thenine: (Default)
The Nine ([personal profile] thenine) wrote2016-11-03 01:29 am



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:






Preferred Pronouns:

Other Characters: If this is your second character, please list your first here.


Name: Please include any known aliases as well.


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 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.


impulsors: lance (pic#10667417)

[personal profile] impulsors 2016-12-04 09:24 am (UTC)(link)
BASIC COMBAT | canonically, keith's punching sends four (deeply unprepared) adult doctors flying unconscious across the room. which suggests a certain level of cartoonish strength! it's hard to gauge hand-to-hand skill in a show where 90% of the action is giant robots pounding each other, but keith shows a practiced ease with blade and fists alike, using his bayard with some sense of actual technique. he isn't quick enough to dodge lasers as a good shounen protagonist might be, but he's consistent with his training, fastest on his team, and has good instincts and some physical skill. recklessness also makes him more open to dangerous moves that an opponent may not expect. call it a middling-level talent, probably, with plenty of room to improve.

PILOTING | possibly keith's one shining skill -- he's described as the most talented pilot of his generation, moves from acing garrison simulations to piloting a giant robot (and okay, sentient) lion with ease, and weaves through an asteroid belt without hitting a stone. practiced alien smugglers admire his skill with remarks like "this kid can flat-out fly." what this amounts to in practice: being able to handle most vehicles with some squiggling to figure out small differences between models, probably some knowledge of basic mechanical fixes, excellent at weaving through traffic and speeding without getting caught. definitely the guy you want as your getaway driver.

. . . PLOT-RELATED INTUITION | it's implied that keith has some galra affinity, which means he's done things like ~ sense ~ a connection to the blue lion's mystery, opened galra doors by putting his hand on an electronic handprint coded to acknowledge only galra soldiers, etc etc. i am assuming that all of this has to do with voltron-specific shenanigans, rather than general psychic powers, and will not be playing with it without further clarification, but y'know. in the interest of full disclosure, etc. he also has some kind of mental bond to the red lion, in that he can sense where it is if he focuses and tries, and the red lion will periodically show him new functions ~ in his mind ~ that'll get him through a battle. in conclusion: deus ex instincta.

Keith's a mess.

Enlisted at the Galaxy Garrison as the most talented pilot of his generation, he drops out. Stripped of the only position that's ever needed him, he wanders away from civilisation and chooses to spend months studying rocks in the desert. He gets angry when one of his team-mates suggests that she may leave the gang to go look for her lost family. His leader narrowly survives an encounter with their most dangerous enemy, a monster who's burned out galaxies and left millions in dread -- and Keith's first to ask, not whether he's okay, but if he accomplished the mission goal.

Put together, a pattern surfaces: Keith demands purpose. Keith is still young, a boy moved by anger and absolutes. And Keith is. . . not good with niceties, subtleties -- or any other kind of ties. Look, the boy clearly never learned to comb his hair. You can't expect him to know how to handle ties.

In an ensemble cast geared towards defending the universe, Keith's notable for being a contradiction in himself: he's the most devoted to the idea of working together, but the least connected to his team. He lacks the Garrison ties of Lance and Pidge and Hunk, who worked together as cadets, and never manages the princess's take-charge authority or Takashi Shirogane's king-next-door charisma. It isn't even that he likes groupwork and company. Supplementary materials tell us that Keith's a loner, and his actions in-series bear this out: he defaults to the vanguard position when the team walks out together, executes orders as he gets them, and defers to Shiro or Allura whenever an opportunity arises for him to contribute a serious opinion. Keith's idea of personal relationships borders on hilariously theoretical. "We had a bonding moment!" he tells Lance, his self-declared rival, in disbelief after the latter rejects him again. "I cradled you in my arms." Nevermind his awkwardness, his tendency to criticise others (mostly Lance) at the worst moments, his idealism which demands sacrifice of all else -- in Keith's world, physical closeness should be all you need to level up your social link. (Let all Persona-franchise characters take this opportunity to count their blessings that Keith's not one of theirs.) It isn't that he's afraid of intimacy or friendship, but ultimately, he gears towards cooperation because saving the universe demands it, and Keith isn't one for holding back.

Luckily, what Keith lacks in social heft, he makes up with grim sincerity. Keith's devotion is an absolute -- to the point of actual danger. With great instincts come. . . well, a total lack of self-preservatory intelligence. Cut loose from outside instructions, Keith's reckless and thoroughly disinterested in caring for himself: he charges headlong into the fray against an alien battalion, sets off bombs as distractions, chases conspiracy theories for months on end. This goes some way towards explaining the 'disciplinary problems' he had at the Garrison -- if the end's greater than the means, it's hard to see why he should follow a particularly stupid regulation just to get into space, where there are no rules.

His sole saving grace is perhaps when all that recklessness comes under control -- turns to loyalty and blind, undying belief. Where Keith commits himself, whether to saving the known universe or tobeing a little too good a friend, he does so without regard for little things like 'actual odds of success' or 'common sense'. It never seems to occur to him to ask, for example, whether Shiro's actually fit to lead with all of his equivocations, his midbattle breakdowns, and the uncontrolled alien prosthetic attached where his right arm used to be. This suggests an absolute trust -- and a striking bit of impractical blindness coming from the boy who'll tell a fourteen-year-old, with clear-eyed fury, that she has no right to put rescuing her lost father and brother (sent to a labor camp and an alien hunger games setup, respectively) before the fate of the universe.

Purpose and a good cause is everything to Keith, but not, it seems, without exceptions.

Call it instinct, maybe -- but Voltron seems to use that term very narrowly. Despite its vaunted penchant for pilots who rely on instinct more than skill alone, the Red Lion only chooses Keith after he bashes open a bay door to sweep out an unbeatable number of enemy soldiers into open space -- and himself nearly with them. When the plot doesn't call for Keith to drive it forward, instincts lead him to pull a blade on a small cuddly alien, to dive nosefirst and alone at an emperor who hasn't suffered defeat in ten thousand years -- and to say ". . . Voltron?" to a prompt of "When I say VOL, you say TRON. Vol--?!" Keith really isn't good at small cues; he's impulsive, wary when facing unknowns, reckless with everything that comes into his own hands. He's quick with a dry putdown and quicker to take his marching orders, the only main character ever to say yes, sir. His personal convictions shade towards black-or-white, and he relies on a few trusted others to pull him back when he's going too far.

And yet: when told to focus, an unguarded Keith dreams his way back to an empty cabin in the desert, where he had nothing to gain and nothing left to lose.

In short: Keith's a loner, inexperienced and blunt, bad at following rules and making friends and not taking things literally. He's brutal with his devotion, quick to flare when someone tramples on one of his broad ideals. He understands the world in terms of sacrifice, and the worst of him is this: that it's not quite clear whether he has a vision of his own. Keith talks a big game about saving the universe, but not about living in it after the fact. He never seems to think about going home.

But for a boy who's always moved from cause to cause, there's probably something dangerous in the idea of a universe that can't put him to good use anymore.