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





freys: (LIP BITE ► ignore the elf ears)

[personal profile] freys 2017-04-07 12:16 am (UTC)(link)
I blame protags and their confusing powers. For the record I figured anything not discussed in brainstorming was nerfed, just so you don't think I was trying to waltz in with anything absurdly snazzy! And hopefully, I didn't misunderstand what you were asking for, but:

Abilities
2 MAJORS: Alf Seidr or Elf Magic is the source of Magnus' two main abilities: healing and disarming.

Healing is the one we see Magnus do the most. He has to physically touch the person, and he glows when he does so and for a time after. He's a human flashlight. His own wounds heal fast, as well. He's not all-powerful healer dude, though, as mortal wounds (or magically mortal wounds) are beyond him. It's also strongly hinted that he has the ability to heal mental wounding as well, by looking people in the eye-- such as an ever-depressed goat who forgets to hate life when he looks at Magnus' pretty eyes, or when he stops a friend from having a complete mental breakdown at the reveal of the mythological world. In game Magnus' healing/glowing powers are now the effects of implanted nanotech with similar effects but a stronger drain on his own energy, as well as mostly regulated to surface wounds.

Disarment or the Peace of Frey is sort of his last resort special skill, and disarms all surrounding foes of their weapons, because Frey is a peaceful god, damn it. In game, his disarming is now just a neat device that blocks out electrical weapons such as laser weapons, programmable matter.

MINOR: Photokinesis and Thermokinesis, limitedly able to generate sunlight and warmth as his dad is the god of summer. Nerfed. I mean, he can use a flashlight like a normal dude,

MINOR: Geokinesis, of some vague limited sort. He literally collapses an underground ceiling to let in sunlight, one time. Likely this is only related to letting in sunlight. Nerfed.

PASSIVE: Temperature insensitive. As Frey is all about balance, including in weather, Magnus has an insensitivity to harsh heat or harsh cold. He's able to hold a lit match under his palm, and sleep outside in a Boston winter. He is not, however, able to withstand molten metal to the gut. In game this is brought down to normal range, where he isn't as affected by heat or cold but should definitely not try to walk through fire or sleep in a snowbank.

MINOR: Portal manipulation. As his world involved the Nine Worlds, there's a lot of jumping through magic portals and Magnus has the ability to sense which one is the one he wants without knowing where they lead. He's also capable of opening portals, with Jack the sword at least, and dispelling them. Nerfed.

MINOR: Telepathy... sort of? This is another "he did this once in the second book, and I have no idea why" power like geokinesis. He was capable of reading the minds of fish in an emptied pond to find a dwarf masquerading as a fish. Nerfed.

PASSIVE: As an Einherji (dead viking warrior) Magnus gets a few cool perks: enhanced strength, enhanced agility, and immortality. The first two are self-explanatory (he can jump off buildings and rip up street lamps), but the third is only within Hotel Valhalla. He gets killed there, he wakes up in his hotel room. He gets killed anywhere else, he's extra dead whoops. And doesn't age. In game Magnus' strength and agility are a part of the nanotech that gives him his healing power, as a part of a physical endurance upgrade.

SKILL: Thanks to his outdoorsy mom, Magnus has a lot of practice in wilderness survival.

SKILL: He knows ASL-- Alf Sign Language, which is either the same or nothing like American Sign Language, uh.


And I didn't know how long of a thread would be appropriate, so a sample:
And next time, maybe avoid getting knifed. Just a thought. [ magnus finished cauterizing the long, but shallow wound on the man's arm. he could have healed it so it leave even a mark, but magnus had learned to discern which wounds needed healing and which could be fine with medicine or a useful gadget. particularly when caring for a patient in the middle of a westerley bar, where some people might be more than interested in a medic with nanotech like that.

the killjoy, whose name magnus had already forgotten, shuffled off with a muttering that sure, yeah, he'd avoid warrants attacking him, super easy. with that taken care of, he started to repack his travel kit of medical supplies. he was pretty sure he was supposed to meet his sister back at their ship an hour ago, so there was a fifty/fifty chance he'd be the one in need of medical attention when he finally did make it there.

then the downside to doing a medic-run in a seedy westerley bar walked in: a shitty person who liked ruining people's days, specifically his. this shitty person, to be exact, was someone running from the company guns. with a knife in hand. presumably because they were stupid.

magnus watched as they grabbed the most well-dressed patron of the bar within reach (which was, thankfully, not magnus who blended in with the westerlyns better than one would expect) and held that knife to their throat. the fellow seemed to think the company would care if he had a hostage, which was rather unfortunate for all involved. aaand now the killjoy magnus had patched up seemed to this was a great warrant to take on, since he was already here. gee, a great idea. he pulled a gun on the knife-having hostage-taker and magnus whispered an Oh, shit to himself.

this was going to go poorly. magnus hurriedly shoved his supplies away in a disorderly fashion, much to his dismay, and hopped up onto the bar. he dropped behind it just before all hell broke loose. the company must have been royally pissed, given that they'd slapped a warrant on the guy and were still bursting through the doors with guns blazing. there was shouting, yelling, calls for order and surrender, and then blasts of guns. he was really regretting not heading for port long before now. he could have been safely aboard the pallas with his sister instead of in the midst of a bar shoot-out.

someone from the company tumbled over the bar into magnus' hiding spot, but with a wide space away from magnus. the man was clutching a neckwound that appeared to be bleeding profusely. the smart thing for magnus to do would be to stay put, and let the man bleed out. magnus rarely did the smart thing.

he found himself at the man's side without really thinking. the man pointed the gun clutched in his other hand at magnus wildly. magnus easily took it from him, tossing it aside. ]
Hey, haven't you ever heard the phrase "don't shoot the medic"?

[ the wound was bad. magnus supposed if he was going to make one poor decision, he may as well make two. he pressed one hand on it, focusing on the wound. it just needed to be closed, the bleeding stopped. anything else was not his job, this was just him being courteous. even though the energy to close a wound like this would nearly knock himself out. he hoped random company guy appreciated it, at least. and that his sister wouldn't yell at him for it later. ]