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.
qrow branwen | rwby | expired reserve
Player
Name: Monica
Age: 25
Contact:
Preferred Pronouns: She/her
Other Characters: Leo Elster (
Character
Name: Qrow Branwen
Age: ~39
Memory Option: 1
Established Status: Y, 1 year
Canon: RWBY
Canon Point: Post Volume 4
Citizenship: Authorised non-citizen
Job: Reclamation Agent
Abilities
Personality:
Hunters in the world of Remnant are renowned fighters who protect the world from the evils of Grimm, as well as other threats to mankind. Qrow Branwen is a veteran Huntsman who even goes so far as to take missions by himself for very long periods of time. These kinds of missions take him away from his family and contact with all kinds of people. Needless to say, he's got a bit of a reputation as as an expert Huntsman! One would think that somebody hardened by such adversities would end up being professional in terms of work and communication, but that's not Qrow at all.
Qrow is almost always drunk, and if he isn't drunk, he'll make sure he drinks until he's slightly wasted before doing things. Along with his drunkenness comes a rude and crass attitude, and slightly foul-mouthed. He's quick to insult someone, not even caring about their social standing or rank in the community. Whether it's a general in an army or a special operative, Qrow will not mince words. If he doesn't like them, he'll make sure they know.
He's not rude all the time, though, even though he may come off as such. He's very straight-forward, and won't even spare the feelings of even somebody he likes or respects. If he ends up hurting the other's feelings, then that's fine—it's not his loss. Despite this, though, Qrow is actually someone who conceals the truth rather than being 100% honest most of the time. These secrets he keeps are mostly about him or his past, or what it is he actually does for the sake of Remnant. He also isn't the type who would treat someone any different just because they're a family member or a friend. And if he can, he'll use his connections to his advantage, even if it could compromise the other's safety. That's just how he works. It's his job first before everything else, including relationships.
Despite that, though, he actually cares for a lot of people. He purposely distances himself from his contacts because of his Semblance: Misfortune. His Semblance affects him greatly because his Semblance is not something he can't turn off. Because of this, anybody close enough to him will experience misfortune or bad luck. Some examples would be the literal meaning of misfortune; that things would start falling apart and almost injure the person. Another example would be someone getting physically close to Qrow that they end up breaking a glass. Qrow's just a bringer of misfortune, something he's very self-conscious of. He doesn't like that his Semblance is this way, but he's resigned to the fact that he'll just have to live by himself without getting too close to people. He'll end up hurting more people that way.
Salt aside, he has a fun side. Fun for him, anyway! He's not above starting fights with people, especially if it's someone he actively dislikes. There's some excitement in being able to beat up somebody he's not fond of, and there's a lot of fun in getting somebody he hates embarrassed in public. He's also not old enough for video games! He still plays, and is really, really good at what he plays. He's just someone who has no shame. He doesn't care what happens to the people around him, nor does he care about what happens to him. When he was younger, he put on a skirt thinking it was a kilt. It was embarrassing for him, but he sure carried himself with pride, even hitting on some girls while wearing it. His childishness extends to him making inappropriate quips, as well.
Take away most of Qrow's salt, as well as a small percentage of his abrasive nature and you'll get a more sober Qrow. He does have his serious and professional fight. Despite his childlike nature, he is still a veteran and expert Huntsman who has experienced the darker things in life. He may present himself as incompetent and almost careless at times, but he does know when to take things seriously. Qrow is well aware of what is important and what isn't, and he'll do whatever it is that needs to be done in order to achieve his goal. His methods may be a little underhanded as he would even go so far as to use his own niece as bait, but he makes sure that no casualties are involved.
Qrow might have experienced a lot of violence in his life, and in fact, even encourages violence at times whenever he starts fights, but he's against killing. He grew up raised by a tribe of bandits and thieves, so he's seen people get killed by the hands of those whom he grew close with. It's something that disgusts him, Qrow can also be insensitive most of the time, but family issues are very touchy matters to him. He's upset with his sister for leaving and not being in contact with her daughter. He may have resigned himself to loneliness, but he does value his family a lot, even though he doesn't have one of his own.
His image is that of a "cool uncle", in that he actually is badass, cool, and has had some inappropriate escapades. He plays video games and he's an exceptional fighter who even made his own weapon. But at the same time, he's a bit of a mess who's always drunk and has bad relations with mostly everybody, even those whom he is working with to protect the world. He'll present himself as a suave guy with a hint of salt, and maybe he'll even be a nice guy if needed.
Just don't ever, ever call him old.
AU History:
Brianstorming meme.
A bit far away from the Quad is a small planet known for… well, nothing. It was a planet that was barely alive. Lived there are tribe of thieves and bandits who did whatever they can in order to feed themselves, get money, and survive. Things were rather difficult for this tribe, but they certainly made things easy for them by killing them. Qrow Branwen happened to be one of the kids who grew up with this tribe. As such, Qrow was taught how to kill with all kinds of weapons—small or big, sharp or blunt. But Qrow wasn't fond of this lifestyle that he led. At the age of seventeen, he left the tribe and decided never to come back. It was only years after he had left that his plan on never returning was made known to the tribe. He was seen as a traitor.
He manages to scrounge up enough money to travel to another planet—to Qresh, Qrow enrolls himself in a combat school. It's not so he can continue killing, but it's so he can do the opposite. To protect mankind and all other creatures that live in the universe… or at least, that's what he hopes to achieve. Upon graduating, he joins the RAC and pledges neutrality. It's a lot different from the kind of job that he actually wants, but he feels that he'll still be able to attain what it is he wants. In a way, he's still protecting people by accomplishing warrants.
Qrow managed to get up the ranks pretty quickly. He didn't get along with much of the other RAC agents, because as much as he loved and how good he was at fighting, he never took anyone's life unless it was absolutely necessary. He was regarded as a chicken for his history of not having killed a lot of people, but he doesn't consider this a big deal.
Even though he had that sort of history within the RAC, he was still respected for being an excellent combatant. It's why he was tasked to be a combat instructor to any and all Killjoys who have recently joined, and those who want to keep themselves sharp—mentally and physically. He's not the most effective instructor such that he always comes to "work" drunk. Or if he comes to work sober, he'll drink on the job and get drunk in the process. Still, even when inebriated, he's still no match for most of those he has to train.
Eventually, he takes on a warrant that required him to travel for a long period of time. Nobody's seen or heard of him because of this job of his, and he's gone for years. It's only very recently—in the time period of the game—that he's come back, accomplishing the tasks on the warrant he took up. There's a lot of Killjoys whom he probably doesn't know, but he tries to be a good senior to the other members and he tries to befriend them. And by befriend, piss them off in very, very annoying ways. (ie. he's definitely started a fight with at least one RAC agent in a group of two.)
It's after finishing his warrant that he thinks he should be promoted as a Killjoy. He's been working for the RAC for years and even goes so far as to train other members of the RAC. It's not that he thinks it's absolutely necessary for a promotion, but it would be nice. Throw him a bone, RAC! He's been loyal for ages. And this is why he's mostly salty about everything, including being a Killjoy.
CRAU: No.
Original History: Link.
Inventory: His weapon, and a flask.
Samples:
One
Two
Miscellaneous Notes: n/a
ACCEPTED with a note!
Congratulations! You've been accepted into Overjoyed.
We’re so excited to have you join our community. Before we can get started, please do the following:
- Request to join the following communities: Logs · Network · OOC · Memes
- Friend the mod account, thenine, and respond to the player contact page.
- Reply to the taken page.
- Fill out the job registry.
- (Optional) Follow the mod plurk here to stay up to date about upcoming plots, community discussions, and more!
- (Optional) Put your application, IC contact/inbox, and permissions post in your journal, then introduce yourself to the OOC community!
- Third Round Applicants: Chapter 3 will launch on February 11th! In the meantime, feel free to create pregame CR or play with the current timeline/setting of Chapter 2 (found here) until the next plot installment!
All characters will start with a balance of 100 bonus HP. This balance can be used towards AC bank purchases, but may not be used for satisfying monthly AC requirements.Note: The combat school would need to be located on Leith or Westerley as there is not nearly enough land mass available on Qresh (and they're not open to non-Qreshi citizens or authorized vasals).
Since this is your second character, 80 HP will be deducted form your current character's balance to pay for the slot. If you have not already done so, please swing by the AC Bank to formalize the request.
If you have any further questions or comments, please don't hesitate to reach out to us by PM or on the contact page.
Once again, we’re so happy to have you, and thanks for joining us!
Yours,
Overjoyed Mods
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