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





joyriding: (003)

[personal profile] joyriding 2017-02-04 01:09 am (UTC)(link)
AU History: This is the story Neal was told growing up: His father was from Leith, and worked for the Company. However, when the Company decided to take on a smuggling ring, Neal's father ended up in the line of fire, and was killed by the criminals he was going after. Unfortunately, since the smuggling ring was still active, Neal and his mother, as well as his father's old partner, all had to flee the system.

Neal grew up in a completely different part of the Jay, dreaming of one day returning to the Quad. He didn't remember anything about it, as he'd only been three years old when they left, but his fantasies were all about joining the Company himself and taking down the very same smuggling ring his father had been after. He studied hard as a kid and as a teenager for that purpose, even went so far as to teach himself how to use firearms so he'd be prepared for one day facing criminals head on.

When Neal turned eighteen years old, and had plans to head immediately for the Quad, his father's old partner decided he deserved to hear the truth: His father hadn't been caught in the crossfire - in fact, he wasn't even dead, although she didn't know what had happened to him in the end. They'd had to flee because his father had betrayed the Company, working alongside those smugglers and helping them evade Company guards. After he'd been caught, he'd sold out the smuggling ring in order to save his own ass, and managed to make enemies of everyone. That's why they'd had to flee.

Neal took learning the truth about his father with his usual grace: he ran away from home, and hasn't been in contact with them since. Because reaching out would mean having to deal with the truth, and that's just not something that happens in the world of Neal Caffrey.

His plans of joining the Company were also forgotten. Instead he found himself relying on his many skillsets to survive, and found that he was also really good at it. At least, when it came to using those skillsets to break the law. So he started stealing his way across the Jay, forging invaluable artworks and selling them as real, picking up statues in one system and fencing them in the next. He made himself multiple aliases, and got himself a bit of a reputation, though no law enforcement agency managed to even get a confirmed picture of him.

That is, until he made his way to the Quad after all. It's a mystery why he decided to go where his family was so despised, although some rumours say he was chasing after a girlfriend. In the end, though, he liked it there, and gradually made the system his home base.

Early on during his time in the Quad, he made it into the radar of one Peter Burke, killjoy and professional ruiner of Neal's fun. Actually, Neal put himself on his radar by introducing himself to him - mentioning nothing of his criminal activities of course, and there wasn't a warrant out on him yet, so the risk was small. But as it turns out, Peter would be the one to eventually connect his many thefts back to him. He linked the crimes together, and started taking on warrants to recover what Neal had stolen, and eventually was able to prove who was behind these crimes (for an extra bonus).

With a warrant officially out on him, Neal had to start being more careful. In theory. He saw it as a challenge, enjoying the chase, Peter always just a few steps behind him. He even kept in touch, sending him birthday cards, a nice bottle of hokk, and making sure to only ever call to chat when he knew he'd be waking Peter up.

Eventually Neal's luck ran out, though. He did some work for a group of criminals, but because Peter was catching up to him he was unable to finish the job. These criminals weren't too happy with him, and in desperation Neal called Peter to make him catch the group instead. He did, but he also caught Neal.

Neal was sent to Westhole prison, where he immediately started planning his escape. Fortunately for him, though, he'd grown on Peter. And Peter was worried about what a long stay in prison would do to someone like Neal. He started cashing in favors, using every connection he had, trying to get them to agree to release Neal into his custody instead. He fought for Neal's chance to redeem himself, and prove he could be helpful to the Quad as a hole. And it helped that while Neal had robbed half the galaxy blind, he'd also made friends with the other half. Some very important people were fond of him.

The deal went through. If he proved useful and was willing to do a lot of favors for the Company, they'd agree to release him. And so Neal was handed over to Peter, but with very strict conditions as to what would happen to both of them should Neal return to his life of crime.

It took some time for Neal to "prove himself" and work off the contract he had become bound by. But he liked working with Peter even more than he'd liked being chased by him, and the two of them proved to be a good team. And a year later Neal was given permission to rip up those papers (which he did, literally and dramatically), and do what he wanted with his life.

A week or so later, he became a Killjoy.

CRAU: n/a

Original History: his wikipedia entry

Inventory: A set of lockpicks, a sketchpad and a few pencils. His bespoke suit turned into something equally impressive and tailored, but in a style that actually makes sense in this universe.

Samples: one & two
Miscellaneous Notes: