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





nekoshunshin: (pic#9058495)

[personal profile] nekoshunshin 2017-03-10 09:52 pm (UTC)(link)
Personality:

Mannerisms : Growing up as the princess and eventual 22nd Head of the Shihōin (one of the four great Noble Houses in the Soul Society) meant a life of ceremony and protocol from her earliest days. Because of this, she tends to be a mix of old nobility and a complete and utter disregard for formality of any form outside of her duties (at least back when she was captain of the 2nd division. In the original translations, she refers to herself in the same manner that older men do in Japanese culture; yet when talking to humans or subordinates that she’s taken an interest in, she tries her hardest to get them to disregard her noble birth altogether). She’d rather be seen as a peer than a superior, and dislikes the distance that the pedestal of nobility automatically provides.

In game, much of the formal mannerisms have fallen to the way side, since she’s no longer counted among the Nine. Now she’s more… bluntly eloquent. In contrast to this disregard, while she interacts with others through her cat AI, her voice deepens to that of an older male and her mannerism shifts to match, so that her speech pattern is more formal and dignified.

Habits : Lack of formality for Yoruichi tends to extend into her personal habits as well – primarily in that she tends to not like wearing clothes. The more layers involved, the less likely they will be to stay on.

When working on something, investigating, or on some form of (often self-imposed) mission, Yoruichi tends to prefer to work alone. Beyond this, she actually keeps the weave of her thoughts and concerns held pretty close to her chest – she’s more comfortable keeping her own confidence unless she has one of the very few people she feels she can trust implicitly nearby. In canon, this is primarily Kisuke and Tessai, but in game this is (so far) limited to Takasugi.

Interactions & Temperament : When things aren’t imminent doom and gloom, she’s completely unreserved – laid back and seemingly carefree, laughs loudly, talks loudly, and speaks bluntly. She doesn’t waste time with guile, appeasement, or empty reassurances. Instead, she’ll tell it exactly like it is, preferring direct honesty above all else no matter how good or bad that honesty hits the other person.

When things are more serious, she lets go of the laidback side of her persona and focuses in on the objective. These are also the times that she shows her own respect, her faith in the skills and abilities of her friends and subordinates, by trusting that they’re capable of handling any task she gives them - or if needs be, she won’t hesitate to give them a swift punch upside the head if they lose focus on the actual purpose for whatever it is their working towards. She might give them a playful tease to lighten the moment when they have a chance to rest, but she’s relentless in driving towards reaching whatever goal it is they need to get to in order to succeed.

Motivations : Protecting her friends, above all else. She places them above her own rank and status, above her own responsibilities and obligations. And she does this while also looking at the broader picture, to allow her to play towards the endgame rather than the immediate situation. That’s the reason she saved not only Kisuke and Tessai, but also all of the captains and lieutenants that Aizen had experimented on rather than let them all take the fall as a part of Aizen’s schemes. In her own way, that’s how she does her best to protect not only Soul Society, but the world of the living as well.

Morality : Yoruichi acts and reacts based on what she’s determined is the right path - regardless of whether or not it coincides with the laws of the Soul Society. She does not accept orders at face value, though she has the wisdom to play the role she's in and provide the image of a proper leader and conduct her own investigation into the situation. If, at that point, it looks wrong and smells wrong, it’s flat out wrong. Bottom line.

She would rather act on her own to do what’s right, than carry out orders she knows is flawed.

AU History: Once, there had been two primary branches within Land Kendry, a familial rivalry that could trace it’s cutthroat traditions back to twins born to the family head, generations earlier. Because of this, members of these two sides of Land Kendry have always worked in subtle ways, the ebb and flow of power a constant tide between the two house factions – at least, until this last generation.

Yoruichi had been born first, the eldest and heir apparent for Land Kendry. She’d carried the weight of the ‘Seyah’ title since the day she drew first breath – but it was a weight her shoulders were strong enough to carry.

At least, she’d always thought so as a child.

And so, under her mother’s strict tutelage, she’d trained to become the head of their family, had trained to take over the Punishment Force, had trained with due diligence in matters of intrigue and state, negotiation and strategy.

Unfortunately, all the training in the Quad hadn’t prepared her for the biggest threat: Her Aunt, the mother to her younger cousin, Delle.

Because while Yoruichi had spent her life preparing to lead the Kendry… Aunt had been scheming to permanently shift the power within their family. Hers was the deeper laid plan, because in one night, when Yoruichi had stepped in to confront her Aunt over a series of illegal human experiments she’d been funding through the family, the woman had managed to neatly frame Yoruichi for said testing, as well as the unexpected death of her mother (the previous head of Land Kendry). She even managed to tie Yoruichi’s movements as part of the Punishment Force in with several instances of illegal arms smuggling to resistance faction leaders.

Warned by her father, Yoruichi had fled the Quad that same night. Aided by a few friends of the family, she spent the next several years in exile on a planet called Edo, on the outer edges of the J-Star Cluster as her Aunt settled into the role of family Head and Delle took up the mantle of ‘Seyah’, after Yoruichi abandoned it.

Six years into her exile, Yoruichi received word of her Aunt's death and Delle's ascension to Head of Land Kendry, and so Yoruichi finally returned to the Quad – no longer a Kendry, but a Shihōin from Edo. Once more in familiar space, she’d gone to the Scarback Monastery to train, to pick up the mantle of ‘Auntie’ and carry the tides of war.

Because, while she may not have been a member of the Resistance at the time of her fall, she more than anyone, knows how dangerous Kendry ambitions can be, and she refuses to let the rest of the Quad suffer for that family’s selfish desires.

CRAU: N/A

Original History: HERE.

Inventory: Her old captain's cloak (Stored in an old luggage container in the back of her closet), the commander's seat from when she'd been a proper captain within the soul society, and her favorite seat cushion from Urahara's Shop in the world of the living.

Anken (暗剣, Dark Blade): Small knives which Yoruichi hides in her boots.

Anti-Hierro Armor: A set of metal gloves and boots, invented by Kisuke Urahara, designed specifically to protect against Arrancar/Espada attacks during hand-to-hand combat (also in old luggage storage).

Razor Wire: Razor-sharp wire which Yoruichi carries on her person. She can trap an opponent in a field of it almost instantaneously, and according to her, it can harm even the most powerful of they try to move through it.

Samples: Previous game One | Two | OJ TDM

Miscellaneous Notes: None.
sating: (Maintaining the Value of Profanity)

hannibal lecter - hannibal - reserved

[personal profile] sating 2017-04-04 12:40 am (UTC)(link)

Player



Name: Christy
Age: 25
Contact: [plurk.com profile] yeezus
Preferred Pronouns: Female
Other Characters: Handsome Jack @ [personal profile] refactor

Character



Name: Hannibal Lecter

Age: 45

Memory Option: One—Full AU

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

Canon: NBC's Hannibal

Canon Point: Post-S3

Citizenship: Leithian

Job: Self-employed concierge doctor

Abilities
Hannibal is rather out of the ordinary, but he's at least not quite so strange that he needs this section all that much! Hannibal's abilities are largely intellectual, such as being an excellent doctor with an especially keen sense of anatomy, an excellent attention to taste and detail as a chef, or being an accomplished polygot. However, outside of being just a very intelligent person, he does have two things of note for this section:

- Eidectic memory — Hannibal's memory is photographic, which is a big reason why he's so accomplished in so many things. While it's not truly perfect, there's very, very little that Hannibal forgets. Memorization comes naturally to him.

- Sense of smell — Hannibal's sense of smell is extremely sharp to the point of being able to identify truly insane amounts of detail from tiny smells alone. For example, Hannibal discovered this talent as a boy when he smelled that a teacher of his had cancer before she knew she had it. Or for a more concrete example, Hannibal was able to figure out that a corpse came from a farm because he could smell the corn dust on it. It's insane.
sating: (200% reflective of his tweets)

[personal profile] sating 2017-04-04 12:41 am (UTC)(link)
Personality:
In short, Hannibal Lecter is the devil himself.

Of course, Hannibal wouldn't want you to know this, and it's part of what makes him so sinister. To most people, Hannibal Lecter is a kind, helpful, and rather pretentious man. He's an intelligent, insightful, and well-respected psychiatrist with a mild temperament. He has eccentric hobbies, such as a great love of art, music, and most of all, cooking elaborate gourmet meals, but his overall disposition is that of a good man. However, these aren't Hannibal's only hobbies. While these traits are all perfectly genuine parts of who Hannibal is, there's something absolutely evil hiding under the surface of that temperament that are dangerous to discover in ways that might not be as obvious.

Hannibal is a cannibalistic serial killer, which is evil enough in itself, but the reason that Hannibal ascends to a level that's beyond being a murderer has nothing to do with the physical danger he presents. Instead, Hannibal is dangerous because of how he can influence people, and it's this skill that makes him so devilish. Hannibal has a great skill in how he interacts with people, though you may not typically describe that as a skill. He has a great capacity to read and understand people, and this skill has been put to use in his work as a psychiatrist. He can see people for what they are before they can, and through conversation, he can lead them to accepting, improving, or otherwise acting upon whatever troubles them. And many times, he does just that. He's an extremely skilled psychiatrist, and he's well-respected because of his very genuine ability to help others. He's an excellent listener, and he takes very genuine interest in most of the people that come into his life, whether as patients or as friends.

However, the problem comes when Hannibal gets invested in someone, which is very different from interest. Because whatever may cause him to get invested in another person is rarely anything good. Because of his ability to see people and what they may be capable of, if something especially captures his interest, it's likely to be something just as dark as himself, and he wants to encourage that. And in Hannibal's mind, by doing so, he's truly helping that person. He understands that it'll hurt them or others, and he knows that it's considered wrong, but in those cases, Hannibal considers his help to be for the betterment of that person, which is above those things. So for example, when he sees the capacity to kill in someone, he'll tend to encourage it, especially if repressing that desire causes them distress. In his way, Hannibal believes he's helping them. But just as much, he doesn't particularly care what it may mean for that person to accept that darker part of themselves.

This is the way that Hannibal really tends to get into peoples' heads, because other characters comment that Hannibal has an uncanny ability to seem to be able to know what someone is thinking before they themselves do. He's able to see events and people seemingly differently from everyone else, and it allows him to be incredibly, uncannily manipulative. Even people that are fully aware of what Hannibal is and what he's capable of find themselves easily caught up in his web, because he has a great capacity to be subtle in what he does. For example, even when Hannibal is caught and in prison with limited contact with anyone, he's able to manipulate events that take place entirely outside of the prison to lead to his escape (and to him getting the boy, but I'll get to that). His manipulation is something that shouldn't be underestimated, because he's a true master of it.

But of course, this is the less obvious way in which Hannibal is dangerous. There's the much more famous and immediately repulsive one, which is the fact that Hannibal takes great enjoyment in murdering people and taking body parts from his victims so that he can either eat them or feed them to other people. He's the infamous Hannibal the cannibal, and Hannibal truly feels no guilt over what he does. However, he does consider himself an elegant and purposeful killer, so to himself, none of the people he's killed are ever without a reason. These reasons can sometimes be petty, such as when Hannibal notes that "whenever possible, one should always try and eat the rude," and keeps a rolodex of business cards with the names of people who have personally slighted him, but other times, the reasonings are more logical. If someone threatens him (or someone he does genuinely care about) in some way, then Hannibal's response will always be to kill, and sometimes viciously. He's just as adept in the ways of how to kill people as he is in his manipulations, and in his idea of a perfect scenario, these events overlap.

The connecting string between the person that Hannibal presents himself as to most versus the monster underneath is always hedonism, after all. Hannibal's primary goal in life is nothing but amusement and pleasure, and these show in both aspects of his life. He enjoys manipulating people for the entertainment of it and the satisfaction of seeing his curiosity about what they might do answered, but he also enjoys things like literature for the intellectual pleasure they provide him. As such, everything in Hannibal's life is a pursuit of pleasure. Granted, his definition of pleasure can be grotesque, but it doesn't always have to be. He enjoys things like parties where he can socialize with people perfectly normally just as much as he would enjoy being questioned by the FBI. He never wants to be bored, and so he does everything he can to assure that he never is.

It's this aspect of his personality that makes him so easily charming. Hannibal is eccentric, but he's undeniably charismatic. He's an extrovert (albeit a quiet one), and he takes such genuine interest in people that it's very easy to be drawn in. Yet even so, what makes the illusion of normalcy so convincing is that Hannibal isn't without flaws in that outward part of his personality. His pretentious and petty nature shows just as much there. He absolutely despises rude people, and often has to do a lot to barely veil that dislike, and his intellectual pursuits are also something he has no problem showing off. He'll one-up people that insult him out of spite, and he very clearly enjoys doing so. He also doesn't really have any interests that are "down to earth" in the sense that even with his normal hobbies like cooking or music, he tends to pick the most lucrative and elaborate versions of things as his favorites. Nothing Hannibal ever does is simple, and he takes no small amount of pride in that fact.

These traits encapsulate Hannibal as a whole, but there is one, specific point that's worth mentioning, and that's Will Graham. In NBC's version of the Hannibal stories, Will Graham is essentially Hannibal's turning point. Hannibal has been killing people for many years, but it's not until he meets the FBI profiler with an empathy disorder that he ever had any hope of being caught. And it wasn't because of Will's empathy at all—It was because Will Graham captured Hannibal's interest in a way no one else ever had. That was in no small part because of Will's empathy disorder, but in short, Hannibal fell in love with Will.

Will's empathy disorder gives Hannibal a chance for something he deeply, deeply desires, but also had never thought was actually possible, and that's the capacity for someone to understand him. He craves understanding, and in some ways, his darker hobbies are an expression of that. To Hannibal, his kills aren't unlike a painting, and they're meant to reflect the mind of the artist. He doesn't crave understanding for forgiveness or anything like that, but he simply wants someone to truly see him for what he is, good, bad, and everything in between. And throughout the course of the show, Will is able to do just that. It's what makes Hannibal's interest in Will nothing short of obsessive, because he deeply craves for Will to accept him. Their relationship is complicated (to say the very least), but Hannibal is definitely deeply in love with Will because of that sense of understanding and eventually acceptance that comes with him. That, and he's kind of charming for a weird, antisocial dog thief. But of course, it's aso worth noting that Will's acceptance doesn't come from anything like an ideal, returned love. It only comes from years of Hannibal's gaslighting, manipulation, attempts to kill Will, and the deaths of many people around him. Hannibal's love is always dangerous and bloody, but Will decides that being with him is better than the alternative.

Which is really the sum of everything for Hannibal. In one part, he's a perfectly genuine, if someone odd man. He's charming, friendly, and always willing to help others. He doesn't hesitate to hear people's problems and try to help them through their darkest times, and he may even do so by extending the kind of care that means bringing them a homecooked meal. He's intelligent and thoughtful, and in every way, it's no surprise that he attained the success as a psychiatrist he had. Of course, this is why it comes as such a shock when someone finds out what Hannibal truly is. None of it is disingenuous, but there's always been a sinister undertone that you never noticed. Finding out what Hannibal is means looking back at every conversation and every meal you've had, because he so easily hides what he's capable of just out of sight, but there were always hints. But figuring out what he is also isn't a simple task with a simple solution. He does his best to hide it, but even when he's discovered, you may end up dead or trapped by the noose of events he's been manipulating around you the entire time.

So all of that said, Hannibal proves that it's not always better the devil you know.

AU History:
For a full history (since I wrote it out for my own reference...), see this post.But as it's quite long, have some bullet points:
  • The Lecter family was one of the first families to settle on Leith, being of minor and non-threatening Qreshi ability. The family has enjoyed respect on Leith and Qresh both but previous generations have leaned towards more radical True Leithian sentiments

  • As a consequence, the Lecter estate was attacked when Hannibal was quite young and the estate's family and workers were slaughtered save for the two children, Hannibal and Mischa. The attackers attempted to use the children as bargaining chips to escape consequences, but weren't successful and were instead barricaded on the estate unable to leave. They eventually killed Mischa and cannibalized her, and this including feeding her remains to Hannibal.

  • After escaping, Hannibal was found and raised (but not adopted) by distant members of his family that lived on Qresh instead (but still had little status themselves). His aunt and uncle raised him on Qresh, which is why he's quite intellectual, well-mannered, and pretentious.

  • As a young adult, Hannibal studied medicine, and while in schooling, took the opportunity to very silently take revenge on the people that had killed his family that were still alive. This is what developed him towards being a serial killer, since he enjoyed the pleasure of killing.

  • After finishing his higher education, Hannibal reclaimed his estate and reestablished the Lecter family's name under his own image as the new head of the family. Hannibal quickly gained respect and admiration with all circles for being well-mannered but not radical like previous generations. Hannibal started in medicine, but because of his skill, became a concierge doctor to the very wealthy, which has given him respect and recognition in higher social circles without the political threat of having any sway (or interest) in becoming one of the Nine.

  • In the meantime, he also provided charity work to Westerley, and occasionally used this as a cover to kill and eat people. On Westerley, a serial killer became known as "the Ripper," and while some Enforcers worked on this case, it was considered a relatively low priority

  • Hannibal eventually met one of the Enforcers on the case when Will Graham showed up in a Leithian hospital, nearly gutted by a killer he had been pursuing. Hannibal saved Will's life and out of amusement in knowing that he was on his case, stayed to talk with him. Hannibal quickly became infatuated with Will after because of his empathy disorder.

  • It began a few years courtship where Hannibal was obsessed with Will, though Will didn't quite return the sentiment. Eventually, Will also found out who and what Hannibal was, but after plenty of struggling about that, eventually decided that being with Hannibal was a happier prospect for him than trying to get justice for Hannibal's crimes. This was in no small part because of Hannibal's own manipulation.

  • Eventually, they got married, and this is quite a scandalous and juicy piece of gossip in Hannibal's social circle. He personally loves it. Nowadays, Hannibal and Will live on his Leithian estate, Hannibal is still a doctor, and he also still kills people. Will is aware, and though he doesn't delight in it, he tolerates it.

Original History:
Here

Inventory:
N/A — Hannibal won't be bringing anything with him.

Samples:
test drive meme!

Miscellaneous Notes: my taste in characters sucks and i'm real sorry
hydrokinetics: (you're better off trying to freeze hell)

percy jackson | riordan mythos | reserved

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

Player



Name: Ty

Age: 28

Contact: [plurk.com profile] alternatively or PM!

Preferred Pronouns: She/her

Other Characters: N/A

Character



Name: Perseus "Percy" Jackson

Age: 18 (17 in canon + one year established)

Memory Option: 1 with the potential for memory regain!

Established Status: Yes, one year!

Canon: Riordan Mythos (Percy Jackson and the Olympians/Heroes of Olympus/etc.)

Canon Point: Post-Trials of Apollo: The Hidden Oracle

Citizenship: Westerley

Job: Percy tends to pick up odd jobs and cycle through them. Currently his most steady form of employment comes from ship maintenance/repair on his own time and working at a weapons shop dealing with the distribution and trade of various weaponry.

* Level:
N/A

Abilities

Major: Hydrokinesis. Percy can control every form and great volumes of water. As a demigod child of Poseidon it's part of his DNA but for the game's purposes since magic doesn't exist/his demigod powers are dormant he will be using liquid programmable matter to generate the water for his skills (which he can't use anyway until I buy back the major ones if I'm understanding correctly.) The matter draws liquid from the air around him and his sword (see below, traditional sword that also uses programmable matter to change its size) is used to forcibly move the water in the patterns he wishes. Using his sword as a catalyst in conjunction with programmable matter for the bulk of his powers is generally how I'd like to apply his powers to the game setting, though please let me know if I need to be more specific!

Almost all forms of his hydrokinesis will be considered major. Forms of his hydrokinesis I'd say that are major include:

Hydrogenesis: Percy can create water from his own power. It takes a lot of his own energy to do so, but water can be created out of thin air and used to fuel things such as personal hurricanes. He's also been known to create water out of items such as seashells.

Water Solidification: Percy can harden water into an almost solid shape. Examples of this include shielding himself, walking on water, and punching a monster in the face with two giant hands made of water that mirrored his own motions.

Atmokinesis: Percy can summon hurricanes/cyclones and other types of storms.

Major: Electrokinesis: More than likely it's a fluke but Percy is capable of generating small amounts of lightning while creating his storms.

Major: Aerokinesis Percy can summon strong winds and control them in his hurricanes/cyclones.

Major: Geokinesis Percy can create earthquakes on his own and also to a degree can cause volcanic eruptions.

Major: Cryokinesis Percy is capable of controlling ice, snow, and icy water considering they're all just different forms of liquid.

Major: Toxikinesis Percy can control and manipulate poisons since, again, just a different form of liquid.

Onto the minor skills!

Minor: Healing When in contact with water, he can heal most wounds and poisons.

Minor: Water Propulsion Percy can control water to propel himself around...like a small boat. He can also shoot water at targets.

Minor: Underwater breathing Percy can breathe underwater. He can also generate oxygen bubbles to help other people breathe underwater. Translated in game via the use of nanotech that used to help with cell repair and Percy's rebuilt (or bargained with someone to rebuild) to help supply himself with more oxygen once applied.

Minor: Water Immunity Percy can submerse himself in any depth of water and remain unaffected by the water pressure. He stays dry when he's in the water (though has the will to get wet if he feels like it) and can dry items that are underwater as long as he's in contact with them. Translated in-game as a thin layer of armor that he can put on and remove at will since magic isn't a thing.

Minor: Heat Resistance Percy has an incredibly high resistance to heat and burns, though he's not immune. It takes much longer for heat to bother him but the longer he's exposed the greater his chances are of being burned. Translated in-game as a thin layer of armor that he can put on and remove at will since magic isn't a thing.

Minor: The ability to speak to sea creatures and equine creatures (horses/zebras/etc.) Since his father is the ruler of the sea and also created horses out of sea foam, Percy has the ability to speak to sea creatures (mythological and real) and equine creatures. This is a form of telepathy. This might not even matter in-game?

Minor: Prophetic dreaming It's hard to really pinpoint a term for this, but basically demigods (Percy especially) have the ability to be able to receive messages from others and see future events in their dreams. This may be nullified in the game itself.

Minor: Empathy Link This is something he only has open with his friend Grover, but it's basically a psychic link that's opened up between demigod and satyr that allows the pair to see, feel and telepathically communicate with one another. The catch is that if one end of the link dies, it's likely the other will, too. This may be nullified in the game itself.

And finally...the passives/skills.

Passive: swordsmanship Percy is trained in the art of swordsmanship and has been training with his weapon, Riptide, for five years. Canonically stated to fight like a demon, he's capable of slashing, stabbing and basically being a one-man army. The sword in question is listed in his inventory below, along with how this translates to the game's setting!

Passive: Enhanced Physical Condition Generally speaking Percy is much faster, stronger, durable and more agile than a standard mortal. This allows him to sustain a large amount of injuries and live through things he probably shouldn't live through, like wars and blowing up a chunk of the Northwest of America and falling from the St. Louis Arch. He delivers from pretty hard hits, can take even harder hits, bend and twist his way around tricky situations, make leaps and jumps that manage to impress gods, etc. This probably doesn't need to be altered in-game since he's still half-human and therefore can still get injured/die.

Passive: Sailing Skills Percy possesses an intimate awareness of any ship he is on (sailing ships, canoes, motorboats, possibly submarines) and can also telekinetically control these. I'd like to see if it's possible to have this ability translated to spaceships if possible!

Passive: Perfect Bearings Percy has perfect bearings on the ocean, so he can easily navigate his way at sea. Again, would like to see if it's possible to translate this for space itself.

Skill: ADHD/dyslexia Not really a skill though something to note, Greek demigods are often born with ADHD, dyslexia or, in most cases, both. The reasoning behind this comes from demigods being hardwired to read Ancient Greek and also being born with battle-ready reflexes. But generally speaking it means that Percy has issues reading and writing and sitting still.

Skill: Leadership As a multi-time successful quest leader and someone who has lead both the Greek and Roman army, Percy has shown battle prowess and the ability to lead large parties both in battle and in training.

Skill: Willpower Not sure if this is relevant entirely but Percy also possesses an incredibly strong will that allows him to endure a lot of bullshit like holding up the sky, bathing in the Styx, wandering around Tartarus, stuff like that.
hydrokinetics: (that's for the restless)

[personal profile] hydrokinetics 2017-04-04 01:40 am (UTC)(link)
Personality:

"Am I a troubled kid? Yeah, you could say that."

Perseus "Percy" Jackson...poster child for ADHD, sass-master extraordinaire...but like the seas there is much, much more under the surface.

Let's talk about the mechanics of Percy first. As a son of one of the Big Three (Poseidon, specifically) Percy is an incredibly powerful demigod and has garnered the respect of mortals and immortals alike, along with fear from many monsters and foes. Percy wasn't always aware of his power though and despite the fact that he's incredibly powerful, he still manages to remain humble...ish. He's regarded as a hero by many whether people (i.e. some of the gods) want to acknowledge it or not.

One of Percy's key traits is his nature to be brave and reckless. Part of it comes from his ADHD, part of it comes from Percy being Percy. When he first learns of his demigod linage he's more scared and unsure of himself but as time goes on Percy grows into his abilities and finds his own strength. He may not be analytical like Annabeth and it's been said more than once that his plans suck sometimes, but Percy excels in the art of being resourceful and being able to make things up on the fly. Percy isn't necessarily clever, but he knows how to use his surroundings to the best of his ability whether that be via summoning water to use his godly powers or simply running his mouth and attacking at the last minute. While he can get himself to point A quite easily, Percy does have trouble seeing himself to point B and understanding the greater picture and consequences of his actions until it's too late. There are several instances in which Percy's plans nearly backfire (along with several instances in which Percy's plans cause a lot of collateral damage), but somehow he manages to come up with something else to save himself and his friends.

Shortly after the second Titan War, (thanks to Hera) Percy spends time training under Lupa, the Roman wolf, thanks to be traded out for Jason Grace. As Roman demigods tend to have harder training than Greeks, Percy soon comes to fear nothing and becomes even more aggressive in the face of threats. Part of his aggressiveness can also be contributed to falling into and subsequently spending time in Tartarus, being haunted by rather dark thoughts that changed a little of his personality. As a young teenager, Percy would find himself sometimes hesitating to hurt enemies but after these events he finds that anger for enemies doesn't subside at all. He has little patience for people who are bullying him or his friends and even less patience for the gods meddling in the lives of himself and his friends.

But. You know. Percy's liked by a lot of people in his world for a good reason. Percy is fairly laid-back and a friendly sort of guy, often times unable to turn away from any person or creature in need. He's quick to offer a helping hand and the word "hero" isn't really just a title. He takes a lot of things in stride and generally stays relaxed through it all (who else laughs off being judo-flipped by their girlfriend? Percy you're fine.) Percy's one of those people that you can look at and think "that boy has a heart of gold." However…that doesn't necessarily mean he's always nice. Percy can be pretty snarky and sarcastic when he feels like it and the variation between playful teasing and "you're actually really pissing me off" varies based on how other people react to him. With recklessness sometimes comes arrogance. While Percy is generally nice among the people he cares for, he can be an absolute brat when he really wants to make a point, i.e. sending the head of Medusa to Mount Olympus. From an early age, Percy's warned by several people that he should have more respect for the gods and Percy's response is to basically shrug and carry on the way he wants to carry on. More than once he's mouthed off to a god because he didn't agree with what they were saying. He's fairly bullheaded about making his opinions known. Percy isn't one to hold back how he truly feels about people. Surprisingly, this is a method that helps him prove himself worthy of (most of) the gods and they even offer him immortality for his service in the Titan War.

Another key piece of who Percy is revolves solely around how he cherishes the people he cares about and even people he just feels a connection with. All demigod children have a Fatal Flaw, and Percy's Fatal Flaw is personal loyalty (as notated by Athena. Namely: "To save a friend, you would sacrifice the world.") Percy is the type of person who will sacrifice everything in order to save those he cares about most. He never sees it that way but it comes up often enough such as his dismissal of the immortality offer so he could stay with Annabeth, falling into Tartarus at the risk of harming himself so that Annabeth wouldn't have to face it alone, trying to take on Gaea himself so that his friends wouldn't have to do so…there are several instances. Along with personal loyalty is personal belief. Percy as a whole is a pretty trusting guy. Percy has found a lot of his downfalls coming from placing trust in people and those people preying on his genuine nature to take everything at face value (see: Nico di Angelo prepping Percy for the final fight of the Titan War by taking him to the Styx and later finding out he's being sold out to Hades.) Even after things like that though, Percy finds it in his heart to be able to (sometimes begrudgingly) forgive these people.

While Percy isn't always good at being able to understand people's emotions (Annabeth's jealousy of Rachel + other girls, Nico's feelings for him, etc), there are plenty of instances that he's more than capable of putting himself in other people's shoes and it's that ability that helps drive him to protect people. An example of this is how despite the fact Percy's the one who keeps pointing out that Luke is evil in the first series of books, by the time he's preparing to face him as the Titan Lord he's capable of understanding why Luke would have been driven down this kind of path. This doesn't just apply to people he knows but also people he's just met, such as the first time he meets Hazel (he immediately picks up on the fact that there's a heavy sadness about her and though he doesn't understand why he wants to know why.)

It's because of his ability to sympathize and his strong desire to protect that Percy finds himself thinking of the underdog. Even prior to discovering he's a demigod Percy is the one to befriend the kids nobody wants to befriend (Grover, for instance, and even later he befriends Tyson as well.) He tries to see the best in people and keep peace, even if he himself is unsure if he believes everything he's saying. Percy's job is to keep morale up and keep everyone settled and it's those traits that make him a natural-born leader. He knows how to delegate and he understands how to play up his team's strengths and weaknesses. However, sometimes Percy himself doesn't quite acknowledge that and it even takes him by surprise to learn that he's considered a leader among the other demigods. A leader not only knows how to run an army and fight battles and come out victorious, but a leader keeps promises. At the end of his life, Luke tells Percy that he needs to make sure what happened to him and some of the other unclaimed demigods doesn't happen again. Percy could have chosen immortality, but instead he used his victory as a bargaining tool to convince the gods to claim all of their children by age 13 and also create cabins for minor gods and Hades in honor of that promise.

So in short, even with being one of the most powerful demigods of his time (possibly the most powerful), Percy's still a seventeen year old boy. He's rebellious and has a tendency to go off-beat with plans if he thinks something better can happen. He tends to take things in stride and though several times the gods interfere Percy picks up the slack to persevere and push through. He places great value in his relationships with his friends and his family (especially his mother whom serves as his driving force very early on, and Annabeth who goes from slight rival to quest partner to friend to best friend to girlfriend to "settle in New Rome and have children" over the course of their time together), and truthfully so long as those he cares about most are safe and can be at peace, he can be at ease and satisfied.

AU History:

Original brainstorming meme link!
Once upon a time there was a Westerlan family whose heads had been filled with the idea that seven generations of work and dedication would allow for a better life. The family served their time and continued to grow over the years, generation after generation living and growing and dying until one day a baby girl was born. Sally Jackson was born as the fifth generation of the Jackson family, left alone in the world after the death of her parents at age five and raised by an uncle who didn't believe in the silly ideals the girl had. It was because of her uncle's disbelief (and later, his death) that Sally disappeared from Westerley for some time shortly after she turned eighteen and mingled among the Quad, anywhere she could slip to without drawing too much attention. It was almost unfortunate that attention found her though, and it was during her short time away that she met a man. This man came from a True Leithian bloodline and it was this man she fell in love with.

It was also with this man she gave birth to the sixth generation of the Jackson bloodline, and this is where Percy's story really begins.

Due to the bloodlines and the politics involved in what Sally had done, the couple knew they couldn't stay together, couldn't breathe a word of the child's existence without making their lives hell and decided it was best never to tell Percy who his father was. Not until he was ready, anyway, and with that decision in mind Sally returned to Westerley to begin life as a new mother. With little money and little support of her own, Sally made the decision to raise her son on her own and obtain a job working under the Company with the hopes of leveraging their family. Knowing what this would mean, she did her best to keep her head down and also made sure Percy was raised from an early age how to defend himself and survive. It was from Sally that Percy learned how to read people and hone his senses, but everything else came from his own hands.

Overall, Percy had a fairly normal childhood (or, at least, as normal as one can have when you're raised on Westerley) and everything was on track for most of his youth and early adolescence. He was able to attend school, he made a few friends here and there when he wasn't picking fights with people, and most importantly he had Sally who fueled him with the same ideals she had been raised with. Seven generations of work would mean a better life for the future. It was something he dreamed about, though it wasn't something he truly grasped the concept of and wouldn't until his later teenage years.

Granted, when you live on Westerley nothing stays peaceful for long. It wasn't until Percy was twelve that his entire life shifted and he was met with circumstances he never thought he'd have to deal with. One moment, he was stuck in after school detention. The next, a Company Enforcer came to collect him and calmly explain that his mother had been involved in a workplace accident. Even with the way the Enforcer described the events to him Percy found he wasn't listening. The only thing he needed to know was that this wasn't just an accident. Something had happened and now he was left to his own devices. When asked if he had somewhere to go, someone to go home to...Percy did what came naturally when it came to people working with the Company.

He lied.

Sally had a few men she was seeing that often were meant to help protect herself and Percy, but he refused to go to them. Not after seeing how they really were. So he lied. Dropped off at his mother's house, Percy stuffed all of his belongings into a backpack and disappeared off the map and onto the streets of Westerley.

It was a long and hard road for him after that, but it was better than the alternative. Over the course of the next five years Percy made his own way and stuck to the survival skills Sally had taught him. Living on the streets gave Percy a whole new world to explore and a whole new set of people to deal with. Learning where to stay for the night and learning where to get his supplies became more important than formal education and at fifteen he dropped out and gave up officially. He could get by with everything he'd learned to that point. He could figure things out.

Between the ages of thirteen and seventeen Percy bounced from job to job where he could, doing his best to avoid working for the Company but biding his time and gathering information about the faction that changed his life. Several trips to Leith (sometimes for work and sometimes for other personal reasons) colored his view as well. He knew how people in the Quad felt about Westies and Percy met every bit of resistance with a little resistance of his own. Always one to stand up for the underdog, he never hesitated to throw himself into fights to protect one of his own even if it meant getting himself beaten or arrested. Somehow, he'd managed to escape actual jail time thanks to his relationship with that Enforcer he met years ago, but when the Enforcer moved to Leith Percy knew he had to do a better job keeping his nose clean.

As he grew older, he took an interest in two things: weapons and machines. He had understood from an early age that these two things made the world go round and that they were always in high demand. Things that were in high demand paid a good amount of joy and that was enough for Percy to take it upon himself to start learning how to troubleshoot engines and the innerworkings of ships that landed on Westerley. In addition, he started learning about the different kinds of weapons the Quad had to offer and eventually found himself settling in almost steadily at a weapons shop that allowed him to be in a pretty decent position. (No one needed to know he stole a gun from the shop prior to being hired.)

Currently, Percy uses the joy he earns from his freelance work and work at the weapons shop to supply his own weaponry (liquid matter) and practices manipulating it into different shapes and forms when he has nothing else to do. Working where he does and knowing how to keep his head down, he finds it's easier to learn information and stirrings of the Quad by simply listening and though he's biding his time he's already starting to formulate his next plan of attack...whatever that may be.

CRAU: Nope!

Original History: Here, have a link
hydrokinetics: (Am I bleeding from the storm?)

[personal profile] hydrokinetics 2017-04-04 01:40 am (UTC)(link)
Inventory:
-Riptide, his sword. This will be imported into the game-setting as a standard sword combined with programmable matter. This matter will function as a sword that shrinks to keychain-size and expands to full-size (roughly 3 feet.)
-Camp Half-Blood necklace. It's a necklace with five colorful clay beads and it'll be stowed in a pocket in his backpack because while he has zero idea where it came from he doesn't like throwing stuff away.
-Also Camp Half-Blood shirt which again he just. Has. And doesn't throw stuff away. Percy sucks, it's fine.

Samples: A TDM top-level and also additionally if need-be a network post sample from a previous game (same player, different journal!)

Miscellaneous Notes: Despite the fact that the movies were a monstrosity, Percy is a book character so his PB is Logan Lerman if that matters! Also I wasn't entirely sure what would and wouldn't count for his powers/abilities so I just listed everything and I'm genuinely apologetic for that. Please let me know if there's anything I need to elaborate on or fix!
sweats: (pic#10762682)

will graham | hannibal | reserved

[personal profile] sweats 2017-04-04 02:44 am (UTC)(link)

Player



Name: Squee

Age: 23

Contact: bonerfart#6874 (discord) / [plurk.com profile] claptrap

Preferred Pronouns: She/Her

Other Characters: Marian Hawke | Dragon Age | [personal profile] kirkwalled

Character



Name: Will Graham

Age: 39

Memory Option: One (Full AU)

Established Status: Yes! Established for five years.

Canon: Hannibal

Canon Point: Post-S3

Citizenship: Born Westie, Currently living on Leith

Job: Professor of Criminal Psychology at an Enforcer Academy on Leith / Part-Time Profiler for the Enforcers

Abilities:
Will's a pretty normal guy aside from his Empathy Disorder. It's the founding block of everything about him because as it's described in the series, Will has an excess of mirror neurons in his brain, much more than any human usually has. This causes him to feel and see everything in extreme excess from the crime scenes he frequents to interactions with other people. It takes a toll on him by forcing him into isolation and suffer from an extreme amount of trauma over the course of the series from everything he inflicts on his already pretty fragile mind.

As a profiler, he uses this ability to recreate crime scenes in his head, being able to latch onto the cues left by the evidence to see, feel, and understand the last moments of the killer and victims of whatever crime scene he's at. It helps in catching killers but in the process, he absorbs the killer's emotions and feelings and has a hard time shaking them off.

In basic interactions, Will ends up suffering from a form of echopraxia where he'll mimic what others are doing, how they're doing it, and everything to the sway of their voice or the body language they use. It's not something he can control but he does try to stop it. He'll generally feel what they feel too but he's been dealing with this long enough that he's learned how to tune it out or just ignore it unless necessary. Generally though, he does have some sort of inkling but this is why he doesn't talk to people very much. They don't want him to do know, he doesn't want to know.

Essentially, despite this being an ability, it's mostly the cause of Will's break in sanity. That and Hannibal.

He also has an Eidetic Memory but while it's plainly stated as so in the book and vaguely mentioned in the show, he'll mostly be played as just having a very, very good one. Nothing as far as being able to recite whole pages of things.
sweats: (pic#10762682)

will graham | hannibal | reserved

[personal profile] sweats 2017-04-04 02:45 am (UTC)(link)
Personality:
At base, Will comes off as a quiet, introverted man with a few demons on his back. He is hard to talk to, rarely looks people in the eye and rejects social expectations with extreme fervor. He is bogged down with defense mechanism after defense mechanism to force people to just leave him alone, even going so far as to present himself as being slightly on the spectrum when it isn't quite the case. Will doesn't suffer from an inability to understand, but an ability to understand too much -- and this eats away at him day after day. When you're assaulted with the amount of knowing Will has to deal with in every single interaction, there's little way to deal with that other than extreme distance.

So, he comes off as distant, aloof, and sometimes even arrogant. He rarely smiles and most things that come out of his mouth are fairly sardonic, macabre, or pessimistic. Will's entire personality is presented in such a way to convince people to not bother and in turn, that he doesn't want to bother with them either. Part of it is true, he doesn't actually like most people he has to deal with. He finds people... inconvenient and overwhelming, half of it having to do with his empathy, the other half from his own basic misanthropy.

There's more to Will than that though, when he has his moments of peace. He is a good fisherman and a lover of dogs -- both of which are his coping skills when it comes to dealing with life. Fishing is a simple hobby, involving lots of quiet and patience and with the dogs, he... collects them. Strays that roam the streets with no homes to go to, Will is softest when it comes to dogs -- bringing in any he finds and feeding and housing them. All the compassion he can't show to regular human beings, he shows to dogs. He is also incredibly smart, primarily in the academic sense. He's a man who loves reading, having an excess of knowledge of topics from classical literature to fine arts to the science surrounding death and murder. He's written and published his own papers on different topics surrounding the forensic sciences and criminal psychology. He's a fairly renowned professor at Quantico (at least, before Hannibal's interference) and is highly regarded in law enforcement and psychiatric circles for how he can think about criminals.

Then the question is -- if Will wants to be alone so badly, wants people to let him be, why is he a cop? Why does he try so hard to help people? That is because Will still, despite everything, wants to use his skills for good. The idea of sending himself into the middle of nowhere and never using his talent for anything else strikes him as selfish, which is something Will does not want to be. He is willing to sacrifice himself, his own comfort and sanity, to be able to help the victims of the most violent of crimes. That is why he became a cop, that is why he went all the way to the FBI. The same compassion he can only show those dogs, he is able to at least use to save those victims. He has a bit of a martyr complex, this Will.

There is another side to this though and it's that Will is deeply, deeply afraid -- of himself, of others, of everything, really. Will throws himself into saving the victims because the other half of it to him, is making his own victims. Will has a small well inside of him of pure darkness, where he understands what compels these killers to kill and finds enjoyment in it more than anything else. He sees the way they spill blood and wishes to do the same, and that's something he can never allow himself. Even more so, Will enjoys it when it's in protection of someone else -- a righteous fury to fill him and give him the ability to hurt others. Helping people made him feel good, killing people to help others made him feel even better. This is another reason Will forces himself into isolation -- he knows how easy it is for him to tip over to the wrong side of the line. He is aware enough of what lurks in the recesses of his brain to put a limit there -- he will use his unfortunate understanding to help, not hurt and he will keep himself in check on how he helps. How much it fractures his mind in the process is a small price to pay for all the good he can do -- and from Will's perspective, he's the only one who can do what he does in the first place.

So, we have this man. This fairly pitiful man who understands too much and finds himself drawn to the darkness as a result. He would be fine, content to live in this half-way isolated state where he never acted on these impulses and to put it frankly, died alone. That was his overall plan until enter one Hannibal Lecter. Now, Hannibal is his own beast -- the cannibal serial killer everyone knows but also highly influential towards those he fixates on. Hannibal found Will the same time Will was assigned to the Chesapeake Ripper case -- the Ripper being Hannibal, of course. Hannibal was the psychiatrist assigned to Will to keep his head afloat even while he submerged himself in all these killers.

It didn't work very much and this is where the severe 180 to Will's personality comes. He continues to be his quiet, introverted, irritable self but through Hannibal's influence over the course of the show -- he slowly distances himself from his morality. Will has always been picky about who he allows close to himself and he has a tendency when he accepts these people, to do drastic things to protect them as a result of his penchant for righteous fury. Hannibal slowly made himself the most important person in Will's life -- this was a mistake.

After that, all of Will's bad habits intensified and his good slowly faded away. He wasn't fond of people at the beginning of the show but now he's even less fond of them. He sees them as nearly irrelevant to whatever macabre piece of theatre was going on between himself and Hannibal. At the beginning, he tried to contain his disaster, tried hard not to hurt those around him even if he didn't like them. With Hannibal, that all slowly faded away. His priorities shifted, it was more about Hannibal and catching him and killing him and... belatedly, loving him. He spends years trying to dredge up the older emotions again, of being able to go back to being a mildly disturbed man trying to help -- and it almost works, but for Will, all roads lead back to Hannibal.

To Will, Hannibal and he are fated. After Hannibal has burrowed so far down into his being, there's no being without him. He accepts it as love, their own brand of genuine romantic love, and at that point, his psyche is fractured into two -- the Will Graham who wants to be a good man and the Will Graham who embraces the fact he really, really isn't. So, the show ends with Will making his final decision, his way to pick between the two parts of Will Graham at war with each other -- he commits suicide with Hannibal. If they survive it, Will is Hannibal's, completely. If they don't, at least they've died together.

Strangely enough, making that decision is the first time Will is ever at peace over the entire course of the show. In a way, that explains everything about Will -- he is a broken, broken man who can only truly be happy when he finally accepts the horrors within himself. At least, in the end, he kind of does.
Edited 2017-04-04 17:37 (UTC)
sweats: (pic#10762682)

will graham | hannibal | reserved

[personal profile] sweats 2017-04-04 02:46 am (UTC)(link)
AU History:
Will was born on Westerley to a Westie father and supposed Westie mother who immediately after Will's birth, disappeared and left him with his father. Will's dad was a ship mechanic for anyone in the J Star Cluster and as a result, Will spent a lot of time living off a ship and being dragged around. His childhood was pretty unstable as a result and he even ended up teaching himself most things, with education being very hard to come by in that type of lifestyle. He could always figure out a way to get his hands on books though.

When Will got older and his dad couldn't travel anymore, they settled back down on Westerley and Will decided to join the Enforcers, wanting to be part of the local law enforcement and use his gift of empathy to help people. He knew it would be an uphill battle because of how low priority the Company viewed crime, but pushed for it anyway. Years of work and training lead him into a detective spot among the Enforcers and a solid promotion after capturing a notorious killer targeting Leithian families. Through it, Will was able to convince the Company to give him a department focused on especially violent crime all over the Quad.

In turn, he ended up with quite a reputation at the Company as the enforcer that could "read minds" and the fact that his capture rate was nearly 100% successful said a lot. Still, the work took a toll on his mind but Will was generally able to keep it together. Well, until a new killer was sent his way referred to as "The Ripper". The Ripper killed Westies primarily, left them in gruesome tableaus that were even too violent for what most people expected of Westerley. The Company and most of his fellow Enforcers were sure that it was "some sick fuck of a Westie" but Will had a different theory -- thought it might be someone much higher on the food chain, someone Qreshi or associated to them. That, unfortunately, made him fairly unpopular for a while and signaled the beginning of the end for Will, especially once he started asking for Qresh records.

His unpopularity followed him like a curse and Will ended up forced to deal with lower priority cases, and mostly alone at that -- no one wanted to deal with that crazy Will Graham, after all. He knew it was punishment for even implying that the Ripper could've tainted Leith and Qresh like that, that someone from the higher echelon of societies could be that "impure" and it pissed him off. So, he did his work and kept his head down but one day he found himself alone on Leith, dealing with what should've been a simple arrest. Except the killer he was tracking down panicked, came at him with a knife, and suddenly Will found his intestines spilling out of his stomach. He was gutted, simple as that, and he was angry about how inconsequential the person who gutted him was. He was supposed to catch monsters, not scared morons.

Able to call for help before he passed out, Will woke up quite a while later with his stomach stitched up and a creepy guy sleeping in a chair by his bed. Creepy guy ended up being Hannibal Lecter, the surgeon who stitched up Will and unknowingly to Will, the Ripper. Will wasn't a fan of this, told him to fuck off, Hannibal didn't. Hannibal continued not to fuck off as Will recovers and gets out of the hospital, instead begins to pursue Will -- romantically. Will, still not a fan. But at the same time, Will also ends up confined to desk work for an indefinite period of time once he returned to work, the Company citing it as "recovery" but Will knew it was punishment. He caused a scene, they weren't a fan of his anymore.

Hannibal continues pursing -- this goes on for a while. A year, at least, where Will realizes he's never really going to recover from his incident -- going back into the field had him jumpier than ever and his nightmares were worse. Will's moral foundation starts shattering while Hannibal spent more and more time getting into Will's head, shifting around all his pieces. One day, while looking through old records and trying to figure out what's gone wrong -- it all clicks. Hannibal's the Ripper. It also clicks: Will has nothing, no one. Dad, dead. Career, over. Nightmares, constant. If he tried to go after Hannibal for legal punishment, he'll be killed -- either by the Company or Hannibal. Hannibal's clout is too large and standing too high, he's untouchable.

On the other hand, Hannibal genuinely seems to want Will in his life and at his side, that he's not just pursing Will out of his own amusement but something more -- actual love for Will, even if coming from a creepy cannibal serial killer. With him, Will could put back together the pieces of his life, be happy again, not be as scared all the time. But is it worth it? No one cares about the Ripper except for Will and there's no way he'd survive the pursuit. All he would have to do is not care anymore himself, give up the chase. After this realization, Will took the week off, went fishing, talked to no one. When he came back, he agreed to be with Hannibal. A few months later, they're married. He made his decision.

Now, he's here: two years in, pretty happy, stable job on Leith as a professor and nightmares nearly non-existent. The Ripper still rips but -- well, that's none of Will's business. Not anymore.
CRAU: N/A

Original History: Wiki | Wikia

Inventory: One day, he'll have his dog again. But that day just isn't today.

Samples:
TDM
- Hannibal
- Percy
- Natalie
Miscellaneous Notes: Don't eat Hannibal's cooking.
athenite: (TURN ► what was that)

annabeth chase | riordan mythos | reserved

[personal profile] athenite 2017-04-04 03:25 am (UTC)(link)

Player



Name: Lucy

Age: 28

Contact: [plurk.com profile] lucylovespluto or pm!

Preferred Pronouns: she/her

Other Characters: n/a!

Character



Name: Annabeth Chase

Age: 19 (17 in canon + 2 years established)

Memory Option: 1 with the potential for memory regain!

Established Status: Yep, 2 years!

Canon: Riordan Mythos

Canon Point: Post Hammer of Thor (Magnus Chase series)

Citizenship: Leithian previously, but RAC member so n/a.

Job: Warrant/Information broker.

* Level:
n/a

Abilities
Minor: Prophetic dreaming All Greek demigods have prophetic/semi-prophetic dreams and messages especially when bad shit starts to go down, for some reason. These dreams are rarely clear, but do sometimes include actual events.

Passive: Divine Wisdom This is technically one of her blessings as a daughter of Athena and is literally just a way to say "so anyway she's really super smart". In particular Annabeth is a brilliant architect and strategist. However, it also means she's able to pick up new things at the drop of a pin. Examples of the last are learning to fly a helicopter in five seconds as it was plummeting to a crash based on having read some notes on aviation machines once and making her "best guess" and being able to weave so fast her hands seemed to be blurring the first time she ever tried to weave. Annabeth learns quickly and learns well.

Passive: Weapons The other mainstay blessing of a child of Athena is that she's able to use pretty much any weapon that finds its way into her hands. Athena kids may not be flashy but they are pretty useful?

Passive: Athletics/Battle training Annabeth is hella athletic. She was basically raised at CHB from age seven onwards, and the camp is focused on training demigod children to like, not die in battle against monsters. There's a climbing wall that shakes with simulated explosions, drops rocks down it, and has lava gushing down the sides. Extrapolate from there her mad athlete abilities. Swimming, fighting, climbing - Annabeth will find all of this very easy.

Passive: Enhanced Physical Condition A Greek demigod catchall thing, to a lesser degree than some of the other heavy hitters - however, she's a bit more durable than the average Joe.

Passive: Mist Vision She can see through the canon construct known as the "Mist" which obscures monsters from in-universe muggles. This matters Not At All outside of canon since there is no Mist elsewhere but I'm mentioning it for posterity.

Passive: FUCK SPIDERS Also spiders hate her as a child of Athena and will 100% of the time choose to bite Annabeth, it is the WORST power, MAKE IT STOP.

Skill: ADHD/dyslexia All Greek demigods are dyslexic because their brains are hard-wired to understand/think in ancient greek; they appear to have ADHD because they've got hyper danger reflexes.
athenite: (CAUTION ► what do we do now)

annabeth chase | riordan mythos | reserved

[personal profile] athenite 2017-04-04 03:26 am (UTC)(link)
Personality:
Annabeth Chase is not exactly known for her warmth, but rather for her wit. No one would say upon meeting her that she's the friendliest person in the world - she can be friendly, yes, but she tends to have sort of tense first meetings with a lot of people in-universe since she is hella focused on any task she sets herself to doing. This includes demanding information from Percy when supposedly nursing him back to health upon first meeting him, and running up to Jason, Leo, and Piper with her dagger drawn and demanding to know where Percy was upon first meeting them, without any lead-in pleasantries first in either situation. She definitely can be rather off-standish at times due to her intense focus on her task (in Percy's case she wanted to know about him because her main goal was Getting A Quest, so she was looking for anyone who could match the prophecy that could snag her one; in Jason/Leo/Piper's case, she was looking for Percy and basically didn't give a fuck about anything other than > gather information > FIND THE BOYFRIEND). It's noted by a few people that her gaze is fairly intense and she tends to look at people like she's solving a thousand different things in her mind or like she's regarding them like a problem to be solved.

Despite this, Annabeth can act easily with her friends, laughing and joking around. It's just that you have to, you know, get her out of her laser-focus mode first. Once her trust is won it is not easily lost, and she is an extremely loyal and reliable friend. She's capable of being pleasant and does spend a lot of time thinking about her friends and how they are. It is incredibly hard to lose her favor once earned (permanently, at least, though you can get her annoyed with you). While some manage to meet her in laser-focus mode or find her when she's being stern and determined about something, almost all of Camp Half-Blood and even the Roman campers learn that Annabeth does have other sides. Frank recalls her being kind and patient and helpful to him; she's always pleasant to Tyson now that they're friends, even though she didn't get on with him at first; she also acts as something of a mentor to Piper upon the other girl's arrival at CHB.

Her biggest dreams aside from building something lasting involved getting her parents back together and turning a friend away from the dark; Annabeth Chase is very friend-and-family oriented even when she has had a lack of permanence in her life. Due to her nature as a demigod, Annabeth attracted monsters from a young age, and her father's apparent lack of love or understanding caused her to run away at the age of seven, not to return for a long while. She told Percy later that she felt everything was changing, and she thinks the reason she wants to become an architect might be because there was nothing permanent in her life for a very long time. Things that last and stay are very important to Annabeth Chase: Percy is one of those things to her now, and she was a complete wreck when he was missing thanks to Hera in the Heroes of Olympus books.

Athena is the goddess of of wisdom, handicrafts, useful arts, and battle strategy, and Annabeth is most certainly her mother's daughter. Annabeth's biggest strength is her intelligence and her cool head when it comes to planning things. While she can be temperamental, Annabeth usually is able to adjust her plans on the fly in battle. She's capable of staying calm enough to do advanced mathematics in order to plan out the trajectory of a jump and the force needed in order to make sure she and Percy stay alive, and she is usually the one to make connections about things and to try to alert Percy to said connections. Annabeth is a complete nerd who is constantly reading and learning and she's very, very smart; she also has wisdom, however, which is different from intelligence. While this by no means indicates she doesn't fuck things up (that's like, a demigod mainstay or something) Annabeth tries to treat others well and tries to look at all sides of a problem. She stands up to her mother and speaks in favor of working with the Romans, for example, because she has the wisdom to see past the Greek biases. As a strategist, Annabeth is basically second to none demigod-wise in the series; others tend to look to her for plans, and Percy's teasing nickname of "Wise Girl" definitely isn't far off the mark. This isn't to say Percy's bullshitting on the fly isn't the better choice sometimes (how the fuck, Percy Jackson) but when it comes to a plan that isn't bullshit, Annabeth is your girl. She is furthermore a very solid leader - Annabeth cares about the people she's supposed to protect, and is fiercely dedicated to all the CHB campers and anyone else she calls a friend. She will give her all for anyone under her umbrella of "these people are mine" and gods help you if you get in the way of that.

Every hero has a fatal flaw, although not every demigod is lucky enough to know what theirs is. Annabeth Chase is fully aware that her fatal flaw is hubris, but even so she rarely manages to avoid falling prey to it. Annabeth believes herself capable of almost anything. While this is not always detrimental, it sure as fuck is when she refuses to hear otherwise and/or takes things too far for the sake of her pride. The series is littered with examples of Annabeth's pride getting the best of her. When she and Percy and Grover were confronted with a Sphinx who was asking them 20 questions (all dumb trivia things Annabeth knew without thinking) instead of a riddle which made them think, Annabeth refused to answer the trivia questions after a few rounds and demanded a riddle worthy of her intelligence despite her friends telling her to just finish the game so they could move on and maybe not poke the giant cat monster. Obviously she ignored them in order to demand a proper challenge, and the Sphinx attacked them all because of it. That's one of the more egregious examples in a series full of them.

Annabeth's fatal flaw is perhaps more deadly because she is extremely competent and intelligent. There is a lot she can accomplish which others can't - and the fact that this is true means sometimes she forgets that there are also things she can't accomplish, or she refuses to believe it. Annabeth took the weight of the sky from Luke and was able to bear it for longer than Percy managed later. She solved the quest in the Mark of Athena which every other child of Athena before her had failed. In the end, she did manage to see Luke returned to himself in the first series, even if Luke did not survive his return to his senses. She survived Tartarus, along with Percy. These feats only lend credence to her dangerous pride, even though she admittedly would not have attempted them without the hubris she possesses in the first place. It's something of a never-ending circle of crazy ideas. Even being fully aware of her weak point, Annabeth has enough pride she believes that she can keep it in mind which...is falling prey to her hubris. She even asked Percy if he didn't think he could tear the world down and do it better than the gods from scratch, a thought she'd had before (Percy, being Percy, basically went "lmao no I'd be a terrible ruler").

Her pride can also make her a pain in the ass to deal with in ways other than believing herself capable of anything. Annabeth straight out refuses to work with Hera, Queen of the Gods, when she disagrees with what Hera was doing and saying. She tells Hera this flat out, making an obvious enemy of one of the most dangerous and grudge-bearing gods, which was...kind of not the best idea? Annabeth isn't really the type of person to go with the flow or agree to take an easier path in order not to make waves. She always does what she believes is Right in any given situation, regardless of the enemies she will make, even if they are far too powerful. She figures she can handle it, and also will not allow herself the flexibility to take a path she doesn't think is correct.

If she had to name a second fatal flaw, Annabeth would probably have to call it her curiosity. While curiosity is good in moderation, Annabeth does very little in moderation. She puts herself (and occasionally others) in danger numerous times in order to satisfy her curiosity, although the most vividly "Annabeth, why" example was when she and Percy were sailing through the Sea of Monsters. When they were coming up on the Sirens, Annabeth refused to put wax in her ears to block their song, but instead asked Percy to spot her so she was able to listen to the song, since she'd never get another chance to hear what it sounded like and she wanted to know, to become stronger from it. She managed to slip her bonds and very nearly got herself drowned so that was dumb, yeah.

Annabeth is extremely territorial and defensive of her friends (especially Percy and Luke, at different times) and was prone to jealousy before she and Percy started dating, although the knowledge they are dating seems to have tempered her fits of jealousy re: Percy and other girls at least. But she does not take kindly to threats or insults to her friends, and while it can take her a little while to open up to people, once she's decided someone is her friend she's a loyal friend for life. It took Luke like ten zillion betrayals for Annabeth to finally decide Percy had a point about him being evil and even then she was sullen and reluctant about it - and even then she backtracked immediately when she realized there was still a slim shot that he could be saved. Even when she thinks Percy's plans are stupid (read: often) she always has his back, no matter how much they might be arguing at the time. This can even be somewhat literal, as Annabeth blocked a blade aimed for his back with her own body, taking a poisoned blade to the arm. Note that this was when Percy was newly invulnerable and Annabeth had no idea his weak point was at the small of his back - she simply reacted, defending him with everything she was. She was equally willing to sacrifice herself when she threw herself at the back of an enemy targeting Thalia and Percy, which took her out of commission for most of an entire book as she fell off a cliff with the enemy and was captured. While Annabeth usually prefers to have plans, she can be extremely impulsive in the heat of battle when it comes to the defense of those people she considers "hers".

Finally, it should be noted that Annabeth is absolutely terrified of spiders due to the old feud between Arachne and Athena. Spiders always plague any child of Athena, and she can't be near one without it biting her. Her fear of spiders is nearly debilitating at times and basically just get those fuckers away from her please and thank you? That fear aside, Annabeth is a brave girl. At seven she ran at Luke and Thalia in an alley armed only with a hammer, thinking they were monsters; she also never shirks a fight in the series, always leaping to the defense of others and never turning her back on a quest. Sure, all that bravery seems to dissipate at the sight of a spider, but it does still exist.
athenite: (DEBATE ► here is why i'm right)

annabeth chase | riordan mythos | reserved

[personal profile] athenite 2017-04-04 03:31 am (UTC)(link)
AU History:
original brainstorming meme link here!

-Annabeth Chase was born on Leith to a family of merchants and scholars. She and her younger brother, Magnus, received schooling and training to that extent and were nebulously planned to eventually be thrown into the family business if there was room. Her childhood was more or less focused on that, and while she didn't get along with everyone in her family she was at least on good terms with Magnus.
-However, there were Too Many Chase Kids and Annabeth was slated to become a Surrogate.
-She promptly decided fuck that and ran away from home. She felt the best way to end the argument before it became an argument was to make it basically impossible to exist and joined up with the RAC for training.
-Annabeth did not go the Killjoy route, but instead was tapped for the skills she'd been brought up with as the daughter of merchants and information traders and became a Warrant Broker.
-Magnus ran away from home after her a little less dramatically.
-The running away took place when Annabeth was about fifteen (in canon she ran away at seven so this was an improvement, actually) so there was a fair period of training time.
-For the past few years she and Magnus have operated out of their own ship, Pallas, as a broker-medic team. They operate between HQ, Westerly, and their ship in rotation and Killjoys have access to the schedule and their frequencies if they need to catch the Chases and for some reason can't go to any of the three locations during their times there (like, if they need a medic quick, or information).
-Annabeth does do some other information brokering on the side, but is always neutral in her dealings to date and puts RAC jobs first at all times.
CRAU: nope!

Original History: here you go!

Inventory:
-1 personal cloaking device (previously an invisibility cap).
-1 camp halfblood necklace, which is just a necklace with clay beads on it (she has more beads than percy, for the record).

Unfortunately she would totally have tossed a CHB t-shirt so oops! And she thinks using swords in space is Kind Of Dumb. So that's it!
Samples: here on the tdm & here is a network/action post from a previous game (though with a different journal; that's still me I promise).

Miscellaneous Notes: Nada! However, since she is a book character her pb is Britt Robertson if you need to know that!

Archer | Fate/Stay Night | Reserved

[personal profile] madeofswords 2017-04-04 04:00 am (UTC)(link)

Player



Name: Dan

Age: 28

Contact: [plurk.com profile] dannication

Preferred Pronouns: He / Him

Other Characters: N/A

Character



Name: Archer (Shirou Emiya)

Age: Unknown, looks to be in his late 20s, early 30s.

Memory Option: AU Deterioration

Established Status: 5 years

Canon: Fate/Stay Night

Canon Point: Fate Route (End)

Citizenship: Leithian

Job: Company Enforcer / Firefighter (Former)

* Level:
N/A

Archer | Fate/Stay Night | Reserved

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


Abilities
Enhanced body(Passive): In Fate/, Archer is a heroic spirit with high physical abilities. To make him proportional to the environment, his physical strength, speed, and endurance would be 2x that of a normal human being. He would be extremely durable and capable of surviving injuries that would normally be considered fatal over a somewhat short amount of time, barring immediately fatal blows. His eye-sight is also enhanced immensely. These enhancements would come through nanomachines woven close to the cells in his body. He also heals faster than a normal human being though not at an immediate rate. He could recover, in a few days, faster than someone might in a month. Due to the nature of his backstory listed below, he would only be able to maintain these enhancements using resting and to allow his nanomachines to consume steel to replenish themselves. Extra: To imitate the Command Seals from Fate/, anyone controlling Archer's nanomachines could fully control his body through direct command though it would be at the cost of destroying some of the ones in his body. Three commands can be issued to Archer to control him before he would need to replenish his nanomachines. This manipulation of him isn't a power for Archer rather than a tidbit to make him closer resemble a Servant. Currently, a few Company officials would have the commands to steal control of Archer at the moment.

Magus(Minor): Being a magus in Fate/ encompasses a lot off various abilities, but the Enhanced Body and Projection are pretty much the only two things Archer uses in canon. The other is his ability to 'scan' objects and memorize information about them. By observing them through sight or touch, Archer can come to immediately understand something's composition, including strengths, materials, and flaws. Archer uses this ability to figure out the problems in appliances so he can fix them properly. As a result of this ability, he’s quite the handyman. In terms of what he could do in-game, I believe her would be proficient with mechanical objects and how to fix them on sight but wouldn't have as much success in, say, hacking something through a terminal. He would have an easier time hot-wiring a car rather than hacking its computer to get the same result.

Projection/Unlimited Blade Works (Major): Archer's primary ability is to create objects from within his mind. In canon, he turns his magical energy into bladed weapons and, occasionally, various other objects like shields. Since 'creating matter' is a fairly powerful ability, it would be a bit more sensible to say that his nanomachines would be able to create hard-light projections instead of manipulating matter completely. Complex items with too many parts wouldn't quite work since they would require chemical reactions to function so he would only really be able to make simple objects like martial weapons. He would be able to make a gun, but if he tried to replicate gunpowder, it wouldn't be able to fire it as his gunpowder wouldn't be able to create a chemical reaction upon ignition. As in canon, these hard-light projections wouldn't last forever and would break down after time, but they would be as strong, flexible, and durable as steel or whichever object he tries to imitate. Archer's projections can also be rigged to 'explode.' Examples would be his Broken Phantasms--weapons he overloads with power to increase their destructive potency while lowering their immediate lifespans. He uses this ability to turn arrows into explosives and to increase the cutting power of various swords. It should also be noted that Archer cannot create something he doesn’t understand.

Eye of the Mind(Passive): Archer, in canon, has been through a countless number of battles and gained so much experience fighting that he's a veteran among veterans. Since he couldn't possibly accumulate thousands of years of fighting knowledge in his lifetime as a Leithian, it would make sense to implement a little 'programming' into him through his backstory. Essentially, Archer was forcibly subjected to countless simulations of dangerous situations to prepare him as an effective Enforcer, and it's trained his mind to become a cold and calculated battle analyst. Essentially, he has nerves of steel downloaded straight into his mind like in The Matrix. he knows Kung fu.

Weapons Master(Passive): Given the combat experience forced upon him, Archer is exceptionally proficient in the use of martial weapons. Bows, knives, swords, spears, shields--you name it. He can use it. He's also an expert with firearms and, while he has no tech-based ability to enhance them, still favors them in a variety of situations.

Cooking(MAJOR): He's a dynamite chef. He favors 'eastern' dishes in canon--in Overjoyed, he'll have a bias for dishes native to Leith.

Personality: Archer, unfortunately, is defined by his tragedies. His first memories are of fire and death. Amidst it all, someone saved him from both. This memory would last with him forever, and it would mold him for the rest of his long, long, long, life. Archer came to admire his savior, Kiritsugu, for saving his life from a fire that ended up destroying an entire city, leaving him as one of the only survivors of the chaos. Part of him would die in the fire, giving him a massive sense of Survivor’s Guilt that would plague and manipulate him later in life.

In his youth, people would see him as helpful and kind, willing to go out of his way for their sakes. Classmates would comment that they would never see him smile or, if he did, it would be a smile out of politeness instead of good humor or happiness. In truth, he never believed he deserved to be happy because he was one of the fewer survivors of that massive tragedy and instead, he found happiness only when he was able to be useful to others. In canon, Shirou (Archer’s past self), states that he only learned magecraft to try and help others and never really felt joy in pursuing it. In fact, he never really did much for himself in his youth and spent more time trying to be useful to justify being one of the few survivors of that tragic fire. He literally could not find joy in his life unless it were a sacrifice of his time or effort to make someone else happy.

The one who had saved him, Kiritsugu, took Archer as an adopted son since he lost his family. Looking up to Kiritsugu’s example, Archer listened to his stories about wanting to be a hero as a shining beacon of what he wanted to do with his life. Archer made an effort to learn magecraft in the hopes he could be a hero and save people. The memory of Kiritsugu dying with a smile on his face, satisfied in having saved him, burned itself in Archer’s mind and played a part in further corrupting him in life.

In the timeline he comes from, Archer isn’t particularly proficient when it comes to relationships—tending to want to be in them for the sake of the other person. While entirely capable of envy and selfishness, both seemed to take the back door when it came to being in a relationship with someone. Archer would naturally be attracted to people who needed him, and it wouldn’t work out well in the long run. Since Fate/ splinters with different possibilities and alternate universes, it’s possible for him to lose parts of his Survivor’s Guilt in time and pursue happiness the regular way—but in Archer’s timeline, this doesn’t happen. Archer is the Shirou Emiya that fails to grow in positive ways.

Eventually, Archer would meet with hardships that would test his dream of becoming a hero. Working as a firefighter and a magus, he came to realize that he couldn’t save everyone he came across. Sometimes, he would have to save ten people at the expense of one, and it eroded his ideals and morals, bit by bit. On the brink of death, Archer took a contract with the entity called ‘The World’ to become a hero and to continue to save people. The contract would effectively make Archer immortal and very powerful, but he would only come to exist when there was a catastrophe that needed to be averted. The World didn’t care who survived—just that humanity survived in general. As a result of this nature, The World essentially forced Archer to become someone who killed pretty much anyone close to a catastrophe to lessen the damaging effects of it rather than focus on saving innocents. As a result of this twisted, machine-like objective, Archer was subjected to the worst of humanity. He was forced to kill the weak to save the majority and to execute criminals for the sake of potential victims. Archer went against his beliefs over and over in the hopes that he could save as many people as possible. While, in a way, he accomplished his dream of becoming a hero, it destroyed who he was, and he became bitter and cynical about it. He hated his younger self so much that he wanted to find a way to kill him and create a paradox that would end his existence.

As he is now, Archer doesn’t resemble who he used to be. While deep down, he enjoys helping others and being useful, he knows better than to blindly offer his services to anyone. Becoming cynical throughout the years, Archer would eventually develop a snarky and sarcastic tone, teasing others in social settings while being cruel to those he faces in fights. Archer would gain a penchant for telling half-truths to deceive others and manipulate them for his benefit. Generally speaking, Archer’s personality swapped from being genuinely kind, compassionate, and helpful to mold itself into something appropriate to what he, as a Guardian, became. He became manipulative to profit off of others’ shortcomings, he learned to play with words the right way to draw attention from himself, and he figured out various ways to conceal his intentions. Pretending to be heroic only to stab someone in the back, later on, wouldn’t be out of his scope of practice at all.

Despite this, he isn’t entirely flawed or beyond saving at this point. Archer’s worse qualities come out in times of conflict while he isn’t an evil person in social settings. He can be somewhat immature, choosing to selfishly engage his little interests when left to his own devices and does seem to find ways to enjoy himself in ways he never bothered with as a young man. He smiles much more often than he used to though often it’s facetious and sarcastic as he enjoys using it to infuriate and confuses others. Despite his sarcastic and antagonistic nature, Archer does tend to lean towards wanting to help others even if it conflicts with his cynicism. He can’t entirely help his sacrificial nature and, while his Survivor’s Guilt seems to have taken a backseat for the moment, it isn’t absent. Archer, in two timelines, willingly sacrifices himself to save those close to him and without any hesitation at all.

Archer prefers to look like a worldly elder with a lot of experience and know-how, teasing others when they need help while still, ultimately, going out of his way to help them. His methods, beliefs, and disposition may have changed over the years, but he still is that young man who wanted to be a hero in the end.

Archer | Fate/Stay Night | Reserved

[personal profile] madeofswords 2017-04-04 04:02 am (UTC)(link)
AU History: Archer doesn't remember his childhood very much. His first memory was a terrible fire roughly two decades ago. An entire neighborhood in Leith went up in flames and, somehow, most of the people in that particular area were beyond saving. They died in the fire while he was the only one to survive, saved by the one man who would later adopt him during his stay at the hospital. The experience of being the sole survivor of the fire would irreparably break a part of him and cause him to believe that he shouldn't have survived the fire while everyone else caught in it had died. His savior, his adoptive father, became a shining example of a hero to him in his youth. His adoptive father would tell him about his dream to be a hero who could save people from harm and make their lives better. Entranced by that ideal, Archer spent his youth trying to help others and work his way up to become a Firefighter and save lives as often as he possibly could. His adoptive father died after a few years, leaving Archer with an estate and no other family to speak of aside from a few neighbors who would visit from time to time.

The years ticked by and Archer became a figure in his school and community, famous for being a handyman who would go out of his way to repair tech on the spot after being taught everything he knew by his adoptive father. He did minor jobs for pretty much anyone who asked him. He never took on hobbies out of a desire to enjoy them rather than to help others have fun. He would play sports solely to fill necessary roles, volunteer for jobs when people were shorthanded and do whatever he could to look out for others who couldn't. Eventually, when he discovered he had a talent in archery, Archer didn’t pursue it as a sport on a daily basis since he would lose time that he could have spent helping others, instead. Working as a firefighter full time, Archer's dangerous state of mind put a distance between himself and those he had relationships. He wouldn't have friends or girlfriends very long at all, coming back from work with injuries he could have avoided. Plunging himself into danger as often as possible, it became clear to those close to him that he seemed to have a deathwish. His belief that he shouldn't have survived the fire spurred him on to try and repay the world for continuing to live. His survivor's guilt prevented him from caring about himself and lead him to believe that he didn't truly deserve to live or be happy, crippling him emotionally for some years. Even so, his stubborn nature pushed past that and he tried to pursue his dream of being a hero. It made him happy to be useful to others, which seemed like the only acceptable way for him to experience that emotion due to his survivor's guilt.

Sometime after he became a veteran firefighter, Archer found himself in a blaze that couldn't be controlled easily in a noble's district on Leith. Refusing to let the unwieldy nature of the fire stop him, he rushed to save as many people as he could, suffering from exhaustion, smoke inhalation and eventually--a mortal wound from a falling beam just before reaching the last person left alive. All he could remember at that time was praying out loud, for the strength to help them He managed to pry himself free long enough to rescue the last person left in the blaze but he died briefly on the operating table later on that day. Before being declared dead, an unnamed surgeon stepped in and offered a last-ditch treatment to save his life. Perplexed, the head surgeon allowed it to happen, and Archer came back to life through the use of nanomachines stolen from The Company, provided by the surgeon who Archer had saved earlier that day. The surgeon inspired that Archer had shown a great deal of courage and selflessness, decided to steal the nanomachines in the hope of keeping him alive so he could keep saving lives. Unfortunately, this action leads to the surgeon's expulsion from The Company for stealing its resources and research, and it left Archer with a choice. If returned the nanomachines, he would end up crippled, and his career would end then and there. If he chose to repay the Company, he could work it off and live on so he could help more and more people. The choice was easy. Without a care in the world for his life, he accepted.

He tried, for a few years, to continue being a firefighter and a Company enforcer, pulled along to work as a bodyguard. Eventually, Archer's 'ownership' found its way to the original researcher who had designed the nanomachines in Archer's body. The scientist responsible for Archer decided to make a much better use of him than other Company officials had. He used the nanomachines inside of Archer to manipulate his memories and experiences. His new owner noticed Archer's penchant for throwing himself in the way of danger for others and decided to capitalize on it. With the nanomachines that saved his life, this researcher manipulated Archer to take on countless simulations of fights, wars, and life or death situations to give him as much experience necessary to operate as an exceptionally effective Enforcer. Being put through so much stress in a short time and, due to the immoral decisions he was forced to make in numerous simulations, Archer's old mindset was severed from him. Losing quite a few memories from his past as a result of being bombarded with traumatic ones, he immediately lost hold of who he used to be. On top of this all, the simulations he experienced were based off real events that had taken place the nearby planets and moons. He couldn't dismiss them as fictional and realized that his decisions could easily lead to deaths and they could talk to survivors. For what felt like a thousand years of experience, Archer was forced to make decisions that went against his ideals in a desperate attempt to save as many people as he could. By the end of it, Archer came to realize that he couldn't possibly be a hero and save lives with everything in the World working as it was. At some time, to save more people, he would have to sacrifice others. For ten people to live, one would have to die. He would have to kill a corrupt officer to save many civilians. He would have to ignore some cries of help to make way for others. In one short afternoon of these simulations, Archer was forced to concede that his heroic ideal was a fantasy manufactured by the admiration he felt towards the man who saved him.

The experiment had been a success. Used by shadowy higher-ups in The Company for years after that point, Archer retired as a firefighter and went full-time as an Enforcer. He took on jobs to kill enemies of The Company in secret from his handlers under the belief that it would save more people down the line. He conceded that he couldn't save everyone and abandoned the weaker part of his dream to enforce the one that was within his power. The constant use of nanomachines would alter him physically, darkening his skin and turning his hair white. Archer would eventually cease to resemble the person he used to be. Taking the name 'Archer' due to his particular talent in archery, he became a heartless hitman for the corrupt officials that would exploit the desire to help innocent people.

CRAU: N/A

Original History: Here!

Inventory: A ruby pendant which was originally used to save some idiot’s life a long time ago.

Samples:
Game-Verse
The mansion had been auctioned off. The place he used to live both as a child and as a reckless adult was no longer in his possession. For the most part, it made sense. He was declared dead. Archer, seated among the crowd purchasing goods that were left from its 'previous owner', went unnoticed. He hadn't returned to the mansion since his death on the operating table. He realized it would have been traumatic for him to return to the few neighbors who loved him when they had known he was truly and utterly dead. Surprisingly, he didn't feel very much when he returned. The old homestead he had grown up in filled him with a dull ache that he realized was homesickness. It was dulled to the point of nothingness, after awhile.

What surprised a few of the residents who had known Shirou, when he was alive, had been that this mysterious dark-skinned Company-man had been purchasing Shirou's old cookery in its entirety. Utensils, pots, pans, etc. He even paid twice the price for the rice cooker. There were a few old-fashioned lamps thrown in and even some linens. For the most part, he didn't buy anything of immense value nor did he even attempt to bid for the estate, itself.

"Did you know him?" He remembered the voice and the face of the woman who approached him, her eyes red with the promise that she hadn't gotten through the auction very well. She had been Shirou's teacher for a few years in school and a neighbor close to him. Archer felt no surprise that nothing about seeing her prompted any real reaction from him. This was someone who he thought of as a sister. Many people would have been compelled to greet her in a familiar and jovial way and would have happily told her they were actually alive but there wasn't any merit in it. In the few months he had been a Company Enforcer, his actions changed who he had once been. He was dead to her, either way. So, in a way, he had already passed the point of worrying about the people he was forced to leave behind. "You... You really outbid me on a lot of the things I wanted to keep."

He could tell she was taking it with some humor, though. She smiled, almost wolfishly, as she accused him, "Don't tell me you're an admirer of his. Just about everyone here loved when he cooked for them."

"No, I've never met him," Archer looked away, his expression becoming chillier than it had been throughout the auction. "It just looks expertly maintained."

"At least take care of it," She turned to leave, her own frown showing some confusion. She had looked at him long enough to see something in him but didn't see what it was, specifically. After awhile, she turned to fix an accusatory look on him. For some reason, that look of hers actually managed to make him falter just the slightest. His feeling that he hadn't cared for any of them anymore had crystallized into a smaller, tougher motivation to find. He was sure the brutal process of altering his memories would have gotten rid of that. "He treated it immaculately for years and fixed it all very routinely, so you better not let any of it break or warp."

He had loaded it all into a loading craft to be delivered to his apartment. Archer sat beside his handler in the back seat, setting his hands on his lap in a passive and, ultimately, relaxed posture. Turning to face Archer, his handler asked one question.

"Are you alright?"

"What you mean to ask," Archer began, shutting his eyes for a moment. He paused, weighing his words and deciding that the direct approach would furnish the best results. "...Is, am I emotionally compromised? The answer is 'no'. All I'm irritated about is... having to pay three times the price for the things I already owned."

He let the last few words hang out dryly, giving his handler an equally dark look. In return, the Company-man responsible for him chuckled and signaled the driver to leave.

Also, TDM Here, for good measure!

Miscellaneous Notes: Phew!

hydrokinetics: (I am a man of many hats)

[personal profile] hydrokinetics 2017-04-05 04:16 am (UTC)(link)
Wahhh I knew he was severely OP for the setting and wasn't entirely sure how to nerf it so let's try again! Edits bolded from original app:

Atmokinesis: Percy can summon hurricanes/cyclones and other types of storms. Game-wise, he can summon heavy rains but not to the level of a cyclone and it's limited to certain areas.

Major: Electrokinesis: More than likely it's a fluke but Percy is capable of generating small amounts of lightning while creating his storms. Limited to only one bolt of lightning in a small area.

Major: Aerokinesis Percy can summon strong winds and control them in his hurricanes/cyclones. Limited to only one general area, strong winds and not up to cyclone/hurricane levels of destruction.

Major: Geokinesis Percy can create earthquakes on his own and also to a degree can cause volcanic eruptions. Effects a small radius area around him (maybe 10 feet or less) and can't cause volcanic eruptions.

Major: Cryokinesis Percy is capable of controlling ice, snow, and icy water considering they're all just different forms of liquid. Liquid matter gets to a chilly point and he can still control that.

Major: Toxikinesis Percy can control and manipulate poisons since, again, just a different form of liquid. Percy's power is very limited in terms of poisons in canon and he's shown controlling it to direct poison and poisonous fumes toward someone but can also try to drive it out of his own body. This takes quite a bit out of him so it'd only work once maybe before he has to rest his powers. I'd say limit to limited healing of himself and only elements that aren't acidic can be in his realm of control.

Major: Water Propulsion. Percy can control water to propel himself around...like a small boat. He can also shoot water at targets. Additionally, this can be limited to a range of maybe 10-15 feet or less.

My apologies, please let me know if this will suffice and if I need to change any of the other alterations already in place/if my work-arounds are acceptable. Thank you!

Page 13 of 14