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





[personal profile] gauntlet 2017-02-04 07:00 pm (UTC)(link)
Done, thank you! Exclamation marks!
perma_banned: (Default)

Meliodas | The Seven Deadly Sins | Not Reserved

[personal profile] perma_banned 2017-02-04 07:43 pm (UTC)(link)
Abilities
In his canon, Meliodas is a magic demon. So...

Super Strength, Speed, Endurance(Passive): In canon, he's a demon and those fellas come with strength, speed, and endurance in extremes well beyond normal people. Given how excessive it is, it would be nerfed down quite a bit down to 3x a human's capabilities. Actively pushing his enhancements to their limit will darken Meliodas' irises.

Martial Artis(Passive)t: Meliodas is extremely skilled in hand-to-hand combat in canon to the point of being able to deal with multiple enemies at and above his level in rapid succession. This could be explained in Overjoyed as Meliodas being trained very harshly from a young age by his father and his associates.

Full Counter (Major): The ability to reverse the various effects of magic back on the user, if timed correctly. Fireball? Meliodas can reflect it back on someone at twice the power. Can they blind someone with magic? He can reflect that back on them, too. In this setting, it would be more appropriate to say that it in this setting can 'reflect' the use of tech back upon the user. Against something like a punch or a swing of a regular ol' hammer--it wouldn't do anything unless that hammer was churning with electricity or something... then it would reflect just the electricity back to the user. As far as limitations and changes for this kind of ability, I'd say it would be more fitting if Meliodas had a small piece of tech(possibly a small hexagonal, transparent energy buckler to go over his hand or arm) that absorbed energy-based attacks and spat them back out at the attacker in bursts. It wouldn't be able to deal with something like a 'current' of electricity, but absorbing one flash of lightning would be possible.

Full Vanish(Major): Meliodas holds up a hand, and it just nullifies magical attacks. It wouldn't undo something like a 'curse, ' but it would make a fireball cease to be. In-game, it would make sense to act like an EMP that disables all tech within a certain range for a few moments.

Revenge Counter(Major): Meliodas takes damage intentionally, sucking up any magical power that's struck him before turning it into his power for an energy based beam/sphere attack. This would work well in conjunction with his ‘Full Counter’ tech. It would do nothing to protect him and serve only as a trump card in which he'd hope he could survive each attack and be able to make a desperate counter attack at the last moment. It would come in the form of a thin, easily penetrable shield that would absorb background energy from offensive tech to gather power for his big counter-attack blast.

Darkness/Demon Mark (Major): Meliodas' ability to manifest darkness that can coat the body to accomplish a few things. First, the darkness can coat the body and act as a protective barrier. Second, it can be used offensively in the form of bladed weapons, claws and it can even get extended so far and quickly that it can act as an explosive pressure. Next, it can repair a person's body from bodily harm(though the user still feels immense fatigue and pain from the original injury, so it isn't a proper cure). Finally, it can be used to fly by forming wings out of the solidified darkness. In this setting, it could act as a larger scale version of the little robot drones from Big Hero 6. The little drones would have to be controlled telepathically by Meliodas and bound to him. Instead of it just being 'darkness,' they could be nanomachines compiled into a black sludge that would be able to enhance Meliodas, protect him from harm, fashion into weapons and be able to make some repairs to him if he came into harm. Given that they would probably expend themselves on occasion, I'd say they would have to be replenished by stealing bits of metal to remake themselves--but their clear limitation would be that Meliodas couldn't just make a sea of them. He'd have a hard limit of how many he could control telepathically--limiting himself to a beachball-sized globe of those nanomachines.

Hellblaze/Divine Slayer (Major): Meliodas can summon demonic fire that can nullify regeneration. There isn't much known about it other than the fact that it seems effective against people who heal extremely fast. I would tie this into the 'Darkness' tech and have it be his nanomachines reinforcing a weapon and remotely disabling tech that allows the body to heal. The effect would last as long as ten minutes depending on how swiftly someone begins to treat the wound with normal medicine/stitching/bandaging.

Lostvayne (Major): Meliodas' magic sword that gives him the ability to make weaker clones of himself. It splits his power in half each time he makes clones until he's the last one left. As far as tech goes, I would just say that a light-refracting device could just create holograms of Meliodas to confuse people.

Immortality(Passive): Kinda not passive in canon--and, 'kind of' doesn't count as immortality rather than him being remade as a zombie over and over. Meliodas doesn't heal super fast unless it's with his Darkness, so if he dies--, he dies. In canon, he's only brought back to life by the curse of his father, The Demon King, but in this sort of environment, that kind of control over life and death wouldn't fly. Instead, I'd rather just implement one aspect of the curse of immortality into his in-game backstory--the fact that the immortality robs him of his kind qualities since his father returns him to an evil state of mind each time he comes back to life. I'd like to say his daddy would force use psycho-stimulation to try and force Meliodas to maintain a hateful and cruel personality. I'm just gonna ignore this one. This power isn't useable, but in the game setting, I'll go with having it be a side-effect of Meliodas' body modifications. He'll have a slow aging process due to the treatments his father put him through when he was young. He would age half as quickly as normal people as a result. He should, physically, appear to be between 15-16 years old at this point.


Personality: At first glance, Meliodas is somewhat aloof, perverse, goofy, and fun-loving. He likes drinking, cooking poorly, running his bar, and spending time with close friends. He has a penchant for enjoying little fights with his friends and doesn't stick out that much regarding personality. He doesn't try to be the life of the party, but he does his best to enjoy the party that's going on. He snickers often and enjoys the moment, being supportive of others when possible. He's been known to give others advice in life and help them out in pinches. Despite this, Meliodas has quite a lot of trouble in his life that he suppresses. For one reason or another, Meliodas doesn't talk much about the sort of person he used to be. While the Meliodas of 'now' is someone who has fun in his daily life in an era rife with hardship, he had once been a cruel and sadistic monster without a hint of remorse regarding the harm he caused others or the means to which he accomplished his ends.

Meliodas spent quite a bit of his young life being a prince of demons, killing and enacting cruelty left and right in his father's name. A goddess, Elizabeth, managed to get through to him and peel away his cruel exterior to show what kind of person he was. He developed more, became more vocal and emotive, and his rage seemed to melt down. Meliodas, who had once been an evil person, saw a better life with Elizabeth and began improving. Events progressing in the story lead to Meliodas' curse of immortality, leaving him alone for the better part of 3000 years. It's implied that Elizabeth suffered a similar punishment, likely with her repeatedly reincarnating and meeting Meliodas every few lifetimes while he wandered around in sorrow. Meeting Elizabeth during the events of the series in her later incarnations, Meliodas seemed to resume a happy life in her presence. He found friends. He became a knight. Meliodas turned from being the literal prince of darkness to being a happy-go-lucky guy looking to spend his days in relaxation. The person he had once been was cast aside for a much happier and kinder person.

Despite this, Meliodas had been depressed for the better part of 3000 years, constantly wanting to die to end his internal suffering, likely from constantly being alone or knowing Elizabeth would die over and over again. Meliodas and Elizabeth's attempts to save Britannia from the demon clan had ultimately failed, and Meliodas would suffer in abundance for it. Unable to truly die, Meliodas would simply come back to life after the demon king's curse would remove all semblance of his happiness and stability. Each time Meliodas died and came back to life, the curse would return him to the monster he was before--something that terrified Meliodas. He was so afraid of becoming that sort of man again in one instance that he burst into tears in Elizabeth's presence. He felt ashamed that his friends saw him in that state, feeling he lost them when he showed them who he had once been. Meliodas, hating that side of himself, flat out admits to Zaratras that he couldn't die--not for lack of trying. Meliodas admits that he's tried to kill himself in numerous ways and that it wouldn't stick. This highlights the grief that Meliodas doesn't show. For the better part of the series, viewers/readers assume that their protagonist is a fairly happy person aside from a few tragedies in his life. It turns out that Meliodas' self-loathing had become a desire to die a long time ago. Even though he feels this way, though, Meliodas has no desire to leave Elizabeth alone or die without saving her. As much as he hates himself, he loves her more.

Meliodas had shown throughout the series that he abhors killing to the point that he was called out by an ally for being 'naive' and that they couldn't spare every enemy. It shows that Meliodas had spent a greater part of those three thousand years trying not to behave like his old self, refusing to use a weapon to defend himself most times because he would end up truly harming people beyond repair if he used any. His personality for the better part of the story isn't emphasized for many episodes until this point. The viewer simply sees Meliodas as the goofy barkeep who just so happens to want to help save his kingdom. In part, that's what he is--but Meliodas finds it hard to truly distance himself from his evil nature as a former demon prince.

In quieter and happier moments, Meliodas is prone to doling out helpful advice in life, helping other people fix their problems and offering himself for their benefit. There is no doubt in the viewer's mind that Meliodas is a compassionate and empathetic person throughout the series as he endeavors to help save people on his journey without asking for recognition or reward. If anything, Meliodas could care less if people ended up hating him for his sins. Confronted with his image as the 'Sin of Wrath,' Meliodas believes he still has to atone for his punishments.

He has a penchant for leading others, being extremely charismatic and insightful in most instances. He can make up sensible rules for others to list to that will keep them in line though he's likely to forget them as soon as he makes them. Meliodas' group, The Seven Deadly Sins, show that Meliodas' talents as a leader extent to even a band of would-be criminals. He gains their trust easily and even earns their lifetimes of loyalty. Even among the Holy Knights of Danafor and Liones, Meliodas was a popular and well-liked person, always remarked as being somewhat insightful even if quite immature when he didn't get his way or he was impatient. As good as Meliodas' lessons tended to be and despite how useful they were for building confidence, he would always be somewhat impatient and smack his students if they weren't absorbing lessons quickly enough.

Meliodas can be summed up as a person who, despite his past, tries to live in the present happily and fails to do so on a regular basis. While he keeps trying to live happily, he's just as unhappy as he is persistent. Meliodas covers up his emotions with vacant expressions and grins whenever he can but in truth--he's as far from stable and happy as one can get in most instances. Despite his inner turmoil, Meliodas works to make others happy and share whatever joy he can with them. He tries to be helpful and give whatever advice he can to the people who need it and asks for little in return(unless he needs drinking money). Regardless of his past and his worries, Meliodas tries to remain loyal and good to his friends to the best of his ability.


perma_banned: (Default)

Meliodas | The Seven Deadly Sins | Not Reserved

[personal profile] perma_banned 2017-02-04 07:49 pm (UTC)(link)
AU History: For the first eighteen years of his life, Meliodas had lived by every command his father had given him, brainwashed at a young age to believe his family needed to take as much power and clout as possible to make their mark in the world. A powerful psycho-manipulative drug named 'Demon' was responsible for keeping Meliodas so focused on his father's orders and, for awhile, Meliodas had been wholly dependent on it. His father's loyalty to the Company was unquestionable and, by far, he was a valued scientist, but he was constantly at odds with another family in the Company's hierarchy. While Meliodas' family had primarily been invested in generations of weapons designers, this opposing family had tackled medical advancements and defensive tech. Meliodas' father, the bastard offspring of one of the Nine, believed that if he couldn't ascend to be one of them that he should at least have some control of whatever he could set his hands on. He turned Meliodas into an enforcer of his, utilizing him in handling security for various deals with criminal groups. Rather than being properly schooled, Meliodas was trained from youth in various forms of hand-to-hand combat by experts hired by his family, turning him into a brawler designed for underhanded and brutal fighting deserving of an underground enforcer. As a cover, Meliodas briefly maintained a double-life as a Killjoy, making a name for himself if only because he showed a lot of talent going in from day one. At that age, Meliodas would show a twisted and cruel side that enjoyed dirtying his hands and hurting anyone that got out of line, taking to his warrants with brutal efficiency and, seemingly, a total disregard for the concept of mercy. Back then, he was easily a sadist.

Hardened by a rigorous training regimen, medication of his father's design, tech enhancements, and by psychological manipulation, Meliodas came to become an extremely hardened and cruel member of their little covert group, and as a Killjoy, he was brutally efficient whenever a warrant allowed it. Fellow Killjoys would recognize Meliodas as a very unhappy young man, constantly looking for warrants to handle in dangerous places. He was always tireless and impatient with others to the point of blind rudeness and callousness. After a few of his teenage years had been spent in this double-life, Meliodas came to meet the daughter of his father's rival. A member of Leithian, she had been a doctor, treating one of Meliodas' fellow agents among the Killjoys. Though he knew who she was and that she represented the competition his father hated, Meliodas grew to like her and met with her time and time again. Meliodas' crush, concerned with his well-being, helped pull him away from the manipulative control of his father's continual dragging, and psychological manipulation, helping him recover something of his life in return. His mood improved, Meliodas began to see other people in finer lights and his overall disposition changed for the better--something his father became aware of rather quickly. Becoming something more of a quirky and cheerful individual, Meliodas' attitude couldn't possibly escape his father's notice, especially when it was intended that Meliodas be as brutal a person as possible. His work as his father's enforcer diminished him and his dangerous personality, lowering his effectiveness in both his position as a Killjoy and as his father's enforcer. During one operation gone poorly, Meliodas was caught in an ambush that nearly killed him, eventually leading to the discovery by a fellow RAC agent that he had been aiding his father in underworld dealings. Given their unwillingness to allow an agent to be ganged up on in prison and killed, the RAC incentivized Meliodas to give up his father. The Nine, willing to be rid of false bloodlines as often as possible, saw this as a chance to be rid of Meliodas' father as a possible heir. An operative of The Nine suggested to RAC officials to allow Meliodas to go free provided he not only help prove his father was responsible for the illegal dealings but that Meliodas would have to cease to use his father's name. The resulting action would ensure that Meliodas could never even attempt to use his generational connection to The Nine to gain any semblance of political power. He would also be unable to operate on warrants so long as the RAC viewed him with this level of distrust.

In the last moment before his capture, Meliodas' father used the last of his remaining contacts to put a hit on his rival's daughter once he discovered she was the one who had helped give Meliodas his life back. The hit ultimately failed, though Meliodas was lead to believe at the very beginning that it was a success. Lost in his grief over love lost and left with two younger brothers who were both still set in his father's brainwashing regimen, Meliodas took his share of the remaining family assets after the Nine claimed the 'criminal share' and used it to open a bar in Old Town. He was told to never use his father’s name again, thus forcing him to deny his connection to The Nine. Unphased by this, Meliodas settled into the life of a bar owner while his little brothers, both left behind in his absence, came to loathe him in secret, looking to try and build their family back up after their father's imprisonment. Gaining a new life without being under the influence of severe psychological stress, drug-related stress, and his double-identity, Meliodas would gain the attention of criminals, on occasion, looking for revenge. He became renowned as the bartender who'd put on a show and hurl unwanted, vengeance-seeking patrons from his premises with fresh new scars.

That would bring Meliodas to the present, years later, with old grudges still set on him and the eyes of the RAC on him from time to time. Due to the passage of time, Meliodas himself would be something more of a 'myth' to most Killjoys he would have known, since his reduced rate of aging would slow his aging dramatically, making him still look like the teenager from way back then. Freed from the shackles of his father, Meliodas would spend those few years settling into the demeanor of an eccentric bar owner whose selection of brews was exceptional, but his specially prepared food was atrocious. Always kind to his non-violent patrons, Meliodas would hold onto some loyal guests willing to defend him in a pinch if other miscreants came in looking to get revenge as well. Meliodas would never come to hate anyone coming to him for revenge, sparing anyone who tried to take his life in that time. At no point would he take another life, refusing to harm anyone to the point of crippling them or ruining their lives, becoming somewhat more peaceful as a result of his crush's good influence and her brand of kindness. Occasionally receiving minor donations from the father of his presumed-to-be-deceased crush, Meliodas has kept afloat for those few years. The psychological scars Meliodas' father left on him would, for the most part, remain buried to most people he would encounter and he would just appear to be the quirky, teenaged bar owner in Old Town with a horrendously bad menu and delicious drinks. His cheerful demeanor would encourage plenty of people to stay, and the reliability of the bartender/owner keeping out dangerous elements would give patrons the inclination that it was something of a haven.

Meliodas wasn't and isn't immune to relapses. While he may enjoy his current life much more and while he may try to do right by others in the present, he isn't a stone wall. His gentle, joyful demeanor may never be totally distant from the cruel and sadistic nature he once had been brainwashed into. This possibility is the one thing Meliodas fears the most.



CRAU: Nope.

Original History: Meliodas' wiki link.

Inventory: Nothing from his canon.

Samples:

Most bars in town would have attempted to cater to more expensive tastes and vices, but this owner didn't have it in him to try and match the ever-changing tides of the crowd. The crowd he did manage to pull was quiet and kept to itself, appreciating the warmth of old, worn-in furniture and an atmosphere of ease. Once, there was a novelty in a bartender being young enough just to start learning how to shave, but as the years ticked by, the novelty turned into a spotty sort of rumor. He must have been enhanced somehow, always to look so young. The guy was always energetic and quick to snatch mugs and glasses, refilling them and cleaning the used ones. Despite the fact that he was alone, he was doing everything to take care of the place with the bustling efficiency of someone who had long since learned the mistakes that came with doing things the wrong way many times. At first, the place had been a joke, but after half a decade it became a minor local landmark. What pulled in the customers wasn't necessarily just the atmosphere, either. On occasion, there was a challenge issued to the bartender, whether silent or loud enough to split eardrums. People looking to gain names for themselves and brag they could 'take down a Killjoy' found themselves with busted lips and everything else bruised all over when the owner turned them upon their heads.

Meliodas closed most nights, smiling to himself as he cleaned a glass or refilled a drink, listening to the local, hushed gossips coming from workers who pushed themselves too hard in the day and wanted the peace and warmth of hard-earned company. The look of silent satisfaction he wore was a good picture, giving the impression that he was enjoying the night the same as everyone else. On peaceful nights, he hummed and cleaned glasses despite the handy dishwasher he had available. He poured drinks even when there were automatic taps and mixers. Bartenders with the same resources could let tech handle the complex stuff, but he always did it by hand, and the whole bar enjoyed it when he did. With quite a bit of dexterity, he spun glasses and eyes fell on him in the middle of his show before sudsy drinks were set in front of thirsty patrons. Gossip filled the bar that one night the same as every other one. Meliodas stood behind the bar and leaned against it, his youthful smile offering nothing but friendliness.

Closing in the night, Meliodas would shoo away his stray patrons and lock up. On occasion, he would catch the red bars rise from the glass of his windows--scanners checking the interior. Prying eyes that looked in to make sure nothing was amiss were often disappointed by how slow Meliodas' life had been in the last few years. The Killjoys kept tabs on him for a good reason, but it did come to annoy him that there were times when the scanner searches increased in frequency. He could have sworn he was too much out of practice to bother them. Even so, if Meliodas did have a complaint about being on the wrong side of things, he never told a soul. If anything, Meliodas hadn't spoken to anyone about his personal life since the first few months of owning the place. After he broke a few jaws and sent a few vengeful souls to the hospital, the stream of friends looking for revenge came to a much slower trickle. He felt fine with his reputation and left it at that. If they still held a grudge over his sins, he couldn't help it. There was no point in getting bent out of shape about something he accepted as his fault a long time ago. He couldn't blame all of it on the old man.

Even so, when he was finally alone for the night and had a chance to clean the remainders of the bar, Meliodas stood in the clean dining room with a simple, cheery smile on his face, watching the windows for more scanners. When he felt he was alone and when he knew no one could know, his smile dropped, and he heaved a sigh from the core of his body. The weight of everything he carried weighed down on him, and he finally felt a chance to let weariness take hold of him. Smiling tired him out. The constant cheer and his attempts to make everyday fun and enjoyable sucked the strength out of him minute by minute. Meliodas sat by the window, watching dark shadows pass. No matter how much laughing, joking, gossiping and no matter how many games he played to pass the time, he was still left by himself at the end of the day.

Miscellaneous Notes: EDIT! Altered Meliodas' age to further justify the fact that he owns a bar. Running a business in a stable way with little experience would take quite a few more years than I gave him credit for! A decade and a half would give him a better shot at it being stable at this point in time. It also serves to make his youthful appearance seem even more outlandish at this time since he'll be a decade older.
demonly: (pic#6628352)

[personal profile] demonly 2017-02-04 10:59 pm (UTC)(link)
Abilities

In his canon, Rin is the son of Satan and as such possesses a number of different abilities and enhancements to his body.

MAJOR

☆ Blue Flames - Flames that are made of pure energy, hot to the touch and capable of burning any substance - including the soul. They are Satanic in nature, and while generally associated with destruction, are also capable of healing curses or other magically induced ailments. He can control these at will, sometimes without the Kurikara needing to be drawn. Under his control, they can range in temperature from being gently warm to scorching hot. He is immune to their effects.

☆ Full Demon Form - Along with elongated ears and the appearance of horn-like growths on his head, this form allows his speed, strength, and regeneration to be further enhanced. It is in this form that his flames are at their most powerful. This translation of this would have been genetic modifications from the result of the experimentation done unto him as a child, and could be a form that he could come to activate or deactivate through the action of drawing his sword - it would probably activate in response to the wielding of any weapon as a fight or flight reaction, as he was bred for militant purposes, but for the sake of the direct translation, it would activate with the drawing of the Kurikara. In his canon, he eventually learns to control this form for quite some time but in this verse, it is likely that he would only be able to use it for short periods as it would cause tremendous strain on his natural body.

☆ The Kurikara - To best translate the necessity of having the Kurikara being "unsheathed" to awaken his powers, drawing the blade will instead cause there to be flames lit across it, most likely through a mechanism of lighting some sort of gas. Because they are regular flames in nature, they would lack the supernatural destructive ability generally associated with him in his canon - and the blade would require maintenance on his own part to keep it running. It would also be quite dangerous to wield, making the user especially susceptible to burns along with requiring years of practice to use it safely.

→ ☆ Satan Slash - He is able to emit blue flames in the direction and trajectory that he slashes his sword.

→ ☆ Satan Bomb - By stabbing the Kurikara into the ground, he is able to perform a mid-ranged attack that creates explosions in locations of his choice.


MINOR

☆ None! He has no completely defensive abilities that are unrelated to the paranormal, which does not exist in this verse.


PASSIVE

☆ Enhanced Strength - In canon, he'd typically be able to bend metal or break bones in single punch with relative ease. Translated into this verse, considering that he originates as a human experiment, he'd probably max out at 3X the normal human capacity. However, the use of his strength would deteriorate over time of use - for instance, constant use in a fight would mean his strength would gradually deteriorate over the course of the fight until he is at only a 1X rate. It would take time for the rate to return to 3X, probably a span of hours and exerting enough energy to get to 1X would leave him extremely tired.

☆ Regeneration - Normally, he would be able to heal from serious wounds (gunshot wounds, impalement, etc.) in an hour or less, but his regeneration rate would be much slower in this verse - at about 2X regular human speed. This would have been implemented from genetic modification done unto him by the experimenters, allowing his cells to regenerate at twice the speed of a regular human being's.

☆ Swordsmanship - He is moderately okay at the use of the blade, but it is clear that he hasn't had much proper training. Rin is skilled enough to defend himself, but he isn't a pro by any means.


Personality:

First and foremost, Rin is a kind boy.

His exterior is that of someone who appears impulsive and angry, but this is only because of his quick-to-act attitude and his die-hard need to protect others. He is the kind to voice his opinions; to rebel against things he disagrees with out of passion. But it is all out of the kindness of his heart – he truly, truly believes in the value of everyone’s life, even his enemies. Through and through, he is entirely against the killing of (human) others, firmly thinking that everyone has the opportunity to change and grow. Maybe that’s naïve of him, but it best encapsulates his world view - the phrase that resounds in him most is 'use your power for a gentler purpose'. To be gentle to others and use his strength for the purpose of good and protecting people is his whole life motto. Because of this high value he places on human lives, he is willing to throw himself in front of others to protect them – strangers and friends alike. More often than not, he uses himself as a shield to protect others; he cares not for the injuries he sustains so long as innocent people stay safe and unscathed.

Despite having such a caring attitude towards others, he is not so kind to himself and thinks of himself quite lowly. Since he has been able to conceive it, he struggles with understanding his own ‘humanity’ and sense of self-worth, generally perceiving himself as an outcast who can be neither fully human nor fully demonic. It has been a long and arduous road for him to accept his non-fully-human status, but since doing so, he has taken steps in the direction of being able to believe in his humanity. But there are still times in which he questions why he is alive at all, as dark as that may seem. He has an extreme lack of self-confidence, and is easily prone to having doubt in his abilities.

Rin's number one priority is always those dear to him. In general, he's very supportive and encouraging no matter what, even if he doesn't quite understand the situation (which is actually more often than not) - his natural way of thinking is to cheer people on, never to bring them down. If his friends and or family is insulted when he is around, he always defends them in their stead, going as far as to instigate fights with those that carry out such actions. Perhaps this is indicative of him having a hot-temper, but he is just very serious about protecting the people close to him. Despite how negatively he can react towards people whom dislike those whom he cares about, Rin is surprisingly accepting of other's opinions (for mundane things, obviously not for egregiously harmful opinions) and doesn't go out of his way to alter or argue with thoughts that collide with his own. He has a respect for people's own way of thinking, as he himself doesn't enjoy getting preached to and having beliefs shoved down his throat.

As previously stated, he has a natural want to help and aid others, and is constantly worrying for other's sake. Some might call him a bit mother hen-ish, especially towards those that he considers family. He'll cook for people he cares about, worries about them being well-fed, the whole nine yards. Even if he is incapable of helping someone, he will still offer (most of the time), finding happiness in an ability to be useful to someone else. In that sense, he is kind of selfless; there isn't anyone that Rin puts himself in front of or above. He can be kind of rough at showing it at times, due to his underdeveloped social qualities, but he is capable of being kind to just about anybody. Rin is caring, kind-hearted, and noble. He truly, genuinely, and wholly wants the best for everyone, and is definitely someone worthy of trust and loyalty.

Rin is someone that cares about family deeply - and definitely needs family to feel secure. He has the utmost respect for the family structure as he wholly regrets not respecting it before his guardian passed away, and tends to reprimand those that do not do the same. To those who spite their fathers, he is hostile and quick to remind them that everyone's parents won't be around forever. While this may seem nosy, he is type to encourage others to apologize and move past their differences so that they can enjoy their time while they are both still alive - mostly, so that they do not repeat the same mistakes that he has made. While he's already a super protective person to regular everyday people and his friends, he is especially so towards his family, not allowing one negative word to be uttered about them in his presence.

That being said, Rin is extremely forgiving - even to those who wrong him on numerous occasions. Even when others say things that harm him, he can generally come to understand why they are being said, having enough empathy to see things from other people’s viewpoints. While his feelings may be hurt from harsh words, he is not the type to hold a grudge – but he will contest those that talk poorly of him just based on his blood. When he is in the wrong, he is the kind to try to give unspoken apologies (offering food, doing something nice for the other, etc.), not particularly enjoying the act of verbally or formally apologizing.

Despite Rin's genuinely noble personality, it's a well known fact that he isn't all that mature. In fact, he still cries over emotional movies, and gets excited over silly or simple things. He's easily distracted by food, he gets excited at the prospect of travelling to new places and sightseeing, and he has an extreme fear of flight. Rin is completely not above calling people joke-ish names in an argument, because he really does have no limit to his immaturity - he can go as far as sticking his tongue out and crossing his arms, refusing to do whatever he's being told like a stubborn child. In addition, that stubborn attitude gets him places, as he is nearly always going against what others tell him to do and can often get his way if he refuses for long enough...it's impossible to break his will. It should be noted that he is also very forgetful, to an extent that he will forget things on simple errand runs and forget people's names whom he has met on multiple occasions. He also is known to complain about menial work because he is somewhat lazy when it comes to doing nit-picky tasks, but while he grumbles, he'll get around to it if one gives him the right shove. As a result of his laziness, he is quite the bad student academically; he claims to learn better when moving around rather than sitting in a desk.

As a whole, despite his headstrong and boisterous aura, he really is just a people person. Good at reading them, good at caring for them, good at protecting them. Even if he is awkward or confrontational, it all boils down to his immense love for other living things, even if that love is not always reciprocated towards him. And that makes him stronger than anything.


AU History:

Life began for Rin as a human experiment for the Company in attempt to create a human weapon.

While there had been similar human-modifying experiments as his, he had many complications with the procedure over time - as the early years of his life went on, he became increasingly violent and uncontrollable as a means for a weapon, definitely unfit for the purposes that he was created for. Despite being bred for militant purposes, he was defiant and headstrong, and would frequently injure the attendants that came near him. Eventually, the Company decided that he was no longer of use as an experiment and was dumped on an (luckily inhabited) planet in the J-Star cluster.

Following being abandoned on a J-Star cluster planet, he was pretty much left to survive on his own - or perish. Because many of his features brand him as clearly a human experiment, he was largely shunned by the inhabitants of the planet he landed on, which only stroked his short temper and violent behavior. He lived primarily on scraps and made use of the training he had received at the Company for survival in order to keep himself alive - sometimes sleeping in alleyways and other dubious places definitely not suited for a child. At some point, he would have stolen the blade he is now in possession of out of necessity to defend himself, not having known of it's enhancements when he stole it but learning to use it effectively. Around the age of 7, a travelling Scarback Monk came across his dirty, half-starved self, and offered him refuge, which after a bit of resistance, he accepted. At the promise of living somewhere where he wouldn't be cast aside as a demon among society, his young heart couldn't refuse.

From then, Rin moved to the Scarback Monastery on Leith, still a bit hostile and wary but desperately yearning for a place to call 'home'. It took him months, possibly even years to grow to trust the monks entirely, slowly adapting to their lifestyle letting down heavily guarded walls that he had erected as the result of his less-than-comfortable upbringing. Rin was especially vulnerable at this point in time as he was beginning to unlearn much of the dehumanizing rhetoric to which he had been around his entire life, and it is the reversal of this rhetoric that was taught to him by the monks that made him eventually see them as somewhat of a makeshift 'family'. Over the course of many years his aggressive attitude would eventually fade into something much more calm, definitely from the aid of the monks' teachings.

Up until his teen years, he lived in the Monastery and rarely traveled down the mountain, unless it was in the company of another monk or inhabitant at the monastery, preferring to stay sheltered rather than go outside as he still held reservations about his experiences with the attitudes towards his experiment status. As a result of this, he is mildly naive and isn't too knowledgeable about much of anything outside of his own experiences in the Monastery and with the Company.

In more recent times, now that he is of working age, he has been starting to venture out more and more and has become increasingly curious about the world outside the Monastery.


CRAU: N/A!

Original History: Here!

Inventory: Just the clothes on his back and the Kurikara.

Samples: Here, and here.

Miscellaneous Notes: N/A
somnusrex: (Default)

Re: REVISIONS REQUESTED

[personal profile] somnusrex 2017-02-05 12:01 am (UTC)(link)
1. Yes, sorry for not clarifying. He will be 25 in game, being taken from canon at age 20.

2. Hopefully this rewrite meets specifications a bit more. If not please let me know.

While other experiments of this type were carried out, they were eased down quite a bit upon the subjects that came after Ryner. He is currently the only successful Company experiment from this particular round of trials in existence with the ability to analyze all manner of technology interfaces instantaneously. While others have scanning systems and are able to analyze people for programmable matter (as does Ryner), he is the only one able to analyze all technology and its workings at such an instantaneous level. While this can be a very useful skill to have, it is not without cost, and he is plagued by severe migraines on a regular basis (nearly constant). There is also the distinct and very real possibility of an overload of information, causing something akin to him going berserk in canon. In Overjoyed, this would translate to him simply erasing any sort of tech, not destroying or saving any of it, merely making it disappear. This would, fairly obviously, be Very Bad News for everyone. It would also be a major ability, of course.

3. I just reworked the AU history section entirely. I hope this is better/more fitting with the specifications.

AU History: A child of Leithians who have long been against the Company and supporters of the Resistance, they felt it best to give their son a life free of the very high chance of being caught as a traitor and punished along with them. They felt that the best way to do this was to entrench him in the Company they were so against, putting him in at ground level by selling him as a human specimen to the Company’s military branch to be a vessel for biological manipulation and experiments. To do this, they changed his name through a contact in the Company and erased all records of him before that point. Through a series of modifications that distorted him so much that he can no longer be said to be human, the intense pain he endured erased any memories prior to the age of five.

The first memory Ryner has is waking in the Company’s R&D facility as a young boy. There, he was trained for many years in combat skills, along with many other human experiments like him. However, his modifications led him to be trained in a very elite branch of the facility, with specialists who did their best to hone his modifications in a way most efficient to the Company. He was still able to see and interact with some of the other “recruits”, but for the most part, his training was extremely specialized and he was kept fairly isolated due to the possibility of his modifications endangering others. This led to a feeling of nearly constant loneliness for Ryner, and the feeling has remained with him all his life.

It was during his time at the R&D facility that Ryner started to display his more lackadaisical nature, a direct response to what he knew the modifications had been meant to accomplish: destruction. While greatly skilled not only by his enhanced genetics but his own intelligence and determination, he lacked the ambition to advance, often skipping classes and drills when he thought he could get away with it.

When he was 12, he moved to the Company-funded training academy to be trained for more overt combat tactics and techniques. It was there that he met Sion Astal, someone destined for the top from the beginning. Ryner was initially reluctant to join up with him, due to his lack of motivation as well as his intense dislike of battle and killing, but as Sion was the next person to undergo extensive modification, Ryner felt a responsibility to him. A bond formed between them, aided by their enhanced biometrics, and the two soon became good friends. Ryner did his best to protect Sion, but it wound up being the other way around, since Sion quickly advanced through the ranks and was promoted easily while Ryner continued to show no real motivation for anything, but most definitely not anything Company-related.

Leading to the present day, Ryner is an Enforcer currently on the ground in Westerly, under Sion’s direct command. He does very little while in the field, but Sion is one of the very few people able to make him put forth a little effort, mainly so Sion won’t carry all the work himself.

unpromising: (ɪ ᴅᴏɴ'ᴛ ᴋɴᴏᴡ ᴡʜʏ ɪ'ᴍ ᴀ ᴏɴᴇ ᴍᴀɴ ɢᴜʏ)

[personal profile] unpromising 2017-02-05 01:18 am (UTC)(link)
Thanks, mods! And got it, re: the note!
iuramentum: Icon - <user name=milktea-x site=livejournal.com> (♔ 23)

Arturia Pendragon (SABER) | Fate/Zero | Reserved

[personal profile] iuramentum 2017-02-05 04:02 am (UTC)(link)

Player



Name: Clamor

Age: 25

Contact: [plurk.com profile] macabreclamor, Discord upon request.

Preferred Pronouns: She/Her

Other Characters: N/A
iuramentum: Icon - <user name=milktea-x site=livejournal.com> (♔ 27)

[personal profile] iuramentum 2017-02-05 04:08 am (UTC)(link)

Character



Name: Arturia Pendragon ("Saber")

Age: Unknown. Appears to be early twenties.

Memory Option: Deteriorating AU.

Established Status: Yes. 5 years; 3 as military (Company enforcement), with 2 spent as a RAC agent.

Canon: Fate/Zero

Canon Point: Ep. 15, "Golden Radiance"

Citizenship: Authorized non-citizen

Job: Reclamation Agent

* Level:
Level 2, undergoing vetting process in preparation to make the jump up the ladder to Level 3.

Abilities For the sake of neatness, Abilities will be grouped according to Passive ("always active") -> Minor -> Major.

PASSIVE ||

Heroic Spirit: A mechanic that may or may not be used, Heroic Spirits are the physical embodiment of a mythical figure. As such, they retain memories, personalities, and the skills or advantages of their namesake. Unfortunately this also means that as a magical construct, they require a partnership with a Mage to anchor themselves to the physical plane - not counting the constant threat of having 3 Command Seals hanging over their head, which can quite literally force them to kill themselves if their Master demands it. For the sake of keeping things easy, Saber will not require a contract to sustain herself, but may seek to form one with another character with sufficient CR later down the line. Any developments with the Heroic Spirit contracts will be discussed with mods before use.

Master Swordsman: Saber's honed her skill with a longsword to match just about anyone on the field of combat regardless of what weapon they choose to carry. (Unless you keep your distance than she's kinda boned BUT NOT ENTIRELY. See "Instinct" further below for details. )

Spirit of Valour: Chivalry and honour are really cool, okay. Saber performs best when the Knightly code of conduct is actively being fulfilled before, during, and after combat.

Mana Burst/Physical Fortitude: A.k.a Saber is Really Goddamn Strong for someone that looks tiny and frail. In canon, this is attributed to reinforcing herself with mana, but in Overjoyed she will be stuffed to the gills with nanites stimulating muscle groups to increase power output, and anchoring tendons/bones/etc to prevent damaging herself due to the enhancements themselves. Naturally, she will be particularly vulnerable to EMP attacks because of it.

MINOR ||

Instinct: This one's a little oddly described in the wiki, but the short of it is being able to 'predict' the best course of action to take at the time. This may be a gut feeling that she should duck just before someone throws a punch, or that stepping in one unusually quiet area would set off an ambush. It doesn't mean she's entirely infallible, as she must be aware of what to look for or what to at least be suspicious of, but she can dodge or deflect arrows/bullets when completely in-tune with her opponent. Shortcomings include being able to dodge the initial projectile but not the following explosion, or being able to identify an attack/trap/etc as "overwhelming force" but being unable to do anything about it. With cybernetic enhancements made to her nervous system, eyes, and quick-twitch muscle groups upon joining the RAC, it should have the same effects as her being all eyes-up-the-ass-awareness in F/Z-verse.

Magic Resistance: Saber's particularly resilient to magic thrown her way, including Command Seals to some degree. Tech-wise, she'll possess a skin weave enhancement to be resistant to only endothermic attacks.

Magic Circuits: Saber's potential is limited only by what mana her Master can supply. But in Overjoyed there are no Masters, so... METABOLISM LIKE HELLAAAAAAAAAA. Having all those nanites and tech grafted into her system is great since she'll have deeper reserves to energy to burn through, but in exchange she must be constantly monitoring herself for starvation symptoms as the enhancements themselves tap into whatever her body has stored naturally (fat, muscle, etc). If neglected, she will weaken and possibly die at twice the speed of a regular person as she effectively consumes herself to keep the nanites and whatnot functional.

Noble Phantasm - Invisible Air: In canon, a tightly controlled cylinder of air which keeps the length and breadth of her sword hidden. Tech-wise, Saber will have a stock of single-use ampules that maintain a temporary field of invisibility around her weapon, slotted into the sword's pommel.

Blessing of the Lady of the Lake: Acts as a free pass in the sense of not being impeded by water, meaning she can move on the surface of lakes or rivers as surely as if she's walking on solid ground. Best mimicked by a pair of water-walking boots with highly hydrophobic soles and some sort of stabilizing tech to keep her from toppling facefirst into the drink.

MAJOR ||

Noble Phantasm - Excalibur, Sword of Promised Victory: "Swords are op as shit and totally acceptable to bring to a gunfight: the anime". Excalibur is Saber's ace in the hole, containing the raw potential to be crowned with the title of an Anti-Fortress Noble Phantasm; basically a short and sweet way to say that it can really and truly fuck up just about any defensive structure known to mankind. In canon it functions as a kind of mana amplifier, resonating with Saber as she draws in ambient magic ("Glory", stated as hopes and dreams of all soldiers dying on the battlefield, past, present, and future) and unleashing it all in one massive wave of destructive power. AU'ed, Saber's sword instead pulls every nanite she has to offer out of her body through her hands (Causing severe internal damage as it does - weakening bone tissue, causing microtears in muscle fibers, etc as the nanites force their way out via the shortest route - her increased metabolism will also be pushed into overdrive to compensate for the sudden loss of energy stores, sapping what remains of her natural strength), concentrating destructive power which is then directed outwards from the tip of the blade. Needless to say Saber will be unable to continue fighting once her nanite supply has been depleted, and must seek medical attention immediately afterwards to avoid permanent injury or death. Excalibur has a very obvious, very lengthy windup time that paints a "HEY I'M DOING SOMETHING SUSPICIOUS YOU SHOULD INTERRUPT ME" bullseye on her chest, so it's not something to show off lightly as a party favor... or to use at all outside of only the direst situations.


Personality: A knight first, a king second, a servant third.

Saber's entire being revolves around the concept of sacrifice of self for the good of others, shouldering the burdens and dreams of an entire nation to lift them higher from their sorrows at the loss of her own happiness and personal freedoms. She is, at her core, unwavering in her loyalty to her country and the people she leads, and this is precisely why she's often remarked upon as a king that was unable to touch the hearts of her knights - a cold and distant figure elevated to unreachable heights on the pedestal of kingship.

She laments this choice during the later parts of the Zero series, questioning if her lack of personal attachments is what drove Lancelot to madness, unaware that guilt was the root of the problem. Had she chosen to punish him for his dalliance with Guinivere instead of forgiving him, he may have been able to see Saber as a tragic but ultimately human figure rather than an object worthy of fanatic adoration.

The arguments between Saber (King Arthur/The King of Knights), Rider (Alexander the Great/The King of Conquerors) and Archer (Gilgamesh of Uruk/The King of Kings) mostly consist of debating the pros and cons of each ruler's philosophy. Archer and Rider can at least agree on one point: Saber's stance on kingship is an unattainable dream she killed herself for, and therefore the least effective. After all, who in their right mind seeks the thorny path of the martyr? If you died with regrets, you weren't worthy of kingship. Of course these are ultimately self-centered views of the world which Saber nonetheless accepts the criticism with a generous dash of distress. That doesn't however, make a lasting impact outside of slightly changing the wish she has planned for the Holy Grail; from "I wish to save my country", that wish becomes "I wish I never became King" in the belief that if she failed so spectacularly, it would be best for someone more worthy to take up the mantle.

This selflessness carries through to most parts of Saber's life in the Grail Wars; she sees herself as a tool to be wielded, not a person to befriend, and tends to become deeply uncomfortable if treated differently because of her gender or apparent age. Most attempts at bridging her self-imposed hermitism is met either with puzzlement or polite refusal as she steps up her attempts to keep others at arm's-length. Servants don't require sleep, food, or petty luxuries, after all.

However, if not for Irisviel's nigh constant overtures of friendship, she would have been content to remain isolated in whatever corner she'd be left in until her services were needed. As it is she greatly values Irisviel's presence, as she treats Saber like any other unremarkable person instead of either a figure of myth or as an unthinking Servant. Under the shell of cool composure, Saber is very unsure of her sense of self-worth and identity and as a result she can be somewhat shy or skittish if drawn out from her facade of detachment, but she can be a devoted and protective friend if that relationship is nurtured.

As the title "King of Knights" suggests, honour, valour, and chivalry are all major variables in how Saber ticks and why she behaves as she does. Although she is aware that she is a glorified pawn in a war she has no stake in, Saber still treats rival servants with respect at first meeting, and even manages to build some rapport with Lancer that carries on for quite some time - exchanging compliments if one or the other lands a telling blow, or executes a strategy that the recipient wasn't expecting. The battles become something to look forward to, to savour in it's entirety when no outside forces are actively interfering. On the field of combat with a worthy opponent even the Grail War ceases to exist for a time.

This sense of honour puts her at odds with her contracted Master, Kiritsugu Emiya, who prefers to operate in a less direct manner when facing opponents. This ranges from using Irisviel as a 'decoy Master' to assassinating rival Masters, and so on. Although she finds this method of combat distasteful, Saber is mindful of being no more than a tool in Kiritsugu's arsenal, so she puts up with it without complaint.

Suffice it to say she is fundamentally a lonely person so used to isolation and secrecy that she isn't quite sure how to reach out to others in a constructive manner (that isn't basically beating each other up). Given time and opportunities to step out of her comfort zone, that may change for the better.
Edited (Fixing citizenship! o7) 2017-02-05 04:47 (UTC)
iuramentum: (♔ 67)

[personal profile] iuramentum 2017-02-05 04:19 am (UTC)(link)
AU History: Brainstorming meme (just in case).

Her first unforgivable sin was committed before she was born.

To gain wealth and influence in a place dependent on who you know, and what ties bind you together, marriage is often the way families pool resources on their journey up the social ladder. And, of those marriages, a strong son to carry on the family name is almost always the preference.

Arturia was born to parents ranking middling to low on that Leithian social ladder, with high hopes of tacking themselves on to the family tree of a greater and more successful merchant pedigree, dashed upon confirmation of her gender. Now they had no hopes, no ties, and another mouth to feed - at least 18 years of parental duties to balance with whatever funding they could scrape together. Faced with such a future, they gave her up for adoption instead as soon as the paperwork went through.

(Because they're irresponsible losers so their loss)

Or so she's been told, at any rate. Truth be told she doesn't remember much, nor does she feel very strongly about being abandoned by her blood family. They kind of sound like assholes anyway.

The man who adopted her was an odd duck himself though. An aging Company Enforcer was the one to pluck her out of the foster care system at the age of four - Ector Pendragon, while not wildly wealthy by any stretch of the imagination, still banked enough to support himself and a plus one without considerable strain, having some mild success within the Company's ranks and no particular burning need to sire progeny of his own.

Which isn't to say her childhood was all rainbows and butterflies, of course. Ector was a stern taskmaster, and a firm hand to steady her frustrated lashing out from time to time, recognizing her need to channel deeply rooted emotional abandonment into productive outlets; children's exercises with an emphasis on war applications. The first glimpse of promise came during a squabble with other children in her age group, a schoolyard fight during which she basically beat her opponent into a bloody pulp over the fact her new father figure was a "company lapdog".
Which while true, isn't really worth being suspended over. Ector was more interested in how she managed to thoroughly fuck up a schoolyard bully with only a few minor scuffs to show for it.

"He was bigger, it was easier to exploit him."

Well, not really something kids should be attempting so early, but... you can't really deny toppling someone's balance by bashing their shins in every time they try to stand up isn't a fairly solid strategy.

Arturia's sullen nature changed for the better under Ector's care, becoming a little less likely to respond to provocation with violence, a little calmer. Stable. Level-headed. In truth much of her progress was due to modeling her own behaviour off of close observation of Ector's own principles, which he bore with good grace and humor. When it became clear she intended to follow in his footsteps as an Enforcer, nobody was too surprised.

Her father's physical regimen and strategic mentorship served her well in the preliminary stages of her career, scoring her first command over a squadron of 12 of her peers after 3 years of loyal service. Her duties ranged from law enforcement to keeping the peace in some of the shadier neighbourhoods, confiscating contraband, hunting down drug rings, etc - all close quarters operations which all complimented her strengths quite well.

While she arguably performed admirably in her tenure as a captain, there were some clashing internal politics she was unaware of from up top until it reached a boiling point.
Faced with catching one of her men red-handed in leaking Company intel to an information broker, she made the choice to terminate him on the spot and report the lapse in security immediately.

Naturally having a black mark such as that on her record simply wouldn't do. She was suspended indefinitely from the roster until further disciplinary action could be taken.

With subtle urging from Ector and a little disillusionment with how the Enforcers are run (really, she should've been promoted for swift action, not told to sit in the damn time out corner) she turned to the RAC for employment instead, where Agent "Saber" currently holds Level 2 clearance on the verge of promotion.

About time, too. Constantly being babysat by some smug asshole at Level 3 or higher really isn't acceptable.

CRAU: Nada.

Original History: Here. Otherwise a lot of the legends her history is based off of is the original Arthurian cycle.

Inventory:
► 1 x Super futuristic Excalibur lookalike. An encased fuller acts as a channel for nanites to travel through, directing and amplifying explosive power. There is a socket in the pommel to accommodate single use invisibility ampules.
► 3 x Invisibility ampules (Duh.)
► 1 x Custom tailored suit (Black). Includes matching gloves and shoes.
► 1 x Blue hair ribbon


Samples: TDM Starter, Thread w/ Badou

Miscellaneous Notes: I had some thoughts pertaining to her signature dress - mostly that she'd regain bits and pieces of it as her memory returns. For the time being she'll have to make do with a wardrobe full of six of the same suit or something.

(Accurate reaction to if we ever get a Gilgamesh tbh)
iuramentum: Icon - <user name=milktea-x site=livejournal.com> (Default)

[personal profile] iuramentum 2017-02-05 04:47 am (UTC)(link)
Fixed! Thanks, modly mods! <3
affinities: (Default)

Corrin | Fire Emblem: Fates | Not Reserved

[personal profile] affinities 2017-02-05 01:37 pm (UTC)(link)

Player



Name: Jo

Age: 31

Contact: [plurk.com profile] synodic / asterism#8860 @ discord

Preferred Pronouns: She, her

Other Characters: N/A
affinities: (Default)

[personal profile] affinities 2017-02-05 01:37 pm (UTC)(link)

Character



Name: Corrin

Age: 18

Memory Option: 1

Established Status: 1 year. He's been coming to terms with his life being turned upside down, and trying to track down answers about why things turned out as they did with regards to his family.

Canon: Fire Emblem: Fates (Birthright path)

Canon Point: Birthright Endgame/post Chapter 27

Citizenship: Qreshi but living on Leith

Job: Sheltered lump/land owner


Abilities: Minor | Dragon Fang: In canon, it's a skill that randomly allows raw damage to be doubled. In game, it will be a burst of nanites that gives Corrin the ability to strike a target twice as hard as a normal person. It will activate randomly in game as well.

Major | Dragon transformation: By utilizing a dragonstone, Corrin is able to transform into an ancient dragon. This entails undergoing a full body transformation into a huge, actual dragon. In game, this will simply be tapping into his innate power and increasing his strength and endurance to roughly double that of his normal levels. To keep in line with being vulnerable to magic in canon, taking a hit from high-tech weapons will disrupt his nanites and cause him to take extra damage.

Passive | Dragon Ward: A skill that occasionally allows allies to take only half damage. In game, friends/allies will sometimes not take as much damage from a hit as usual. This may be chalked up to good luck.

Passive | Hoshidan Noble: This adds a boost to skills used by allies. Similar to the above skill, this may be seen as simply having a bit of luck, as an ally may hit a little harder/use a skill more effectively.

Combat | Corrin is an accomplished swordsman, wielding a katana in combat. He can also use staves in a supportive, healing role in combat, but I don't see that coming to play in game too much, unless he has a bit of medical tech that can temporarily accelerate wound healing at a cellular level on others. When using the dragonstone, he is able to wreak a lot of havoc with his attacks. As mentioned above, this will be be nerfed down to being stronger in combat in game.

Personality:

Growing up in a secluded fortress after suffering amnesia about his early childhood, Corrin had every reason to grow up bitter about his circumstances. Instead, when we first meet him in the game, he is a friendly, loving person. He takes being teased in stride, and isn't shy about teasing the people he cares about, especially family. While he does long to see the outside world, the fact that his siblings can and do visit him and spend time with him, as well as the fact that he gets along well with his retainers, allows him to feel connected to others. Whether training with his brother or engaging in good-natured ribbing, he appears to be well loved himself due to his amiable nature.

Corrin's sense of kindness extends to those deemed to be his enemies as well. When ordered to kill enemy combatants, he outright refuses on the grounds that it's cruel and unnecessary. Though this draws the ire of others, he stands his grounds, refusing to murder in cold blood. This extends to other enemies that he meets, from former childhood friends attacking him to people obviously sent to kill him. By staying his hand and offering mercy if not outright friendship, Corrin wants to believe in the best of everyone. Even when confronted with the truth of his birth, which leads to him realizing that the family he grew up with wasn't blood-related, and choosing to side with his birth family despite them being nearly strangers, he feels like he is doing the right thing. As he bears no ill will towards his siblings that suddenly become his enemies, he still loves them and works to avoid having to confront them as much as possible. His sense of justice and doing the right thing are part of what lead him to choosing to fight for his birth family as well; after witnessing the murder of his mother, he cannot go back to his previous life, and becomes determined to see justice brought down on her killer as well as bringing an end to the war his family is engaged in.

While his habit of trusting in people and trying to see the good in them despite their actions or what others might think lends itself to his ability to win people over to his side, it can also lead to others criticizing him for being too naive. Still, this often makes people want to place their trust in him in return, and allows him to forge relationships that might otherwise not develop were he to be more suspicious.

It probably doesn't hurt that Corrin is also genuinely sweet to those he cares about, even if they aren't close. He's quick to apologize for being a burden on someone else or not acknowledging their own struggles, as he can feel that he isn't thoughtful enough when it comes to being there for others. He can be susceptible to his own emotions, however, which can be seen in the way he doubts himself or his ability to lead, and the fact that without a dragonstone to keep him in check, his own emotions might overrun him to the point where he loses his humanity.

Being kind and sociable isn't all there is to him, however. It's impossible to ignore the fact that he is caught up in a war he never asked to be in, and he does continue to want to prevent as much fighting as possible, but he can be fiercely determined to see things through. In battle, he does his best to support his allies. Outside of battle, he never gives up on trying to find a solution that causes the least amount of suffering; even when fighting his own family, he pleads for an end to to their struggles through more peaceful means. Even in the thick of war, he makes every attempt to spare as many lives as possible if he can help it.

When that doesn't work and he is left with no choice but to fight, or in the case of losing people dear to him, Corrin will continue forward. Backing down isn't an option, as it would be an affront to everything the people around him fought and died for. Even when it's painful, he acknowledges that not giving up is the best way to honor someone's memory.
This spirit carries over even when facing seemingly impossible odds. When confronted with a battle that should be impossible to win, Corrin doesn't back down, and goes so far as putting his life on the line in order to secure victory and protect those around him.

The extremes between Corrin's personality may not seem to make much sense at first; a man who won't kill enemies in front of him and a warrior who isn't afraid to face certain death if it means victory, but they are two sides of the same coin. It's because Corrin values both those who are close to him like his family and friends, and those he doesn't even know, like villagers threatened by war and even enemy troops that he acts the way he does. In his eyes, nobody deserves to suffer, and those who would bring suffering and pain on others must be stopped, by force if necessary. It doesn't take much to make him care about anyone, and once he does he'll go to the ends of the earth for him.

AU History: For most of his life, Corrin was a middle sibling of an especially well-off Qreshi family. He lost his memory sometime in his youth, however, and for his own safety and health, was kept hidden away on a remote estate. Growing up there wasn't too much of a burden on him, as he had loyal servants and was constantly visited by his siblings, who kept him in high spirits. He took it in stride that he was kept locked away; obviously it was for his own good, and he simply had to wait for the chance to prove himself ready to venture beyond garden walls.

This finally happened when, allowed out of the manor for the first time to see the outside world, he was given a gift and sent to one of the land blessings being held at another distant estate. However, it turned out to be a trap and when the micro-tech in his gift turned out to be a weapon meant for discreetly killing a particular party guest. Unbeknownst to him, the politics of well-to-do families involved him and his family without event a hint of the political turmoil drifting his way.

Nevertheless, the plan he was unwittingly roped into worked; the guest was assassinated and he was at the heart of the murder. Due to the stress of being used to commit a murder and the ensuing chaos (quickly swept under the rug and later dismissed as an accident, to save face), Corrin found himself losing control of his emotions and practically going feral; he was mentally unstable to the point he couldn't be reasoned with, and attacked another guest, nearly killing them. The situation was quickly defused when someone thought to use a high-tech device attuned to Corrin to stop him. Using the device allowed Corrin to get himself under control and return to his senses, though now he must carry it with him in order to maintain control.

Whisked away from the commotion, Corrin was shocked to find out that the people he thought were his family were in fact not related at all, and he had been abducted as a child and hidden away, in order to have his land shares stolen. In addition, he happened to be carrying an unstable strain of nanites in his blood; after he was abducted as a youth, his injuries required medical attention and the use of said nanites. These could augment his skills as well by allowing him to tap into more strength than normal, but without control would lead to a feral state of mind that he might not recover from. With these revelations, and soon to be of age, Corrin agreed to flee with the people claiming to be his birth family, in order to discover the truth about his past and right the wrongs he had inadvertently been caught up in. He's been lucky enough to be around a family that genuinely does care about his well-being, even, which has made it both easier and more difficult to think about his previous relationships with the rest of the people he considers his siblings.

Since these events, Corrin has voluntarily stayed on Leith, with brief visits to Westerly when he feels especially hungry for information, as he wants to avoid any more 'incidents' like his first outing, and because he feels like he is able to more freely work towards peace with all of the members of his family, both 'adopted' and blood-related. So far he hasn't been able to come up with much, but as he becomes more familiar with the world outside of posh estates, he is beginning to see that it isn't just his life that is more complicated than he thought. The quad is far more complex than he thought, and he wants to do what he can to help everyone, not just himself.


CRAU: No.

Original History: Here and Here, for Birthright specifically.

Inventory: Dragonstone - a bit of micro-tech that he keeps on his person at all times and keeps his nanites in check, preventing him from going 'feral'.

Blazing Yato - His katana, but made by the best Qreshi artisan swordsmith instead of being a magic sword. The wide blade still glows, and striking someone with it will do the normal damage a blade would in addition to delivering a mild electric shock.

Samples: TDM prompt #2

[There were just so many dead. It was difficult to quantify it simply in terms of numbers. This many died in this section of town, that hospital lost this many patients. Those were the kinds of figures that fit neatly on Company lists. They would be taken into account by anyone with an estate needing migrant workers that wanted to ensure productivity didn't drop due to too many dead workers.

Stepping around a pile of what he hopes is simply runoff from a broken gutter, Corrin frowns to himself as he looks up at one of the hospitals that are still functioning at this point. How useful could he really be, here? He's come against the advice of some of his siblings, but the idea of staying safe and protected while these people suffered wasn't one he could comfortably live with. shouldn't he be offering what help he could? He could retreat back to where it was safe and clean, but this was all these people had.

He can do this. He can do this. It would be shameful to expect to care for his own lands and not be willing to do any actual work where it mattered, himself. He knows that's not really a conventional way of thinking, and that most people would say that there would always be more Westies to fill the gaps where workers were needed, but still. ]


Hello? [And hopefully he wasn't talking to an empty hospital after all. There's nothing for it but to follow through, and enter the hospital. If not here, then somewhere else would need help.]

I'm not here to steal anything. [Which had been a problem earlier in the day; he has no desire to repeat a scuffle over discarded pill bottles. He hasn't decided if the darting motion around a corner that he just saw is reassuring or not.]

I just wanted to know-- Is there anything you need that I might be able to help with?

//

TDM prompt #3

[It's no surprise that they would show up here. This is the perfect time to stir up even more discontentment and add more fanatics to their fold. True Leithans, posted up just about anywhere one might wander through the bazaar. It's so easy to blame others for your problems, especially now, especially here. Corrin shakes his head and puts his hands up to signal that no, he doesn't want to join a circle of conspiratorial looking people giving dark looks to anyone that looks like they don't belong.

He jumps slightly when one of them raise their voice, demanding to know why he doesn't want to help, is he some kind of traitor? He even steps back as they get even louder, telling him that they'll come for his lands next, and his entire family is going to end up just as dirt-poor as the rest of the rabble trying to get free handouts if he doesn't do anything.]


Those are people you're talking about, did you know that? [He isn't about to raise his voice, because that's all the man wants. A public fight would probably add to the flames of resentment being stoked by him and his friends.]

Everybody is tense right now, so I don't think it's the best time to be talking about this, do you? I know we're all feeling unsure about all of this, but surely you'd be willing to give talking a cha--

[Nope, okay, definitely the wrong approach. Being screeched at and chased through the bazaar isn't how he thought his day was going to go, but every day is an adventure. He just hopes this one can end with just a little less excitement.

He finally gets clear of the crowd, where people might get hurt, and turns to face his pursuers. Drawing his weapon, he readies himself, muttering a preemptive 'Sorry'. All they have to do is stand down, and everyone will be able to go about their business. That's all he wants, really.]


Miscellaneous Notes: I tried to leave the AU history vague in some areas in case anyone else wants to app from the same canon and details need to be worked out later with regards to differing storylines, but if I can expand on anything, please let me know. I also did this without doing the brainstorming meme, so I'm open to any suggestions/nerfs as you see fit.
stressors: gift! please dnt. (pic#)

shirogane "shiro" takashi | voltron: legendary defender | reserved (expired...)

[personal profile] stressors 2017-02-05 02:17 pm (UTC)(link)

Player



Name: nika

Age: 21++

Contact: pm this journal, please!

Preferred Pronouns: she/her

Character



Name: shirogane, “shiro” takashi.

Age: 25

Memory Option: 1 – au memory deterioration.

Established Status: yes – about 1 year “working for the Company.”

Canon: voltron: legendary defender.

Canon Point: season 2 ending.

Citizenship: leithian.

Job: company enforcer (driver for the resistance; but with a tracker in his arm, he's not really an active spy).

Abilities

  • HAND-TO-ROBOTIC-HAND // Even without the flashy tech, Shiro has been shown upon numerous occasions to possess a fairly impressive ability to fight. Thrown into the gladiator ring long before his right arm was made of metal, he used both his strength and wits to defeat opponents larger than him. Even in the heat of the moment, he possessed the mettle and intelligence to strategize around an electric orb-slinging alien, and to bring it down by coordinating his counters to its attack patterns. In addition, he was only armed with a sword at the time. He was named the “Champion” according to his numerous victories while he was Zarkon’s prisoner, and barring his experience in the Galran coliseum, he has shown various circumstances where he is plenty capable of holding his own in a fight. Punching drones; taking on some giant furry about twice the size of him. He has also, on one occasion, demonstrated some familiarity with alien firearms.


  • . . . NO, SERIOUSLY, ROBOTIC HAND // As far as his actual glowing arm is relevant, however, it will be listed as a major power to be regained at a later date – perhaps in disparate parts. After all, he is able to use it as if it were made of some kind of blade: slicing circles through metal, using it as a weapon in battle. It also gives him a fair bit of inhuman strength as demonstrated in the above video. In addition, it is capable of tuning into Galran technology, as he is able to use it to log into their technology . . . which may not be an entirely relevant power in the Quad, but may as well be worth noting.


  • I BELIEVE I CAN FLY // The man drove two other dudes from Earth to Pluto; he escaped a battleship and possibly flew himself a lightyear or two to get back to Earth; he gets onboard a sentient robot lion, and doesn’t even need training wheels. Anyway, the man can fly like MJ (spacejam.mp3 starts playing in the distance).

  • stressors: gift! please dnt. (pic#10980455)

    [personal profile] stressors 2017-02-05 02:19 pm (UTC)(link)
    Personality:

    note: vague and outright spoilers for season 2 of Voltron ahead.

    From the beginning, Shiro has always been a leader.

    Although not explicitly stated to be an officer at the Galaxy Garrison, he certainly has the uniform and the medal to imply he must have been a pilot of high rank. He is described by a peer (read: Lance) as a legend and a hero – and as the first pilot to travel out to Kerberos, a moon orbiting around Pluto, he certainly seems to have the ability to go where no man has gone before. As the oldest member in a team of five paladins, Shiro is given the Black Lion, the head and centerpiece of Voltron, a legendary robotic weapon with the power to defend the universe. He establishes a connection with his Lion unlike that of the other paladins, and he is able to fly, close his eyes, drop, and pull up before his Lion collides with the hardpan surface of the dry earth (at what might be more than 25 meters per second squared). Even without the time or training wheels necessary to learn to pilot something so great, Shiro flies his Lion without the difficulty that might come from operating its advanced machinery for the first time. As one of the top pilots coming out of the Garrison, Shiro makes it clear that he can lead the front in the sky.

    Barring his talents, he possesses the mindset necessary for leadership. Goal-oriented and efficient, Shiro is a team player that can give direction. He can plan the infiltration of an enemy’s central command; he can coordinate the rescue of a hostage king. He leads the Lions into battle after battle, directing the attacks, forming swords and shields and taking direction when it is necessary. The thing is, Shiro always seems patient, always seems focused. He quiets down the squabbling of the other paladins, and even when confronted with their panic, he calms them and directs the team’s energy and talents to a common objective. More than a leader, he is a team player – willing to hear the suggestions of the other paladins, and capable of adapting to their input. After all, he cannot defend the universe alone.

    Because the thing is, from the very beginning, Shiro has also been awfully human.

    And with being human comes kindness, after all. Upon being captured on Kerberos, he is put in line to fight gladiator battles for the entertainment of a hostile alien race. Instead of letting his teammate fall in the ensuing fight, Shiro shoves him to the ground, and plays the part of a blood-thirsty fighter to take his place. In the ring, they make him fight. They leave scars, and stress enough to turn his hair white; they take his right arm and replace it with a weapon. In the wake of trauma, Shiro escapes an enemy ship with no memories of the horrors he had endured there. Instead, his memories come in jolting images at the most inopportune times – in the middle of a battle, at the point of a sword, while trying to interrogate an enemy commander; post-traumatic stress disorder isn’t, after all, triggered per your convenience.

    And during those episodes, he isn’t the usual Shiro. He isn’t so calm, isn’t so collected, not in charge of the control that is his mainstay. His easiest moments are those where he simply stops – with the caveat that it occurs when he’s not at sword point and meant to be constantly in motion to dodge attacks. The worst moments are when he panics, when he’s frantic and not himself. The Galra have tried to turn him into a monster, and there’s a part of him that’s afraid that they’ve partially succeeded. His right arm, after all, is no longer something human.

    A lesser man might grow callous after enduring infliction. It’s testament to Shiro’s character that even after everything he’s had to endure, he is not hardened enough to make the necessary sacrifices that might save him a fair bit of grief. When Allura is captured by the Galra, he leads the team into infiltrating their command center despite previously stating that it was impossible to overcome their army’s forces if they attacked them head-on. He’ll face his fears, and he’ll do what is necessary to save a life, even if the necessary is impossible. He lost his team once, and he’s probably killed countless in the gritty thrill of an alien coliseum. Redemption isn’t just a single story arc to him.

    Because in the end, Shiro is still kind.

    His teammates are more than just his crew – they are his friends, his comrades. He’ll ask after their well-being, and he’ll let them confide in him. He asks after Keith when he lashes out; he calls Pidge, Katie, and comforts her in her time of frustration. Because it’s all about trust, too. He confirms the bond between himself and an arguably sentient robot lion by speaking of it, by earning its trust rather than seeking power enough to wield it. Kindness is the motivator in Shiro’s brand of leadership: he leads his team out on rescue missions, and gives proper direction when the castle picks up distress signals from the strangeness of space. It’s about defending the universe and saving as many lives as they can.

    . . . and besides all that serious stuff?

    Shiro occasionally has a sad sense of humor.


    AU History:

    It wasn’t a bad life.

    As far as Shiro remembers, he was born to a well-off Leithian family. He was popular, had good grades in school and played ball for the team for two years. He was charismatic, friendly. He was the town hero for a time after personally attending to a string of burglaries that shook their local neighborhood. Everything he did was extraordinarily charmed. After all, he had the makings of greatness from the very start. Whatever he sought to do in the future was backed by his family’s blessing, his natural talents. His mother buys him a motorcycle at sixteen years old, and he rides out to the hills to watch the ships take off into the stars already dotting an endless sunsetting sky.

    It wasn’t a bad idea. Working the land with his father’s crew was a humble option. They tell him he’s bound for better things. He left home as a young hopeful with his family’s encouragement and tuition enough to see him through a training academy for up-and-coming police officers, for pilots. It’s not long until he enlists into the military, and they see his knack for flying their machines, for driving bigger, better things than the police’s jeeps and cars. At the recommendation of one of their highest ranking officers, Shiro enlists into the Company’s law enforcement agency at the age of twenty.

    Like everyone that came before them, they tell him that this is a better thing. He had no reason to disbelieve them. Living on Leith in a small, agricultural town had kept the gossip at bay. His family had thanked the Company for their rights to the land, and produced a modest amount of produce for export. As far as outside influence goes, the Company didn’t have many reasons to send its agents into such a small city.

    It wasn’t a bad run. Military had given him his fair share of battlefield horrors. Coming back from that was almost a milk run – being tasked to train newer recruits, to pilot ships to transport soldiers. One day, they send him to Westerley with guns and bombs in his hands, and wasn’t bad became redefined.

    It was a bad run, but it could’ve been worse. For the mess of bodies the Company leaves behind, he escapes with a scar across his nose and white hair from the radiation. He loses his arm, and he wakes up with a foreign, metal monstrosity in its place. After the second day in the hospital bay, he realizes there’s no one there to keep him company. He lost a few of his peers that day; he lost a little Westie girl that he watched get shot right between her eyes. Half of him is truly, faultlessly loyal to the Company, to the protection of the Quad’s citizens, and his belief that he could make a difference. That this was better. The other half is torn, had watched the Nine command the Company to bomb a rundown settlement in Westerley for a little misconduct, had watched them kill the women and the children and he’d felt the shrapnel along his own fingers. He remembers them trying to brainwash him into accepting them as monsters.

    It doesn’t work.

    He recovers fast in the days that follow, even if the episodes never disappear. He takes on recruits, but he refuses the missions. Guns tremble when he picks them up, but his hands are always steady when they grip a wheel, when he flies the transport. Even though the Company’s scientists are brilliant minds, he explains that he’s still adapting to his arm; that nothing seems to work the way that it used to; that maybe it’s just a lack of sleep. The Company has little use for something broken, but one day, they make him transport a ship of two select criminals to Westerley: some glass-eyed boy and his bird-boned father.

    Of course, the ship never docks. Shiro takes it off course for an impressive, substantial number of miles before the Company catches wind of the activity. Pilot error, their documentation will later say. The papers won’t mention a thing about the exploding turbine (an insurance measure, after all, for the more dangerous prisoners that escape their bindings and take control of the wheel). Or how, even then, he’d managed to steer the smoking ship close enough to bring him and his two passengers onto Arcturus.

    It was one of his worse ideas. The Company’s is there to greet him. They laugh in his face. They beat the prisoners in front of him and then, as a show of “good will” in the face of his desertion, to respect his unusual desperation to save a pair of dirty Westies, they try to send the prisoners into the ring.

    He takes their places, instead. They humor him.
    He spends hours in the fights that take place. Loyalty is overthrown by survival instincts, redemption, misplaced attachment. Everyone in the ring is a monster, and he breaks their bones, and knocks out their teeth with his metal arms. They’re sturdier than his glass-eyed prisoners, and at least they can take it. He spits out blood, and comes close to blacking out, but he fights and he fights until the Company is satisfied.

    The worst happens – because they’re not.

    One day, they dock on Westerley. They drag his beaten body into its outskirts, push him into an over-large basement and tell him to fight again, this time to kill. He thinks he remembers seeing these faces on high level warrants back home, but he can’t be too sure. The first time they give his opponent a blade, he remembers taking it from his pockets and jamming it into his back, over and over. He doesn’t know why the Company bothers to keep these executions secret – what sort of sick thrill they might get from making a blood sport of it. He tries not to think about it. It’s still enough to send him thrashing and yelling at night by the time he even manages to fall asleep.

    Sometimes, he wishes they had the mercy to kill him in the ring. But they threaten his two prisoners (they tell him that they’re in prison; that they won’t rot or dehydrate if he continues to cooperate). They threaten his family. They put an incendiary tracker in his arm and tell him to shut up. He’s still Company property, and he’s still a good driver. They don’t make him fight in the ring if he promises to pilot for their Enforcers, to lie low.

    One day, he meets a Resistance spy working within the Company. She tells him that she can still use him, that although he’s being tracked, she can still use a capable driver. That she can come up with excuses to have him fly out so far into Westerley – to have him visit Leith. So he drives them. He shuts up. The times they actually manage to really use him in their subterfuge, he fights harder than he ever remembers fighting. He wants the rebels to win. He wants justice for all the bloodshed.

    But as long as he’s being tracked there’s not much that he can do for the Resistance.


    CRAU: n/a!

    Original History: here and here!
    stressors: gift! please dnt. (pic#10980461)

    [personal profile] stressors 2017-02-05 02:21 pm (UTC)(link)
    Inventory:

  • his robotic arm.
  • the clothes on his back.
  • . . . i’m going to say the Company took away his armor.

    Samples:

    “Sector A-dash-22 is going to require clearance,” he explains from behind the wheel to the man seated next to him. “I’m drop ship until we get to the entrance. Beyond that would be outside my restrictions.”

    It’s a long drive. He is no longer guarded by soldiers at all times, like before. Then again, the Enforcers are guards in and of themselves, and they know what to do with a driver that decides to desert them to leave them stranded – they know what to do with a driver that decides to desert them again. Still, the man in the passenger seat nods and keeps his eyes on the sky, keeps his own counsel, doesn’t waggle his tongue unnecessarily. Some of the Company agents harbor no resentment towards Shiro, but most of them simply do not care.

    As one of their top pilots before this entire debacle, he sometimes wonders about the rumors. He wonders if they’d thought he’d died in space. On his worse days, he wishes he did.

    But it’s a long drive, and the man next to him stays quiet even if the back of the ship is alive with conversation. In the old days, he’d have rubbed shoulders with them. He’d have looked at their polished helmets and their shiny guns and not have thought of the children they’d murder, the innocent civilians they’d toss into a collected heap to set on fire, to deride, even in death. It’s a long drive, and there’s nothing else to think about. Just that he should not be overcome with the urge to drive the ship and its passengers unsuccessfully through the next asteroid belt. That these members of the Company might not be as bad as those that have come before. That he shouldn’t die here. That he still had the good fight to keep fighting. That killing criminals in the ring was a forgivable grievance, if it meant he could fight another day.

    He thinks he hides the real tremors well these days.

    “This is it,” he says, and his tone is steady, neutral. There’s a hardened gaze in his passenger’s eyes now, but Shiro doesn’t waver, keeps his focus and his composure. His passenger is carrying a gun, safety unlocked, and although he’s not looking at it, there’s more than one way to disarm a man; if he grabbed for his neck now, he could twist. The helmet’s still undone, not a barrier worth his attention. “I will stay within the building’s perimeter until check-in. Should anything happen below, I will be waiting for your signal.”

    But no one dies that day. Or, at least he doesn’t see it.

    He flies within their lines of sight for fifteen minutes until the next ship hovers by and picks the tiny armament up for its next destination. Check-in happens about a minute later, and he docks at a separate port when they relay him the coordinates.

    Someone boards and slips into the passenger’s seat beside him. Already, he’s listing off the objectives. Already, he’s getting down to business. “Sorry, sir. I’m afraid I’m not authorized to fly along the sky limits you’ve requested in your relay–“

    “Oh. No, Shiro, it’s me,” the woman says, removing her Company issued helmet. It’s a familiar voice – and a familiar static in his ear, from his comm switching its broadcast into a private, modded channel.

    He turns his head, and the smile comes easy. It’s always come easy, even now, after everything. “That explains the detour,” he comments, plugging the coordinates into his map. “You’re going to make me drive through that same asteroid belt. For the third time in the last twenty-four hours.”

    She laughs; because sometimes you have to, even in a time of revolution. “What? Are you not up to it?”

    He returns it.

    “Do you want to drive?”


    Miscellaneous Notes:

    tfw you finish your app like a month past the date you planned to . . . sorry.

  • caninity: (pic#10963447)

    heine rammsteiner | dogs: bullets and carnage | reserved

    [personal profile] caninity 2017-02-05 04:19 pm (UTC)(link)

    Player



    Name: Jenn

    Age: 30

    Contact: [plurk.com profile] gilboat

    Preferred Pronouns: She/her

    Other Characters: N/A
    caninity: (pic#10963414)

    [personal profile] caninity 2017-02-05 04:20 pm (UTC)(link)

    Character



    Name: Heine Rammsteiner

    Age: Early 20s

    Memory Option: Memory deterioration (1)

    Established Status: Five years

    Canon: Dogs: Bullets and Carnage

    Canon Point: Chapter 89

    Citizenship: Westerly

    Job: Free agent


    Abilities 
    Minor
    Heine has inhuman physical strength, sharpened senses and breakneck reflexes. His immune system is impenetrable and he automatically heals from injury -- especially death. Cuts, bruises, maiming, all of it goes away in a matter of seconds. This is due to the  Kerberos spine implant he received in underground experimentation. With the implant, he can regrow limbs (though it's a painful experience) and evade death, unless someone beheads him. Canonly, recovery is instantaneous. In-game, the process will be slowed (hours+) depending on/reflecting the injury.
     
    Minor
    In addition to being a walking godmode, predictably, Heine's good at using (but not limited to) blades and firearms. He carries two pistols on his person, and his accuracy exceeds what one may consider normal. Hand to hand combat is something he excels at, and he's capable of alternating between ranged and close quarters with ease -- he's capable of holding his own more often than not.

    Major
    His Kerberos spine is unique to others, in that he's been implanted with a leader version. This means he can control other test subjects who have a Kerberos spine implant, though he has yet to willfully do so. There's a metaphorical(ish) "second person" (ALTER EGO) -- a "Dog" living inside of Heine and can take control of him in specific instances of strife. When under possession of the Dog, Heine is more brutal and thrives off of violence. When he wakes from that state, he often has no recollection of what he's done. For the sake of staying relevant, I'll be temporarily(?) suspending his ability to control other subjects.
     
    Personality: Heine can easily be described as antisocial, preferring to keep quiet and observe, which serves as no excuse in regards to his lack of friends. When he does talk, he's usually being an asshole -- or unfeeling enough that he's teetering the line of 'awkward' and 'dick'. Though derisive in nature, it isn't totally his fault (re: history). He's standoffish and apathetic at best, usually, which doesn't help his case. His only friend ("friend") is his partner, Badou. They work well together and often save eachother's butts from life-threatening situations (when they aren't being assholes to one another) and have formed a unique bond due to their precarious lifestyle as information brokers.
    They also compliment eachother in douchesthetics.
     
    One glaring weakness Heine exhibits is a distinct, consistent fear of women, girls, females. He suffers from gynophobia in a form of PTSD prompted only by physical contact, even benign in nature. It ties back to the way his mother, Angelika Einstürzen, treated him in his earliest memories and her twisted sense of love, as well as the fact that he killed his "sister", Lily, with his own hands. 
    As an experiment in the underground, Heine underwent a spine transplant. Specifically, he was implanted with the 'leader spine', which forced an alter-ego to inhibit his body/mind, otherwise known as 'the Dog'. It often takes over and speaks to him as a conscience (ironic) would when he's in a life-threatening situation, typically, and thrives off of pure violence. Initially, he was said to be a good match to house the leader spine -- he's certainly strong enough to do just that, but Heine lacks an interest. After all, the first time he was driven into berserk mode and allowed the Dog to take over, he killed a vast number of his peers, as well as the most important person in his life at the time -- Lily.
     
    To say that he's haunted by, and exists primarily in the past would be an understatement. It's why he has a difficult time forming and maintaining relationships of substance. While he was produced as a killing machine and doesn't necessarily want to proceed through live as such, it's all that he knows. He's violent by nature and takes pride in his various capabilities; it's easier to distance himself from potential tragedies and expound on what he already knows. He's fearless in his violent undertakings, primarily because of his nearly-immortal status in life. He doesn't fear pain, though he definitely feels it as anyone else would. Regrowing limbs is especially excruciating, despite his recklessness attitude when engrossed in a fight. Most of the time, it actually seems like he wouldn't mind being killed, once going as far as to advise his foe to aim for his head 'next time'.

    All of this being said, he does manage to extent his social circle somewhat. He meets Nill, a young girl who is also a product of genetic experimentation. Because of this, he sympathizes with her right away and saves her from a prostitution ring. She's someone who reminds him of Lily, and in turn, she sees him as a kind person despite his inclination for violence. She manages to bypass his phobia and they sustain a tender bond.
    Naoto is another woman Heine's begrudgingly allowed into his life. At first, they clashed often and consistently. Their fighting styles compliment one another, however, and over time they're able to form a shoddy understanding of one another. They aren't colored on the best of terms, but some's better than none and he doesn't mind physically (favorably) engaging with her.
     
    Heine seems to hold everyone at arm's length regardless, as a proxy to his own dangerous capabilities.He genuinely enjoys fighting, which pins him at a crossroads. He's not so unfeeling as he'd like to be, however, and will stick his neck out for those close to him. He's far from someone who regularly fights for justice (like, say, your run of the mill shounen hero) but won't hesitate to intervene for the sake of a friend or something that personally affects him. He doesn't stray far from his comfort zone (dubious) but often falls into trouble without meaning to. While he doesn't necessarily believe he has a future, he does end up pursuing the goal of erasing the source of his past trauma(s). A hurdle in this is provided by his brother, Giovanni, who insists on trying to rouse the Dog within him each time they encounter one another, with the explicit purpose of bringing him back to their mother so that she can use him to her liking.
     
    All in all, Heine's a guy who can't escape his past, even when he's asleep. While others may forge conflicting reports about him, at the end of the day, he's his own biggest critic.

    AU History: The nature of the Kerberos Project was to create super soldiers underground tunnels in Westerly,. Several series of children (theorized as test tube babies, orphans or donated through more nefarious means is unclear) were altered with a Kerberos Spine, complete with a metal collar that bands their throat. Faithful dogs that would serve unconditionally. Heine wasn't among first course (earlier series all tended to be failures), but a pawn amid the Rammsteiner variety. 
     
    Every child was dressed the same, lacking any and all memories upon waking from surgery including their own identities, driven to kill, be torn apart, regenerate and kill again. Granted powers that can only be achieved through the spine implant, their senses and reflexes are comparable to that of a feral animal, reworked as the perfect tool for war, complete with excelled healing abilities, including the talent of regrowing lost limbs and organs. Immortality.

    A woman, identifying herself as their mother, urges the group of subjects to fight, maim and kill failure experiments. Heine is especially doted on, told he'll be loved if only if he becomes the perfect weapon. It's unclear how he's able to, but Heine somehow manages to permanently kill his co-experimentees in addition to the failures, including someone he deems a little sister. Shortly thereafter, he's freed from his 'pen' by Handsome Jack, he's cut loose in Westerly whereby he keeps a low profile -- not out of fear, but nature. It isn't long before a Scarback by the name of 'Bishop' (later: Ernst Rammsteiner) pairs him up with a similarly wayward (but not too similar) Badou Nails to earn himself a proper living and put his skills to use.

    Skills he's more or less using to regularly save Badou's ass. Their friendship is established in a helter-skelter of near misses, paybacks and unadulterated violence, sometimes aimed at one another. The income isn't bad, either. For the record, their missions are typically skewed in favor of the resistance, and while they seem to be the unsung heroes, Heine is a reluctant aid 9/10 times.
     
    CRAU: N/A

    Original History: Here!

    Inventory:
    • One black Luger P08 Pistol.
    • One white Mauer C96 Pistol (attached to his belt by a chain).

    Samples: Here and here hot off the press! If you'd like something more, say the word.

    Miscellaneous Notes

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