This is why the Koon the world interacts with is a package of smug and prickly, reluctant to take that first step to friendship. It's rare to see him without a smug "I know more than you" aura about him. He's bossy, and the reason he dislikes fighting is it gets in the way of ordering people around ( he's not weak, by any means ).

Despite this, though, he's still incredibly human when it comes to his emotions. His loyalty, while difficult to earn and even more difficult to see, is surprisingly strong and steadfast ( we'll get to this a bit later ). He's prone to outbursts, to anger, especially when the person causing it appears to be particularly hot blooded themselves. Riling him up, especially by insulting him, is almost too easy, and he's the type to engage in petty arguments especially when it starts getting personal. He's also a grudge-holder, whether it's on his behalf or someone else's. Forgiving or forgetting aren't exactly in his vocabulary, and his hatred can extend pretty deeply. Koon gets especially insufferable with the people he despises, purposely goading them, making snide remarks, lording his ( usually ) superior powers and abilities. It takes a special kind of action to get to a point where he'll genuinely hate you, though — like his affection, extreme opinions are difficult to earn from him.

But despite his tendency to want to appear invincible, he's got his own weaknesses, and is more than capable of feeling fear and loneliness. As mentioned previously, he only does something if he's guaranteed to succeed, and despises relying on luck. It's a double edged sword — because his plans tend to succeed, he's easily enabled into this behavior. So when something does fail, he doesn't know how to handle it. It's never a full blown panic; again, Koon's character is never overt about his feelings, but those who know him better can usually see exactly when he loses his usual cool.

Which is why he doesn't fail — it's either succeed, or don't try at all. While good in principle, this means he has a tendency to be overly cautious, or over-think everything. This doubles when the goal involves someone ( or rarely, something ) that he deeply cares about. He's extremely ingrained in the behavior of protecting what he owns, that very rarely he'll take the opportunity to enjoy it for himself — being calculated and collected means that this is how he lives all the time. He's aware of his flaws, again, but never quite takes the action to fix this. Later, he's described to be an individual that "bears all the burden himself, when he could ask others to join him" — he expects absolute trust from his teammates, but never quite reciprocates it.

Which is where the other extreme emotion comes in — his affections. He comes from a ruthless household, known for their clever and cold-hearted schemes, as well as their confidence and pride ( so really, despite his status, he's the stereotypical member of the Koon family ). Kindness and altruism were not traits that he was exposed to for a long time — so when it did enter his life in the form of a distant cousin, he was absolutely entranced by it. Suddenly, he wanted to help her, not for his personal gain, but instead because he wanted to see her succeed. This costs his entire branch's place in the family ( in return he steals a few things from the head of family's vaults ), and the aforementioned cousin moves on to bigger and better things ... without him.

It's a sad story, in some ways, but it's obvious Koon's not broken up over the exile; multiple times in canon he speaks of overtaking the family, and his heritage does come up in the form of snide, yet self-deprecating jokes about himself. That's not the point, though — the second kind, altruistic person he meets comes in the form of his now best friend, Ba'am. And suddenly he's drawn towards this boy who's frail and weak and someone Koon would never benefit from. He starts making sacrifices to his own morals and principles just to help Ba'am succeed. He easily takes the title of the "bad guy" if it means that the people he cares about will succeed; his morals are already in questionably grey areas, this is nothing in comparison. Kindness and altruism, despite qualities that Koon never possesses himself ( qualities he never wants to possess, thanks very much ), are his biggest weakness; every comment about his loyalty, his protectiveness, his fear, can be made because someone like Ba'am exists to bring those qualities out of him.

All of this happens subtly; again, playing to the theme that Koon is rarely an overt person, save for his occasional penchant for drama, and the few extremes in his life. He's content playing the sidekick, despite his bossy nature; he would much rather stick to the shadows, with his schemes and string-pulling. And really, that's all there is to him — he's an ambitious person driven by the things he wants in life. He's someone who insists on a level-headed, smug persona, while still being incredibly human in his emotions — whether he realizes it or not.

(no subject)

[personal profile] deceptions - 2016-12-04 04:50 (UTC) - Expand
impulsors: (when i used to know you (when))

keith | voltron: legendary defender | reserved

[personal profile] impulsors 2016-12-04 09:22 am (UTC)(link)

Player


Name: t!
Age: 21+++
Contact: pm works!
Preferred Pronouns: she/her

Character


Name: keith.
Age: 19? 17-8 in canon.
Memory Option: 1!
Established Status: y. . . es? let's say a year, which keith has grimly taking every warrant attached to an agent willing to oversee him. this has likely meant getting partnered with several different people, none of whom have quite clicked. his success rate is. . . not great.
Canon: voltron: legendary defender
Canon Point: post-s1.
Citizenship: authorised non-citizen!
Job: reclamation agent!
* Level: one
impulsors: (Default)

[personal profile] impulsors 2016-12-04 09:24 am (UTC)(link)
Abilities:
BASIC COMBAT | canonically, keith's punching sends four (deeply unprepared) adult doctors flying unconscious across the room. which suggests a certain level of cartoonish strength! it's hard to gauge hand-to-hand skill in a show where 90% of the action is giant robots pounding each other, but keith shows a practiced ease with blade and fists alike, using his bayard with some sense of actual technique. he isn't quick enough to dodge lasers as a good shounen protagonist might be, but he's consistent with his training, fastest on his team, and has good instincts and some physical skill. recklessness also makes him more open to dangerous moves that an opponent may not expect. call it a middling-level talent, probably, with plenty of room to improve.

PILOTING | possibly keith's one shining skill -- he's described as the most talented pilot of his generation, moves from acing garrison simulations to piloting a giant robot (and okay, sentient) lion with ease, and weaves through an asteroid belt without hitting a stone. practiced alien smugglers admire his skill with remarks like "this kid can flat-out fly." what this amounts to in practice: being able to handle most vehicles with some squiggling to figure out small differences between models, probably some knowledge of basic mechanical fixes, excellent at weaving through traffic and speeding without getting caught. definitely the guy you want as your getaway driver.

. . . PLOT-RELATED INTUITION | it's implied that keith has some galra affinity, which means he's done things like ~ sense ~ a connection to the blue lion's mystery, opened galra doors by putting his hand on an electronic handprint coded to acknowledge only galra soldiers, etc etc. i am assuming that all of this has to do with voltron-specific shenanigans, rather than general psychic powers, and will not be playing with it without further clarification, but y'know. in the interest of full disclosure, etc. he also has some kind of mental bond to the red lion, in that he can sense where it is if he focuses and tries, and the red lion will periodically show him new functions ~ in his mind ~ that'll get him through a battle. in conclusion: deus ex instincta.

Personality:
Keith's a mess.

Enlisted at the Galaxy Garrison as the most talented pilot of his generation, he drops out. Stripped of the only position that's ever needed him, he wanders away from civilisation and chooses to spend months studying rocks in the desert. He gets angry when one of his team-mates suggests that she may leave the gang to go look for her lost family. His leader narrowly survives an encounter with their most dangerous enemy, a monster who's burned out galaxies and left millions in dread -- and Keith's first to ask, not whether he's okay, but if he accomplished the mission goal.

Put together, a pattern surfaces: Keith demands purpose. Keith is still young, a boy moved by anger and absolutes. And Keith is. . . not good with niceties, subtleties -- or any other kind of ties. Look, the boy clearly never learned to comb his hair. You can't expect him to know how to handle ties.

In an ensemble cast geared towards defending the universe, Keith's notable for being a contradiction in himself: he's the most devoted to the idea of working together, but the least connected to his team. He lacks the Garrison ties of Lance and Pidge and Hunk, who worked together as cadets, and never manages the princess's take-charge authority or Takashi Shirogane's king-next-door charisma. It isn't even that he likes groupwork and company. Supplementary materials tell us that Keith's a loner, and his actions in-series bear this out: he defaults to the vanguard position when the team walks out together, executes orders as he gets them, and defers to Shiro or Allura whenever an opportunity arises for him to contribute a serious opinion. Keith's idea of personal relationships borders on hilariously theoretical. "We had a bonding moment!" he tells Lance, his self-declared rival, in disbelief after the latter rejects him again. "I cradled you in my arms." Nevermind his awkwardness, his tendency to criticise others (mostly Lance) at the worst moments, his idealism which demands sacrifice of all else -- in Keith's world, physical closeness should be all you need to level up your social link. (Let all Persona-franchise characters take this opportunity to count their blessings that Keith's not one of theirs.) It isn't that he's afraid of intimacy or friendship, but ultimately, he gears towards cooperation because saving the universe demands it, and Keith isn't one for holding back.

Luckily, what Keith lacks in social heft, he makes up with grim sincerity. Keith's devotion is an absolute -- to the point of actual danger. With great instincts come. . . well, a total lack of self-preservatory intelligence. Cut loose from outside instructions, Keith's reckless and thoroughly disinterested in caring for himself: he charges headlong into the fray against an alien battalion, sets off bombs as distractions, chases conspiracy theories for months on end. This goes some way towards explaining the 'disciplinary problems' he had at the Garrison -- if the end's greater than the means, it's hard to see why he should follow a particularly stupid regulation just to get into space, where there are no rules.

His sole saving grace is perhaps when all that recklessness comes under control -- turns to loyalty and blind, undying belief. Where Keith commits himself, whether to saving the known universe or tobeing a little too good a friend, he does so without regard for little things like 'actual odds of success' or 'common sense'. It never seems to occur to him to ask, for example, whether Shiro's actually fit to lead with all of his equivocations, his midbattle breakdowns, and the uncontrolled alien prosthetic attached where his right arm used to be. This suggests an absolute trust -- and a striking bit of impractical blindness coming from the boy who'll tell a fourteen-year-old, with clear-eyed fury, that she has no right to put rescuing her lost father and brother (sent to a labor camp and an alien hunger games setup, respectively) before the fate of the universe.

Purpose and a good cause is everything to Keith, but not, it seems, without exceptions.

Call it instinct, maybe -- but Voltron seems to use that term very narrowly. Despite its vaunted penchant for pilots who rely on instinct more than skill alone, the Red Lion only chooses Keith after he bashes open a bay door to sweep out an unbeatable number of enemy soldiers into open space -- and himself nearly with them. When the plot doesn't call for Keith to drive it forward, instincts lead him to pull a blade on a small cuddly alien, to dive nosefirst and alone at an emperor who hasn't suffered defeat in ten thousand years -- and to say ". . . Voltron?" to a prompt of "When I say VOL, you say TRON. Vol--?!" Keith really isn't good at small cues; he's impulsive, wary when facing unknowns, reckless with everything that comes into his own hands. He's quick with a dry putdown and quicker to take his marching orders, the only main character ever to say yes, sir. His personal convictions shade towards black-or-white, and he relies on a few trusted others to pull him back when he's going too far.

And yet: when told to focus, an unguarded Keith dreams his way back to an empty cabin in the desert, where he had nothing to gain and nothing left to lose.

In short: Keith's a loner, inexperienced and blunt, bad at following rules and making friends and not taking things literally. He's brutal with his devotion, quick to flare when someone tramples on one of his broad ideals. He understands the world in terms of sacrifice, and the worst of him is this: that it's not quite clear whether he has a vision of his own. Keith talks a big game about saving the universe, but not about living in it after the fact. He never seems to think about going home.

But for a boy who's always moved from cause to cause, there's probably something dangerous in the idea of a universe that can't put him to good use anymore.

(no subject)

[personal profile] impulsors - 2016-12-04 09:24 (UTC) - Expand
riastraid: ignore all the numbering (001)

lancer | fate/stay night | reserved

[personal profile] riastraid 2016-12-06 05:32 am (UTC)(link)

Player



Name: nu

Age: 21+

Contact: [plurk.com profile] scythed or pm

Preferred Pronouns: she/her works!

Character



Name: Cú Chulainn (Lancer)

Age: like 2000 but physically in his late 20s or so

Memory Option: 1

Established Status: Y, about 2 years

Canon: Fate/stay night

Canon Point: Unlimited Blade Works route, post-death

Citizenship: Authorized non-citizen

Job: RAC Agent

* Level: 4
riastraid: (001e)

[personal profile] riastraid 2016-12-06 05:37 am (UTC)(link)
Abilities:

For the sake of thoroughness and later reference, I'm going to list most everything, but I've tried to label the major stuff he won't start with!

General summary (sorry, this is Very Anime): Lancer is a heroic spirit—more or less a famous historical/mythological figure that persists after death. Magi (Masters) with the proper means can summon such spirits as familiars (Servants) and sustain them off their magical energy (let's call it mana). Lancer isn't technically alive or reincarnated by this, but he can take solid form, etc.

A weaker Master means a Servant will need to supplement their 'diet' with additional mana (souls, etc). Conversely, with a Master who can support them, they don't actually need physical sustenance or sleep, though they can do so to conserve. A Servant who isn't contracted up will rarely last long before fading away.

In return for being spiritual batteries, Masters get a set of (3) command seals that show up as tattoos. With these they can issue orders to their Servants with absolute sovereignty, once per seal.


✦ Contracts can be messy, so I'd prefer to hold off on implementing them! That said, I know there's key weaknesses here to keep him in check, and I'm happy start with those from the get-go, as well as introduce issues as I go.

Some preliminary thoughts: Master/Servant bonds are a lot like neural links, and I'll introduce something in place of his need for mana eventually. And I think command seals could be integrated via neural programming too; in canon, seals can be useful, but are also a hugely substantial liability/danger (for example, he can be ordered to kill anyone, including himself). So depending on who 'owns' the seals, it can be a Problem.

Superhuman Ability (PASSIVE): Physically, Servants are often far ahead of ordinary people in terms of magic, strength, speed, etc, by many orders of magnitude.

Battle Continuation/Disengage (PASSIVE): in plain English: his resilience is ludicrous. Cu's infamously tenacious in his legends, able to defend against entire armies on his own. Overall, he's good at recon, running away real fast, getting back up, and keeping people's hands full.


✦✦ A big theme to his original life was the whole burning twice as bright for half as long concept, and given that he thinks he's alive now, I'd like to keep that aspect of his character! I'd combine and explain these two abilities with heavy genetic mods, which gives him some super soldier properties while drastically cutting his lifespan.

I was thinking he could be mostly ordinary in the day-to-day, if with higher than normal stamina so he could push his limits to have (limited) bursts of unnatural strength and speed, but not regeneration—the induced strain and any preexisting injury would be strongly exacerbated the longer he keeps at it. Basically, he can put off dealing with damage, but the longer he does, the worse it'll be at the end.

That said, I'm happy to nerf down further! Same goes for everything else, I know these powers are a headache.

Magic Resistance (MINOR): Lancer's got a resistance to magical attacks, charms, etc. It won't stop crazy high level spells but defends him adequately from most day-to-day abilities.

✦ For flavor, I'd like to translate this as a mild to moderate resilience to exothermic reactions. His increased blood flow and gene modifications allow him to withstand temperature changes slightly better than average, compensating for increased heat without significant impairment—to some degree. (It certainly doesn't mean he can't be set on fire.)

Spiritual Form (MINOR?): Spirits can 'dissolve' themselves into an incorporeal form. They can't be seen or otherwise tangibly interacted with, and vice versa. They can still travel, speak telepathically to their Masters, and be sensed by those sensitive to magic, but they're by and large just ghosts.

✦ Incorporeality feels out of place, so possibly temporary invisibility instead; military tech that uses a user's visual inputs to create a refractive field around them. It'd last a few seconds, wouldn't do anything to dampen noise, and his space might seem distorted if someone knew to really look and squint. It can also be disrupted by setting props, like electricity, weather, or water. If this seems more like a major ability, that's fine too!

Protection from Arrows (MINOR > MAJOR): 'Arrows.' Basically, if he can see who's attacking him, he can always repel their projectiles. And even if he can't see them, he's still usually fine. This doesn't effect AoEs (he can dodge a rocket but not the explosion), long-range weapons that aren't projectiles, etc.

✦ He probably just has a good directional sense of where bullets are being fired from, keen battlefield instinct, etc. As a more active, major thing, maybe later a tech shield upgrade that deflects high speed projectiles for one charge.

Rune Magic (MAJOR): He's adept at magic, which he casts by drawing out glyphs. Here's what rune magic is capable of, insofar as I know: various buffs, debuffs, strengthening, regeneration, barriers, protective charms, fire, more fire, repelling evil spirits, erasing memories, forcing duels, healing, animation of objects, tracking, etc.

✦ As this is notably broad, it might be easier to break this down as I go. As for how this works, possibly nanotech that he can gradually learn different implements for, executing different programs with different symbols. WIP!

Noble Phantasm - Gáe Bolg, Spear of Piercing Barbed Death (MAJOR): First off, wounds inflicted by his spear can be 'cursed;' they hurt a ton and are incredibly difficult to heal. But its special ability is to reverse causality (bear with me): instead of cause and effect, it turns to effect and cause. The effect is that he's going to stab someone in the heart, and the cause will make sure it happens. This means he can lob his spear wherever and it'll still bend around space/time and pierce someone's heart. As a bonus, it's mana-efficient.

Technically this move is 'impossible' to dodge, but people with Great Luck can avoid it, its range is middling, and it's single-target. Even canon jokes that it never seems to work.


✦ A Servant's NP is usually their definitive weapon, in this case his lance, Gae Bolg. This spear ability in particular is his most iconic (he has another which I'm nixing), but also kinda dumb in RP, so: maybe a poison or nanotech that travels through blood back to the heart, where even grazing an extremity can be deadly (or at least very painful). Possible side effects of the poison could include the typical pain/fever, and the wounds dealt are resistant to regenerative tech (like fancy healing penlights). Alternatively, a heat-seeking attack with similar side effects...? Either way, I'd only direct it at NPCs, unless I got permission otherwise from a player, in which case I would probably press that it's just a miserable experience over the fact that it can be fatal.
Edited (slight ability edit, sorry!!) 2016-12-06 07:34 (UTC)

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Takasugi Shinsuke | Gintama | Reserved

[personal profile] shikomizue 2016-12-06 06:54 am (UTC)(link)

Player



Name: Elise

Age: 25

Contact: [plurk.com profile] fromgilbo

Character



Name: Takasugi Shinsuke | Alias: Tani Umenosuke

Age: 30s

Memory Option: Full AU

Established Status: 1 ½ years - Takasugi has been around long enough to acquire functioning illegal trade deals with several criminal organizations. Upon his arrival, he was installed as the leader of the 'Kiheitai' - a resistance movement founded in violence and devoid of political principal. Over time, he's expanded its influence over the Quad and out into the J. He hasn't directly participated in any significant developments during this time, instead strengthening his position and waiting for the right opportunities.

Canon: Gintama

Canon Point: Post Shogun Assassination, Pre Rakyou - abducted during his coma

Citizenship: Takasugi Shinsuke is originally from Leith | Tani Umenosuke has Westerly citizenship

Job: Resistance Leader / Terrorist - He deals in illegal arms trade, dabbles in the drug trade, and is known for high-casualty terrorist attacks. Right now, his focus is political upheaval.

Abilities:

✿ SWORDSMANSHIP - Takasugi is a formidable swordsman, first teaching himself as a child and then learning from his teacher on Edo.
✿ LEADERSHIP - Very adept at fanning the flames of anger and inspiring loyalty, Takasugi was able to raise an army during the Edo Rebellion and retains high regard among those who remain from the conflict.
✿ STRINGED INSTRUMENT - While Takasugi typically favors the shamisen, an instrument from Edo, he has good aptitude for any similar instrument.
✿ POETRY - A skilled wordsmith, Takasugi has always found putting words to paper somewhat calming, and has a good sense for composition. He doesn't share it often, however.

Personality:

"I simply destroy."


Takasugi Shinsuke defines himself as a man whose singular interest is destruction. To him, there is nothing in the world worth protecting, and thus no part of it has any business existing.

Destruction is at the core of Takasugi's behavior. Growing up, his restlessness bred his desire for strength while his weakness betrayed his ability to keep himself on the path to a real future. Now, as an adult, his mantra has become "I simply destroy," and he holds to it. He makes no deviations from his goal, and he will employ any attrition necessary to achieve it. Wiping out an entire village, city, or planet is not too steep of a price to pay.

"We're free to force a checkmate or knock over the board itself."


Control is very important to Takasugi - he pulls many strings and will involve himself in many plots in order to accomplish his goal. In his position, having everything tied around his finger is of utmost importance. However, he also thirsts for control in all other areas of his life. From expressing displeasure at his own high-officer's disobedience to declining a powerful ally in order to remain absolute over his own smaller army, Takasugi is not one to fantasize about 'letting go'. Takasugi's singular childhood desire was to become stronger. While so many aspirations have fallen to the wayside in favor of destruction, that particular drive has not diminished. Control, being a clear display of strength, is one of the things he seeks in this pursuit.

Takasugi is incredibly capable of motivating people. He sees their 'fangs' and spurs them to often violent action. In doing this, he extends his violent impulses further. He manipulates many individuals within the series, such as Gengai and Itou, with varying levels of importance. At the festival, the chaos he produced seemed isolated to indulging the beast within him while Itou's crippling of the Shinsengumi served to aid his greater plan.

From Takasugi's skill in manipulation rises his charisma. Holding together all sorts of radical warriors in a volunteer army, the Kiheitai general commands great respect from his men. He inspires this using every avenue available to him, from looking the part to displaying his strength. With a casual demeanor that implies ease of interaction, the man is shrewd in discovering what element of behavior those around him are attracted to.

"I, too, can only see a single path before my eyes. I don't care if my comrades or anyone falls by the wayside."


When it comes to people, Takasugi has two reactions. He either removes himself with abundant apathy or develops deep bonds that may twist into obsession. Even high ranking members of the Kiheitai are susceptible to being discarded, should they fall in the line of battle. However, Takasugi's focus on Shouyou is what drives him. It is precisely because he cannot move on that he lashes out at the world. For the small group of people whom Takasugi considers worth his emotional investment, he would ignite anything. From the small group of people who Takasugi knows understand him, he expects an equal measure of focus.

Takasugi is quite adept at humoring people, no matter their value. He has demonstrated this with close friends (Katsura) and members of his militia (the three officers immediately below him engage in comedy routines often in his presence). He takes the idiosyncrasies of others in stride, perhaps for not wanting to appear thrown off by anything.

"He won't stop. If you want to stop him, you have to kill him."


All of his life, Takasugi has never given up on a goal. Whether it was fighting Gintoki however many times it took to beat him as a child, or propelling himself towards the destruction of the Bafuku, the man is tenacious to a fault. His determined nature has skewed into something more dangerous - a single-mindedness that arises from raw unrest and deep seated hatred rather than a strong work-ethic.

"Would he give it a rest with his pretentious bullshit already?"


Takasugi has a great deal of pride. He seeks to be the strongest warrior, refuses to give up on ambitions, expects certain behavior from his militia, and can typically be found with a smug smirk on his face. To project all of this further, Takasugi takes care of his image. He dresses in elaborate, fashionable clothing that shows off his musculature while lounging in typically traditional Japanese settings. Even in opening/ending scenes, he is often standing at the bow of his ship in the sky, watching the moon or the sunset. So much as this plays into his image, Takasugi also seems to have a deeper appreciation for the aesthetic around him.

"We can't stab ourselves with our blades, but we've got someone far better than ourselves to cut."


Prideful as he is, Takasugi also harbors self-destructive inclinations. Consumed not only by hate and lust for revenge over his teacher's death, but also guilt, Takasugi has thought numerous times about turning his sword on himself. His own weakness that caused such devastation and should destroy him as well - but instead it drags him forward. His endeavor is not only to reduce the world to rubble, but to kill Gintoki and thus harm himself more than suicide ever could. Though this is not to say he plans on living beyond reaching his objective.

"We don't get Bushido, we're just a couple of good-for-nothing warriors."


Takasugi's favorite form of self-deprecation is calling himself a 'no good brat' who does not understand Bushido. He isn't honorable, he isn't someone who is capable of laying his life down for principles or society or people he doesn't know. Takasugi fights selfishly: to gain power, to protect or destroy, to settle a score. All of his reasoning surrounds himself and himself only - a fact which he recognizes.

"246 wins and 246 losses"


Competition is a healthy habit that Takasugi has not completely forgotten. As a child and a teen, he relished in finding worthy opponents and fights hard won. He is so focused on his rivalry with Gintoki that he keeps score of their matches. He was fairly easy to goad into competing over basically anything as a teen, though this has fallen to the wayside in his adult life as his goal overshadows everything else. Still, he competes with Kamui on several occasions so the inclination has not completely vanished.

"Thrashing about all day and all night, saying in my ear, 'Kill. Kill the enemies of my friends."


Takasugi feels. Emotions affect him viscerally as an uncontrollable beast within him. It bids him to lash out and destroy what's around him until it's satisfied. Vulnerability is not acceptable to Takasugi, so when emotions threaten to tear into him he is likely to rip into something else before they overtake him. None of his officers seem to have communicated with him about this, though he may ruminate on verse to express himself while he is alone. The only people he's reached out to are Gintoki, Katsura and Shouyou - people he feels can understand him.

"Just where are you headed?" "Beats me. My life would be much easier if I knew."


At the base of it all, Takasugi is and always has been restless. As a child, he didn't know what he wanted. Becoming strong was his singular goal, yet before Shouyou he was lost along his path to even such a simple desire. Aspirations grew and changed, but the feeling of being 'lost' never quite dissipated. One of the reasons he was so drawn to Shouyou was due to the other's admitted ongoing experience with the same issue. During the war, Takasugi had a goal, but failing that, he no longer has any footing to stand on aside from destruction. He wants to give in to the beast and tear things down until it stops whining - a very vague calling that betrays the inability to be at peace that has lurked within him his entire life.

This condition created a habit of isolation. No one understood - not even him - so how was he to form meaningful connections? Takasugi didn't gain many, but the ones he did foster were and are intensely important to him.

"Don't ever call Gintoki my friend again. There aren't any warm feelings between us anymore."


Takasugi regards Gintoki as his other half. Gintoki is the one who showed him a fight worth striving to win, the one who introduced him to Shouyou and the one who understood him best. Gintoki and Takasugi would often compete in every way. Not talking for months after getting into a conflict over a prostitute or arguing when meeting a new ally, the two were brats through and through. But Gintoki is also the one who betrayed Takasugi's trust by executing the man who gave Takasugi a path in life. Gintoki moved on and Takasugi resents him both for his bond with Shouyou and for his ability to go forward. It's a complicated relationship - best friends and rivals and perfect enemies.

"A comrade? I didn't know you still thought of us that way."


Katsura was Takasugi's first friend. As a child, Takasugi was a loner, but Katsura simply approached and called him an idiot. Takasugi considered Katsura the same, but through mutual needling and teaching, they helped each other grow to understand one another. Even after the war and the death of their teacher, Takasugi corresponded and cooperated with Katsura until their methods broke apart. It does not appear that Takasugi carries as much resentment for Katsura as he does Gintoki, though he hasn't made an effort to reconnect.

"I would like to kill the crows of three thousand worlds and sleep in late with my master."


Shouyou is the man who defined Takasugi. When the boy could not find himself, he told him that was alright. He was lost as well, and they would both find their paths. The idea of a samurai as one who fights their weakness, who improves themselves and struggles for personal strength is a concept which Takasugi has taken to heart. There is no way to overstate Shouyou's importance to Takasugi at all stages of his life. He felt more for his teacher than he ever felt for his family, he spent years fighting to rescue Shouyou and he's set on exhausting himself to avenge his death.

"They're simpletons, but I don't hate them."


Among his men, Takasugi is the charismatic yet often silent figure of authority. He is more candid with his officers - Hanpeita, Matako and Bansai - though even they do not receive many glimpses into his deeper motives. He will discuss private matters, but not open himself up to vulnerability. However, this group is compared to Katsura's joui and Gintoki's yorozua as Takasugi's 'found family', and so his relationship with them is likely deeper than he recognizes or will allow.

"It's more fun to dance with a batshit crazy idiot than a plain old idiot."


Takasugi's interest in Kamui stems from the boy's power. Being strong for the sake of being strong, being reckless and enjoying the thrill of a fight are all mentalities which Takasugi can understand, so he was drawn to Kamui and has no trouble communicating with him. While he cannot completely control the Yato, he doesn't find the other's tendency to cause chaos a hindrance. Rather, whatever connection they've developed stems from mutual respect and an almost healthy competition between them.
shikomizue: (pic#9306765)

[personal profile] shikomizue 2016-12-06 06:54 am (UTC)(link)
AU History:

Straw cracked under Shinsuke's feet as he weaved his way down a side-street. From sundown to sunrise, he'd wandered the town, lost in thought and watching the sky. A fall and a fight left him battered and bruised, a sorry sight among the glowing Leithan populace. His shirt hung off of his shoulder, torn and dirtied. His eyes felt as if they'd sunken deeper into his skull, and his eyelids ached to close.

As he slipped around throngs of people, he kept a wide breadth of the morning's market. It's din was loud, but the smell of fresh food was even more pervasive.

His stomach growled.

He'd missed the ample breakfast that would be strewn over his family's dining table. He'd missed the daily lessons in propriety and manners that would drone on and on as he ate. He'd missed having fingers clench his cheeks tightly, spit flying in his face along with the accusation that he'd rolled his eyes.

Hunger was a small price to pay.

His parents should have been grateful that he didn't go through the market. Coins clung with to his legs through his pockets - he had enough for some bread or dried meat. He could have sunken his teeth into a salty, tough meal while everyone watched the ragged kid with hushed whispers about his family's quality.

By the time Shinsuke reached the threshold of the Takasugi property, only to see his father waiting with crossed arms and a red face, he wished he'd taken that chewy bite.

Next time.

First born to a noble family on Leith, Takasugi had the potential for a life of luxury. But the comfortable seat of the upper class didn't suit him - he didn't want his life mapped out by someone else, and he didn't want to listen to men he couldn't respect. He got into fights, and his parents delivered swift and harsh punishment for his disgrace of the family's reputation.

He ran away from home with growing frequently, seeking out areas where he could sit and think, and welcoming any conflicts that came his way. In one such wandering, he met a boy and a man. The boy would become his best friend closest rival, and the man his beloved teacher.

Takasugi eventually left home for good, running away to meander through the J with his teacher and his companion. Eventually, they settled on the planet of Edo, where their teacher founded a school.

Shinsuke's brows knit together as he padded rice in between his palms. Sticky grains clung to his fingers, and he dropped the morsel with a frustrated huff. After plunging his hands into water with enough force to spill a small puddle around the bowl, he picked up his rice ball and went back to work.

Just when he'd perfected its shape, a loud, passionate, off-key song cut through the room. Cringing, Shinsuke pressed his hands together - the filling of the rice squished between his fingers. It was ruined.

"Oi! What the hell are you doing!?" His voice cracked as he shouted, anger reddening his cheeks.

The singing only got louder.

"You're terrible! Shut up!" As Shinsuke yelled his stomach growled, hunger compelling him to lick the mess of what was meant to be lunch from his hands. As he was cleaning one finger in his mouth, the singing stopped. The terrible voice's owner - a boy his age with messy white hair - entered the room wearing a dull look on his face. After one long look at Shinsuke, the boy took a handful of rice and sucked it off of his palm.

"Ew-!? What are you doing!" What do you mean he was just doing the same thing? That was only because you made him do it!

When their banter grew too loud and their tempers too hot, they'd both receive a blow to the head. Their mentor had arrived, delivering discipline with a smile that only grew. The impact had thrust both boys' faces into the rice in their hands. Takasugi yelled, and the other boy whined at the top of his lungs.

But the man's laughter was all he could hear.

They'd make lunch together next time.

After a few years, the Company developed an economic interest in Edo and came to broker an economic agreement with its government. Many of the citizens abhorred this change and rose up in rebellion. In the commotion, Takasugi's teacher was captured by the Company's forces. Unknown to Takasugi, their teacher had been a fugitive from the Company long before they'd met. Takasugi still doesn't know any details of this, and only has conjecture to go on to reach even such a vague conclusion.


The explosion was deafening. Takasugi's ears rang as he rolled onto his back, his hair smearing in dirt wet with blood as he tried to sit up. On his first attempt came a searing pain in his shoulder and he dropped back to the ground. His disorientation was only beginning to wane, but the strain told him he must have landed on it. On his second attempt he rose, his arm hanging, but his grip on his sword unfailing.

Takasugi's legs were weak - he hadn't eaten in three days. His stomach had long since stopped twisting, a hollow ache all that remained to remind him of his malnourishment. The last time he'd held food in his hand - a stale piece of bread - he'd given it to an ailing soldier.

With unsteady footing, he turned to survey what remained. Takasugi saw his men scattered, several of them taking their eyes off of their battles to turn to him for orders. More than one lost their lives for that uncertainty. Their commander had been blown to the ground, their ranks were split - but they were winning. A small group of men, laden with enemy supplies, made their retreat behind him. All they had to do was buy enough time for that escape, then fall back themselves. Takasugi raised his arm, bellowed a signal to retreat, and charged forward.

To those who had been with him long enough, the rush wouldn't be a strange sight. He covered the escapes of the wounded and slow, of the new men who knew fear better than they knew their own names. Next time, those men could be the ones doing the same for him.

Food, water, medicine - everything that kept men alive was scarce but for anger. With every death, the resolve of his men hardened. Every injury, every torched village, every captured enemy officer spitting in their faces gave his army more resolve than a pretty speech or uniforms ever could.

As Takasugi stepped over the corpses of three - two of his own and one of the enemy's - he added another to the pile with a swing of his sword that carried the weight of his body behind it. Dead enemy officers were equally invigorating.

Joining the rebellion in an attempt to reclaim his teacher, Takasugi spent several years at war. During this time he amassed a vitriolic following - called the 'Kiheitai' - of those who hated the Company, and when the war ended, he took a large portion of these like-minded rebels with him.

For Takasugi, the war concluded when his teacher was executed. He was witness to the public killing, and the failure shattered his hope for the future. At some point during the fighting, he lost his left eye, and he hasn't had it replaced. The injury serves as a reminder of everything he lost - both before and during the war.


The sound of sizzling food and bells ringing on the horizon was a familiar backdrop to lights that appeared dim in comparison with what was to come. A fireworks performance was scheduled to occur in just moments, and Takasugi had found the perfect spot.

People passed by, holding onto each other's sleeves to stay together as they rushed to a place where they could see the display in the sky. Takasugi stood still, looking up the path to a tent of reserved seats. Company shareholders sat and drank and erupted in laughter that was soon choked out by the crowd's final cheer before the show.

Then, silence. Takasugi exhaled, a small trail of smoke leaving his mouth as his chest tightened. A ravenous maw clenched its jaws around his rib cage, hungry for more. More bodies, more destruction, more death to feed its unending appetite.

An outburst of cries interrupted the drums that heralded the fireworks, and flame overtook the Company's tent. As men stumbled from its heat, bloodied by shrapnel or alight themselves, colors flashed brilliantly in the sky. Each flash of light illuminated the festival beautifully, not at all dulled by the glow of the flames beneath.

People passed by, holding on to each other's hands to stay together in the panicked crowd. Takasugi stood still, and felt the beast in his chest growling, chomping its fangs for another meal.

The fireworks would be beautiful next time too.

He never stopped fighting, contributing munitions and men to the rebellion at Sugar Point and any other like uprisings. Takasugi himself goes by the moniker 'Tani Umenosuke', to avoid the warrants that are surely out on his actual name. He's got all the forged paperwork he needs to keep this persona in the clear. 'Tani' is a poet, an esoteric figure who indulges in folk stories, base pleasures, and music more than he thinks about the world around him.


Smoke trailed from the slit between Takasugi's lips as he rested his hand idly on the handle of an ink brush. A parchment with two lines of verse sat at his feet, untouched for nearly an hour. Delicate, infrequent plucking of strings drifted into his quarters from the adjacent room - the music had halted his progress.

A bowl of rice and a plate of meat sat, uneaten, at his side. There was no time now to finish his work, nor to eat. In minutes he would need to rise and greet a guest. The ringleader of this particular circle of criminals was known to be an ugly and spiteful man - so diplomacy mandated that Takasugi meet him personally. Anything else would be an offence. Next time, he wouldn't bother to broker a deal with such an idiot.

Blackened fingertips pulled away from his paint brush, rubbing against one another before plucking the pipe from his mouth and setting it on the ashtray. As he stood, he felt his stomach protest in hunger. The sensation went ignored, along with his meal; Takasugi craved something else, and he'd devour whoever he needed to in order to taste it.

As for a source of income, Takasugi brokers deals and provides resources for several large illegal drug distributors. Currently, he is traveling between Leith and Westerly on a ship that functions as his 'home base'. He's looking for every opportunity to get involved, be it with rebellions, criminal organizations, politics, or the Company itself. He's out for revenge - not only on the Company, but on the 'rotten world' that allowed for the tragedies in his life. He's ready to burn everything to the ground, with no interest in rebuilding or improving anyone's lives.

Original History: don't you hear it too?

Inventory:

SIMPLE KATANA - modified with a special coating to withstand far greater impact than regular folded steel
KISERU - and a small satchel of flavored tobacco and sometimes an opiate the pipe's style is uncommon in the Quad, having originated on Edo

Samples: a forest fire about to flood over an empire

Miscellaneous Notes:
Edited 2016-12-06 07:18 (UTC)
snuggies: (dude i think i solved pandora's box)

scott mccall | teen wolf | reserved

[personal profile] snuggies 2016-12-06 09:01 am (UTC)(link)

Player



Name: spoon
Age: 25
Contact: [plurk.com profile] whysofork & PM
Preferred Pronouns: She/Her

Character



Name: Scott McCall
Age: 18
Memory Option: 1 - AU Memory Deterioration
Established Status: N
Canon: Teen Wolf
Canon Point: Season 5, Episode 10
Citizenship: Westerly
Job: A nurse
snuggies: (Default)

[personal profile] snuggies 2016-12-06 09:05 am (UTC)(link)
Abilities:
WEREWOLVES IN SPACE
Scott's status as a werewolf will manifest in the Overjoyed universe as the result of a bioengineered "disease" that injects nanites into a host's body to alter their genetics, meaning that the host can reproduce to create genetically altered offspring. The nanites work closely with their host's neurochemistry, causing increased aggression when under threat, as well as promoting loyalty to allies. These allies can be others with the same infection, as well as individuals that have proved loyal and/or beneficial to the host. This effort to create a "pack mentality" in the bioweapons is one of the ways in which the developers are experimenting with the possibility mind control. In this particular experiment, they want to foster strong empathetic bonds between members of "pack", not only to ensure that the bioweapons maintain loyalty to their handlers, but also actively serve to assist them beyond simply obeying orders.

As the modifications function as a disease, it takes time for the host's body to acclimate to the new nanites, during which time they are more unstable with regards to their aggression, and also most desperate for allies. It is during this "beta" stage that the handlers use the subject's vulnerability to forge bonds. Once the body fully acclimates -- the "alpha" stage -- the subject has gained much better control of their biological changes, and is better able to utilize their abilities. It is more difficult to gain the trust of alpha subjects, and they often require solid demonstration of why someone is worthy of their trust and protection. Those in alpha stage can also infect other humans, through a bite or a scratch (if it goes deep enough), anything that would transfer the nanites in their body into the human's blood stream. This method of infection is not perfect however, as there have been instances of an individual's physiology not being compatible with the make up of the disease, leading to deterioration of brain function, rather than enhancement. This is rare for alpha subjects, and is usually the case when beta subjects attempt to infect a human.

Scott is currently in the beta stage of his infection, and his modifications are:
✖︎ SHIFTING Basically consists of Scott's irises glowing gold, growing claws and fangs, and becoming a little hairier.
✖︎ HEIGHTENED SENSE OF SIGHT, SMELL, AND HEARING The increased sense of smell allows Scott to track a person using their scent over great distances. It also allows him to detect emotions via chemosignals given off in sweat.
✖︎ INCREASED STRENGTH AND SPEED The increased strength and speed are dependent on how stable the nanites are in their host's body. While Scott will never be Superman, he could lift a car, as well as run alongside one.
✖︎ ACCELERATED HEALING Similar to the above, healing also depends on stability. It takes about one or two days to recover fully from fatal injuries, and it is not possible to recover lost limbs. (They're werewolves, not werelizards.)
✖︎ TAKING PAIN A by-product of the importance of fostering loyalty within subjects. When Scott comes in contact with someone who is in a moderate amount of pain, his body reacts to elevated pain levels in the other person and triggers production of endorphin in them to relieve their pain. This has the side affect of Scott's own nervous system reacting to increase his own pain.

Personality:
It's not easy being a teen wolf. Especially when you have to balance family, friends, and money with desperately trying to make sure that you, and everyone that you care about, doesn't die a bloody death at the hands one of the many teen killing psychopaths.

It's a work in progress, but Scott's getting pretty good at maintaining balance between these aspects of his life.

—teen.
Like any teenager who's only had one real friend for the first sixteen years of his life, Scott is a little awkward, and little socially inept. It's difficult for him to relate to people on a superficial level, and though he's not explicitly shy, there's this reservation that follows him whenever he meets someone new. This is, in part, due to the fact that before the advent of his werewolf powers, Scott considers himself a nobody. He's not particularly smart, or talented at sports, and he certainly isn't garnering the attention of any girls. He doesn't have a lot to offer, but he's determined to change that.

Scott doesn't begrudge anyone for this experience. In fact, he rarely blames anyone for the difficulties in his life. As a student and a son, he's determined to improve and to do better, regardless of all the insanity that swallows up his life. The survival of him and his friends is a necessity, it's not a priority that's going to go away, but succeeding in school and being a good person outside of that—that's what Scott wants. Underneath the complexities of villains and their plots, the splintering of his friends as they struggle against demons, Scott is still, in many ways, a simple teenager: he worries about his education, skipping class, and what romantic dates to take his girlfriend on.

And while Scott can be awkward when he's out of his depth, he shines when he's being truly genuine. Once he abandons the image of this ideal that he needs to be, and meets people honestly with concern and camaraderie, that's when he draws people to himself. In moments when he stops to tell would-be enemies that he cares about their safety; when he admits easily that he loves someone (because once Scott starts being honest he can't stop). He's almost careless with it. But it's this person that becomes a somebody. A somebody with a close group of friends; a somebody with a powerful relationship with his family; a somebody that he's been all along.

—wolf.
As someone who has no idea what's happening to him, and doesn't appreciate all of the sudden murder in his life, Scott's first instinct after becoming a werewolf is to try and find a cure for himself. He does his best to ignore this part of himself, and to deny the reality of his new life.

But the rest of his friends, they face their new circumstances head on. They never blame Scott for pulling them into the world of the supernatural or for any of the difficulties that come their way. And they are the most precious pack that Scott could have ever hoped for. There are times where he lives for the protection of his pack, of his family, of his city. It gives him strength, and it is ultimately the key that helps him take control of the wolf inside of him. His love for others grounds him, and keeps him human. And it motivates him to achieve the impossible. It never matters what challenges are set in front of him, Scott is resolute: he's going to protect everyone.

This is when Scott shows his adaptability. He's someone who is generally straightforward, certainly not the schemer or the planner of the group, but when facing a threat that works to test the loyalty of his allies, and carefully tear them apart, Scott gets clever. He uses what his enemies know about his honesty and desperation to protect others to his benefit, allowing them to believe that they've got him backed into a corner while he plans to doublecross them. It's not the type of betrayal that anyone would expect from Scott, but it's not just the wolf part of himself that he has adapted to. As much as he wants to live in an ideal world where people can be reasoned with—where even villains can be saved—he knows it's not always the case. He's willing to change himself, like all of his friends have, in order to protect the people he cares about.

—alpha.
NOTE: Scott isn't an AU "alpha" yet, but that is the direction I plan to take him in, following plot developments, as well as memory and ability regains.
That is to say, Scott is willing to change as much as he can without explicitly modifying his moral code. Leadership isn't something that Scott explicitly sought, and the plans that his pack executes are most certainly a group effort, but he is aware that he carries some sense of authority. With that authority comes a stricter moral code: they don't kill the people that they're trying to save.

Scott knows firsthand how circumstance can incite violent action. He had no control over himself when he was first bitten: angry and violent to the point where he almost killed his best friend. He knows how it feels to be afraid, to feel helpless when even your own body becomes unfamiliar to you. And while he isn't forgiving of the people he finds himself pitted against, and will work to imprison or debilitate them, he doesn't believe that he has the authority to kill anyone.

It's out of fairness to their enemies as much as it is a rule to protect his pack. Scott has always cared about the people in his life, and wanted to protect them, but upon becoming an alpha he's begun to feel responsible for them. Something in a person changes after they kill another, and Scott doesn't want anyone that he cares about to bear that burden. Not when the reason they’re fighting is because of him. This sense of responsibility isn't necessarily fair, especially given that most of his pack are just as capable as he is, but it's something that he takes on nonetheless.

To the point that it consumes him sometimes. Scott generally does his best to be careful and clever, but sometimes the responsibility and guilt of failure starts to choke him. So he acts rashly: forcing someone to share their memories with him, or doubting his friends despite knowing that they're stronger together. And when sometimes, despite his efforts and struggles, he fails, he lets that guilt overpower him, becoming hopeless and empty. It's when he feels unworthy of the faith others have put in him that he surrenders to point of accepting death. Sometimes the weight of a life not meant for a teenager just pulls Scott apart, because he's always wanted to be a somebody, and now that he is, he can't let anyone down.

AU History:
cw: suicide

In a place as overpopulated as Westerley, Scott's world has always been small. He had his mother (his father a distant figure even when he'd been around, dreaming of a luxurious life and status in the Company, and blaming his mother for their poverty before disappearing), and he had his best friend, Jackson. He was content with this, with his family and his best friend, growing up in relative peace.

Scott is sixteen when he and Jackson are attacked by a military experiment, veering too close to the Bad Lands one evening, remembering nothing but a titan of a creature with glowing red eyes slamming into him and taking a bite to his side. The strangest thing was that the next day Scott's bite healed, while the blood and scratches remained fresh on Jackson's legs. It was a terrifying experience, and one both boys opt to put behind them, a task that proves difficult as Scott starts to experience more changes -- sights, smells, no more asthma, and an instance when he gets so frustrated that he just snaps and shifts into something else.

It's around this time that Scott meets a girl -- her name is Laura, and he falls in love. And it's that night that Scott meets Laura's father: a military man in charge of recapturing the Alpha. Laura's mother is the Alpha's chief handler, and both of them are prepared to use Scott as a hunting dog. He complies, for the most part, struggling against the bond that he feels toward the Alpha; his hatred at what the creature has done to his body; and hoping that his cooperation might lead to a cure for his condition, and possibly approval of his relationship with Laura from her parents. (He has small, teenage dreams.)

But things don't exactly go as planned after the Alpha is recaptured. Scott does not receive a cure, instead earning an automatic kill warrant should ever he attempt to leave the Quad, nor does his relationship with Laura receive any approval. Instead, her father reveals his condition to her, to ensure that she cuts off all contact with him. The only saving grace is that she doesn't, and instead the two continue their relationship in secret.

Scott allows himself to hope for a return to normalcy then -- which he gets. For a short while at least.

Months after the recapture of the Alpha, Jackson starts to behave irregularly--sleep walking, and having trouble distinguishing dreams from reality. He loses the ability to read, no longer able to work as his condition deteriorates, and being forced to forfeit his job. And, so very coincidentally, the homicide rate in their area spikes during this time.

Scott tries to fill in the financial discrepancy as best he can, but this, combined with his insistence that Jackson is innocent strains his relationship with Laura, until it finally snaps following the death of her mother, whose body succumbed suddenly to nanites she'd imbibed in order to control the Alpha. Laura begins working actively for the organization after this, though she makes some halfhearted attempts to maintain a friendship with Scott.

Her attempts were short lived however, when she, unconvinced by Scott's insistence, confronts Jackson about the recent murders, a confrontation that results in her untimely death. Having lost his wife, and now his daughter, Laura's father organizes a team to execute Jackson -- without express approval of his employers. Desperate to save Jackson at this point, Scott resorts to attempting to cure him with another bite, hoping that their bond might be enough to stabilize his friend.

It fails, and it a moment of lucidity, Jackson takes his own life.

Jackson's death is enough to pacify Laura's father, who's facing reprimand for his unauthorized hunt, and he retreats from Scott's life, though not before threatening him to never to contact the organization again, thereby cutting off Scott's only source of information regarding his condition. But at least, this coincides with Scott's resolution to ignore his new abilities going forward. With the deaths of Laura and Jackson, he's resolved to maintain a facade of normalcy as best as he can, devoid of bioweapons and superhuman abilities. Scott's world has always been small, and now it's even smaller.

(And yet he still can't stop, the tug that he feels when he sees someone in need. It's become part of him as much as his new biology has.)

Original History: Here's a link!

Inventory: Just a cell phone, and his wallet.

Samples: 1, 2

Miscellaneous Notes: i'm sorry i know his history is cliche, teen wolf is a trashy show (´;︵;`)
Edited (screams i sure did forget an entire section please forgive me) 2016-12-06 20:05 (UTC)
gyouten: (distracted / overwhelmed)

[personal profile] gyouten 2016-12-07 01:25 am (UTC)(link)

Player


    Name: Sana
    Age: 30+
    Contact: Discord:sana#8278; AIM: Sanada4Prez; Plurk:Nyanbu (rarely used).
    Preferred Pronouns: No preference.

    Note: This character's canon already includes alternate worlds and memory modifications, and there are essentially two sets of personality/history in one body that eventually start to converge. Split personality = split app! Because I like complicating my life

Character


    Name: Ginshu
    Age: Mid-30s, but he believes that he's older.
    Memory Option: 1 on top of 2. 1.5?
    Established Status: Yes, 1 year.
    Canon: Amatsuki.
    Canon Point: Volume 20
    Citizenship: Born on Leith, but renounced his citizenship upon joining the RAC.
    Job: Former killjoy, currently a monk with Resistance leanings.
    * Level:
    He thinks he's a former Level 4, but due to chronic illness caused by an experimental nano/genetic procedure some time in the past, he's unable to work as a killjoy and has permanent inactive status. Those memories and the evidence that supports them are purely Akemi's fabrication - he was never actually a killjoy, he has no real past, and in fact he's only "existed" for about a year.

    Name: Akemi Urushibara
    Age: Mid-30s.
    Memory Option: 2.
    Established Status: Yes, 5 years.
    Canon: Amatsuki.
    Canon Point: Volume 20.
    Citizenship: Born on Leith. As a Company employee, he can travel more or less wherever he wants.
    Job: Neuroscientist working directly for The Company.
    * Level:
    N/A, not a RAC member.
gyouten: (akemi insane)

[personal profile] gyouten 2016-12-07 01:27 am (UTC)(link)
    Abilities
  • Passive | Regeneration
    Ginshu may look frail (and indeed there are days when he's too tired and in pain to move) but he's also blessed (cursed?) with near-immortality. As the failed product of an attempt to achieve immortality, he ages slowly, he heals quickly (roughly 2x normal speed), and he's nearly immune to poison. His scale-covered skin reduces damage from bladed weapons. He occasionally goes into a dormant, biologically inactive state to rest or recover from otherwise fatal injuries (he can survive about 4x the amount of damage that would kill a normal human by going dormant for several days). He's not unkillable, but he's certainly hardier than most. [In canon, he was saved from death by magical fusion with the corpse of a snake demon, so he's technically undead, and not in the fun sparkly vampire way. Ginshu constantly lives on the verge of dying - every time he succumbs to his illness, regeneration kicks in and forces him to live another day. He certainly considers it to be a fate worse than death.]
  • Passive | Swordsmanship
    During his killjoy days, Ginshu was quite skilled with a nano-blade sword. While he's no longer physically capable of serious combat, he still has the reflexes of a trained martial artist. [In canon, Ginshu is rarely seen doing much actual fighting, but it's stated that he was once a high-level demon-slaying samurai and the personal bodyguard of a goddess, so he was presumably pretty good.]
  • Minor | Poison
    Ginshu was born with neurotoxic blood capable of causing seizures and temporary paralysis with direct exposure of direct exposure. Although he lives among the Scarbacks, no one ever sees him bleed. Eventually, this will be upgraded to a Major skill with fatal effects.[In canon, he's a demon hunter whose blood is said to be exceptionally pure, but the demons obviously think he's even more of a monster than they are.]

    Personality:
    Ginshu certainly doesn't fit the image of a (former) professional bounty hunter or a revolutionary monk. He's soft-hearted and self-effacing to a fault, and while he's unfailingly polite he dislikes excessive formality. He's witty, playful and quick to make jokes (usually at his own expense) and he's easily moved to tears. Despite Ginshu's apparent age, there's something endearingly youthful about him.

    Inwardly, though, he's racked with guilt and frustration. He blames himself for every drop of blood on his hands and for every person he failed to save, and he resents being used as a tool. He accepts his current physical affliction as just and deserved punishment for his foolishness. Ginshu masks his cynicism and discontent by focusing on the welfare of others - no amount of atonement can undo his mistakes, but he can at least try to protect those who can't protect themselves.

    When faced with conflict, his first instinct is to act as a mediator. He's good at balancing logic and emotion, so it's a role he's well suited for. Years of working as a killjoy taught him that violence rarely solves problems... it just forces problems to move elsewhere. He believes that social stability and spiritual fulfillment are only possible when people are truly free. Ginshu claims to have lost his faith, but spirituality still influences his outlook and he curses the heavens for toying with human lives. His revolutionary leanings have led him to the Resistance, but he's no idealistic true believer. He's just looking for a cause worthy dying for. He prefers, however, to act from the sidelines, quietly setting secret plots into motion instead of taking on the risk and responsibility of a leader.

    In his personal relationships, Ginshu is warm but somewhat reserved. He's flustered by intimacy and awkwardly pretends to ignore praise or affection, but he dotes on the people he cares for (especially children). He has a tendency to not be entirely forthcoming with the truth, although he doesn't exactly lie. This makes him a difficult person to get to know. He tries to present only the cheerful, kindly aspects of his personality while burying his bitterness and desperation.

    Ginshu has already began to notice some of the inconsistencies in his memory. Documented references to a killjoy called "Ginshu" are surprisingly sparse, and he occasionally remembers information and skills that he has no memory of acquiring. For now, though, he's managed to push those concerns to the back of his mind.


    Abilities
  • Passive | Evil Genius
    As a top scientist working for the Company, Akemi is highly intelligent (with none of those pesky ethics that hold back lesser minds). He's an expert in the field of neuroscience, especially brain-machine interfaces, but he also has a solid understanding of general medicine, evolutionary biology and computer science. He's studied classical poetry as well. He has a voracious mind and a powerful aversion to boredom, so there's not much that he isn't interested in learning about. That love for learning doesn't extend to physical skills, though: while he loves video games, he has little interest in real-world combat.
  • Passive | Regeneration
    Akemi's deep fear of growing older led him to seek functional immortality through science, so he's used himself as a guinea pig for testing various infusions of genetically engineered mutagen plasma. Since he and Ginshu share a body, he has Ginshu's regenerative abilities... but unlike Ginshu, Akemi knows how to control the undesirable scaly side effects of the plasma through medication.
  • Minor | Access to Official Records
    Akemi intentionally exposed himself to extremely dangerous mutagens to change his physical appearance and DNA enough to avoid Company surveillance, but when that's not enough, he makes use of his hacking skills to alter official records. As a Company scientist working in memory modification, he was able to rewrite official records to craft plausible, documented backstories for his test subjects. "Ginshu" himself is an entirely fabricated identity. Akemi still retains backdoor access to Company and RAC databases, so if he's sufficiently motivated he can create entirely new identities for himself or others. [In canon, he has multiple identities and he enjoys trolling hackers.]
  • Minor | Memory Rewriting
    Akemi made improvements to the Company's false memory technology and was a researcher in the memory tech program for almost four years. He can make use of neural implants to completely overwrite a person's memories, erasing their identity.

    Personality:
    With typical dramatic flair, Akemi Urushibara has declared a one-man war against "boredom and normalcy." He sees his "war" as a humanitarian cause: he intends to transcend the limits of the human body and usher in a new stage of evolution. With modern technology, perfecting the body is easy... but what about the mind? As a neuroscientist, Akemi knows that the brain development increases exponentially during the first years of life as a child engages with the world through play. What if that playtime never ended? What if humanity never lost its sense of wonder?

    Akemi considers science, philosophy and art to be the playgrounds of the mind. He's unquestionably brilliant, and his love for learning verges on manic obsession. Even though there are hints of madness in his behavior, his energy and enthusiasm draw people in. While Akemi is interested in religion, he ultimately dismisses morality and ethics as forces holding back human evolution. He's gone so far as to conduct experiments on his own daughter.

    Trollish and easily bored, Akemi will work against his own goals just for the challenge. His childishness is a product of his deep-seated anxieties over getting older. Even though he's managed to slow his rate of aging, he fears mental decline. He openly flouts gender conventions and is a bit vain (which makes his "Ginshu" disguise especially effective). While he's quite self-centered, he has very little regard for his own "false" persona.

    Akemi has a strong protective streak... but it's directed towards his ideals, not towards people. He's not incapable of love, though. He fell in love with a woman during his university days, and a major driving factor in his pursuit of transhumanism was his wish to be her "star of hope" and save her dying brother. In a way, Akemi even believes that he's doing the best for his daughter by trying to create a new world.

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tirejacked: jason's set is the only set I'm proud of, dw, please (Default)

Jason Todd | DC comics (New Earth) | Reserved

[personal profile] tirejacked 2016-12-07 07:02 pm (UTC)(link)

Player



Name: ambi

Age: 21+

Contact: pm is fine, plurk is [plurk.com profile] ambigem if you like that better

Preferred Pronouns: she/her/they/them/etc. I'm not particular.

Character



Name: Jason Todd | Red Hood

Age: sobs into hands about comic book timelines. Lets say early 20s and leave it at that.

Memory Option: 1

Established Status: about two years, during which time he arrived in the Quad and then surfaced as a Killjoy, based on Westerly.

Canon: DC Comics (New Earth)

Canon Point: Lost Days #6

Citizenship: Authorized non-citizen.

Job: Reclamation Agent
* Level: 4.
tirejacked: jason's set is the only set I'm proud of, dw, please (Default)

[personal profile] tirejacked 2016-12-07 07:02 pm (UTC)(link)
Abilities

As all of these are learned physical/mental abilities that still fit within the setting, I'm assuming they can count as minor and be things he's still able to pull off as a killjoy since he's already a badass normal sort of character. But if I'm misunderstanding or anything needs to be further nerfed let me know.

● Combat - He's a trained assassin capable of going toe to toe with the Dark Knight. Jason has no powers or superhuman enhancements of his own, but he's been hammered into hypercompetence so he can hold his own against the superpowers of the DCverse. Basically Batman: with guns. He's an expert martial artist in as many disciplines as you can think of and a skilled marksman. Though he favored his fists as Robin and tends toward knives, firearms, or explosives when he needs an edge nowadays, he's not unfamiliar with bladed or staff weapons or throwing knives and batarangs. After he recovered from the whole dying thing, he followed in Bruce's footsteps and traveled the world to hone his skills enough to take on his old mentor. During this time he was extensively trained in all the parts of a fight that Batman wouldn't teach him—that is, the lethal ones—by the best assassins and contract killers in the business. So on that front there's small arms and marksmanship, larger artillery, sword and knife fighting, close combat and killing a guy with your bare hands. That sort of thing.

● Bullshit vigilante stuff - Adaptable and quick on his feet, maneuverable, and athletic to the peak of human ability, experienced with acrobatics and flying through the city on grappling hooks and stupid vigilante parkour, as well as stealth and infiltration. He's scrappy and street smart, and he got by as a kid by stealing and fighting his way out of corners when it came to it.

● Polyglot - fluent or passable in several languages, including English, French, German, Italian, and Russian. He can also read lips, and has been shown to be able to do that in languages other than English as well. Will this even come up in game, who knows.

● Polymath - background in science, math, medicine, geography, technology, world history and literature, as well as a working knowledge of criminology, surveillance, tactics, and detective work. Also poisons & bomb assembly, defusing, and demolitions, where do I slot that in. Basically he's well-versed on a lot of subjects and pretty damn smart.

● Driving/Piloting - Particularly fond of motorcycles, trained by an ace pilot to better pull stunts on them, as well as other kinds of vehicles, including helicopters, boats, and cars. (I'd love to extend this to spaceships in-game.)

● Etc. - He's also sharp, driven, and capable of playing a long game and exploiting weaknesses where he can find them. Also of note: he learns very, very fast when he puts his mind to something. (One of his mentors remarked on this—"You learn quick, that is a gift...the ability to learn at a greater velocity, that is true genius.")

● I probably forgot something. Robins are completely ridiculous, I'm sorry.

Personality:

Imagine you are the infamous vigilante known as Batman. It's the anniversary of your parents' tragic deaths. You're in the same shady part of town where they were killed, being appropriately broody. And then you turn the corner to find that some punk orphan is jacking the tires off your ride. What do you do?

You laugh. And eventually you take him in and make him your new protege. Bruce claims he took Jason on to give him a constructive outlet for the anger and trauma he had to work through from his life on the streets. That if he didn't make him Robin and channel that frustration positively, Jason would grow up to do wrong and end up in a life of crime instead. ...And this might be true. But for his part, Jason had little interest in being a crook for malicious reasons—he was just doing what it took to survive. He learned early that sometimes, you need to do a "bad" thing to do that, even if someone like Bruce Wayne may not be able to understand it. Growing up alone and an underdog in crime alley taught him to work as if he's always at a disadvantage—you don't trust anyone who hasn't proven themselves worthy of it, you take every edge you can, and if you start a fight and you have to be ready to finish it. And most importantly : justice doesn't always come to those who need it most by way of the law.

Or, as he realizes later, even by way of Batman.

At the heart of it, Jason's a fighter who's frustrated with the state of the world he lives in, and who's been bitten so much that he's started biting back. He's seen a lot of shit, got a lot of nerve and a lot of strong feelings, and both the willingness and the ability to act on them. After graduating from sidekick to antihero, his biggest and most infamous departure from the methods Bruce taught him is the use of lethal force, but even though he kills, he doesn't do it indiscriminately. The way he sees it, some people really do deserve to die. Not just for the things they've done, but—even more importantly—for the harm they'll almost certainly continue to do if they're allowed to live. And not without reason—this is something he sees happen over and over again over the course of his life.

So he's still got a clear sense of right and wrong, it's just skewed heavily by perspective and experience. While this was definitely brought to extremes after his resurrection, it wasn't nonexistent beforehand. His history of abandonment and living on the streets in Gotham's most infamously crime-ridden and dangerous neck of the woods means he learned to face down threats from a very particular perspective. He has a lot of issues with abuse of power and trust, and takes betrayal very personally. He still gets angry too easily, still tends to be reckless on occasion. But he's a pretty clever and meticulous planner when he can afford to be, and does whatever he can to make sure he goes into a fight with the upper hand, even if it's not necessarily the honorable thing. He definitely isn't above playing dirty or hitting where it hurts if he can manage it. Old fashioned and superior moral codes have outlived their effectiveness. If you decide not to fight on their level, the worst kind of dirtbags won't hesitate to take advantage of the limits you set on yourself. He isn't even incapable of working with more straight laced superheroes for the bigger picture when it comes to it, though there's usually a lot a friction to overcome on that front. He's just got a lot of resentment and a different perspective, and a method he really believes is better.

Despite being clearly skilled and putting on a confident front, he's pretty understandably prone to intense and not entirely rational feelings of resentment, insecurity, and jealously. After all, he's facing down a lifetime of being abandoned or betrayed by basically anyone he thought might give a damn about him. He came back from the dead to find that the man he trusted most had let his murderer go unpunished, and that the Joker had continued to terrorize cities and fill graveyards. Who he'd been and what had happened to Jason mattered so little that Bruce let his outdated morality stand, no matter how much grief it would save the world if he broke his ban on killing. The perceived sting of being forgotten and unavenged and replaced hit him so hard it alienated him from his old life before he could think about going back to it.

Prone to laser focus and obsession, Jason takes the mission first mentality to heart in a big way—to the point where he doesn't even really try to re-establish a civilian life again after coming back from the grave. As far as anyone is concerned, Jason Todd is dead, and Red Hood is a means to an end as much as it is a new persona. Understandably, he's not an easy guy to get to know, anymore. He tends to be sarcastic and distant, evasive, and defensive at best. Outright abrasive and antagonistic at worst. He's got a snappy sense of humor and a pretty wry tone when he isn't being overdramatic, and he can be likable or forgettable or insufferable if it suits him, but in the end he doesn't much believe in compromising himself to bow to other people. Getting around that will be a long process, not least because of ingrained Bat-Paranoia and his long history with getting burned by just about everyone he'd ever cared about. But he's gotten pretty good at putting up fronts while feeling his way around a situation. Making useful friends and playing nice in the right crowds while he figures out who he trusts, (hah,) who stands further investigating, and who'd be better off with a bullet in their brainpan.

So he definitely is not exactly the most rational guy when it comes to things that he feels strongly about. Moving on after the kind of trauma he suffered is a slow process when you carry as much baggage as he does, and he still needs to work his way through his demons and make sense of why he's alive again. He's changeable and contrary in the way he presents himself—says things like "I don't really give a crap about the world" despite recently taking it upon himself to risk his own life to prevent the deaths of thousands, or falling back into old habits when he stumbles on an injustice he doesn't want to let stand, but resisting doggedly when Talia hints at parallels between him and Batman, sticking to his guns on the places where they differ.

It's some parts spite and some parts vengeance and some parts honest belief that what he's doing is right. Getting between him and his goals can mean collateral damage, getting caught in the crossfire, but when he isn't focusing on his vendettas, he really does have a deep drive to deliver justice for those who can't do it for themselves. One of the possible side effects of the Lazarus Pit used to put him back together is madness—something Ra's Al Ghul warns Talia about after she uses it to heal him. ("I live from the pit. I know what burns in my heart.") He tells her she's unleashed a curse on the world by setting Jason loose on it. And certainly, Jason isn't the same troubled kid he'd been before his death, and there's no way to know how much of that intensity or instability has been stained into him by the pit, how much had come from the trauma of his death, or how much had been there all along. But the end results are the same. Directly after being healed by the pit, all Jason seemed to care about was vengeance....until he was sidetracked by discovering one of his new mentors selling children as cargo, and it kicked back to life that old part of him that is outraged at seeing the powerless go unprotected and abused and has to do something about it.

This starts a pattern that he holds from then on, and—Bat-vendettas aside—the real heart of his motivations. He very much believes that the world is better off without every one of the dirtbags he puts a bullet in. The law doesn't always work the way it's supposed to, and the worst of criminals aren't afraid of Batman because they've realized that no matter what they do, the Bat won't kill them. So they run wild, getting thrown in asylums and prisons, escaping, and killing again. It becomes clear to Jason that he's come back from beyond the grave to do the kinds of things that heroes like Batman won't, and get the kinds of results that Batman never will.

Does that make him a good person? Hell no. He won't pretend it does. Does it make him a better Batman than Bruce? He certainly intends to be.

IN OVERJOYED I'm going to be vaguer on the specifics of the involved characters to keep things flexible for any possible future canonmates/my own sanity, but very little of this will have changed enough to affect the way he operates.

CRAU: nah.

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[personal profile] tirejacked - 2016-12-07 19:03 (UTC) - Expand
bittybat: <user name="majorocelot" site="www.tumblr.com"> (IF YOU TEXT ME ONE MORE)

Damian Wayne | DC Comics | Not Reserved

[personal profile] bittybat 2016-12-08 06:01 pm (UTC)(link)

Player



Name: Anna

Age: 27

Contact: PM this journal | [plurk.com profile] moetan

Preferred Pronouns: She/Her

Character



Name: Damian Wayne

Age: 10

Memory Option: AU Memory Deterioration

Established Status: Yes. One year. Damian, a Resistance mole, had been attempting to get accepted as an RAC agent. He is now working at rising in the ranks of the RAC.

Canon: Batman/DC Comics

Canon Point: Robin: Son of Batman, Vol 5 start

Citizenship: No citizenship / neutrality

Job: RAC Agent

* Level: 2


Abilities
Hand-to-Hand Combat, Expert: Though small, Damian is lean and muscular, and knows how to both control his weight and use his size against others in a fight. He knows various forms of martial arts, trained by his Mother, Talia, and grandfather, Ra's, as well as his father, Bruce Wayne.

Swordsmanship, Expert: Currently, he doesn't use a/his sword for nonlethal reasons.

Throwing Weapons, Expert: As an Assassin, he mastered throwing knives and shurikens as well as batarangs as Robin.

High Deductive Reasoning: And a genius-level intellect. Thanks, Mom and Dad.

Polyglot: There's no telling how many fucking languages this boy knows, so we'll just say the main ones other than English he's proficient in are Chinese, Spanish, and Arabic.

Mimicry: Damian can imitate voice and speech patterns as long as he hears how a person talks first.

Artistry: (????) Apparently, he is a great artist.

Personality:
Ten years old going on eighty, Damian is surprisingly (and hilariously) mature for his age, and many people don't hesitate to tease him for it. He hasn't been groomed merely for combat, but also for respect and leadership. Dignity, honor, and pride is something he carries on his shoulders without stooping over from the weight; they are things of utmost importance to him. He believes a person without integrity is a person not worth a handful of dirt, and, while he would say he learned this especially from his father, really it's just going to take some time for Damian to understand that Bruce tries to look for this integrity even in the worst of people.

Because of this intense focus on personal dignity, Damian is extremely refined; he's clean and meticulous in appearance as well as work, calls people by last name only, and takes great care in making sure he presents himself to others as a worthy, better opponent. The mantle of Robin is the greatest privilege he has, and upholding the duties that go along with the title out in the field are his first and almost only concern.

He takes great care in tweaking his skills whether it's physical training or mental training. He's well-read and makes a study of both current events and mission-based intel. If there's something he doesn't know, he learns how to do it, not against using craft and cunning to do so. No problem is too difficult for him to at least attempt to tackle (with a lot of pragmaticism) which leads him to be terribly stubborn and persistent, sometimes dangerously so.

In this way, Damian has a hard time working with others. Teamwork and companionship falls short at his feet without him bothering to stretch much of a hand out to bridge the gap. He loathes taking orders from people who haven't earned his respect even if they are of higher rank, and he hates when people don't follow orders ("""advice""") he gives while citing logic and reason. He's not against boldly telling people, men or women, they are idiots or they did something wrong, and this ultimately causes Damian the most grief. He isn't afraid of speaking up, letting others know when he disapproves or when he has another or better idea. Everyone is always kept at arm's distance so they do not interfere with his work. At least, in some small measure of fortune, Damian never pretends to get along with people for the sake of saving face. If he hates you, he hates you, and if he likes you, he likes you. Most people he just tolerates.

That isn't to say Damian doesn't care. He absolutely cares more than he'd like to care at all. Nothing quite hits Damian's berserk button like harm or harassment befalling children or animals. He treats both with the same respect with which he would like to be treated (even animals!), and goes out of his way to ensure everyone else treats them that way, too. After a particular incident involving a cow, Damian is a strict vegetarian, just to show how far he'll go For Rights. Family members, whether blood or companion, receive the same decency, and Damian can grow fairly fond of those who offer him kindness when he least deserves it. In return, Damian is certainly willing, at a moment's notice, to leap in the way of harm for them.

Of course, Damian doesn't ever admit when he cares about the wellbeing of anyone, not to their faces. Affection and love are not something he received until he met his father, and he always seems to be thrown for a loop when people aren't giving him harder, heavier emotions to work with. (He knows how to handle anger and aggression, but can't seem to understand how to handle love.) Sympathy also comes as a hard pill to swallow, and any gentle and understanding words will be offered with a huge slab of awkward social skills.

Not surprisingly, Damian can also be a bit of a brash hothead when times are trying. He will yell, pout (he's ten, sue him), and generally throw a growly tantrum when he's frustrated or sidelined. To relieve stress, he funnels the energy into physical training, so people will likely find him practicing martial arts or weaponry when he's mad. The gym rat starts young.

Nothing is more rewarding to Damian than proving himself, making disappointment a key factor in crippling his self-esteem. Those that have earned his respect are especially capable of crumbling him when they voice how disappointed they are in his actions and behavior, and they are one of the few that will ever hear a true, "I'm sorry."
Edited 2016-12-08 18:27 (UTC)
bittybat: emeraldstag2 • livejournal (Default)

[personal profile] bittybat 2016-12-08 06:28 pm (UTC)(link)
AU History:
A newly disciplined Uncle spent many years on Westerley, witnessing the harsh realities (and suffering for them, too) of those toiling under the reign of the Company, the Nine, and the Seventh Generation Accord. Infuriated by what he considered to be a tainted Quad, the Uncle began to learn what fighting techniques he could from those around him while obtaining the strength that came through enduring pain for others. After traveling extensively, he returned to the monastery to create a tiny sect of willing participants that would try to circumvent the SGA and destroy the people ruling maliciously with an iron fist. (Only to be replaced by himself or others like him.)

Damian is born to the Uncle's daughter, an Aunt herself and trained in the ways of the Resistance by her father in hopes of becoming the heir to the alternative community. The Aunt, pregnant by a Leithian citizen, is moved from Scarback service to a more clerical position within the monastery to allow for the baby's gestation to go well. When Damian is finally born, he begins lessons and training at just a year old. Both the Uncle and his daughter hope to create a Leithian mole that will be used to infiltrate the RAC to gain intel and control over brokers, buyers, and targets.

As a boy beginning his training, Damian's mother tells him he may visit his father if he's able to best her in annual "birthday trials." Otherwise, he will continue to train until he is ready. On his tenth birthday, Damian defeats his mother, and she allows him to be taken to his father, a semi-wealthy Leithian merchant who also doubles as a Resistance agent. Damian spends six months with the man before his mother returns to ask him to make an important decision: to return with her and continue the ways of the Resistance sect, or to stay with his father.

It doesn't take long for Damian to answer. He chooses to stay with his father, a man he has come to greatly admire, after having learned newer non-lethal methods and theologies for the Resistance. Though still proud of his half Scarback heritage, the respect and challenges earned from his father mean more to Damian than leading zealot assassins.

Through his father, Damian decides to continue pursuit of espionage duties within the RAC in an effort to legally and gently correct the Quad from the diseases of greed and violence.

CRAU: No.

Original History: rip comics

Inventory:
Goliath's whistle (a Scarback heirloom, he thinks)
Robin uniform + utility belt (confiscated by the monastery)

Samples:
TDM; action | extra musebox sample

Let me know if more game samples are needed! I didn't make a top-level because I thought I was waiting to the next app round...

Miscellaneous Notes: N/A
theunluckygirl: (Maybe I can fit through.)

Jennifer | Rule of Rose | Reserved

[personal profile] theunluckygirl 2016-12-09 01:00 am (UTC)(link)

Player



Name: Kalyn

Age: 25

Contact: [plurk.com profile] lordlings

Preferred Pronouns: she/her
theunluckygirl: (as roses in May)

[personal profile] theunluckygirl 2016-12-09 01:00 am (UTC)(link)

Character



Name: Jennifer

Age: 19 (originally), 20 (in-game)

Memory Option: 1

Established Status: Roughly a year has been spent in-game, but she hasn't done much of note except survive and try to make friends where she can.

Canon: Rule of Rose

Canon Point: Endgame

Citizenship: She is/was one of the Nine

Job: Originally one of the Nine will become a nurse/doctor's assistant

* Level:


Abilities None. Jennifer is 100% normal

Personality: Jennifer is a timid young woman who grew up under terrible conditions. Despite everything she's gone through, Jennifer keeps her head up and does her best to keep going, demonstrating a strength of character that might not usually be found in someone who went through all that she did. Despite the girls of the Red Crayon Aristocrat Club's threats and cruel, unusual punishments, she doesn't give up hope and continues to be loyal to them. In part that's because of the fact that if she doesn't obey them, she will be killed--and she has no doubt they will kill her--but her own desire to keep living keeps her going. In this way she can also be seen as a rather passive girl, mature for her age during her time in the orphanage, but easy to push around. She doesn't talk back to being talked down to or insulted, and remains polite and kind to everyone, never fighting back.

For example, despite the other girls being cruel to her, she tries to smile at them when she sees them in the hopes of cheering them up or getting them to like her; despite repeated failures, she continues to try and gain their friendship. Jennifer is also shown to have a rather laid-back attitude when it comes to others' personalities, no matter how strange, and the ability to deeply understand and emphasize with people. When she's kidnapped from the wreckage of the airship crash and forced to dress up as a boy to pretend to be the kidnapper's son, she's strangely okay with it, understanding that Gregory was very lonely. Eventually she grew frightened, however, and made her escape with Wendy. She also rescues and takes care of a puppy she's found, raising him and caring for him as best she could, protecting him from all as she could.

She is quite capable of standing up for herself, however, when pushed too far or when her precious loved one are threatened. When Wendy orders her dog killed, Jennifer snaps and hits Wendy, calling her a liar and turning on the other aristocrats, standing up to them and shouting that she "hates [herself] most of all" for not standing up to them before and letting them play their horrible games. It's through this experience she gains more confidence in standing up for herself and her beliefs.

While all of these events happened at around 9 years old, Jennifer managed to grow up to be a well-adjusted, if soft-spoken young woman and repressed all of those memories; only recently, through the course of the game, do thy start coming back. This means she's been reliving the trauma trying to piece together her memories. Despite how traumatic it's been, Jennifer continues on, determined to remember everything.

Although she tries to be polite and kind to the other orphans and adults in her life, almost never talking back and doing everything she's told, she doesn't hold ill-will towards them for how they've treated her. She doesn't like it, of course, but it's more like she tries to understand why and empathize rather than demonize. Her closest 'friend,' aside from her dog Brown, was Wendy, who rescued her from Gregory. She loved her deeply, vowing to be together in "everlasting true love" up until Wendy's jealousy drove them apart. Despite everything Wendy did to her, from turning the other children against her to killing her dog, Jennifer can still be found wearing the brooch Wendy gave her, showing she till holds a degree of fondness for the girl.

By the end of her journey she decides that, despite everything that happened to her, she doesn't want to forget them. She chooses to lock up the memories inside herself, wanting to honor the memories of everyone who died in her life. Even though her personality overall doesn't change much-- she's still compassionate, understanding, and prone to being obedient, she makes a promise to herself to never break another promise again and to have the courage to stand up for herself when it matters.

AU History: Trying to composite Jennifer's canon into anything resembling sense to fit in this universe would be impossible, so instead Jennifer's history is more like what it could have been (more or less), provided that everything in her canon history hadn't gone to shit very quickly. In all, it's normal-- or as normal as one can get being a potential heir to one of the Nine. She's an illegitimate child of the Derrish taken care of only to save face and to hopefully thwart rumors and whispers. Her mother was a wealthy Leithian woman who was savvy enough to know that she could easily spin this entire situation to her advantage and get her daughter into a better life. So thorough the use of blackmail and threats of exposure of this affair, she securely smuggled Jennifer into her place in the Derrish family. She was treated rather coldly by her family because of this; her birth father and step-mother had little to do with her, aggravated at having to carry the burden of this secret shame. And while her presence as illegitimate was well-hidden, rumors still grew and her cousins could easily pick up on the animosity the adults had towards her. They bullied her horribly with actions that mirrored much of the bullying Jennifer endured under the Red Rose Aristocrats in her canon history-- from taunts and psychological/emotional torments such as freezing her out from play, deliberately going out of their way to not include her, etc. to more physical like shoving, pinching, stealing her clothes or destroying them, blaming her when things went wrong, etc. Jennifer became a sort of scapegoat for the family.

But Jennifer still managed to grow up being kind and gentle, her upbringing unable to stamp out the sweetness inherent in her personality. Being bullied only cowed her, making her more eager to please. She treats everyone with kindness in the hopes they'll be kind in return, and at first glance wouldn't seem to be someone of the Nine, which is possibly part of why her family is rather embarrassed by her. She definitely doesn't have the temperament for the cutthroat world she's living in now. Her family is just waiting for news of the upcoming birth of a new, more legitimate, heir so they can quietly dispose of Jennifer to somewhere out of the way.

While Jennifer is aware of the fact her stepmother isn't her real mother (her cousins' bullying had included taunts that she wasn't really one of them, and after consideration she'd come to realize on her own that she didn't look much like her mother at all) she hasn't asked after her birth mother much. Partly this is because she figures there must be a good reason for it and therefore it's none of her business, and partly it's because she's afraid of what her parents' reactions would be if pressed.

CRAU: N/A

Original History: http://ruleofrose.wikia.com/wiki/Rule_of_Rose_(plot)

Inventory: N/a

Samples: An open log from my other memloss game.

TDM

Miscellaneous Notes: ¯\_(ツ)_/¯
Edited 2016-12-10 01:53 (UTC)
brickinthewall: (Default)

hanna talbot // oc // not reserved

[personal profile] brickinthewall 2016-12-09 04:51 am (UTC)(link)

Player



Name: Lina

Age: 26

Contact: [plurk.com profile] alebrije // alebrije#3012 @ discord

Preferred Pronouns: She/Her

Character



Name: Hanna King

Age: 30

Memory Option: 1

Established Status: 5 years

Canon: Original

Canon Point: About a year after the death of her team

Citizenship: Leithian, now RAC

Job: Reclamation Agent

* Level: 4


Abilities:

SKILLS

  • Archery

  • Sharpshooting

  • Hand-to-hand combat: Judo, knife and stick fighting

  • Tactical analyses

  • Military training

  • Stealth (not that she'd employ it very often)

  • Intimidation

  • Combined pyrokinetic abilities with her hand-to-hand combat abilities



PASSIVE ABILITIES

  • Raised body heat: translated as a side effect of a genetic mod; emanates higher body heat and registers as though she permanently runs a fever. Anything lower than 102F for her border dangerous territory



MINOR ABILITIES

  • Flame resistant: translated as a genetic mod; her skin can hold flames, and she will never be burned by flames



MAJOR ABILITIES

  • Pyrokinesis: translated as a removable exoskeleton which can be put on in different pieces (IE arms only, arms and chest, full suit, etc)

  • Body heat manipulation: translated as part of the exoskeleton's heat generation; can shift from a comfortable heat to a pure sweltering heat wave



Personality:

Hanna had once been a young, naive, and brash girl. Despite her circumstances, having been essentially sold for research and endlessly experimented on, she believed that the best of people would end the horrible treatment of people like herself. Those who are marginalized or different she accepts completely. In a way, she tries to protect them, though this doesn't always end very well. Her tendencies to give into her anger and her fractured state of mind make her an incredibly dangerous and sometimes unreliable ally. She'll fight tooth and nail, to be sure, but she'll be downright suicidal in the same heartbeat.

For the most part, Hanna embraces how the world sees her: delusional, psychotic, and a monster. She had initially tried to fight back against the idea of her kind of people being dangerous and inhuman. Now, she's been pushed too far, has had too much taken, and she allows herself to be cruel and commanding. Her heart has hardened, overcome by grief, anger, and, most of all, vengeance. This vengeance has blinded her for the most part. In fact, she uses that vengeance as an excuse to continue her cycle of destruction and death. She knows very well that she's powerful, that she's one that people should fear, so she makes sure everyone knows that she isn't one to mess with.

She does have her moments of clarity, though, when she realizes what she's doing is wrong. It's not that she doesn't know at all, she does, it's just that she really doesn't care anymore. Someone has to be the target of her pain, and she doesn't care who it is, so long as they suffer as she has.

Hanna has an incredible problem of attachment and having difficulty of letting go. This is most notable in the tattoos she has across her chest, a myriad of constellations representing the zodiac signs of her dead comrades. She also wears her and her husband's wedding bands with her dog tags, more signs that she just can't let go. Part of this is because she knows that anger and hatred is what keeps her going in the first place. If she lets go, she risks having to come to grips with all of what she has done.

Despite all of this, she has a sense of humor, albeit a dark one. Gallows humor suits her best and she tends to throw around pop culture references, callbacks to her younger and naive self. This is the part she presents most often to those who don't know her at all. At times, she plays up her more dangerous and and unforgivable aspects, and who knows, maybe she is, maybe she isn't like that.
brickinthewall: (Default)

[personal profile] brickinthewall 2016-12-09 04:52 am (UTC)(link)
AU History:

Hanna Talbot was born into riches and beauty, knowing nothing of hardship and even less of the word "no." Daughter of two highly influential, rich, and greedy Lethians, she was expected to take up the family business, as was her brother Samuel Talbot. Because of this, the children grew up rebellious, though Sam was more subtle about his rebellion.

That is, until he joined the military instead of become a successful doctor, as projected. Relying now on Hanna to continue the greatness of their line, the family continued to push her towards become a Lethian success by whatever means necessary.

Hanna's mother attempted to push her towards her business of entertainment publishing. Hanna, though, had other dreams. She preferred the creative pursuits of music, not the world her parents had built of white glamour hiding cruelty. Even she had no idea of the level of greed her parents possessed.

At 16, Hanna's brother died on the field. He had become her only solace and support over the years, seeing as that he truly believed she had an ear for music. She could've become a prodigy. Instead, she gave into anger and depression. Her school years became rough. She had little desire or drive to continue, not when her parents were already planning to marry her off to avoid these dreams of music.

Except greed won out. Hanna, a wild child, out of control, was sold for experimentation as a form of punishment and complacency. For refusing to become her parents, she was discarded and unusable. After all, why continue with an heir who refuses to molded, when the Talbots could so easily simply have another child? And in exchange for an exorbitant amount of money? They couldn't refuse.

Years of researching in an unknown facility, of isolation and intense experimentation yielded something of a success: a human who withstand natural elements. For Hanna, she had been modified to withstand fire, a deadly, torturous piece of nature that could make a human writhe in pain for too long.

She was not alone. Many others were experimented on in similar manners, but she was kept alone. She wasn't kept apart solely for the highly experimental nature of genetic modifications, she was kept alone because she was being bred for something new. The project was named Ouranos, and the subjects would be known as Titans.

These Titans would, it was planned, would be the new dogs of war, custom ordered to make war yet another business venture.

As she progressed in experimentation, Travis Halo, a Titan with extensive embedded techno-mods with the ability of crafting projections, met Hanna. A former military interrogator, Travis saw in Hanna something angry, dangerous, and someone who could become greater than either. He urged Hanna to continue towards military training, with the ends of joining his team. With little choice in the matter, she begrudgingly accepted.

Armed with a fire-wielding exoskeleton, Hanna became Prometheus. She trained hard and mastered military combat training, as well as archery and the use of her exoskeleton in many creative ways.

Ouranos, in the end, proved itself successful. An arrangement with the RAC allowed Unit 12, dubbed The Hanged Men, to become a new breed of Killjoys with unique mods. They took on jobs and succeeded at a degree which no one expected. During the early days, she had a relationship with a fellow Killjoy and electrically modded female agent named Etienne. She proved to be obsessive, consumed with the idea that Hanna would sell her out for modding herself past the allowable 30%.

In this obsession, she electrocuted Hanna, leaving her with an enormous scar down the left side of her body. The Hanged Men were now down two people, one arrested for attempted murder, the other in a coma. Luckily, she came out of the coma 6 months later. Time passed and the team continued taking in more and more jobs, if only to pay for more mods. Hanna herself didn't mod herself further, yet Travis and Etienne's younger sister Amelie did. To keep them off their case, Travis brought in a former military man and friend named Daniel King. Eventually, Daniel and Hanna fell in love and got married.

Yet this would not be the happy end Hanna thought she would have. Someone, somewhere, took out a contract for The Hanged Men. Travis, Amelie, and Daniel were killed. Hanna had been left alone, for reasons she has yet to understand. Vengeance is Hanna's aim, and she intends to discover who took out the hit, and why they would murder her new family.

Of course, no one would know this from the terrifyingly effective, unhinged agent who goes by Prometheus, would they?

CRAU: N/A

Original History:

Hanna Talbot is the second child of Gregory Talbot and Miriam Feldman. She comes from a wealthy upper-class family, her father a doctor and her mother an editor. Being that she is from a more influential family, Hanna felt constantly pressured to follow in the footsteps of either parent, though her brother Sam always supported her to follow her dreams of being in the music industry as a producer. She constantly kept in touch with him after he enlisted to the military and was sent off to do a tour in Afghanistan.

She hid her powers for a few years with a degree of success, until she accidentally set a part of the house on fire. Now, this was not the first time she had burned something by accident, just the first time she had been caught. The fire was enough to get the attention of neighbors and firefighters began the process of investigating because they could not determine what started it. Eventually, Hanna, at the age of 14, was forced to admit that it was she who started the fire by accident, but only to her family. Her brother was the only one to support her, while her parents found little reason to not discipline her.

The discovery of her powers strained the relationship she had with her parents. It was difficult enough to have a somewhat rebellious child, but a child with powers? It was a disgrace. Powered humans were feared and were becoming uncomfortably more common by the day. Those who were known publicly were dangerous because, like Hanna, their powers were made apparent through a major accident. They were a minor but dangerous problem in the eyes of the world, and they needed to somehow be dealt with. All those with powers have been, if not killed, processed to The Warrior Circuit. For anyone with powers, innocent or not, it was a death sentence run solely by luck. Hanna knew she didn't want to be a part of that.

With that conclusion, Hanna became more of a wild child, living less and less at home and staying out partying and drinking. She wasn't wanted, so what difference did it make what she did? All she had to do was play dumb and keep her powers in check. No one would suspect her, if they were strangers.

During her sophomore year, Sam was killed by a mine during a sweep of one of the towns. Hanna was completely devastated. Though she managed to continue to the next year, her grades dropped tremendously and so did her drive. To her credit, she raised her grades at the end of the year through sheer willpower. She did not maintain her higher GPA, but that would become the least of her worries

Hanna had never known paranoia, not until recently. She felt as if everyone were against her, watching her. The time she spent on her own brought out both the best and worst in her. She felt deep compassion, yet at the same time she began to lash out in bitter and extreme anger. She was surrounded by people, yet in complete solitude, despite still living at home with her parents. In short, Hanna had no control and no one to keep her in line. She isolated herself over the years, which really only fueled her bitterness and anger

Her paranoia had not been unfounded. Her parents had plans to sell her out to the Circuit, yet this is not how it would end for Hanna. Former US Military agents and experts had been shadowing her, maintaining contact with her parents. The greed of the Talbots won out in the end; her parents ended up selling her out to Ouranos Security, a private military company with deep ties to the government and various military contracts. Hanna had been given a choice: accept the "invitation" to the company and become a part of their team, or have them process her into the Circuit.

Hanna knew there wasn't a choice. Death was death to her, the only thing that changed was the how and the where. Again, she became angry, not just at herself, but at the system. The choice she made that day was one she had to learn how to live with for the rest of her life.

Before her weapons and combat training as an employee, she was constantly put under the duress of extensive experimentation, ranging from endurance tests to control tests. Many times, she had no choice, much less any idea, when any of these tests would begin and end. She learned of her limits and her strengths but not by her own hand. The anger that had already taken hold began to grow more and more. Though she had a therapist, she rarely ever cooperated and admitted what she was feeling. Her therapist was also one of the few people she had any contact with. She had spent even more years in isolation, talking mainly to the researchers, the therapist, and occasionally others who were a part of Ouranos Security. Ironically, she's far more friendly to a few of the researchers than her therapist.

These experiments and tests lasted for nearly 6 years of her life. Whatever tendencies she used to have a social butterfly as a teenager had quickly dissipated as time passed by. The anger she harbored only became more poignant, thus making her pyrokinetic abilities more erratic. The angrier she was, the more tests were performed to keep her in check.

Travis Halo, a former military interrogator, came into her life near the end of the experimentation phase. Powered himself, he usually turned something of a blind eye towards these tactics. It was a rough series of tests she and many others would undergo, but like all those with powers, he knew it could always be worse. With Hanna, he saw the potential of someone who could wield her powers with brutality and finesse. Over the course of a year, he spoke more frequently with her. He finally convinced her to continue the tests and to move up to military training. Travis advised her to embrace her anger and her bitterness and to turn it into a weapon.

And so she did, letting the anger and the hatred settle deep further into her bones. It became a part of her, but she began to regain some of her old sense of humor and lightheartedness. Make no mistake, though: to say that she let go of her anger would be a lie.

She began to train in basic combat and weaponry, which she did not master quickly. Hanna was too stubborn, too bitter to be willing to learn at first, but once she allowed herself to learn, she displayed the ability to grasp the concepts of hand-to-hand combat and long-range weaponry, most notably archery. She had mastered an extent of pyrokinetic control, but not the fullest yet. In total, she'd had roughly two years of military training, with several capture missions under her belt. These capture missions have allowed her to work once again in a social aspect and how to work with a team. Perhaps some of her old self hadn't been lost after all.

Hanna Talbot, once a brat, unwillingly became a mercenary. She now had her given call sign: Prometheus.

The years passed, and she began to take on more missions and train more intensively. Her pyrokinetic powers became some of the feared and legendary within Ouranos. Rumors circulated the world of a pyro with terrifying abilities, but nothing ever traced back to her or Ouranos. Travis continued to see an incredible potential in her, not only as a soldier, but as someone who could be a leader, or a second in command. Most in the company liked her, and she'd gained a sense of logic and keen eye for certain tactics. Travis invited her to create their new team, Unit 12, along with several others. Her unit would become responsible for the protection of government officials overseas, while still pulling in capture missions on an international level.

She eventually met a young French woman named Etienne who was, underneath her charm, an incredibly manipulative and obsessive person. The two came together over similar situations, yet they were volatile together. Ultimately, Etienne's extreme paranoia won out, believing that Hanna was going to rally to sell her into the Circuit for being unable to keep up with Hanna's rapid promotions and more complex assigned missions. Etienne electrocuted Hanna, as her powers are electricity manipulation (or an electro), making Hanna slip into a 6 month coma. She was left with an enormous lightning scar down her left side.

About two years later, after extensive rehabilitation and getting back into the field slowly but surely, she married one of her team mates, Daniel King, a non-powered former American soldier.

The two were married for about a year before her entire team was killed, save for her. She survived the attack, but just barely. Hellbent on vengeance, she tore after those responsible for the immediate attack. She came to find out the assassins were none other than her own company. In an attempt to level with them and to brutally teach them a lesson, she began burning up research facilities like the ones she was held at once to damage their assets, so to speak. She is currently at a point where she has destroyed more or less three facilities, and has begun to make a name for herself. Hanna was dead.

King, Prometheus, was the only one left alive from the murders.

Inventory:


  • Lucy: Compound Bow

  • Diamonds: Arrows (10 standard arrows, highly flammable; 2 grappling hook tipped arrows with cables)

  • The Showstopper: a highly sophisticated attachment to her compound bow that, when shot, shoots a high-tension series of cables which are electrically charged; used to mainly stop speedsters

  • Dead Lead Sticks: a pair of escrimas

  • Flame resistant suit

  • Dog tags



Samples:
TDM 1
TDM 2

Miscellaneous Notes:
PB is Amber Heard
Edited 2016-12-09 06:09 (UTC)
eleutheron: (Default)

fenris | dragon age | reserved

[personal profile] eleutheron 2016-12-09 06:09 pm (UTC)(link)

Player



Name: lyn

Age: Over 18

Contact: runehallow @ plurk

Preferred Pronouns: she/her

Character



Name: Fenris

Age: Mid-30s

Memory Option: 1

Established Status: 3 years working for the Company

Canon: Dragon Age

Canon Point: post-Inquisition

Citizenship: Westie

Job: Company Enforcer

Abilities

Fenris is a warrior specializing in two-handed weapons. Most of his abilities were gained through years of hard training.

STRENGTH | PASSIVE: Fenris is exceptionally strong, particularly given his relatively slight figure.

STAMINA | PASSIVE: Having survived harsh conditions for many years, both as a slave and as a fugitive, Fenris is capable of pressing on long after an ordinary person would have exhausted themselves--both in battle and in general.

SWORDSMAN | PASSIVE: Fenris is most proficient with a greatsword, weapons-wise; he can use it for a number of feats--such as crushing blows, whirlwinds, and staggering his enemies.

COMBAT EXPERIENCE | PASSIVE: Fenris is a seasoned fighter; even while enslaved, he was often put to use in defeating his magister's enemies. He knows tactics, strategy, and how to sustain himself during even protracted battles.

His more unusual abilities come from the lyrium tattoos etched all over his body, translated to be circuits implanted with phasing technology in this universe.

MAJOR | LYRIUM GHOST: The tattoos allow him to enter a wraith-like state, making him difficult to track.

MAJOR | PHASING: Fenris can phase through solid objects of any kind; he most frequently uses this ability to reach into someone's body and either crush or tear out their heart.

MAJOR | SPIRIT PULSE: Fenris's tattoos flare with energy, lashing his enemies with force and stunning them briefly.

Personality:

Like anyone, Fenris's personality is heavily informed by experience and memory. Unfortunately, his memories--and lack thereof--have left him troubled, vengeful, and afraid. His early life is a mystery to him; he has pieces of it only in fits and starts, and in what little scraps he gathers from the (altogether terrible) people who knew them then.

His solid memories start from the moment he acquired a series of magical markings all over his body, the lyrium tattoos, a process he describes as sheer agony. The absolute trauma of the process may have interfered with his memory up to that point--or he may have endured another experiment specifically designed to force him to forget. In any case, Fenris's life after this point built the foundation of his identity.

It was not a pleasant foundation.

Danarius, a powerful Tevinter magister, owned Fenris until his eventual escape. The length of their time together is not specified, but it was significant. Fenris acted as Danarius's bodyguard, sommelier, bed partner, foot rest ... in essence, whatever Danarius wanted, at the moment he wanted it. Fenris was also tormented by Hadriana, Danarius's apprentice; she would deprive him of food and disrupt his sleep, simply out of sheer cruelty, knowing that a mere slave had no power to stop her.

Eventually, Fenris flees and makes his way to Kirkwall. Throughout his flight, he's pursued by slavers and mercenaries hired by Danarius to recapture him. It's during one of these times that he meets Marian Hawke and the rest of her friends. Hawke et al had walked into a trap set for him, and then agreed to assault Danarius's Hightown mansion afterwards. This meeting proves fateful, because it sets the course for nearly the next decade of Fenris's life -- though Marian is, unfortunately, a mage.

Even after his successful escape and his new group of (sort of kind of) friends, Fenris has a difficult time breaking free of the scars slavery has left on him. To the average person, Fenris comes off as quietly intense, brooding; direct in his thoughts and unswerving in his opinions. He distrusts magic on principle and has no love lost for mages as a whole. To his mind, every mage is a ticking time bomb, a person with power who will--if not now, then eventually--do anything to amass more and more of it. Like many in Thedas, he views blood magic as an order of evil above the rest. He witnessed its depravity regularly in Tevinter, where the practice might be publicly frowned upon but is privately widespread.

He has seen slaves sacrificed for something as trivial as a party trick; he has seen the innocent and the downtrodden crushed, physically and spiritually, by the magisters that bind them. Nothing good can come of magic, and very little good comes of the people who use it (with a few admitted exceptions).

But Fenris's hatred of magic and mages is also a focus for the much deeper, darker sea of rage, fear, and hatred that burns poisonous in his blood. As a slave, he was forced to keep the truth of his feelings, of his pain and despair, suppressed and locked down. He hates the awful emotions that dominate his thinking, wants to be free of them as badly as he wanted to break his actual chains. But the former process is long and arduous, and--unfortunately--not solved by simply killing the people who harmed him.

In fact, the more Fenris learns of his past, and the more he directly confronts it, the more confused and upset he becomes. When he hunts down Hadriana, she tries to use information about his sister as leverage. Enraged, Fenris promises he won't kill her, hears what she has to say, and then kills her regardless.

He receives no true satisfaction from this, and angrily shrugs off any attempts to comfort him or talk about the situation. Fenris had expected that striking down Hadriana and, ultimately, Danarius, would give him the true peace of mind he's seeking. But it hasn't, and it leaves him just as frustrated and distant as before. He expected relief, at least, but he doesn't feel even that. Instead, he's frustrated, confused, aimless. He's free, but he doesn't know what to do with his freedom. He's never truly had to make his own decisions, and he's paralyzed at the thought of doing so. He stays in the decrepit mansion where he sought Danarius until the end of the game, despite repeated attempts by various friends to get him to move. He refuses, not wholly out of obstinacy. The mansion, while a little bit disgusting, is familiar. It's easy. He doesn't have to think about it. So he stays.

Learning of his sister, Varania, doesn't help matters. She's his only remaining family, and he finds out that she betrayed him to Danarius for the chance at an apprenticeship. Hawke prevented Fenris from killing her, and he learned something even more upsetting: after repeatedly insisting that the lyrium markings were forced on him, Varania tells him that he actually competed for them as a way to earn a boon. He used the boon to free her and his mother from slavery, but she tells him that the gift was not so great as he might imagine.

Fenris thought meeting his sister would lead to a new beginning, but Varania only brought him more pain and confusion. How can he forge an identity from such a messy past, from memories either half-forgotten or unimaginably painful? How can he make choices when he has no sense of autonomy? These are issues he's just beginning to confront by the game's conclusion. He does know that he isn't alone: he counts Hawke as a true friend, and he's warmly disposed to several of Hawke's companions, as well.

It's important to note that despite his bitterness and general gloomy disposition, Fenris is not without humor, nor is he incapable of socialization. He'll laugh at a good joke, sometimes even if it's at his expense. He plays cards regularly with Varric and with Aveline's husband, Donnic; he enjoys Isabela's lively company. When he forms a friendship with someone, his loyalty is absolute, regardless of ideological differences. When Hawke fought to protect the mages from the templars, Fenris followed her. It didn't mean that he's revised his opinion on magic--he hasn't. But Hawke mattered more than his beliefs, and, being a mage, she also convinced him that some mages were strong enough to carry their burden.

Fenris likes to be understood, not mollified through platitudes. He isn't great at the comfort game himself (when Hawke's mother died, he just admitted that he didn't know what to say, and that he was sorry), and he doesn't like it when someone responds to his troubles as though he's a child in need of a hug. Rather, he prefers to have his problems acknowledged as real. He doesn't deny that he tends to dwell, but he can't help it. People are constructs of their memories, and his are mostly godawful.

His past infects him right down to his movements. Where others might stand and be idle, Fenris fidgets. He shifts his weight. Looks behind him, from side to side, as though he's expecting an ambush at any moment. It's not an unfounded mindset: until Danarius's death, he was under constant and very real threat. And afterward -- well, old habits are hard to break.

Finally, it's important to note that his positive relationships were all years in the making. He can and will warm up to new people; it just takes time. Fortunately, he doesn't require perfect love and perfect trust to fight at someone's side. He's able to look past his personal prejudices when there's a task to accomplish, particularly if someone he respects ( ... Hawke) assigned him the job.

Fenris is particularly concerned with the plight of the innocents and the disenfranchised. Or, more accurately, the groups he sees as innocent and disenfranchised (mages are always excluded). He favors help for the poor, kindness to the enslaved, and merciless justice to the slavers.

The burden of his past is a heavy weight, and he still hasn't cast it off yet. He wants to, though. He's trying.

IN TERMS OF OVERJOYED: Obviously, in a world where magic is scarce, Fenris's prejudices will be a bit different. But even though this universe has no proper mages or Circles or what-have-you, it still has similar institutions of power and oppression. Though Fenris begins as beholden to those institutions, he will retain his dislike for oppressive actions, for slavery, and for harm to those who are innocent and disenfranchised. His distate for magic will instead be a distaste for advanced tech, particularly of the kind that's been implanted on his own body--i.e., technology so advanced that it is in fact hardly distinguishable from magic, anyway.

AU History:

Fenris was born into servitude. His family worked for one of the prominent families of the Nine, and though they were not precisely ill-treated, it was never an easy life. He grew up wanting something better, especially for the sake of his mother and sister. He was devoted to them, and would have done anything to see them happy, to see them free.

One day, the Company came calling, and Fenris got his chance. They were seeking volunteers for a series of experiments, and the reward was so great that Fenris knew it'd be enough for his mother and sister to buy their way to a better future. And it was--but it meant that Fenris's own future would be assuredly less rosy. The Company made good on their payment; his mother and sister left the family they served (though that particular branch wasn't in good straits, anyway, so that might have had something to do with it, too), though Fenris doesn't precisely know what happened to them. He's barely aware of the circumstances surrounding the experiment at all--in fact, he believes it was forced on him, believes he was captured and imprisoned and used as a test subject against his will. He further believes that something terrible will befall this family he barely remembers, should he step out of line.

In truth, Fenris was eager to join the pool of candidates for the Company's experiments. He fought for the chance, and proved himself both mentally and physically strong enough to endure the process that Company scientists had in mind. They meant to turn him into a wraith, into an enforcer capable of doing things no one else could. To achieve this, they covered his body in glowing circuits, and then implanted these circuits with mysterious technology that lets him do extraordinary things: phase through solid objects, become ghostly and undetectable, and even emit powerful shockwaves that stun and damage his opponents. The circuitry is intimately connected to his nervous system, and the method of implantation was agonizing--so much so that Fenris believes it near completely wiped his memories. Even now, the circuits are sensitive to the touch, and he has a slight aversion to physical contact for this reason.

After the experiment was complete and successful, Fenris became the Company's loyal dog. His most concrete memories begin after waking up on the operating table; as such, life with the Company is the only real life he's ever known. He goes where he's asked to, he does what he's told, and he asks few questions. Even though he disdains his masters. Even though he hates what he does. He has a veneer of stoicism; of brutal calm. But rage and sorrow roil beneath. For now, however, those feelings have no outlet. He does not yet entertain the idea of rebellion, or of running away. Where would he go? What would he do? He is beholden to the Company. For the last three years, he's existed only for them and their orders. He executes his tasks ruthlessly, and has a grim reputation as a result. Someone not to be interfered with. Someone who will not hesitate. The odd circuitry, too, lends him a dangerous air of legend; he is as a ghost, striking swift and unseen. He is employed often both for putting down dissent and as a bodyguard for the Company's higher-ups; his presence alone often serves as a deterrent to anyone thinking of trying something. And when presence isn't enough, the actual terror of his skills comes into play.

It is not a life he enjoys. But he has no way out, and no foundation of experience to draw on that might convince him otherwise.

Not yet, anyway.

CRAU: No

Original History: Here!

Inventory:

Sword of Mercy
Book of Shartan
Leather armor

These things are all held in a Company locker somewhere.

Samples:

TDM
Non-TDM

Miscellaneous Notes: Much of what happens to Fenris in-game is player determinant; as such, though his canon point is the most recent available, his AU history essentially ends with him as still 'enslaved', so that he can develop his arc from there. In my playthrough, the major, relevant choices go as follows:

--Full friendship with female diplomatic/witty mage Hawke
--Unromanced (but probably had a crush, ngl)
--Not returned to slavery
--Not permitted to kill his sister
--Sided with Hawke against the Templars
--Anders alive
--All companion quests completed
selfsatisfy: (Place your hand on mine)

Midori Nagamasa | Aoharu x Machinegun | Reserved 1/2

[personal profile] selfsatisfy 2016-12-10 02:10 am (UTC)(link)

Player



Name: Cat

Age: Over 18

Contact: PMing this journal works best

Preferred Pronouns: Female

Character



Name: Midori Nagamasa

Age: 30+ (all the author has said is he's over 30; if an exact number is needed 36 probably works)

Memory Option: 1

Established Status: Yes | 2 years. Midori has been doing his job as a Killjoy and working his hobby as a volunteer doctor! The two years is just for him to become accustomed to a world where people will actually kill him if he lets his guard down even for a moment.

Canon: Aoharu x Machinegun

Canon Point: Chapter 44

Citizenship: Neutral/no citizenship

Job: Killjoy

* Level: 3


Abilities Midori is a normal human. Athletic, strong, fast and skilled, but most definitely human in ability. He's an expert marksman and able to use numerous and varied types of guns. His preferred set up is dual Winchester Randall Customs, but he rarely needs to draw both guns. He's also skilled in close quarters combat, tactics and healthcare being a trained and licensed doctor.

There are two things out of the ordinary about Midori, Aoharu x Machinegun being at its core a sports manga so naturally everything gets overly dramatized. Characters are able to project an aura of murderous intent and Midori's is so bloodthirsty it makes even those who have fought in warzones nervous. It does absolutely nothing besides add drama make any who can't handle it quiver in their shoes though. The latest few chapters (it's an ongoing series) have made it likely Midori also has some superhuman ability (it was just revealed some team captains have "if I use 100% of my brain I can hear a bear shitting in the woods from any distance and find all the players through echolocation!" stupor abilities...). That said we are probably not going to know what Midori's is for at least 8 months if not longer. If it comes up and isn't something astoundingly amazingly dumb like he can see even really fast attacks made on him in slow motion (...this is what I'm banking on honestly) I'll contact the mod team about it. But this is just an heads up here!

Personality: Midori is quite honestly a sociopath. In all aspects of his life his focus is shown on keeping himself entertained. From messing with his coworkers (one who's masochistic tendencies he encourages and the other who's yandere romantic tendencies towards him he fuels along with a third he just annoys because he can) to mentally breaking opponents in airsoft games, Midori wants things to always be interesting. As such he's a slave to his hedonism. He wants to enjoy life, not just live it. The single saving grace (if you want to call it that...) is the only thing Midori has been shown to have any affinity for in canon are the tears of others caused by their suffering (be it at his hands or someone else's he's not actually picky on this point). His profile even lists him as liking and disliking nothing in particular. This means even if he follows his whims 24/7 there's no way for it to be used to manipulate him. One day he might find one thing interesting, another day he might feel it's boring. Literally nobody knows what Midori's going to find fun at any given moment, not even Midori.

When he's not messing with people or playing airsoft Midori is straight up boring. He doesn't ask people out to social events, fills his house with airsoft guns, never makes any effort to interact with those around him during the hours of his personal life. It's been shown in flashbacks Masamune (his former best friend) used to be the one to drag him everywhere. In current time his coworkers (who are also his teammates) are the ones who force social interaction on him. It's not that Midori doesn't enjoy it (these are the times we see him happiest), he's just a boring guy who goes through life focusing on himself and getting from day to day. He has absolutely zero ambition to have more than he does in life currently. Add to that a complete acceptance of life and everything it throws at him and Midori is never, if ever, the life of the party except when destroying people in airsoft.

Emotionally Midori is nearly always calm. We've seen him panic exactly once while facing an enemy who was literally attempting to tear his head off in a berserker rage (and even then he casualy states he's enjoying himself as if discussing the notes of a fine wine...). Canonically he's also shown displeasure exactly once and even that was expressed lowkey and polite. Midori is simply not prone to strong feelings much less expressing said feelings. The sadism he displays during airsoft matches is the most expression anyone sees out of Midori, full of open and unabashed enjoyment. He will more than giddily tell others how he wants to see them suffer in front of him.

Which brings me to the fact Midori says whatever the fuck he feels like. No really, he just does. In the normal course of things he'll be polite and courteous (maybe even a little charming? The nurses at his hospital sure love him). But he will freely tell other people if they're being lame, pathetic, losers, so forth. If he has a thought regardless of how unkind he has no issue sharing it. Something that pisses his fellow airsoft players off to no end because it makes it look like he's constantly looking down on them (which is not the case, he just calls it like he sees it). Add to this the fact Midori will literally simply wander off without an excuse if you're boring him and he pisses people off incredibly easy.

All of his makes Midori sound like an horrible person and he is. But he can also be kind. He doesn't like to see others despair so deeply they actually want to die. Feel horrible and obsess over getting revenge on him, sure. That's just good, wholesome fun. But to the point of being suicidal is a point too far. As such Midori has a tendency to subtlely help others in need. They most likely won't even realize he's doing it-- but he won't leaving a bleeding heart to die alone. Whether it's taking responsibility for a suicidal schoolmate, absolving the loneliness of a coworker or giving a kid the resolve to demand to be reaccepted to their airsoft team, Midori helps in his own ways. If that means being strange, kind, an antagonist, he doesn't care and he doesn't look for thanks. He just wants to see the the will to live on their face once more.

Basically Midori is a massive asshole with a tiny, microscopic sized kernel of kindness who would be straight up crazy in any setting without laws. Because, bizarre as it is, Midori always follows the rules. He has no issue with his opponents breaking them, but for himself and his comrades they must play by the laws. As such even though he does horrible things to others these atrocities are still "alright" because they're legally allowed. In Overjoyed this will obviously be stretched a little... But he's happy enough to abide by whatever rules he's given.

AU History: Midori was born in Old Town to a typical family. Both parents worked, no siblings, he went to school where he excelled, so on. It was exceedingly boring.

The excitement in Midori's life were the mercenaries he met. They had stories of warzones both close and far off. Battles won and lost. But what was more interesting was the bloodsports they participated in. Fighting tournaments where a participant could really die if they made a mistake too many. Midori trained with them and began to participate as soon as he was able. He might have been just a kid, but with a gun even a child could be deadly.

He excelled, skills growing with every passing year. Regardless for Midori it was, as the mercenaries had taught him, just a game. An hobby. Something for fun and nothing more. Those battles meant nothing in real life. As such Midori focused on school where he excelled as well. Scholarships, help from the friends he made playing in those fight tournaments and his own tenacity saw him entering medical school and graduating with high marks. He could have gone on to something better, worked his way up to being some family's pet doctor on Leith even if he'd cared to. Instead he wanted to give back to his community and chose to work on Westerley.

But working as a doctor on Westerley wasn't any golden road to success. Especially when one chose to work in an hospital that saw more of the poor than it did of the rich. Frustrated with the lack in funds that forced him to turn many away, Midori thought hard about what he wanted in this life. To never be bored came to mind first. But he already had that with his hobby which had progressed from simple fight tournaments against brawlers and thugs to more deadly ones against soldiers of fortune and hitmen. Even if often he had to scrimp on ammo or couldn't buy the guns and accessories he wanted it was still enjoyable.

To be a good doctor came to mind second. And that he currently couldn't do. No matter how hard he worked it didn't matter; the system was flawed and he was only living the life of a martyr while who he could and couldn't treat came at the whim of those with eyes only for cold cash. Rather than turn his thoughts against the government and the cruel nature of the world Midori's mind focused on the immediate problem and what it was within his capabilities to do about it.

He didn't have enough money to do the things he wanted. So he needed to make more. If he couldn't do that as a doctor he would have to find another way. And, as he knew from his friends and enemies alike in the fight tournaments, people paid highly for the skills of violence and murder. Two organizations in particular in fact: the Company and the RAC.

Liking the idea that every warrant would be the will of a different and individualistic person as opposed to the never changing ambition of the nine families Midori signed on with the RAC. It was the more interesting choice; it was as simple as that. Evaluated as a Level 3 Midori has since made a name for himself due to his preference to enjoy himself while fulfilling his warrants. He always completes his task-- but everyone in the RAC knows he purposely terrorizes those who get in his way or targets he's pursuing. There's no fear he might kill someone without permission; many times he doesn't even touch a person. But there are scars created by him --mental, emotional-- that won't be forgotten by his victims for years to come, if not the rest of their lives. And Midori has never hidden the fact he enjoys that.

Conversely he's a surprisingly dependable teammate, always focusing on the safety and support of whoever he's teamed with. As such he's an highly polarizing figure within the RAC. Not that Midori has ever cared; the moment he had enough money to buy his own medical equipment and pay for medicine he can do whatever he wants with he went right back to working as a doctor even if now he terms it his "hobby". Currently he volunteers at Mercy Hospital in Old Town when he has time off. Add to this twice a year Midori boards the Arcturus to engage in the bloodsport of the arena and he's pretty damn content with life. What more could he ask for?

((I didn't translate the plot with Midori's best friend as that's something I'd rather work out as AU backstory with another player if I include it at all. Also it has literally 0 impact on who Midori is as a person so it's not particularly needed.))
CRAU: No
selfsatisfy: (Place your hand on mine)

2/2

[personal profile] selfsatisfy 2016-12-10 02:11 am (UTC)(link)
Original History: There's not much canonically about Midori's past. He's played airsoft (canonly referred to as survival games) since he was a kid. He's also known top tier mercenaries since he was a kid (and played survival games together with them since that time). When he was in high school he took notice of an underclassman named Masamune Matsuoka. Masamune put on an happy face in front of others, but when he thought no one was watching he showed a despairing expression. Midori eventually witnessed Masamune's MIA mother encountering him and then walking away while refusing to acknowledge his existence. A new family she'd started after having abandoned Masamune was waiting for her and she took her new son's hand right in front of her first son's eyes and left. Masamune has never known Midori saw or knows these things about him.

Deciding to do something before Masamune followed through on clearly suicidal thoughts, Midori forced him to play in a survival game telling him only that it was "a place where [he could] die". Of course it was revealed the deaths weren't real after Masamune was hit by a BB. From then on Masamune tagged along and played survival games with Midori. They kept increasing their survival game skills as they went through their respective lives (Midori became a doctor, Masamune an host in a club). Eventually they were invited to participate in Top Gun Combat (TGC), an invite-only survival game tournament where the rules made it as close to real combat as possible while still maintaining a base level of safety to keep deaths from happening.

During this time it was brought to Midori's attention by the leader of a team he and Masamune were currently on that by letting Masamune cling to him (Masamune was essentially using Midori as a replacement to fill the hole his mother had left) he wasn't enabling Masamune to be a strong individual and stand on his own. He and Masamune left that team, disliking its ethos of readily sacrificing everyone for victory rather than trying to win together. They formed their own team, but when facing their previous team at TGC Midori was yet again reminded by his former leader that he was holding Masamune back by allowing the man to use him as a crutch (or so that's what's been implied, the details of what specifically was said to Midori by his former leader is still a mystery in canon). He and Masamune were defeated in the battle.

Afterwards Midori broke off their friendship without explanation and became a bullying, antagonistic figure to Masamune instead to push him to become his own man. He formed a team with coworkers from his hospital job to continue competing. Since then they have won TGC five consecutive times including destroying his former team and the various teams Masamune has assembled over the years to face him in revenge for his cold abandonment. Currently known as the Undefeatable King in survival game circles Midori's name is known to all.

Inventory:

-Two Winchester Randall Customs. These would have been changed from airsoft guns (canon) to real guns.

-A white military uniform. The triangle on the front of the cap (actually an emblem that looks like the emblem background here) would be switched to whatever the RAC symbol is (or just removed if there isn't one). The writing on his armband would be changed from "Blanco Esagramma XVII" to "Reclamation Agent LIII". This is because those two things are the symbol and name of Midori's airsoft team so they'd have no meaning to him in the Quad.

Samples: Thread #1
Thread #2

I can write a sample if needed. Midori is kind of a dualistic character acting differently between his "hobby" and his "job". I can put something up showcasing his sadism if preferred!

Miscellaneous Notes: Midori will definitely go to the limits of what does and doesn't count as "deadly force" so... :,) If there aren't rules on that yet... That said I'll wait until the game is more along before letting him be in a situation he can get that carried away
yorozuya: (pic#9135591)

Sakata Gintoki | Gintama | Reserved

[personal profile] yorozuya 2016-12-10 07:25 am (UTC)(link)

Player



Name: Jas

Age: 26

Contact: [plurk.com profile] regdichab

Preferred Pronouns: she/her
yorozuya: (pic#9135576)

and some more

[personal profile] yorozuya 2016-12-10 07:25 am (UTC)(link)

Character



Name: Sakata Gintoki

Age: 30s

Memory Option: Partial AU - Deteriorating

Established Status: 1 ½ years – Gintoki is established in Westerley by being a heavy drinker, gambler, and a NEET who specifically works Odd Jobs for anyone who comes to him with an offer. His office and home are located above a local bar and he regularly skips out on the rent.

Canon: Gintama

Canon Point: Post Shogun Assassination, Pre Rakuyou Arc. Abducted while travelling through space.

Citizenship: Westerley

Job: Odd Jobs

Abilities: Sakata Gintoki is a mere human, capable of dying just as well as the next main character of a popular Shounen series. Really, he can die. He's just as tenacious as a cockroach, so it might be a bit of an endeavor covered over a multiple-episode arc.

Gintoki possesses notable skill in swordsmanship, though his style if often described as 'wild' by other samurai who witness his techniques. He seems to possess more strength than the average human - though when he chooses to use this strength is during super 'important' instances - such as kicking a hole into a car because he was frustrated that he couldn't find an electric fan during a heat wave.

Gintoki is able to ingest obscene amount of sugars without suffering from an upset stomach, though his digestive system has weakened in his old age. His laziness is also a notable ability that should be included in any resume.

and it continues

[personal profile] yorozuya - 2016-12-10 07:27 (UTC) - Expand

but wait there's more...

[personal profile] yorozuya - 2016-12-10 07:27 (UTC) - Expand

and there. don't kill me, k?

[personal profile] yorozuya - 2016-12-10 07:30 (UTC) - Expand
eusford: (Default)

crowley eusford | owari no seraph | not reserved

[personal profile] eusford 2016-12-10 10:42 pm (UTC)(link)

Player



Name: Ashe

Age: 22

Contact: PM for the most part, [plurk.com profile] vongaribaldi

Preferred Pronouns: She/Her
eusford: (pic#10686763)

[personal profile] eusford 2016-12-10 10:43 pm (UTC)(link)

Character



Name: Crowley Eusford

Age: 825 (Physically 25)

Memory Option: 1

Established Status: He's been here for four years! So technically in game everyone will think he's 29.

Canon: Owari no Seraph

Canon Point: Chapter 52

Citizenship: Qreshi

Job: Being rich and not having to worry about jobs aka currently unemployed.

Abilities:

PASSIVE

Biologically as a vampire Crowley is much stronger than the average human in terms of physical strength, health regeneration, and speed.

In terms of strength he is capable of stopping large vehicles going full speed and tearing down with a single hand easily. He is also capable of jumping to and from high obstacles without suffering any damage; vampires are immortal and capable of reattaching limbs (Crowley easily snapped his own neck back in place) and the only notable ways of killing them is through sun exposure and using cursed demon gear. Starving themselves of blood and even tearing their heart out of their chest only turns them into a demon, so technically they still do not die. As for speed he can appear behind someone a few meters away within a blink of an eye.

MINOR

His stamina is also exceptionally high, however vampires due experience some form of fatigue when running on little blood. Vampires can go three days before their desire for blood drives them insane and they need to drink.

Finally, his senses (sight, smell, hearing) are seven times stronger than a humans. He can hear the heartbeat of individuals from far distances and in the light novels Crowley himself notes that he can hear the rats within a mansion. He can also smell blood even if it's being contained and determine if it is or not spoiled.

MAJOR

With his weapon in canon Crowley can enhance his strength by offering his blood, which will pierce through his palm and the back of his hand, and enhancing his strength. He's shown to be able to swing his blade in a horizontal or vertical motion and send a dangerous blast, stopping attacks and blasting enemies away from him.

(no subject)

[personal profile] eusford - 2016-12-10 22:44 (UTC) - Expand

(no subject)

[personal profile] eusford - 2016-12-10 22:44 (UTC) - Expand

Re: REVISIONS REQUESTED

[personal profile] eusford - 2016-12-12 01:38 (UTC) - Expand
egaode: (Default)

Kamui | Gintama | Reserved

[personal profile] egaode 2016-12-10 11:34 pm (UTC)(link)

Player


Name: Eri
Age: 26
Contact: [plurk.com profile] subjuggul8ion
egaode: (Default)

[personal profile] egaode 2016-12-10 11:35 pm (UTC)(link)

Character



Name: Kamui
Age: 20ish
Memory Option: Full AU; at least to start.
Established Status: Yes - About two years, give or take some months. He's been busy acting in ways that align with his AU memories - actually gathering up a space pirate crew to have contacts with, even if they're not engaging in much actual space piracy in the quad at the moment, and cultivating other shady connections. He "crash landed" and his crew dispersed around the time he arrived in-universe, so he's had time to set up and establish himself by the time the game starts.
Canon: Gintama
Canon Point: Chapter 589
Citizenship: No official citizenship in the quad; formerly from planets called Kouan and Rakuyou. Has fake papers for Leith, if that's alright.
Job: Super shady space pirate.
Abilities:
☂ Boy 2 Stronk: Kamui is one of the most physically capable members of the entire Gintama cast. He is highly skilled in fighting, and has the strength, endurance, and body sense to back up the skills he's learned over the years.

☂ Evil Space Bunny: Kamui, despite all appearances is not human. Instead, he is a member of an alien race known as the Yato, which are known for their exceptional strength, agility, heightened senses and accelerated healing ability, as compared to ordinary humans. Additionally, he's considered to be one of the highest elite members of the Yato clan, with his own abilities far surpassing the average of his race. Yato are also exceptionally bloodthirsty as compared to humans and many other Amanto, a trait which Kamui also has in spades.

☂ In-universe this means: In a few words; experimental nanotechnology, courtesy of the universe. Thanks, universe. But as assisted with on the brainstorming meme with you mods; "instead of actually being an alien race, The abilities his non-human heritage lends could easily be translated to the 'verse. For example, the doctors that worked on his memory and power replacement could have also realized he has some unusual genetic variant and experimented with that a bit. This genetic condition could also explain the sensitivity to the sun and if the nanites were implanted after he was brought to the J, this could both explain the rapid healing ability, superhuman strength, speed, and appetite." Which I just quoted directly from your comment to me, because I do like that idea and I want to run with it - with the exception being that he'll believe it happened before he got to the J, as a child.
Personality:
"Weaklings like you... have no place with us."
[...]
"I've got no use for weaklings."

Kamui is fixated on being strong, first and foremost. As an extension of this, he's similarly fixated on being a Yato, and what it means to be a Yato, having a very rigid definition in his mind, with the primary traits being bloodthirsty and strong. Kagura is, in his opinion, neither of these things, and is therefore not worth his time, not worth being considered one of them, and can be more easily cast aside. Similarly, his entire goal in life is to be the strongest - not simply the strongest Yato, but the strongest person in the entire known and unknown universe, and he'll stop at nothing to reach that goal, expressing that those he feel are weaker than he is are not worth his consideration, much less his time...

"Samurai really are a blast."

...Most of the time. He feels that humans are weak, and in most cases he's right - compared to him, the average human is. But then he encountered Gintoki and, later, Takasugi who, despite both being humans, proved they met and far, far surpassed his expectations of what being human is. So, interestingly, he reclassifies them. The humans who piqued his interest are both samurai, so it's samurai who keep his interest when it comes to the human race. He thinks of them as a fun prey, because despite their weak bodies, they possess a tenacity that allows them to keep getting back up and even to defeat much, much stronger opponents. This is in no small part due to Gintoki being the protagonist, and therefore it being necessary for him to keep getting up time and time again until the bad guy goes down, but while Gintama does address the meta in such ways fairly often, Kamui himself has not, and probably will not, or else his line might have gone; "Protagonists really are a blast."

"I pay my respects with a smile when killing. Regardless of how their life was, it's appropriate to send them off with a smile, so they can die soundly. You could even say that I intend to kill when I'm smiling."

Kamui is almost always smiling. He has fun with his day-to-day life, especially when that fun involves running off directly into the sort of dangerous situations that could get him killed... but more often than not directly result in carnage en masse for whoever he has his sights on at the given moment, whoever he feels would be fun to go toe to toe with. But the sentiment that he intends to kill when he's smiling is an interesting one - he laughs about the admission soon after making it, when it scares Seita, but in every other instance he shows that he is always a half-step away from killing someone, and when he's really steeped in a difficult fight, such as against Housen, the Harusame's ambush, or against Sougo or Umibozu (and, eventually, Kagura), his smile grows even wider, bordering on manic excitement where getting in his way means almost certain death (rest in peace, Ungyou, you will probably be forgotten).

"Who's afraid of the big pitiful old man? Not me."

Kamui is very, very confident, to a reckless degree. The last time he'd seen Housen, he was stronger than him, and Kamui had considered him as master, but he doesn't hesitate to tear him down and aggravate him to the point where he doesn't hesitate to start a fight. And that fight gets interrupted, so we as the audience will never know if that confidence was misplaced bravado or not. Given his tendency to pick fights with people he is reasonably certain he can defeat but still have some chance of defeating him, it's anyone's guess as to whether or not his life would have ended there, but it is certain a large portion of Yoshiwara would have gone down with the loser. His confidence extends further, in his attempt to take on Harusame not for political gain, but simply to test himself against an alien race known for being exceptionally strong in large groups, but weak individually. Another interrupted fight. He runs headlong into danger, even when heavily injured, and seems to think of that as a fun handicap that allows him to fight weaker opponents and still test his strength against them.

"Is a weak-ass game piece like that gonna be of any use?"

For all his fixation on bettering himself, and for how smart he is in many other areas of life - particularly researching enemies, knowing who to ally himself with, and when it would be smart to bail out, knowing how to be a functioning captain of a space pirate vessel of Yato who are all, most likely, older than him - he is still not one for strategy, and does not know how to make use of anything, or anyone, he considers weak, and certainly does not understand their value in strategic situations, leaving all that up to other people, like Abuto and Takasugi. Still, while he may be flippant about their decisions, particularly in Abuto's case ("Yes, yes! Yes, yes!"), he only puts up a nominal protest, by way of expressing his own opinion, but doesn't get in the way of what he seems to simultaneously consider both above and below him.

After all... "I have no interest in killing the pathetic."

"You're the same as me, aren't you? You can't pull the wool over the same stupid eyes. You don't really care about the shogun's head, right? You just wanted to come here because you got a whiff of the smell of the blood. They're the eyes of a murderer. You can't feel alive unless you're on the battlefield surrounded by death. No matter how many villains you cut down, that thirst is not quenched. You've been looking for someone strong like me, and I've been looking for someone strong like you. Right? So relax. If you're saying that you can only cut down villains.... then, I'm one hell of a villain."

Kamui sees himself strongly in Sougo, and the assertions he makes in the heat of the moment are more telling than he'd want, or would make to someone he wasn't currently trying to rile up into a fight. He follows trouble, he follows "the smell of blood," which he's never hidden before, but this indicates it's a conscious decision to do so. He knows the thirst for blood can only be quenched with a tough opponent one who, in all likelihood, will inflict serious injury and exhaustion, quieting the bloodlust because the physical body is incapable of keeping up. Most telling; however, is the assertion that Sougo - and, therefore, Kamui himself - cannot feel alive when he's not on the battlefield, that the adrenaline rush, and the hunt for the next rush in the interim, is the only thing keeping them going. A strange assertion, for one who appears so cheerful all the time, but an indication that there is something deeper under the surface that even he is careful to not let show.

"I don't have anything I want, nor do I have a reason to turn back. I can't see what lies ahead. Everything blurs together into a new and everlasting battlefield. And it's there I feel most at home. I'll keep advancing, until I'm stronger than anyone or anything, as what I needed to protect is no longer here."

Kamui, at a base level, lives in the moment. He has motivations, but they're vague and short-sighted. He wishes to become the strongest, but he doesn't really know what that means, and he knows that to accomplish this he has to fight and fight and keep fighting, so he's built his world up to be a hazy battlefield. He has to keep moving forward, because he can't go back, and his motivations have evolved with him, have simplified from "become stronger to protect mammy and Kagura" to just "become the strongest," because he's already failed. Umibozu left. He wasn't strong enough to protect his family, and put that task on little Kamui's shoulders, nearly killing him when he came back and Kamui wasn't strong enough to kill him first. He was the man of the house, at the time, and fought and fought to get stronger to protect his family, all while hiding whenever he got hurt, putting on a smile for their sick mother. But you can't punch illness in the face, so he was never strong enough to protect what he needed to, so his goals have shifted, because he doesn't really have much else.
AU History:
As the firstborn of a small family living on a slum planet outside of the J - Rakuyou - Kamui's early life was not an easy one. His father, a bounty hunter, was barely home, and his mother was severely ill - and only getting worse the longer she held on - so this left Kamui to fend for his little family on his own more often than not. Once, on the rare occurrence his father was home, he took both Kamui and his little sister for modifications. He and their mother had originally come from a dying planet where it was a tradition of sorts to do, one he had no intention of letting pass by his children, despite the family being misplaced from their home planet.

And so they went.

And so his father went, again. As usual.

Kamui quickly got used to the modifications. He was faster, now, stronger, better able to defend himself and his sister and mother, better able to take care of their family, and he did. It came at a bit of a price, like everything does, but he could deal with needing to keep out of the sun, he could deal with the quick metabolism that left him always hungry, if it meant he could take care of his important people.

But it also led to him getting into fights more often. It led to him winning fights more often, but it also led to disappointment and worry. He'd often come home bruised and bloodied, would come home to a gentle lecture and kind hands patching him up and, eventually, his mother him promise not to fight anymore.

He didn't, striving to be a good son, to not be a disappointment, even as his mother grew more ill, even as his family was ridiculed - she's a plague, they're trash among trash, they should all just die. A gang of street thugs made the mistake of picking on his little sister, and he broke his promise. As luck would have it, there was a witness. A space pirate. Another descendant of Kouan. A man, he thought, who could take them away from here, since his father was failing to deliver promised aid.

There was one little problem. The man wasn't alone. He wasn't in charge of whether or not he could take along a brat and his family. So Kamui spoke to his captain. He fought his captain. And as he lost the fight, he nearly lost his life, if not for the intervention of the man. A deal was made. He could come back to them as many times as he wanted while they were still on the backwater planet of his, and if he could land a strike before they left, they would give him - and his family - room on their ship.

Eventually, he managed. He managed, and he had to try and convince his mother to leave with him, on a day he knew his father would be coming home. It didn't go well. She didn't want to leave, and Kamui and his father fought. He took his arm, and nearly lost his life in the process.

He left Rakuyou alone.

Spending the rest of his childhood among pirates led Kamui down a path of violence, but the crew - watching him grow up and integrate himself as one of them - quickly became endeared to him, so when the former captain retired, they were quick to fall in line behind him without question.

It was then, too, that they were sent as a vanguard to the J - the Seventh Division of a larger coalition of pirates, with a reputation for being especially ruthless, and clearly the best choice for exploration, and those with the best chance of returning with information and - if possible - a spread of influence.

It didn't quite go as planned.

Their ship broke down soon after arriving in the quad. They couldn't make repairs with the tech available. They dispersed, with instructions to come back together... eventually, provided everyone was still alive and committed. Simple. Easy.

And here is where his true entry to the world begins. Alone in a supposedly new place, having to make his way with false memories.

Kamui himself has spent his time in an odd state between leisurely indifference and driven commitment. He's made connections, never spending too long in one place as he's zipped around the quad, dipping his fingers into all manner of things and - perhaps surprisingly - trying not to make too many enemies, using his amicable nature and easy smile to his advantage. He's even grown his crew, used those connections to add several more miscreants to the ranks of those he believes are out there, working to - if not go home, then to at least leave the J for more familiar space.

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nightchild: (stawp)

ITSUKI KAGAMI | NORN9 | unreserved

[personal profile] nightchild 2016-12-11 12:18 am (UTC)(link)

Player



Name: Yaywon

Age: 23

Contact: [personal profile] ninjawon or yaylikeawon@plurk

Preferred Pronouns: she/her

Character



Name: Itsuki Kagami

Age: 25

Memory Option: 1!

Established Status: Y! Up to two years, in which Itsuki's been both manufacturing and selling his drug, Norn, in both Utopia and Westerly.

Canon: Norn9 (PS VITA)

Canon Point: Itsuki's route: Chapter 6

Citizenship: Westerly citizen.

Job: Information Broker

* Level:
nightchild: (i'm too picky not to notice this)

[personal profile] nightchild 2016-12-11 12:19 am (UTC)(link)
Abilities: minor: He can get into fist fights with other strapping young men and probably not die! Emphasis on probably. He's also pretty clever for someone who's never had a school education, having taught himself how to read and write at a young age. He's very good at doing other people's hair (as well as his own) and has good taste in fashion, especially if he's being asked to help dress a pretty girl up!! USEFUL!!!

In Overjoyed, I'm translating his natural intelligence into two things: he'll know how to use tech like every other average young person (but not any of the fancier types, he's just a slum rat how would he be exposed to things like that!! so like he'll know how to push buttons on and off but don't ask him to hack shit for info, that is not his thing) and general working knowledge on how to manufacture his drug.
THE DRUG aka Norn: It's chemically synthesized from hokk and other herbs. And while it can be ingested in a pill form, the only way to get its full effects quickly is to smoke it. These effects include experiencing various levels of happiness, pleasant calm, and overall contentment for a period of six to eight hours. The drug is a natural depressant + opiate. Side-effects include drowsiness, loss of appetite, possible violent hemorrhaging, and headaches. If taken too often in huge amounts, the respiratory system will be compromised. (Though there are claims of users having experienced a whole boat-load of terrible side-effects, but the Dream Merchant would really insist that this is all FDA-approved! It's totally not FDA-approved.) While a fairly new drug, it is relatively cheap in comparison to jakk and hokk. It is also less popular compared to those two. It's main areas of use are in Old Town and the Under City Tunnels on Westerley, though there are some rumors of it being used in Utopia.

Itsuki himself will be immune to both the dangers and pleasures of Norn, due to (being doomed never to find happiness in his own useless abilities) having an uncommon genetic mutation. He'll have a natural resistance to hokk and jakk, but if taken in large amounts and consistently, then he too can become a jakk drug addict!!

major: (only available upon AC regain) His canon ESP, the power of dream-giving, will be modified and nerfed accordingly!!

THE DETAILS: Itsuki will have the ability to interface his dreaming subconscious, aka the dreaming/memory tech already implanted in his head, to another person's implanted tech with the use of neurotechnology. There, he can induce hallucinations of his own choosing in the person's mind.

NERF) This can only be achieved if the person is under the influence of Norn and is asleep. Itsuki himself must ALSO be asleep.


He can also put people to sleep with the use of his neurotech. He doesn't have to be asleep to do that.

NERF) A 10-15% success rate if the person is awake and not under the influence. A 50% success rate if the person is under the influence. (I'll be putting up a permissions post regarding this entire ability, so players can choose whether or not they'll ever want that to happen.)


He can show the same dream to more than one person, allowing both dreamers (or more) to interact with each other.

NERF) For now, he can only pull two separate people (other than himself) into one dream. There is a 30 minute time limit that once passed, will force Itsuki to wake up the dreamers. I'm hoping that with AC regain + rp development, he'll eventually be able to pull at least five people into one dream! But with the same 30 minute time limit.


Once interfaced, the dreamer will see illusions. They cannot experience physical pain. At the most, their emotions (like sadness or happiness) will be subject to change depending on what they're seeing. Itsuki will not have direct influence over their emotions. He might like show them a picture of a weeping kitty to induce tears or something lmfao. He does NOT have the ability to suddenly discover all their hidden secrets, as his dream-giving power is nothing like mind-reading or brainwashing. He may be able to discover things about them if the dreamer in question dreams about their past! But he can't go "DREAM ABOUT YOUR PAST" unless he knows of their past. So for example, if he knew that Aang from Avatar the last Airbender grew up on an air temple with sky bison, then he can induce a hallucination about an air temple and sky bison. If he wanted to show Aang a hallucination about Aang's past without any knowledge of said past, then he wouldn't be able to show the temple or sky bison since he doesn't know that they exist!! In the same vein, he can't override the implant technology in a character's head aka he can't mess with any canon memories they don't remember.

In canon, Itsuki has the power to keep the dreamer dreaming for an indefinite amount of time unless they satisfy the criteria for waking up.

NERF) Subject to players! If player characters want to be forced into a dream where Itsuki tells them the only way they'll wake up is to be honest with their feelings or kiss their true love, then they can for sure experience that! Itsuki will NOT be able to do the same to NPCs since they have limited dream tech. He cannot force npcs into indefinite coma dreams, or force them to dream until they kiss their dream love.


All of the dreamers will remember their dreams. So if Itsuki is a huge blabbermouth and makes it obvious that he's manipulating the dreams, then the dreamers are welcome to kick down his door and beat him up.

All of the above is subject to AC regain! For now, Itsuki has NONE of said major powers! he only has drugs and his ineffectual minor abilities. sad.

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iM DONE

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digophelia: art by http://www.pixiv.net/member.php?id=2316626 (Reduce to ash; writing of piety)

Alice Liddell | American McGee's Alice | RESERVED

[personal profile] digophelia 2017-01-04 01:12 am (UTC)(link)

Player



Name: Natalie

Age: 31

Contact: adarkfuneral (plurk), anephilimrising (AIM), #9201 adarkfuneral (discord)

Preferred Pronouns: cis lady here

Character



Name: Alice Pleasance Liddell

Age: 19

Memory Option: partial deteriorating AU

Established Status: Yes! If possible, since I would like to stick close to her canon, she's been held up in an asylum for 10 years and has recently been sent back out into the real world to learn how to basically be a normal adult and caregiver to kids

Canon: American McGee's Alice

Canon Point: end of Madness Returns

Citizenship Leithian citizenship

Job: local business owner, catering to caring for children

* Level: 1


Abilities: Alice is pretty basic compared to other video game heroines. While she's small, she shows herself to be pretty strong, not inhuman, but strong enough to certainly use a blunt weapon like the hobby horse. Alice's best combat skill, of course, is her knife fighting. Even in the real world, Alice at one point used a sharpened spoon to gouge out the cheek of an orderly while being in Rutledge. We can assume Alice's style is improvised and obviously self-taught. It can be wild and erratic, but it also can be considerate and strategic. Alice clearly uses her small stature to her advantage with a knife and can easily fight off opponents in the game even if they're twice her size. For someone self-taught, she shows herself to be pretty proficient and formidable in combat.

In Madness Returns, Alice has the ability to turn into butterflies that allow her to dodge enemies, travel greater distances quickly, and allows her to leap off ledges further away. But it's just a cool function that allows you to evade enemies.

Any other abilities mentioned in the fandom wiki (linked below) are abilities Alice gains through Wonderland and because she'd be a fresh slate, these are the two I stick with.
digophelia: art by http://www.pixiv.net/member_illust.php?id=1206499 (But the dagger I hide won't shed forgive)

[personal profile] digophelia 2017-01-04 01:13 am (UTC)(link)
Personality:
When Lewis Carroll first wrote Alice, it is pretty clear that he wrote her as a transparent, an unfortunately flat character that made her easy to relate to for the readers, which may be why Alice has been so prevalent in our minds for centuries and become such a popular social icon. However, there are personality traits that are particularly noteworthy, because they are some traits that Alice, even as an adult, still has. As a child, Carroll notes that Alice’s greatest anxieties stemmed from changes in her body that she could not control such as and not limited to shrinking or growing. She also showed joint agitation and stress with distortion of time and the nonsense that she encountered in Wonderland, despite proclaiming a world of her own would be nonsense and absolutely contrary. This Alice is drawn from Lewis Carroll's books, but for those canon blind, her story takes a darker turn and goes for the worst.

Character designer Ken Wong regards Alice as an unusual heroine in the artbook; Alice has no grand task in an epic story, she's a girl trying to make sense of her own mind before she can uncover the truth of what is going on around her. The unfortunate core of Alice in the games is her grief and guilt for the death of her family. The first game explores Alice's survivor's guilt, but it also explores her self-loathing and mental illness. It must be noted that Wonderland takes place in her mind and the familiar faces we know (the Mad Hatter, Jabberwock, and the Queen of Hearts) are reflections of Alice's insecurities and struggles. We see a great deal of Alice's fears in the Jabberwock and Mad Hatter, who belittle Alice for her lack of action to save her family and continue to berate her for her fear of being institutionalized, again. In conclusion, Alice has a very low opinion of herself and does not see her presence as meaningful. Such a mindset has made Alice reckless, even downright suicidal.

Alice carries over some key personality traits from the books, on one hand. Even as an adult, she is shown to be very witty, outspoken, and bold, though, Alice has long since retained some level of tact and keeps a level head, unlike in her youth, where Alice becomes very upset with the Queen of Hearts and the Caterpillar. Though unlike her child self, Alice's whimsy and imagination have long since been polluted by her grief and mental illness, and it shows throughout Wonderland. There is a level of avoidance to her as she does this, as well as some disassociation, her inability to cope with reality. But, to be fair, Alice's reality is horrible, ranging from brainwashing to gaslighting. Alice is subject to emotional abuse and manipulation by a man she thought she could trust and this ordeal has definitely left her shaken and more determined to hang onto her world and protect it.

Being that Alice had no help and she was used by those around her, Alice often retreated to Wonderland to escape reality, even well up to her adulthood. She uses Wonderland to wrestle with issues in the real world she may not even be well aware of consciously and uses it to break down problems and questions regarding her family. This eventually leads her to find memories lost and find the courage to stand up to others around her. In the real world as well as Wonderland, Alice is shown to be outspoken, at times, as well as cynical and bitingly sarcastic to others. She is also very morbid and carries a few gallows humor; it shows up in situations where Alice will also make morbid remarks, undercutting herself. She even goes far as to joke that she wouldn't be much of a meal to the Tweedle twins when they threaten to eat her.

...she is certainly ill. She imagines strange things. And she has a 'hero complex': an inherent desire to help others, being unable to help herself, and compulsion to make the world right... She's trying to 'unlock' the true meaning of her life. And she doesn't know who has the key.

While Alice does not hold herself in high regard and is a character who struggles with maintaining herself, she is shown to be a very empathetic, compassionate person, as noted by Dr. Wilson in a memory. She shows disgust finding an NPC murdered outside of Nanny's brothel and risks her own life to stand up to Jack Splatter, her pimp, as he was beating her. Alice's compassion is what also compels her to confront Bumby at the end of the game, enraged with him for using his status and hypnosis for erasing the minds of children and turning them into prostitutes. She also shows a strong sense of making things right, not only for herself but the children. She does manage to let go of the grief and guilt she has had for her parents, but it's clear from the ending of "Madness Returns", she carries a great guilt for not being able to see the pattern of Bumby's plans. But the truth was, Alice was just as fragile and broken, just like the children, and not able to see what he was doing, until her subconscious brought back repressed memories.

I like to think that ten years in Rutledge have had detrimental effects on Alice, outside of her mental and physical state. Alice may struggle with connecting with others and struggle socially. But Alice is also exceptionally loyal and devoted to the people she cares for and will go to great means to protect them, even if it may be a dubious course of action. As well as that, Alice is still, in a way, growing up, since she is trying to make sense of the world. She questions herself and her sanity quite a bit, but also is finding a sense of identity in both the real world and Wonderland. She manages to retain her child-like curiosity and creativity, even as her mind has long since warped Wonderland from her trauma.

Alice has a strength she is not aware of; at the end of the game, Bumby calls her "mad" because of her insistence to hold onto the past and because his attempts to erode her mind were not successful. Alice's insistence that her family's death didn't add up ultimately pays off and she finds the truth that she sought for many years. Alice has been broken down and abused by many around her and still manages to pull herself together, as much as she can. She is a survivor, though she may not think it. There's something to be said that Alice uses her imagination and Wonderland to put together the pieces of her family's murder and the children's exploitation without help from others and while they mock her for it.

AU History: Alice is the youngest child of Arthur and Lorina Liddell, and sister to Elizabeth "Lizzie" Liddell. A very well to do family, well-mannered, respected, and kind. Her family in Leith can trace their heritage back to The Nine. Her parents were known to be teachers, especially her father, a dean of an institution. Her father was also especially known to be a compassionate, gentle man, who would open his home and let his students come over for lunches and aided in their studies. While her family were Leithians and held content against Westies, the Liddells weren't especially known to use violent means, but a passive family who would never really raise a weapon to anyone.

For the most part, Alice grew up sheltered by her parents, who chose to raise Alice away from terrible things, wishing her to grow up happy. She didn't have many childhood friends (if at all), outside of her pets and her older sister. Alice was known to be a very imaginative child and oftentimes retreated off into her own imaginary world to avoid school lessons. Being that her older sister was eleven years her senior, it made it difficult for her older sister to have Alice depend on her so much.

Because the Liddells were so passive and welcoming to others, they and Lizzie remain largely unaware of the fact Lizzie gained the obsessive attention of a Westie. Slowly, Lizzie began to realize that this man was stalking her, trying to force her to perform sexual acts, and tried to take her on several occasions. With no one to turn to, Lizzie confided to her sister that a bad man was bothering her (she would hold out on the more disturbing details, of course) and that gave her the courage to speak to her parents. The Liddells soon barred this man from ever coming back and did what they could to keep him off of their land.

Unfortunately, the passiveness of the Liddells would be their downfall. The man broke into the house, assaulted Lizzie in her bed, and tried to cover his tracks by burning down their house, intending to kill all of them. Alice at the age of seven barely escaped with her life. Having no extended family and guardians outside of her family's lawyer. But her family's lawyer was hardly anything but kind to a little Alice and because Alice was the sole survivor, she was destined to inherit a large fortune. The trauma of her family's death left Alice in a catatonic state and the lawyer believing that Alice would never recover sent her away to Westerly to live out the rest of her life in an asylum.

For the next ten years, Alice lived in Westerly in a horrible asylum, where plenty of patients like her were abused and neglected. For the first few years of her stay, Alice remained in catatonia, unable to speak or really even moved, so at times, she was left in isolation, strapped down to a bed. It wasn't until the age of 12, Alice responded to her regular abuse by violence, taking a knife and gouging out the cheeks of an orderly. She would regularly act out and gained a reputation for being a violent patient, as means to protect herself from others. While Alice acted out in violence, she eventually used the same imaginary world she created as a child to finally recover some of her sanity and stability.

Eventually, at the age of 18, when Alice was finally of age, she was released from this asylum deemed to be sane enough to leave. Alice soon made her way back to Leithian and to face the family lawyer that had sent her to Westerly in the first place and to regain her inheritance. So, she returned to Leithian once again, but not without the reputation of staying in an asylum in Westerly. It was very overwhelming for Alice to return to not only Leithian again, but to immerse herself into society and interact with people again. While it is her intent to confront and eventually expose that lawyer, she struggles to do so.

it's been six months since her return and Alice is trying to regain herself, her family connections, and learning how to establish herself back in Leithian society. As expected for an heiress to step up, Alice decides to turn her attention to helping improve the lives of children that have been orphaned either because of similar circumstances or by pure tragedy. So, Alice has been here for six months in Leith, desperately learning the ways of networking and putting herself out into the world and may have found a calling to do so. All the while, she is looking for the person who had harmed her family.

CRAU: Nope

Original History: http://alice.wikia.com/wiki/Alice_Liddell the surprisingly thorough fandom wiki (and if it's worth mentioning, the games also pull from the two Carrol books, so those are also considered canon)
http://www.shmoop.com/alice-in-wonderland-looking-glass/alice-character.html (book canon)

Inventory:

The vorpal blade - Alice's trademark blade (swift and keen and ready for service) that seems to be completely impervious to damage, remains always sharp, and can almost cut through anything.

Omega pendant - it doesn't really have any sort of powers, it's just something she always wears, no matter what costume

Samples: TDM sample!

Miscellaneous Notes: I went with the suggestions given to me on the brainstorming meme and kept close to the original canon as much as possible! Alice's family met the almost exact fate in canon, so they were exceptionally oblivious until the last minute that someone they opened their home to was actually pretty dangerous. Again, I'm not familiar with the canon, but I also added in an additional motivation for Alice that (hopefully) gives more weight to her having some "get off my lawn" feelings as a Leithian, otherwise, Alice would automatically fall to almost pure neutrality.

Should there be any issue with anything here in this app or anything else, please don't hesitate to contact me!

(no subject)

[personal profile] digophelia - 2017-01-04 03:01 (UTC) - Expand
chanterie: (FOLLOW.)

kara zor-el | dc comics | reserved

[personal profile] chanterie 2017-01-04 01:39 am (UTC)(link)

Player



Name: lyn
Age: 24
Contact: [plurk.com profile] chanterie
Preferred Pronouns: she/her/hers

Character



Name: Kara Zor-El (aka Supergirl aka Linda Lang)
Age: 19/20-ish??
Memory Option: 1, Deteriorating AU

Established Status: Y. 8 months. She's mostly been keeping to herself and her shop on Westerley. Occasionally she'll butt into things if she stumbles across a fight or an argument, but for the most part she has her routines and sticks with them, even if she's getting incredibly bored with them.

Canon: DC Comics
Canon Point: Superman/Batman Annual #5

Citizenship: Westerley
Job: Repair-person out of a tiny storefront-slash-home in the back.
chanterie: (NECROMANCER.)

this app is so long i'm so sorry

[personal profile] chanterie 2017-01-04 01:39 am (UTC)(link)
Abilities:
In canon, Kara has abilities out the wazoo. Super-strength, super-speed, super-human stamina, nigh-invulnerability, flight, freeze breath, super-senses, like sixty different types of vision... the list goes on. She has these abilities due to her Kryptonian biology and the way they basically act like solar-powered batteries. As aliens are all humanized in-game, she'd be getting her abilities via a mix of gene modification and tech fused to her spine--something she remembers her mother doing to her. It gives the same end result of sunlight imbuing her with superpowers, but the mode of power delivery is different.

I'd like to nerf her almost completely, only keeping a couple minor ones and maybe leaving the door open to getting a few more back down the line as she regains her memory or, in the case of the two I'm potentially classifying as major, with AC purchases. The way I can see it breaking down would be like this:

MINOR ABILITIES - CURRENTLY AVAILABLE
  • MICROSCOPIC VISION - basically what it says on the tin.

  • X-RAY VISION - not actually comprised of x-rays! But it gives Kara the ability to see through just about anything--lead is the exception here, she can't see through it at all--and to varying degrees. So she could see someone's muscles or look deeper into their bones.

  • FLIGHT - also pretty self-explanatory. Without super-speed or endurance tied into it, she can fly the way most people walk and run. Just flying at a normal walking speed is something she can do for a while before getting tired. Going at the speed of a running sprint is something she can only do in short bursts.

MINOR ABILITIES - AVAILABLE LATER WHEN IT BECOMES PLOT RELEVANT MAYBE
  • SUPER-HEARING - Kara can hear sounds at any volume or pitch from miles and miles away. With extreme concentration, she can block out ambient noise to focus on one particular sound.

  • HEAT VISION - shooting lasers out of her eyes. They're strong/hot enough to act as a replacement for a welding torch, and they're the only way Kryptonians can 'shave' when they're invulnerable.

  • ELECTROMAGNETIC SPECTRUM VISION - apparently this is a thing?? It doesn't come up often but since it's a thing it should probably get listed.

  • INFRARED VISION - basically the comic book equivalent of darkvision in fantasy and D&D. She can see real good in the dark.

  • SUPER-SPEED - self-explanatory. But it would be nerfed a bit to keep her from being able to do things like fly to Pluto and back in a day or keep her from going so fast she accidentally time travels. (Comics...)

  • NIGH INVULNERABILITY - there are a few things that can hurt Kryptonians even when they're "invulnerable." Namely, kryptonite, magic, lots of electricity, and things that are as strong as they are. But they're super durable for the most part, and even immune to disease and poison.

  • SUPER-STAMINA AND SELF-SUFFICIENCY - basically, doing all the extreme feats her powers let her do won't wear her out in three seconds flat. Also, while under a yellow sun, Kryptonians technically don't need to eat or sleep, as solar radiation can sustain them for a fair amount of time.

MAJOR ABILITIES - AVAILABLE FOR AC PURCHASE
  • SUPER-STRENGTH - pretty self-explanatory. I would personally class this as a major ability as she canonly has the strength to basically level a city if she wanted to.

  • SUPER-BREATH - this is her freeze breath and apparently the ability to exhale hard enough to create tornadoes. Which makes zero sense, but comic books have never made sense with their science. Why start now??

If none of this works for the mods, I am more than happy to change it up or to nerf her entirely!! Part of the fun with this setting and premise is the chance to play Kara way de-powered.

Also worth mentioning: it's a little ??? as to whether her near-photographic memory and super brain power is a Kryptonian thing or a superpower thing, but I tend to lean towards the former explanation as comics makes a point about Kryptonians being so much smarter and more advanced than Earthlings.

Outside of all that, Kara is a trained martial artist. She studied with Batman and with Wonder Woman and the Amazons, so she's pretty formidable in a fight. She can use a staff, a spear, and a sword, though she doesn't do so often. Batman gave her a tiny bit of training in detective-ing and being a smart and stealthy vigilante type, but she's nowhere near as competent in that as some other superheroes.

She's also a tinkerer. One flashback shows her reprogramming robot babysitters when she was younger so she could sneak out with her BFF. In one of her later comics, she MacGuyvers a smartphone into a localized EMP with what might as well be bubblegum and a shoestring. Hence the idea to have her run a repair shop.

Personality:
Take your typical young adult insecurities, a whole lot of loss, a cup of snark, a quart of determination, a pinch of anger, and a seemingly perfect and occasionally overbearing cousin everyone loves, and you've got Kara. She's a girl with a lot of issues and the weight of the world on her shoulders who still manages to smile through the worst of it. Or tries to, at least. Kara is not as optimistic as her fellow Superpeople.

In fact, she's kind of the odd Super out. For one, Kara actually remembers the planet Krypton. She was young when it was destroyed, but that event is burned into her memory and has shaped her growth. When she fell to Earth she was a teenager--almost full grown and suddenly a girl alone in the spotlight. She's always a step apart. A bit too weird. A little too alien. (Though I'm not sure what she expected when she learned everything she knows about humanity from Batman and Netflix.) Despite the fact that her otherness will probably never go away, Kara has tried desperately to fit in.

That's part of the reason why she became Supergirl. She wanted to help people--she's always wanted to help people. The girl is a total bleeding heart, even when she's feeling surly and annoyed. Part of the reason she's never had much luck with a civilian ID is because she likes the good parts of being Supergirl--the assisting people and saving the day--more than anything else. And, like her cousin, is stupidly self-sacrificing to the point where it's literally going to kill her one day.

But unlike Superman, Kara is a bit of a spitfire. She's not afraid to let people know that she is upset. She enjoys the fight and, though she would never say it again, doesn't always understand the no-kill rule that superheroes operate by. Sneaky and clever, she fits in more with the Amazons and some other hero crowds more than she does her cousin sometimes. Which makes sense when you remember that it was Batman and the Amazons that trained her. Sadly, while this has given her amazing combat skills, it didn't really equip her for being in Superman's shadow.

When the public reacted poorly to her, Kara took that to heart. It was the start of many of her problems. Instead of trying to be herself, she started trying to be better. To live up to the impossible expectations of the public, her family, and sometimes her friends. And every time she inevitably failed, she saw it as a failing in herself, not in the expectations. Each new failure hits her harder and leaves her questioning herself. It leaves her with a heavy burden of guilt on her shoulders, and with a heaping of self-confidence issues.

Not that you'd be able to guess that just by talking to her. Kara's a little awkward, sure, but she's smart as a whip and can snark with the best of them. That, and her constant attempts at optimism, make her a fun person to be around. And she strives to focus on that more than she does the bad things.

She likes terrible movies and reading. She's a geek who totally does things like take her toaster apart and put it back together even better. Outside of the all the superhero stuff, she's just a normal kid who is trying to find her place in the world and wondering if she should go to college or try to find a job. She likes hanging with her friends and rescuing cats from trees. And if her idea of a fun weekend also involves punching bad guys in the face... well. Who can blame her, when you look at the world she came from?


AU History:
In her false memories, Kara grew up as simply Kara El--the child of two True Leithians. (Though her mother subscribed to the philosophy much more than her father, who was an artist and a bleeding-heart.) Her mother was a biologist, well-known for her discoveries and her ideas of empowering True Leithians. Literally. Her long-term project, and one her daughter became something of a guinea pig for, was using bleeding edge technology fused to the spine and something a little like gene therapy to turn humans into solar-powered super-humans.

Kara grew up flitting between her mother's lab and her father's studio, endlessly curious and living a bit of a charmed life. She wasn't spoiled, exactly--her mother would never tolerate that--but she didn't want for much. Her curiosity was encouraged, and she spent much of her childhood elbow deep in either books or gadgetry.

When she was fifteen, her mother and father planned a trip with her uncle--her father Zor's brother--aunt, and young cousin Kal. It was going to be a small thing. A bit of a family get away with a small bit of experimentation thrown in to satisfy the workaholic that was Kara's mother, Alura. (Maybe the reason the implants in Kara hadn't produced anything yet was she was on a planet's surface. Perhaps being out in space would jump-start something.) It was a lovely trip... until the ship was attacked.

The memories of the attack are hazy. Kara doesn't know who, exactly, sabotaged the ship. All she remembers is sparking, screaming, falling, and someone pushing her into an escape pod. She thinks someone may have pushed Kal into another pod, but it's impossible to tell if that's a memory or just wishful thinking.

She landed on Westerley, a frightened girl with a nasty head wound who couldn't seem to remember her own name. All her documentation said she was 'Linda Lang,' an orphaned Westerley citizen. Concussion or no, it didn't take too long for Kara to put two and two together and get four. Someone had targeted her family for their identities. She was likely the only one left, and no one would believe her if she told them she was Leithian.

Luck was with her, though. As she stumbled through Old Town and tried to get her feet under her, she met a stern but kind man she only knew as 'B.' B and a friend of his, a woman named Di, helped her learn the ropes of life on Westerley. They taught her how to keep her head down, how to throw a punch from the shoulder, and helped her find a place to live. (How they managed to find a tiny store-front with a back-room that could double as an apartment, Kara will never know for sure. She had her suspicions that B and Di weren't Westerley natives themselves, but she never found out for sure.)

Once she was set up in her little shop, B and Di left her to her new life, leaving her with only a document that says "Open in case of extreme emergency." She's spent the past three or so years since then working, trying to stay out of trouble, and keeping an ear out for even the barest scrap of news about her family--actual or pretending.


CRAU: N/A

Original History: Wikia link! This is... mostly accurate. Certainly the most accurate and detailed explanation on the web currently.

Inventory:
- 1 (one) Supergirl costume, probably modified to not be so... obviously superheroic and out of place.
No, really. That's all she's got on her at her canon point.

Samples:
She misses home. It's not the sharp ache that it used to be, right after the accident. Kara no longer feels like she's never going to fit in. In fact, she's pretty sure if she tried to go back to her old life on Leith tomorrow, she'd stick out like a sore thumb. But all the same, she misses home. Misses her extremely comfortable bed, and her father, and the dried flower her best friend once gave her. She misses not having nightmares.

The clock says it's so early in the morning it can still be considered nighttime. She's probably gotten only a handful of hours of sleep, but Kara knows she's not going to get anymore tonight. Later in the day she'll catch a cat nap if work is slow. For now, she leans over and turns on the light, illuminating the small studio she calls her workspace and home. Stretching, she crawls out of bed, then throws on some clothes and slips through the curtain that divides the living space from the work space.

There's a large doorway that separates the small store front from the rest of the workspace that opens with a gesture. She pads in, still barefoot, and the lights flicker on. Kara sighs quietly, and flicks on the OPEN sign. The odds of her getting any business at this time of night are, well. Usually slim, but she's hoping for a distraction. It won't take her long to finish the one client project she's got, and then it's back to empty hands and trying to ignore the fragmented dream-memories of the ship.

From the windows of the shop, Kara can see the streets of Old Town, and they can see her, leaning over a hunk of metal with her soldering iron and various other tools scattered on the workbench beside her. She turns on some music, loud enough to drown out her own thoughts and just enough to spill into the street, humming along. And she tries not to miss home.


Miscellaneous Notes: Holy cheese-whiz, I am so sorry for that monster of an ability section, I promise it's not as long as it looks. Have a cat gif.
Edited (requested edits!!) 2017-01-04 02:25 (UTC)

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