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.
marian hawke | dragon age | reserved
Personality:
Hawke's personality is chosen by the player at the very beginning of the game, shaping the entire tone of Hawke's interactions with other characters from then on. There's three choices to choose from -- a Diplomatic/Helpful Hawke (Blue), a Sarcastic/Charming Hawke (Purple), and a Aggressive/Direct Hawke (Red). For the purposes of this app, I'll be talking about a purple Hawke who has made primarily purple dialogue choices in her interactions. Some dialogue choices overlap because at her core Hawke is pretty much the same, but the tone and general packaging comes off slightly different depending on the chosen personality.
The thing about Hawke is Hawke only ever wanted to help her family, throughout the game that's her major goal -- to provide stability and comfort for her family. Being the eldest child of the Hawke family and with their father gone, Hawke was looked to as the one who would shoulder the family's burdens. This is pretty obvious from even the start of the game when the family is escaping Lothering just after Hawke and Carver escape the battle at Ostagar to reunite with them. Most decisions made in that sequence about the family's fate have the final say made by Hawke and while a lot of that is because Hawke's the main character of the game, it does factor into Hawke's personality. Hawke's the one who agrees they should go to Kirkwall, Hawke's the one who leads them outside of Lothering and through the Wilds, Hawke's the one who makes the deal with Flemeth to get them to Kirkwall. Even when they arrive at Kirkwall, Hawke's the one who decides whether they should spend a year working with the mercenaries or smugglers. Hawke has the final say in her family and amongst her group of friends and this gives an enormous sense of responsibility to a person who might not want it.
From there on out, this responsibility is what leads Hawke through the game and Kirkwall. Hawke shapes Kirkwall, and the whole world, because she spends most of her time trying to make decisions that will help her family. She chooses to go to the Deep Roads to get her mother and sister out of the slums, she saves the city from the Arishok because she's the only one who can and she chooses to side with the mages or templars in the end because the choice is forced upon her and no one else is stepping up the plate. Hawke, especially a Hawke with a sarcastic personality, has shown time and time again that she does not want to be a hero but she keeps ending up in situations that call for someone to do the right thing so she does. That's Hawke's major downfall, the fact that she just wants to do the right thing. Everything else comes secondary and there was no way for Hawke to predict that her choices had a hand in helping Kirkwall, and the rest of Thedas, spiral out of control.
At the beginning of the game, it's easy to see that Hawke does a lot of things for kind of self-serving reasons. Her goals are simply to make enough coin to help her family out. She'll take any odd job that's presented and do it for pay and if those jobs spiral out of control sometimes -- she'll do her best to resolve it anyway. Hawke's a good person, fundamentally, but she's not looking to save the world. Hawke's main priority is the well-being of her mother and sister and herself. Everything else is secondary to that, even far later in the game when Hawke becomes someone the city looks to in times of crisis. It's obvious, through the way Hawke dismisses it, that Hawke isn't entirely pleased with being that figure but knows it's the right thing to do. The game continuously puts her in the way of events that lead Hawke into the path of becoming "Champion of Kirkwall" and when you look at it, it's obvious none of these events were in Hawke's control. The game spans ten years and a few random happenstances of Hawke being at the right place at the right time (or the wrong place at the wrong time) is what brings everything to the climax -- in which Hawke becomes partly responsible for inciting the Mage-Templar War that spreads through all of Thedas and is a major catalyst for the events of Dragon Age: Inquisition. This is why Varric is questioned by Cassandra Pentaghast because if Hawke started it, maybe Hawke could also stop it.
This though, just explains the burden of responsibility that builds over the course of the game and is part of what Hawke carries on her shoulders. Hawke without this burden, just her personality and how she interacts with others is pretty simple. She's a nice person but approaches most things with a good humor that doesn't let things go beyond the surface level. This is necessary when you've lived a life like Hawke -- moving around all the time in an effort to protect the apostates in her family. She's personable, always with a clever quip in response and a ridiculous idea on how to get something out of someone else. Hawke's the type of person who if you promise her one thing, she'll trick you into doubling it. It doesn't make her a bad person, she's just too clever for her own good. This type of behavior gets Hawke into trouble a lot and is probably what helps Hawke's rather infamous reputation build in Kirkwall.
A sarcastic Hawke is much less antagonizing than an aggressive one but this doesn't mean Hawke isn't inappropriate in way too many a situation. It's actually pretty obvious during a purple Hawke's interactions that she isn't entirely comfortable with heavy emotion or situations that require sensitivity. Even at the death of her brother, she tries to rush along the situation and tries not to dwell in the grief. This is even more blatant when Saemus is killed during Act Two and Hawke's response to the Viscount's grief is an ill-timed joke that makes the Viscount bite back sharply at her. She really makes a terrible hero because of that since sure, she saves people quite regularly but those looking for sensitive words or a shoulder to cry on will not get it from Hawke. It's not an odd thing when compared to the responsibility pressed upon her because if Hawke's supposed to be the stable one, the one who makes the hard calls, she has to be the one to pull back from a situation. So, she makes jokes. The jokes help.
Still, Hawke isn't entirely selfless. She's quite ambitious and while most of it revolves around dragging her family out of the slums, Hawke likes the reputation she's acquired. To be considered the most feared, the most sharp, the most cunning person in all of Kirkwall -- that's something Hawke approves of a lot. She doesn't want the responsibility, but the infamy is something that Hawke relishes in. It helps stroke her ego and gives her a kind of confidence to keep moving forward. If she can be as big as the legend about her is, what can go wrong? Even back in Act One, when Hawke's still relatively unknown by the city -- if she's confronted by either Athenril or Meeran at night for possibly betraying them, she tells them how stupid the move is because she's "carved her way through half of Kirkwall" to get where she is. Hawke has no problems owning that. Hawke's confident about her abilities, assuming she can outfox whatever nefarious ne'er do well crosses her path. She's still confident when she moves higher up in the world and has to outfox politicians and Arishoks. There's a thrill Hawke gets out of it, being able to be so untouchable that even those in power can't touch her. It makes Hawke a lot of enemies throughout the game, especially when she comes back from the Deep Roads wealthy beyond her dreams.
Her ambition is obvious when Hawke's first move after coming back is to purchase the Amell estate and restore the old name of her family. She still has the bone deep loyalty to them and for her, helping her mother is jut part of rising to the top in Kirkwall. If she can provide stability, security for her family that makes what she's done to earn her reputation all the more worth it. It probably makes sense then, that Hawke's rise to power ends up taking her family from her along the way. She might be untouchable by the people in power, but Hawke isn't untouchable by fate. At the beginning of the game, Carver or Bethany die depending on class choice. Later on, bringing the sibling to the Deep Roads causes them to be plagued with the darkspawn taint and forced into the Grey Wardens or die. If they're not brought, the sibling still leaves -- either Bethany to the Circle or Carver to the Templars -- and then after that, when she's lost two out of three of her family members, her mother is murdered by an insane blood mage trying to resurrect his dead wife. Nothing about Hawke's reputation could have stopped this. Not a blade, not a spell, not one piece of coin. Hawke's life was doomed from the start and Hawke just has to deal with it.
This all brings a lot of darkness to Hawke's life and after Hawke's mother is killed, it's the beginning of the end for Hawke. There's a subtle shift in her personality from the good humored lowlife mercenary who just cared about getting her next drink to the respected and wealthy Champion that has lost so, so much. Hawke doesn't dwell on emotions and for good reason but there's an odd dissonance in the game after these tragic events happen where Hawke still approaches things with the light, insensitive humor that she approaches everything else. There's no real conversation about her grief given and it can only be assumed that Hawke's just... burying it which isn't terribly odd when it's implied that Hawke blames herself for everything that's happened. None of these circumstances she could have stopped but because Hawke carries the burden for everyone else, she feels responsible for each bad thing that happens. All of this combined with the general chaos building in Kirkwall during Act Two and Act Three, is all part of Hawke's fall from glory.
One of the sadder things about Hawke is how perpetually unlucky she is. Every decision she makes has good outcomes and bad outcomes and usually the bad outcomes come back to bite her in the ass years later. It's like stated above, Hawke just wants to do the right thing but there's no right thing for Hawke in this story. Hawke will always spiral slowly into Kirkwall's madness, always lose her family, and always end up running from Kirkwall in the end. All these events are important to Hawke's personality though because the lack of control on Hawke's part is so vital. Hawke doesn't make things happen, Hawke has things happen to her and she just deals with the mess she's left with. Her simple need to care for her family and shoulder their burdens extends through the game with her shouldering the needs of Kirkwall and trying to fix them. Hawke never wanted that role, but it's the one she's been given.
Hawke cares deeply for her family, she cares deeply for her friends, and in the end she cares deeply for her city too. She's not the type to wax poetic about her care but it's through her actions that she shows it, from dueling the Arishok for Isabela's life and saving Fenris from his old Master, this is how she shows what they mean to her. Hawke prefers action over anything else and while Hawke's actions usually throw her right into some really bad situations, if she thinks she's doing the right thing she'll keep going. She might show hesitation or mild regret for the what she's been put in, but she pushes through anyway because she's not the type to give up. She's resilient and undeterred when given a goal and while sometimes that goal might just be "make some coin to feed her mother and sister tonight" and at others it might be "save all of Kirkwall from the wrath of a crazy templar" she'll do them both. Hawke will always follow through, even at the cost of her own safety and one day, maybe Hawke will learn how to say no. That day's just not today.
Also, Hawke's maybe a little tiny bit crazy too.