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





riastraid: ignore all the numbering (001)

lancer | fate/stay night | reserved

[personal profile] riastraid 2016-12-06 05:32 am (UTC)(link)

Player



Name: nu

Age: 21+

Contact: [plurk.com profile] scythed or pm

Preferred Pronouns: she/her works!

Character



Name: Cú Chulainn (Lancer)

Age: like 2000 but physically in his late 20s or so

Memory Option: 1

Established Status: Y, about 2 years

Canon: Fate/stay night

Canon Point: Unlimited Blade Works route, post-death

Citizenship: Authorized non-citizen

Job: RAC Agent

* Level: 4
riastraid: (001e)

[personal profile] riastraid 2016-12-06 05:37 am (UTC)(link)
Abilities:

For the sake of thoroughness and later reference, I'm going to list most everything, but I've tried to label the major stuff he won't start with!

General summary (sorry, this is Very Anime): Lancer is a heroic spirit—more or less a famous historical/mythological figure that persists after death. Magi (Masters) with the proper means can summon such spirits as familiars (Servants) and sustain them off their magical energy (let's call it mana). Lancer isn't technically alive or reincarnated by this, but he can take solid form, etc.

A weaker Master means a Servant will need to supplement their 'diet' with additional mana (souls, etc). Conversely, with a Master who can support them, they don't actually need physical sustenance or sleep, though they can do so to conserve. A Servant who isn't contracted up will rarely last long before fading away.

In return for being spiritual batteries, Masters get a set of (3) command seals that show up as tattoos. With these they can issue orders to their Servants with absolute sovereignty, once per seal.


✦ Contracts can be messy, so I'd prefer to hold off on implementing them! That said, I know there's key weaknesses here to keep him in check, and I'm happy start with those from the get-go, as well as introduce issues as I go.

Some preliminary thoughts: Master/Servant bonds are a lot like neural links, and I'll introduce something in place of his need for mana eventually. And I think command seals could be integrated via neural programming too; in canon, seals can be useful, but are also a hugely substantial liability/danger (for example, he can be ordered to kill anyone, including himself). So depending on who 'owns' the seals, it can be a Problem.

Superhuman Ability (PASSIVE): Physically, Servants are often far ahead of ordinary people in terms of magic, strength, speed, etc, by many orders of magnitude.

Battle Continuation/Disengage (PASSIVE): in plain English: his resilience is ludicrous. Cu's infamously tenacious in his legends, able to defend against entire armies on his own. Overall, he's good at recon, running away real fast, getting back up, and keeping people's hands full.


✦✦ A big theme to his original life was the whole burning twice as bright for half as long concept, and given that he thinks he's alive now, I'd like to keep that aspect of his character! I'd combine and explain these two abilities with heavy genetic mods, which gives him some super soldier properties while drastically cutting his lifespan.

I was thinking he could be mostly ordinary in the day-to-day, if with higher than normal stamina so he could push his limits to have (limited) bursts of unnatural strength and speed, but not regeneration—the induced strain and any preexisting injury would be strongly exacerbated the longer he keeps at it. Basically, he can put off dealing with damage, but the longer he does, the worse it'll be at the end.

That said, I'm happy to nerf down further! Same goes for everything else, I know these powers are a headache.

Magic Resistance (MINOR): Lancer's got a resistance to magical attacks, charms, etc. It won't stop crazy high level spells but defends him adequately from most day-to-day abilities.

✦ For flavor, I'd like to translate this as a mild to moderate resilience to exothermic reactions. His increased blood flow and gene modifications allow him to withstand temperature changes slightly better than average, compensating for increased heat without significant impairment—to some degree. (It certainly doesn't mean he can't be set on fire.)

Spiritual Form (MINOR?): Spirits can 'dissolve' themselves into an incorporeal form. They can't be seen or otherwise tangibly interacted with, and vice versa. They can still travel, speak telepathically to their Masters, and be sensed by those sensitive to magic, but they're by and large just ghosts.

✦ Incorporeality feels out of place, so possibly temporary invisibility instead; military tech that uses a user's visual inputs to create a refractive field around them. It'd last a few seconds, wouldn't do anything to dampen noise, and his space might seem distorted if someone knew to really look and squint. It can also be disrupted by setting props, like electricity, weather, or water. If this seems more like a major ability, that's fine too!

Protection from Arrows (MINOR > MAJOR): 'Arrows.' Basically, if he can see who's attacking him, he can always repel their projectiles. And even if he can't see them, he's still usually fine. This doesn't effect AoEs (he can dodge a rocket but not the explosion), long-range weapons that aren't projectiles, etc.

✦ He probably just has a good directional sense of where bullets are being fired from, keen battlefield instinct, etc. As a more active, major thing, maybe later a tech shield upgrade that deflects high speed projectiles for one charge.

Rune Magic (MAJOR): He's adept at magic, which he casts by drawing out glyphs. Here's what rune magic is capable of, insofar as I know: various buffs, debuffs, strengthening, regeneration, barriers, protective charms, fire, more fire, repelling evil spirits, erasing memories, forcing duels, healing, animation of objects, tracking, etc.

✦ As this is notably broad, it might be easier to break this down as I go. As for how this works, possibly nanotech that he can gradually learn different implements for, executing different programs with different symbols. WIP!

Noble Phantasm - Gáe Bolg, Spear of Piercing Barbed Death (MAJOR): First off, wounds inflicted by his spear can be 'cursed;' they hurt a ton and are incredibly difficult to heal. But its special ability is to reverse causality (bear with me): instead of cause and effect, it turns to effect and cause. The effect is that he's going to stab someone in the heart, and the cause will make sure it happens. This means he can lob his spear wherever and it'll still bend around space/time and pierce someone's heart. As a bonus, it's mana-efficient.

Technically this move is 'impossible' to dodge, but people with Great Luck can avoid it, its range is middling, and it's single-target. Even canon jokes that it never seems to work.


✦ A Servant's NP is usually their definitive weapon, in this case his lance, Gae Bolg. This spear ability in particular is his most iconic (he has another which I'm nixing), but also kinda dumb in RP, so: maybe a poison or nanotech that travels through blood back to the heart, where even grazing an extremity can be deadly (or at least very painful). Possible side effects of the poison could include the typical pain/fever, and the wounds dealt are resistant to regenerative tech (like fancy healing penlights). Alternatively, a heat-seeking attack with similar side effects...? Either way, I'd only direct it at NPCs, unless I got permission otherwise from a player, in which case I would probably press that it's just a miserable experience over the fact that it can be fatal.
Edited (slight ability edit, sorry!!) 2016-12-06 07:34 (UTC)
riastraid: (Default)

[personal profile] riastraid 2016-12-06 05:39 am (UTC)(link)
Personality:
Fate/stay night covers a Holy Grail War, a bloody affair with magic, mystique, and whole lotta violence. And amidst all this smoke and mirrors nonsense, the clashing ideologies and drama and misery, there's... Lancer. A demi-god turned Heroic Spirit who seems more fit for a buddy cop duo than the biggest magical shitshow around.

Lancer, better known in his life as the Celtic hero Cú Chulainn, is surprisingly laidback for a man who shows up trying to murder the main protags in the first act of the story. He's not typically old-fashioned—if anything, it's jarring how casual he is. He speaks with modern lingo and sensibilities, easy to chat up despite the fact that he's many hundreds of years old. Canon notes that of all the Servants in his war, he's the one that could fully adjust to modern-day life and adapt to any situation. It helps that his wants are simple: Lancer goes into the war with an unabashed desire to fight other heroes and no illusions otherwise, denouncing petty, underhanded tricks in favor of a good brawl.

As such, Lancer's worst enemy in terms of accomplishing anything is usually himself. If his heart's not in a task, he doesn't tend to put his best foot forward; he (almost) always completes directives, but can do so in halves. For example, he's tasked multiple times with killing various people, and though he technically does as he's told, he treats it lightly and reluctantly goes for the follow-up if it bores him. He's fearless to a fault, often lacking urgency or any sort of anxiousness at all (even when it's due).

That said, he's a sensible guy. He doesn't go noisily raging against the machine, and he knows better than to meddle or bite off the hand that feeds. His demeanor and legend make him sound reckless, but in truth he can be thoughtfully calculating and ruthless. He cheats. He calculates risk, and he fights dirty. Being brave doesn't turn him into a moron.

And for being friendly, Lancer isn't especially 'good.' He's generally heroic and fun, but at the same time, he's slaughtered his enemies wholesale through guerrilla tactics or otherwise. Though left unconfirmed, there's a strong implication that he's the one to kill an innocent family at the beginning of the story (mages aren't supposed to leave witnesses), and he makes a sincere effort to murder Shirou (our main protag) twice. And though he finds these actions 'distasteful,' he doesn't fuss much either. He won't lose sleep over killing and dispatches people so casually that it's easy to take him as a villain.

And while he's chill most of the time, when it shows, his anger is all the worst for it. There's few things that seriously piss him off, so this is most evident in battle—even if he has fun with it, he has a huge amount of pride in his ability and is viciously tenacious in a no-holds barred fight. This can be to his detriment since his temper can be goaded, and he often gets offended for other people. His temper blows over fast, but it's ugly while it lasts.

Basically, no one should be expecting some peaceable zealot of justice. But if someone approaches Lancer as a friend, he's likely to help them out. And he certainly doesn't go out of his way to go murder innocent bystanders willy-nilly—if anything, it's the opposite. But the point is that he's not above getting his hands dirty. We see him serving all manner of people throughout the franchise, and regardless of whether they're awful/he hates them/they're dead, he still follows their ambitions—morality is second to loyalty.

Though that has its limits, too. In the end, after enough of insults to his pride, he rebels against his (terrible) Master. Even then, he doesn't bemoan his fate with any great angst. He understands that heroes die for stupid reasons, on stupid orders. He's a staunch realist—word of god has mentioned that he embodies the fact that dreams don't pan out. He has the simplest wishes that never get granted.

So he should be a bitter old cynic, and there are glimpses of something like that. His beliefs that the world is not inherently more good than evil, his resignation to fate, his ability to do things and serve people that will inevitably end in his unhappiness. The fact that he lectures people about the nature of death and powerlessness. His past life is little better, marked with the gruesome ends to his family and friends (often by his own hands) and betrayal.

And despite all this, that's not really how he comes across. One of his most defining moments is a druid foretelling his future: full of valor and legend, but doomed to be short. And Lancer's reaction is to laugh and rush through life at top speed, proud of his fate. He dies young, and with a smile. Despite his outlook on life, he's generally upbeat and relaxed, rarely mired by regrets. He respects conviction and faith more than he lets on.

So, despite his rough edges, he's said to have a fairly gentle, friendly disposition. Which can be hard to believe when he's kind of an asshole, teasing and flirting and heckling at every opportunity, but it's usually playful rather than vicious. He's quick to smile and pal around, sociable and flirty whenever the situation allows. He can try to kill someone one day and chit-chat with them the next, like the act of attempted homicide makes them acquaintances. Even Shirou—who has every reason to dislike him—agrees that he's difficult not to get along with. The idea of hating his enemies as a full-time occupation bores him, and as long as he likes someone as a person, he can be friendly regardless of alliances.

His in-game bio describes him as bold, compassionate, and likable, and most of the time it's true. When he respects someone or their cause, he can be surprisingly supportive and helpful. And he takes these personal loyalties seriously—he doesn't break his promises, and historically he's taken on a number of terrible deals for the sake of his people. It's all a little contrary. Lancer can be a coldhearted killer one day, and an oddly sentimental, loyal companion the next. He speaks like a modern punk, but has some old-world sensibilities and standards. He fights Morrigan in his legends and then heals her, tries to kill a girl in canon only to save her later. Once his heart's been moved (which isn't difficult), his personal attachments drive him even to his own end. Likewise, he hates treachery and betrayal; he's tricky, but his overarching motives are always straightforward. It's hard to tell sometimes because he avoids acting like one, but he is a knight, and he functions with a certain measure of honor.

So, he's not wholly fluff. Lancer can have an edge to him, and he lets a lot of things slide that would outrage anyone who truly stood up for all that's good and righteous in the world. But he's also a man with very little malice and an honest heart. Choosing that over his wits and ruthlessness never ends well for him, but that's just how being a 'hero' is.
riastraid: (82)

[personal profile] riastraid 2016-12-06 05:40 am (UTC)(link)
AU History:
As so many stories do, Cu's life started with an accident. His father, a prominent military man, and his mother, a Qreshi on Leith with no claim to power, make a couple mistakes—chief among them, a baby. Happy to avoid political fallout and donate to military study, the two preemptively give their kid up to a research lab, who assure mom and dad that genetic modification in utero would show some landmark results. His name and public record are military from the get-go—which might explain where a name like Cú Chulainn comes from, because it definitely wasn't a loving set of parents.

Though his folks were a footnote in his life, his lineage and father's clout meant more freedom than the average lab rat (helped along by his uncanny ability to find expensive things and break them—the technicians were happy to hurry him away). So while he was mostly educated and raised by the military, he was occasionally allowed to menace his mother's native Leith. Between that and hanging out with soldiers around the compound, he got a good grasp on people, and a healthy dose of confidence—after all, it was clear from the get-go that the mods had worked.

But genes are fickle things, and they don't always take well to tampering; with the volume of modifications, the risks caught up, and the genetic designers realize that their development was deteriorating him. Basically: he'd be dead in a few decades, tops. The news lit a fire under his ass—he had greatness to prove and not much time to do it—but otherwise he seemed oddly at peace. Cheerful, even.

Still, a kid with combat drilled into his blood and mental conditioning develops in uneven ways—even as socialized as he was, Cu got into plenty of fights and glorified violence in a way that chafed with the mild civilianship. He was pushed to thrive in conflict, and the research branches encouraged competition, like a house to bring honor. Eager to be let loose on the world, he (none too gently) encourages the military to send him off to fight as soon as possible.

And naturally, they provide. Even as a teen, Cu's strength, battle instinct, and ability to complete directives no matter the cost or conflict made him a model soldier. Fiercely loyal, he was well-loved by those in his platoons—and equally despised elsewhere. It was hard to miss how those on his side would laud him for doing his worst, and his enemies' families would rightfully mourn those that tried their best. The wars scattered about the nearby star systems were never noble, politics and (to him) idiocy driving the brunt of strife and mayhem and death—Cu was rarely given a cause he could connect with, driving himself on adrenaline and duty instead. He was given objectives difficult and dirty enough to suit his talent. More times than not, he was the last man standing.

But despite it all, he persists through nearly seven years of constant deployment. And unlike most people, he survives intact with all his limbs and humor. (His callsign from youth, 'Lancer', ends up sticking better than his fancy Leithian name does. It's easy to poke fun at a guy who prefers pointy sticks to semi-automatics.)

Eventually, unsure of how violently he'd deteriorate with age and not wishing to be associated with it, the upper military cuts official ties with him ('honorable discharge'). They suggest he retire out in a remote corner of Leith, get a taste for peace. Their more covert plans to keep him under observation fall short, because naturally, his answer is a resounding fuck that. In his restlessness, he quickly falls off the grid and takes a year or so to roam, brawling on transport ships and absorbing the cutthroat culture of the Quad like a sponge.

But it doesn't take long for him to realize the notoriety of the RAC, their absolute creed in the warrant and everything to their name. And most importantly—a legend behind their name (if Level Sixes aren't real, he can always be the first). After he's had enough of beating up a bunch of nobodies, he 'negotiates' around his debt and signs himself to a new cause.

He's spent the last few years since taking warrants of any size and shape, basing himself in a shitty Westerley apartment when he isn't hitching a ride off-moon. Though he puts himself out there, he doesn't live glamorously (where does his money even go), now just as likely to fix his neighbor's roof or lend a hand at the Royale as he is to take a warrant. If he's concerned with anything—military pushback, his impending death, making rent—it doesn't show yet.

Original History:
The wiki covers it pretty well; the actual Cu Chulainn of myth has more background and legends, but as the series exercises reimaginings/romanticizing/creative freedom, in the case of any discrepancies I follow Fate/ canon.

Inventory:
His earrings, and his spear (Gae Bolg), though since it's a billion feet long and anachronistic, I was thinking more like a pike with an expanding blade.

Samples:
In-game sample and another.

Miscellaneous Notes: This is so long, I'm so sorry. Also, I'm not 100% on the minor/major/passive categorization on his abilities—please feel free to nerf or remove any of those! Same goes for any history details that seem out of place or off. Thank you...!