modblob: (Default)
Mods ([personal profile] modblob) wrote2019-04-22 09:58 pm

applications.




Applications are currently: OPEN.


As of April 2021, Redshift is a sandbox game! We still have apps for some degree of quality control, but the form has been simplified to streamline the process for new players. Here's how it works:

▶ New Players joining us after April 2021 will need to submit an application for their first character coming into the game by using the appropriate form below. This is so we know who you are, and so we can make sure your character will be a good fit for our players!
▶ Returning/Current Players who have been with us since before April 2021 or are coming back to us only need to claim their character using the form below to bring in new characters. New players may do the same after two months.


Application Guide.


▶ Submission Format: All applications must be posted to this entry, and must fit within one comment with a subject line in the format of "CHARACTER NAME | CANON | RESERVED/NOT RESERVED." While applications should not be linked in the entry, players may link to an alternate source such as a wiki for the character's history and powers; for original characters, the world history may also be linked from an alternate source such as an entry on the character journal.

▶ Accepted Character Types: Fandom Characters, Original Characters; CRAU is welcome and encouraged. Please see the Rules & Game Standards page for more in-depth explanations of appable, non-appable, and case-by-case characters.

▶ Application Verdicts: Applications will receive a verdict of ACCEPTED, REVISIONS, or DECLINED. Revisions must be submitted within 48 hours of the revision request being sent out. If this is impossible due to extenuating circumstances, please contact the mod team. Declined applications can be reworked and resubmitted during the next application cycle. If an application is declined 3 times, it cannot be resubmitted.

▶ App Challenges & Reserves: Redshift will not have application challenges, but if you would like to apply for a character that is on reserve, please submit the application with "not reserved" noted in the subject line, and your application will be considered if the reserved application is declined or not turned in by the end of the application cycle. Applications will be processed on a first-come-first-served basis.

▶ Character Limits: Players may have a maximum of 3 characters in the game; the option to increase the number of character spaces may become available at a later date. A player may submit up to two applications at a time.

▶ Samples: Linked samples should be from a publicly accessible source, and no more than 1 year old. Screencaps or transcripts from locked sources are not acceptable as samples, unless the character is being apped as a CRAU from a locked game, and in these cases permission from the other participant(s) in the thread must be obtained and submitted as screencaps along with the sample. All samples should represent the character as they are being applied for; for example, samples cannot come from an AU setting or break the fourth wall (Dear Player, etc.) As long as they meet this criteria, samples from other games, museboxes, memes, other websites (Tumblr, Insanejournal, etc.) or any other source are acceptable. For CRAU samples a link from the character's original game would be preferable, in the form of a link to their tag on the relevant communities, or specific thread links.


Submit an Application.


To submit an application or claim a character, please fill out the information in the appropriate text box below, and paste it in a single comment in response to this entry. Applications should not be linked, though portions of them may be if a bulky history or world section would put them over the character limit for one comment.


new players

returning/current players





enveloped: (Default)

Cameron Waltz | OC | Reserved

[personal profile] enveloped 2019-07-06 08:51 pm (UTC)(link)

Player.

Name: Dog
Contact: Discord
Current Characters: N/A

Character.

Name: Cameron Waltz
Canon: Original
Canon Point: Post Mazin

World Description:

Gifted & Talented is a modern fantasy universe, set in the present day, where magic is:
  • Real. It exists, and it's been practiced by small communities of magic users (witches, wizards, sorcerers, mages...) throughout human history.
  • Hereditary. It's in your genes, baby. Approximately 12% of the population is born with the ability to use magic at all.
  • Out in the open. That's right: everybody knows about it. Magic, and the people who practice it, are a regular part of everyday life. But it wasn't always like this.

For more information, the Gifted & Talented extended World Info post.

Character History: The son of two prominent Gifted rights activists, Cam grew up with a humble, middle class background in New York. He was an articulate, athletic, intelligent child who performed well in school and tested for his Gift earlier than most. It turned out that not only was he Gifted, but he had a rare affinity for shadow magic.

In high school, Cam was a high-achieving student, a member of the Model UN, the debate team, and the swim team, and voted Most Likely to Become President. Every summer, he went away with his parents to volunteer all over the world, learning several languages and developing a deep interest and love for other cultures. Cam attended university on full scholarship, starting off pre-med before switching to communications after his first disaster relief volunteer experience, where he saw the discrepancy between the support people needed and what they were given.

Cam turned down the Masters/Doctorate route in favour of entering the workforce directly. He took freelance humanitarian interpreter jobs for the UN, assisted with various disaster relief efforts across the world, and worked with organizations providing medical care or aiding refugees in third world countries. With experience and immersion, he became a skilled cultural mediator, specializing in humanitarian outreach to conflict stricken areas. It was after his work in Uganda, convincing local warlords to allow foreign aid after an earthquake and landslide, that he was approached by the MIA, a federal bureau dedicated to Gifted related intelligence and investigation, and offered a job.

Cam spent the better part of a decade expanding his network of contacts spanned the globe, and he was managing other MIA agents and assigning them himself. This is how Cam earned the nickname of 'The Spider' and became a world renowned shaper, both respected and feared by many. It was on a mission in Afghanistan to gain traction for the MIA to take down an extremist gifted group called the 'Divine' (who believed in Gifted supremacy, and worship of magic above all) that he met Mazin, a Gifted arcane warlord who had protected his people by staying completely closed off to the outside world.

Cam spent months with Mazin's clan, learning their dialect, their culture, traditions, and ways. In that time, he became acquainted with Mazin, clashing with him and his rigid point of view at first. And, after nearly six months, Cam was madly in love with Mazin-- and also his people-- and was accepted into their tribe. A year into his stay, Mazin asked Cam to become his third consort, and Cam swore himself to the warlord, compromising his mission and loyalty to the MIA.

Conflict arose between Mazin and a rival of his clan, who had lusted after their resources for some time and felt they weren't being given a fair shake. This rival wouldn't agree to anything without a sufficient promise of wealth and supplies from the MIA. The warlord attacked mazin, and Cam killed a man for the first time in his lover's defense. An action that would haunt him for the rest of his life.

Cam became despondent, driven into depression by guilt and a loss of his sense of self. Mazin, in his love for Cam, and his love of what made him who he is, released him from his vows. Cam returned to the MIA with a singular warlord's loyalty in hand and his tail between his legs.

After a disciplinary period of being restricted to office duty and PR, Cam was sent to China in pursuit of an organization trafficking Gifted children to be exploited for their magic. While hunting down traffickers in a rural province, he came upon a small village with a secret. A little girl considered a demon of darkness inhabiting the body of a child, aka: another Gifted with an affinity for shadows. He took the little girl, and brought her back with him to America, completely illegally, and strong-armed the MIA into allowing her adoption.

He took the little girl, because if anyone understood the 'darkness' within her, it was himself. Unlike him, she would have a mentor, someone to show her that her abilities were nothing to be afraid of, and to love her for who she is. He brought her back with him to America, completely illegally, and strong-armed the MIA into allowing her adoption.

With his new daughter to think of, Cam bought himself a house close to MIA headquarters in Langley VA, and spent the next few years raising (and spoiling) his child, whom he loves more than anything. Now, Cam works predominantly from within North America, only taking the most critical of international missions.

Extended history Here.

Personality:

Positive:

Diplomatic: Cam has an extensive background as a humanitarian interpreter and cultural mediator, facilitating mutual understanding between peoples while respecting their cultures. Cam works under extreme circumstances to broker peace where those who lack the ability to see from both sides fail. He gains the respect of others through his willingness to get down and dirty, and his ability to listen. Cam understands people, and their core needs and desires, and his keen emotional intelligence can cut through a lot of bureaucratic or political bullshit to root issues.

Compassionate: Despite his composed exterior, Cam's a bleeding heart. He's a sensitive man, deeply affected by the suffering of others. He believes the biggest problem in the world is a lack of understanding and communication. There is no one too low for Cam, and it's his openness to others which gains him friends and allies worldwide. Cam will hold someone when they cry, make people laugh under terrible circumstances, and do what he needs to help those who need it. He has an honest love and interest in other people, and everything that makes humans what they are.

Altruistic: Above all, Cam believes in equality and justice for all. He will never turn his back on a person in need, and he's dedicated his life to trying to make the world a better place. He thinks and feels on an international level. A tragedy on the other side of the world affects him as if it were in his own backyard. He believes that doing nothing is the same as doing harm, and will get his hands dirty cleaning up corruption. Cam is a peacekeeper; he works in the interest of peoples, not governments. He will do what he believes is right, and doesn't blindly follow orders, even if it means taking a difficult stand.

Negative:

Machiavellian: Shaper. Spymaster. Social strategist. A certain amount of arrogance is required to do Cam's job. For all his empathy, people are pawns on an international chessboard, and it's his job to move them. He can't turn off the part of him that is always thinking ahead, looking for an angle. He'll use every tool in his belt in pursuit of the greater good. Just as he inspires or connects with people, he also seduces, blackmails, bullies, or otherwise coerces those he can't convince through positive means.

Neurotic: Cam's ability to empathize comes at a cost. He's extremely sensitive, prone to bouts of anxiety and depression, and his mood swings and temper tantrums are legendary. In order to function at the level he does, he's had to turn important parts of himself off, lending a certain fragility to those aspects of him. He's also extremely defensive of what he does, and why he does it; he needs to believe he's doing the right thing, and that he knows best. Though he is understanding of those he considers victims, he can be overly critical and demanding of those close to him. After everything he's seen, there is no doubt Cam has complex PTSD.

Isolated: At his core, Cameron is a shy, introverted man; left to his own devices, he has difficulty forming and maintaining close relationships. Though he composes himself well and is generally well liked, he is lonely in a crowd. People tend to love his exterior, not him. He's afraid to be himself and face rejection for falling short of expectations. His romantic life is nonexistent, and potential partners find him either too intense and desperate for a serious relationship, or are only interested in the idea of Cameron Waltz. The prospect of dying alone is becoming all too real.


Powers/Abilities:

Cam is Gifted, and one of the 1% with an affinity, meaning he can cast in a rare subset of magic inaccessible to people without an affinity for it. For Cam, it's shadow magic, which could have made him one of the most powerful Gifted people in the world, if not for the fact that his ability to cast any spell outside of his wheelhouse is slim to none.

Cam's ritual for casting involves drawing on his own flesh, and it has to be skin-to-skin: finger to palm, tongue to cheek, toe to calf, carefully honed rituals for a variety of situations. To work his magic, shadows must exist to be manipulated. It doesn't work in total darkness. No shadow, no magic.

There are two ways his shadow magic manifests. First, there's 'Zil,' the manifestation of Cam's own shadow into tangible form. Think Peter Pan's shadow. It can act as a second pair of hands/feet/etc, and can be his shadow wingman/backup. Though it's normally commanded by thought, Zil can at times appear sentient, seemingly acting on its own, though in truth it's only acting out Cam's unconscious needs and desires, of which even he may not be entirely aware. As Cam's own shadow, Zil's abilities reflect his own; it matches him in strength, speed, and physical limits. Zil can't take physical damage, but can be disrupted or dissolved by direct magical attack (or by taking away Cam's access to shadows). Zil's tangibility directly correlates with Cam's own magical stamina, and as Cam's stamina fades, so does zil. As Cam's shadow, Zil is connected to his body; it cannot operate in rooms Cam isn't is, and if Cam is disabled, Zil is disabled in the same way. Cam's broken arm, for example, is Zil's broken arm.

Cam's control of shadows extends beyond his own, which brings us to the other manifestation of his affinity: shadow puppetry. While Cam can't control people, he can control their shadows; through a person's shadow, he can move their body. A person can then be moved like a puppet, except the shadows are their strings: rather than the shadow following the movement of the body, the body follows the movement of the shadow. So long as someone has a shadow (and they aren't controlling it themselves) Cam can steal it.

Manipulating the shadow of another person isn't the same as his own, and requires much more concentration/effort/energy. Cam can't effortlessly seize control of others' shadows, and it's possible to mentally fight against him when he tries. The stronger the will of his target, the harder it is to control them. Therefore, if a person is weak willed, he can control them with thought alone, and to a high degree of detail. If a person is stronger willed, he must physically mimic the movements with his own body (like a true puppeteer), and sometimes vocal command if it helps solidify his mental strength/force. In these cases, his commands must be simpler, and may be slow or jerky. Cam can control multiple targets at once, but it's a bigger drain on his energy, and the time he can maintain control is much shorter. His range is limited by how far he can pull the person's shadow to him. Stretched too thin, and the connection is weak. The closer he is to the target, the better.

Though Cam can sometimes trick people into thinking his target is acting of their own accord, there are two obvious tells: 1) their shadow is connected to him by the feet, as if their shadows are his own (and multiple targets result in multiple shadows), and 2) his eyes and subject's eyes are both dark with the shadow magic.

Like all Gifted, Cam has his limits. Pushing himself too far can fatigue him for days. It can cause loss of consciousness, swelling of the brain, stress hemorrhaging, etc. And like all Gifted there is the risk of flaming out, which is a loss of control, like a surge of power in an electrical conduit, that will fry the user and severely injure or kill them (and sometimes bystanders).

Inventory: A navy Prada suit and tie. Leather shoes. Patek Phillipe watch. Wallet. Cell. Signet ring.

Anything Else? I always ask permissions for Cam's ability! Can make a post on journal if necessary.

samples

Network Sample: Here

Prose/Brackets Sample: Here.
Edited 2019-07-06 21:35 (UTC)
deploy: custom by <lj user="deploy"> (Default)

John Sheppard | SGA/Hadriel CRAU | Reserved

[personal profile] deploy 2019-07-06 09:28 pm (UTC)(link)

Player.

Name: Dog
Contact: Discord/Dog#3202
Current Characters: Anyone you already play in Redshift.

Character.

Name: John Sheppard
Canon: Stargate Atlantis
Canon Point: Mid-Season 5
CRAU Timeline/Game(s): John has been out of canon for about a year and a half, starting in Riverview and ending in Hadriel.

Character History: Sheppard @ Stargate Wiki

CRAU History:

In Riverview John met people he cared about, experienced plenty of adventure exploring a new world, and fought for the cause. He also suffered through familiar faces coming and going, problems he didn't have the authority to fix, and an overall lack of control being lower on the CoC after years of command.

He formed strong connections with the rag-tag bunch who became his team, especially Chyler Silva and Finn, who he took to as both a mentor and a friend, and Jim Kirk the shuttle team captain. Carson, Rodney, and Elizabeth all appeared in Riverview for short periods of time, but eventually gated home ahead of John. He coped by throwing himself into his work, because old habits die hard.

John was most intimately involved with fellow pilot Poe Dameron, who he met on the shuttle team. They went on multiple missions together, and after a rocky start, they saw each other casually for a couple months before things got serious. John was head over heels, and fought to contain his feelings, but Poe brought out a side of himself he'd always been too afraid to explore. For a little while he was a softer, and more emotionally open, until Poe ended their relationship almost as soon as they became a publicly established couple. John was heartbroken, but as a man all too familiar with rejection he kept his hurt mostly under wraps, though struggled with drinking and sleeping around as a coping mechanism until his team brought him back around.

During this time, John experienced a flare up of the retrovirus that turned him into an Irratus-hybrid for the second time, rendering him volatile, violent, and a slave to Irratus instincts. His his team and closest friends were forced to make an expedition into the jungle to retrieve him, fight him, and treat the retrovirus, turning John back into a human with more than a few regrets.

After rescuing Poe from a group of cultists, and crash-landing during a routine shuttle mission, the two reconnected and Poe asked for another chance. Only a week or so after they agreed to give the relationship another try, Poe and Finn were given the opportunity to return home. Knowing how important it was for them to return home and save their own universe, and that he too would make the same choice, John wished them good luck and god-speed. He remained in Riverview only a little longer before he too was given the chance to return home, and wound up in Hadriel instead.

John was only in Hadriel for a short time. Not long enough to make any major connections outside of the people he knew from Riverview, other than a few new allies. He did manage to reconnect with Poe Dameron, after an extremely awkward spell where both men were at each other's throats. Almost as soon as apologies were said and their relationship rekindled, the Null fell upon the city. John took up arms with the other residents and died during a mission with Nathan Drake in the resulting battle.

Personality:

Brave
John stands up not only to the enemy, but also his superiors if he feels they are making the wrong call. He takes his responsibility as a leader seriously, and is the first to put himself in the line of fire, and make sacrifices or tough calls in order to ensure the physical and mental safety of the people under his command. He would die for Atlantis or anyone on his team without a second thought. John isn't fearless, and the fact that, despite his fear, he persists in the face of death, taking more risks every day than most men will in their lifetime proves his courage.

Determined
When John sets his mind on something, nothing can stop him, not the rules, pain, punishment, or fear of death. He isn't the smartest or strongest of his team, but he is certainly the most resilient, always picking himself up when he falls down and refusing to give up, or surrender, even against impossible odds or after suffering incredible losses, always managing to scrape together the resources to survive when he's pushed to the limit. John's mental fortitude is acknowledged by ally and enemy alike, and he's shown to resist even the psychically superior minds of the Wraith queens, who are capable of bringing the galaxy's most powerful warriors to their knees with a single thought.

Loyal
John would rather die than betray Atlantis, and leaves no man behind. There is no type of torture or reward great enough to sway him, defying even his own orders to save his comrades. John stands by his team through thick and thin, even when they're sick, accused of wrongdoing, or in trouble, and is always willing to lend a hand. When a member of his team is MIA there is nothing John will stop at to get them back, even if it means giving his own life.

Cagey
The poster boy for 'conceal, don't feel,' John is constantly operating on top of and managing his emotions, presenting a very shallow, flippant facade. Slow to trust, John doesn't make personal connections easily, and tends not to be forthcoming with personal information or anything that makes him vulnerable. He destroyed his previous marriage with secrets and lack of communication. John keeps his emotions close to his chest and has deep-seated abandonment issues, leaving him unwilling to be vulnerable and taking loss extremely personally. His deep fear of failure manifests in tug of war with authority figures, craving approval, while simultaneously rebelling.

Immature
Just like your average teenage boy, John talks a lot of shit, gets competitive, engages in stupid petty arguments, places bets on things he shouldn't, and is an all-around chronic pigtail-puller, enjoying getting a rise out of the people around him. Coming from a privileged, upper class background, he also loves his toys and frivolous hobbies, always surfing, golfing, racing toy cars, and getting into trouble. John messes around with low-commitment partners, because it's easier, and more fun without baggage. This is a life-long habit - he ran away from home to the military in order to escape his father's expectations and then became a rebel without a cause once he was there.

Reckless
John is an unstoppable force, and unfortunately the main reason is that he too easily throws himself in harm's way, usually to his own detriment. Idolizing Evel Knievel, he's a bit of a daredevil and likes pulling off ridiculous stunts, picking fights with people bigger than him, and takes a certain pleasure in getting his ass handed to him. He's easily bored by tasks that aren't a challenge.

CRAU Development:

John hasn't changed a whole lot. He's a stubborn man, extremely resistant and fearful of emotional change and vulnerability, and still struggles with love, loss, and finding his place in the universe. His relationship with Poe Dameron opened him to the idea of a real romance, but he's still afraid of giving and receiving love because of the pain and rejection that comes with it.

After meeting and losing so many important people over a lengthy period of time away from home, across two different universes, he is more sensitive to loss, and struggles with feelings of depression, helplessness, and homesickness. He's sick of fighting wars for the mysterious powers that be, and wants to go home, while at the same time reluctant to let go of those few people he has made connections with and has been lucky enough to keep close.

All in all, he's getting real tired of these multi-verse shenanigans. Why can't he find a portal to Hawaii?

Powers/Abilities:

John is a skilled pilot who can fly just about anything (to varying degrees of success), a seasoned soldier and experienced military commander. He's worked the field for the better part of his adult life, and is accustomed to a military lifestyle. He can operate with little food, sleep, and wounded. He has a tactical mind, sharp and efficient, always working every angle to see his team through seemingly impossible odds. Weapons oriented, his marksmanship is impressive, and he knows how to utilize his rifle and side-arm with equal accuracy. While not a hand to hand expert, he's spent years training in the USAF, as well as under the tutelage of Teyla, a master martial artist and can hold his own in a fight. He's especially good with a knife.

As the most genetically 'Ancient' human, he can trigger Ancient technology with little thought, and has the potential to access higher Ancient abilities through Ascension, which has been discussed by the actor/writers and touched upon in the novelization, but wasn't addressed in the series. If we look at Daniel who was able to Ascend with a lesser amount of the Ancient genetic code than John, there's telekinetic like powers, lightning, healing, and other very powerful abilities technically available in his wheelhouse, should John need/want to go there. Very unlikely to happen in a game, but possible.

Inventory: Command uniform, dog-tags, boots, tactical gear, P90 rifle, M19 side arm, survival knife.

Anything Else? Nope!

samples
Network Sample: Here


Prose/Brackets Sample: Prose
seorsum: (sly)

adam parrish | the raven cycle | fresh from canon | not reserved

[personal profile] seorsum 2019-07-07 03:37 am (UTC)(link)

Player.

Name: coffee
Contact: Discord: coffee #6251
Current Characters: Klaus Hargreeves (Hadriel CRAU)

Character.

Name: Adam Parrish
Canon: The Raven Cycle
Canon Point: End of the companion book Opal, which is set in the year after graduation from Aglionby.
CRAU Timeline/Game(s): N/A

World Description: N/A
Character History: The Raven Cycle @ Wikipedia, Adam Parrish @ The Raven Boys Wiki
CRAU History: N/A

Personality:

Intelligent/Analytical: Adam is an intelligent young man who thinks in an analytical, logical way. Eminently practical, he makes decisions based on facts and logic rather than emotion. Having had to mature far earlier than most people due to his abusive home life, Adam is ready and willing to tackle all the adult tasks that come with balancing his part-time jobs, school, and finances. He is also top of his classes at the expensive private school he attends, which is no small feat.

Independent/Principled: More than anything else, Adam's desire to be his own person and to make his own way in the world is his most defining feature. He refuses to limit himself because of where he comes from, but he also refuses to take any hand outs from his incredibly wealthy friends, which he believes would come with an unspoken expectation that he owes them, whether monetarily or by allowing them to have a level of input into how he lives his life that he is not comfortable with. Adam hates pity and charity, and insists on living his life on his own terms, and has shown that he is willing to suffer in the short term to accomplish this.

Driven/Hard-Working: The school that Adam attends is incredibly expensive, and though he has a partial scholarship, there is a significant amount of money that he has to pay out of pocket. This is where Adam's hardworking and driven nature comes in. Besides school and his regular outings to investigate the more supernatural aspects of the story, Adam also has three part-time jobs which he juggles along with school assignments and helping his friends. Ambitious and eager to accomplish more with his life than his background affords him, Adam works incredibly hard for what he wants.

Stubborn/Inflexible: Adam is very stubborn, determined to do everything in his own way. Oftentimes, he takes this too far, refusing to accept even support or gifts that wouldn't constitute handouts. When Adam gets stubborn about these things, refusing to bend his inflexible opinions about how the world works, it is often to his detriment. He gets in arguments with friends (sometimes quite serious arguments) or suffers through difficulties, debts, and pain that he might not otherwise have had to deal with.

Angry/Aggressive: Raised in an extremely abusive household where he was beaten by his father and emotionally abused by his mother, Adam has spent his entire childhood learning that the way to be strong is to be violent, and the way to be heard is to be vicious. This often comes out in his interactions with other people. When he feels threatened or is pushed too hard, he can lash out, sometimes physically (though he is learning to keep a firm handle on this). More often, he lashes out with words, saying hurtful things and abusing his knowledge of the people around him to hurt them.

Self-Conscious/Shy: Adam is ashamed of where he came from. He's ashamed of the trailer park he grew up in, his parents, and his financial situation, and he does everything he can to hide his roots. Suppressing his natural accent, he tries to sound like his more affluent friends, and tries to mimic their body language and the way they speak and move to try to leave his past and the place he came from behind. Despite all this effort, Adam generally believes that everyone around him will see through him and realize that he is actually worthless. This is something he struggles with a great deal, and often uses his anger and sarcasm to cover.

CRAU Development: N/A

Powers/Abilities: Adam does not currently have any particularly superhuman abilities besides the vague 'being a psychic' that is a real phenomenon in The Raven Cycle. However, being almost completely untrained at anything to do with being psychic, he can't even do tarot readings for other people. The main benefit that this will bring him is that he can 'sense' magical things (ley lines, things that were created through magic, etc.) and being able to scry in bowls of water or other similar surfaces, which entails looking for signs while his soul leaves his body. It's not likely he'll be scrying, since it's unclear how well it would work without the presence of the ley line or Cabeswater, and because it is quite dangerous.

On a non-superhuman level, Adam is intelligent, scrappy, and is actually an excellent mechanic.

Inventory: The clothes he was wearing, likely jeans, a T-shirt with the Coca-Cola logo on the front, and sneakers. He will also have his messenger bag that he got as a gift from Gansey, which will have Persephone's tarot card deck, and a full container of the cream Ronan dreamed for his hands, as well as a perfect dream replica of the leather bracelets Ronan always wears. He'll also have a few college applications half filled out, a ledger for budgeting, and several cheap ballpoint pens.

Anything Else? Adam is completely deaf in his left ear.

samples
Network Sample: TFLN thread

Prose/Brackets Sample:

It's been a long time since Adam's life was surreal.

Or rather, it's been a long time since Adam's life was surreal in an unexpected way, a way that wasn't the inherent nature of The Barns or Ronan's dreamthings or Opal's outbursts. A lot of his life is surreal, but this is...it's unexpected. Adam doesn't like it. He doesn't like things that don't make sense, and he can't really find sense in this, or at least, his mind hasn't worked out the sense yet.

After waking up in that room, he'd sat there staring at the cracked screen for two repetitions of the welcome video before he'd gotten up, taken a sat phone, and gone through the decontamination process. Too stunned to be embarrassed about it, he'd slid back into his clean clothes and collected his bag full of things, and walked out into the sun. He's walked aimlessly as far as the garage before he squats down and opens the bag, digs through it and finds some papers, a deck of tarot cards he knows like he knows his own skin. He finds the bracelets and that little tub of cream with Ronan's writing on the bottom, and then his vision goes foggy with tears. They don't fall.

Shoving everything back into the bag, he walks into the garage, looking around with his face set in a serious expression, mouth drawn as straight as a ruler, pale brows furrowed a little. Three working sci fi Jeeps, two that are obviously broken. This much, at least, is familiar, and it's comforting in its familiarity, so he puts his bag down and walks across the garage. Pops the hood of one of the Jeeps. Loses himself in learning the workings of these new machines so he doesn't have to think about anything else. Not yet.
sobloodyinspired: (Default)

Newt | The Maze Runner (books) | Not Reserved

[personal profile] sobloodyinspired 2019-08-01 04:26 am (UTC)(link)

Player.

Name: Kayla
Contact: HMD | [personal profile] loyalwolf on plurk | [personal profile] loyalwolf#3540 on discord
Current Characters: Diego Hargreeves [personal profile] deadlycurves

Character.

Name: Newt (sorry, there's no last name!)
Canon: The Maze Runner (books!)
Canon Point: The Death Cure; post-Death
CRAU Timeline/Game(s): N/A

World Description: N/A
Character History: Character Wiki
CRAU History: N/A; straight from canon

Personality: Newt is a laid-back, level-headed guy. He makes a good, neutral party to make tough calls and is good for mediating arguments; he'll always hear every side before trying to figure out the best solution for everyone. Being the dependable voice of reason can wear him rather thin at times, and he gets a bit irritable when that obvious toll is being taken.

He carries the air of someone who's seen far more than his share of awful things, adjusting to whatever is thrown his way with a sense of ease. Adaptability comes with the territory of a life lived as an experiment. He's been forced to grow up far beyond his teenage years in a very short time.

Newt spent three years in a situation he never fully understood, but tried his hardest to make the best of it. However, during his time working as a Runner making maps to find a way out of the Maze, he found himself in a heavy depression. It became easy to fall into a pit of despair and he learned to hate the Glades and the situation he and the other boys were trapped in, so static and unchanging with seemingly no way out. About a year ago, Newt attempted to kill himself by throwing himself from the top of a very high wall in the Maze. The attempt was unsuccessful, but left him with a limp, which serves as a reminder of that time in his life. He uses it as a motivator to keep his hope in tact, in even the most dire situations.

Despite it all, he has a great sense of humor, if a bit dry and gallows. He's got a great wit, but is equipped with enough conscience to know when best to use it and not hurt people's feelings for the sake of a joke. He's often snarky and sarcastic with his quips, but never malicious in his humor.

Though rare, Newt can be extremely petty and it shows mostly in small ways he interacts with certain people. He has a bitter streak and can be a grudge-holder if he truly feels betrayed-- he's too loyal to hit that point very often, so when it happens, it's a very deep mark and a very visceral reaction that he can hardly contain.

He does not trust easily, but once earned, it's nearly impossible to break. When he calls someone a friend, it's for life, from hell and back, and he'll put up with a lot of things most people would cut ties for. He is very protective of the people in his inner circle as well, very much the kind of guy that would take a bullet to save a friend.

He's not much of a liar and will always be rather bluntly honest to a person's face before he'd sneakily stab them in the back. He'll always find a way to hold others, as well as himself, accountable to their own actions; it's part of his desire for transparent honesty among the group. If there are no lies and deceit, they know they can trust each other, and work better together toward common goals.

Newt's personality when the virus takes control is vastly different. He loses all the pacifying behaviors people know him for, instead becoming extremely paranoid, aggressive and argumentative. He may just as likely swing widely into the other side as well, becoming depressed and apathetic. If the effects of the virus go on long enough, he'll eventually lose every ounce of humanity as he descends into nothing but an aggressive, cannibalistic lunatic.

CRAU Development: N/A

Powers/Abilities:
Powers: N/A he's only a squishy human
Abilities: Newt's skills are varied, and nothing like an expert level, but he's good at the things he does.
• Gardening/farm work, including trenching, tending crops/livestock, slaughtering/prepping meats for long-term storage
• He can cook, but he's not great at it. You'll live, but it may taste awful.
• Basic building skills, up to and including structures such as sheds or houses or other simple items that would help with carrying and moving things around.
• Basic medical knowledge: First aid, basic stitching of wounds, injections
• Decent sketching for blueprints or map-making
• Exploratory knowledge-- he knows how to be safe when he's going around areas that might be sketchier than they look


Inventory: Just the tattered and torn clothes he was wearing at the time.

Anything Else? The Flare: The Flare (virus VC321xb47) is a highly contagious, man-made disease, which was originally created as a means of population control after a near-apocalyptic event that involved Solar Flares. Unfortunately, the disease became airborne and mutated, becoming uncontrollable, resulting in the majority of the population becoming infected, with only 1% of the entire world's population proving to be immune. Symptoms of The Flare virus include:
• Sudden mood swings and paranoia
• Poor balance; headaches; memory loss
• Irrational anger and aggression
• Psychotic mental disorders and other such deterioration of the mental capacities

When the Flare is in its full-effect, the infected (also called "Cranks") have nothing that made them human left; this point is known as being "past the Gone" and by then, the person is little else than a cannibalistic, zombie-like lunatic. The more active the brain is, the more aggressive the virus acts, eventually the virus completely shuts down the brain of its host.

Mod notes: Things already determined via questions posed about the virus that comes along with Newt's existence.

He's coming in late stages/technically post-death, and will be medically contained for two (2) weeks, before being allowed in the population-- after which, he'll follow the above prescribed treatment course on a once (1) a month regimen. [Totally fine with edits to this, it just seemed the easiest way to keep up with it!]

samples
Network Sample: TDM post

Prose/Brackets Sample: He's slow to come around, only vaguely aware of anything going on around him at all. Aware enough that he notices when the recording starts repeating, but it's so much slower before his eyes manage to open and glance around. Nothing about the room or the man speaking to him looks familiar at all, but it's hard to think. Think, think, think-- Where is he? Who is he? He... he's... "Newt." he mutters, like he has to say the name aloud to make sure it sounds right, and nods to himself in confirmation. That seemed good. Felt right.

He blinks against the fuzzy feeling in his head and one hand floats up toward his forehead. He remembers... something there. But he doesn't feel anything there. No injury. And bringing his hand back down shows there's no sign of blood, either. Why can't he think? What's wrong with him? The feeling is turning sharply inside him, from confusion to fear to action. He jumps to his feet, a cold paranoia and need to escape taking him over.

Luckily, leaving the room is exactly what he was supposed to do and he finds himself in a decontamination room once he leaves the first one. He isn't thinking clearly enough to do much more than what the instructions tell him to-- strip his clothes, shower, the whole process. Except, somewhere mid-way through it all, an alarm sounds and he freezes, unsure of what's going on, panic rising and--

"Communicable disease detected. Contagion protocol activated."

Something sticks him in his neck and he winces, reaching up to clasp his hand across the back of it.

"Contagion protocol complete. Proceed to medical containment."

The same voice instructs him and there is a set of lights that he seems to be meant to follow. Once he's pulled on a fresh set of clothes-- the ones he arrived in were nowhere to be found, and he can't say he hates that at this point-- he does just that. He's still blurry-headed enough he doesn't quite get what is about to happen.

Only when the door slams shut behind him once he's inside does it dawn on him. He's captive. Again.

"No! No, no, no!" He screams at the door and bangs on it with his fists, not that it seems to have any give. "Let me out!"
repente: (pull down the mountain)

vanya hargreeves / the umbrella academy / reserved

[personal profile] repente 2019-08-01 09:09 am (UTC)(link)

Player.

Name: Javid
Contact: [plurk.com profile] erlking & javid#6941
Current Characters: n/a

Character.

Name: Vanya Hargreeves
Canon: The Umbrella Academy
Canon Point: S1E9 - Before returning to the Academy
CRAU Timeline/Game(s): n/a

World Description: n/a
Character History: Wiki page
CRAU History: n/a

Personality:

cw: child and domestic abuse, manipulation, gaslighting

For as long as she could remember, Vanya was singled out as someone who didn't matter. Their father kept her siblings separated from her, as she longed only to be included. This informed a lot of her identity growing up: the type to fade into the background, a person with no strong opinions, a person easily ignored.

Her feelings of quiet resentment grew, until she wrote a damning autobiography that her siblings did not take well due to its contents. She seems to only be able to express herself through creativity: the written word and, of course, music, being drawn to the violin from an early age.

While she was medicated, she kept strong feelings from manifesting at all; good or bad. She was essentially a ghost in the background of others' lives.

However, the side effect of not being on these mood stabilizers is that now she is much more liable to lash out emotionally. As her sister Allison starts to notice red flags in a man, Leonard, who is starting to romantically pursue Vanya, Vanya pushes back harder and harder, despite Allison acting out of concern for her safety. Vanya saw it as both an invasion of privacy and a belief that Vanya was helpless when left to her own devices.

In fact, it is that very insecurity that sparked the relationship with Leonard. While he used his background knowledge of her to his advantage, she was mainly blinded by the fact he was the first person in her life to seem to appreciate her for herself. The only person to say she was special in her own way. This led to her being easy to manipulate into becoming Leonard's pet project for revenge against Vanya's family.

As she starts to tap more into the power she never knew she had, she is more vulnerable than ever, but also more dangerously volatile. At this canon point, she feels more guilt and fear regarding her siblings than anything else. Fear that they will ostracize her for her mistakes and powers and guilt that she could ever blame them for their father's abuse and grooming.

She does, in fact, love her siblings, Allison and Five in particular. She's the first person Five goes to when he feels he needs to talk, and they were close as children before he had disappeared. Allison, meanwhile, is a more recent relationship; now that Allison has grown, she wants to extend the olive branch and they have become closer, but Vanya can't help but feel misplaced jealousy towards her. Still, they can joke and talk about their emotions like sisters now, and if it were not for Leonard, they may have become inseparable.

Vanya is a very anxious and insecure person, but the type who doesn't show it until the breaking point. She will stay quiet and take any insult, keeping everything bottled up until she outright explodes and cannot control her impulses to lash out. She can be utterly cruel if she deigns to, but it all comes from a place of pain and loneliness. She can and will cling to the first person who shows her kindness, blind to any faults that might be obvious to an outside perspective.

However, she is also genuinely thoughtful when given the opportunity, and is not so completely shy that she'll never approach anyone. Right now, though, she is at a crossroads and is having difficulty understanding who she is without the medication and with these dangerous powers.

CRAU Development: n/a

Powers/Abilities: Vanya's powers rely on the absorption of any sound she can hear as well as heightened emotional states. This includes positive emotional states, but more often we see the effects of negative emotion: distress, fear, and anger. However, nothing can result from emotion alone without sound as a catalyst. Since part of her powerset includes heightened hearing, she can even use something such as her own heartbeat or the sound of chimes from miles away.

There are two ways we have seen to completely stop her abilities: by deafening her (such as firing a gun right by her ear) or by dampening her emotions (such as the strong mood-stabilizing medication she had previously been on since she was a child).

When she has access to her abilities, she can manipulate sound waves to move objects (or, later, people) akin to telekinesis, project sound waves as forces of pure energy, and even simply crumple buildings and cause explosions. Sometimes this can be done without her even being aware of it happening if she is particularly emotional. The energy waves she projects can either come out in short, less-controlled bursts, or if she is at full power, she can even use them to drain the life from multiple people at once.

Additionally, she seems to have some kind of control over the weather, unintentionally causing rain when she's upset, as well as creating strong winds around her during a panic attack. The wind can be strong enough to even collapse branches from trees. Often, when she is using her power this way, distant thunder is heard as well, so that likely means lightning can feature.

When she has full access to her powers in a state of pure rage, the irises of her eyes will turn white. As her power builds, this bleaching of color extends to her clothing and also her violin, until she is in all white.

There doesn't seem to be an upper limit to this, as she was single-handedly responsible for the apocalypse in most timelines in canon. The reason she was put on the medication and magically forced to forget her power in the first place was because her father feared what she could do at full strength.

However, since it would be very game-breaking if she were to just like, explode the planet randomly, I would suggest her powers being more limited in the context of the game. My thought is giving her destructive powers a proximity clause (such as only being able to affect a certain radius around her), but if the mods have any thoughts as to what else I could do to better suit the game, I invite more nerfs as needed. I'm not interested in powergaming here!

Inventory:
▸ Her violin, as well as its case.
▸ The clothes on her back, i.e. a grey-blue sweatshirt over a plain black top, black jeans, black and white sneakers. She probably has a hair tie on hand as well, since she tends to prefer to pull her hair back.

Anything Else? n/a

samples
Network Sample: Network thread w/ Klaus on the TDM

Prose/Brackets Sample: Thread w/ Ben on an open post
Edited (you ever make a mistake and only notice a week later) 2019-08-03 08:46 (UTC)
oldbookshop: (nice place tho)

aziraphale | good omens (tv) | reserved

[personal profile] oldbookshop 2019-08-01 10:13 pm (UTC)(link)

Player.

Name: Dani
Contact: [plurk.com profile] comatoseroses
Current Characters: Finn (Star Wars) | [personal profile] bythehand

Character.

Name: Aziraphale
Canon: Good Omens (TV)
Canon Point: episode 6, "The Very Last Day of the Rest of Their Lives". Aziraphale has demanded that Crowley "come up with something" re: the fact that Satan is about to pop out of the ground like a daisy, and Crowley has in fact jumped up to Do Something.


Character History: here!

Personality:
  • Fussy: Fussy is just... the best word for it. Aziraphale is a proper and particular sort of person. He prefers a clean, pressed look for himself, and has very specific tastes when it comes to everything from food to clothes to methods of handling things. He owns and operates a bookshop, but it's really so he can have an inconspicuous place to store all the books he's collected: he goes out of his way to discourage customers. It's 2018/2019, but he wears clothes from the early 1900s and only owns one landline rotary phone. That's simply how he likes it.


  • Naive: Aziraphale's naivete is a pretty big aspect of his character. This is sometimes willful denial on his part, often related to refusing to believe that "his side" of the war could be wrong or uncaring (even if believing that means the issue must therefore lie with him). He can be very gullible and has canonically been duped by shoddy efforts on multiple occasions. Not to say that he isn't intelligent: he's well-read and is able to piece together where/who the Antichrist is on his own, using only a really old book of prophecy. He can come up with smart, practical suggestions about situations when the mood strikes him. Aziraphale just tends to believe in good intentions and surface-level impressions.


  • Anxious: Aziraphale's almost never not worked up about something. For the most part it relates to his relationship with his superiors, and the possible consequences his actions could have. Heaven is strict, and in many ways Aziraphale doesn't fit the mold. This is something he struggles with, often to a point of backsliding emotionally (he has issues admitting to being friends with Crowley after millennia because of these fears). With plenty of anxious room on the side for things like reckless driving, human endangerment, etc.


  • Loving: Aziraphale is full of love. It's arguably one of his most defining traits. He loves Earth and humanity and doing good. He's a good person at heart, and generally a kind person on top of that. Aziraphale cares about a lot of things and is very excitable-- this is something that, like all of his emotions, shines through very clearly. He has a genuine level of passion and joy that none of the other angels in canon seem to possess. It's this capacity for love and personal attachment that makes him willing to try to stop the apocalypse in the first place.


  • Self-indulgent: Hand in hand with being so attached to the world and everything in it is Aziraphale's penchant for self-indulgence. He delights in life's little pleasures wholeheartedly. He popped over to France in the middle of a revolution (which nearly got him beheaded) because he was in the mood for crepes. He loves music, magic tricks, food, he learned to dance, he painstakingly collected so many books. Not wanting to have to give up his many Earthly attachments (Crowley included) is a huge motivating factor for him.


  • Wildcard: Aziraphale can be unorthodox and outright unpredictable. Simply put, he's not always the best at being an angel by the book. He gave humanity his own sword so that they'd stand a better chance outside of Eden. He's best friends with a demon, and surprisingly sneaky and manipulative to boot. He at one point possesses a woman, then heads to Tadfield with a gun and every intention of killing the Antichrist himself to save Earth. Nobody knows what Aziraphale might do next; least of all Aziraphale.

  • Powers/Abilities:
  • conditional immortality: longevity is part and parcel with the "celestial being" bit. aziraphale is 6,000+ years old with no sign of aging. he was commissioned a physical body when he was assigned to hang on earth. in the usual terms of canon, if that body is destroyed (which it can be in the same ways as any other human body), it's considered a "discorporation," and he'll still be spiritually intact. discorporation is broadly seen as an inconvenience with more paperwork than he'd like. that said, it is very possible to destroy an angel's, uh. celestial self? permanently. usually through things like holy/demonic weapons or hellfire, etc. i would be nerfing this ability in-game, and humanizing him in the sense that physical damage would outright kill him the way it would kill most other people. it's a little more fun that way.

  • miracles: aziraphale is able to perform a very broad range of "miracles," which honestly just functions as a genre-specific shorthand for "magic reality-bending." the whole point of his stationing on earth is to be among humanity using his powers to bless things, inspire people, spread goodwill, perform miracles, etc. there don't seem to be any strict limits on what he can do with this (apart from his own imagination or the threat of being reprimanded for performing miracles deemed too frivolous): he's manifested light from nowhere, fixed up damaged bicycles, healed broken bones, kept himself and crowley completely unharmed through having a bomb dropped on top of them, made empty tables open up at restaurants, put ideas into peoples' heads, made a rickety old moped fly through the air E.T.-style, changed his clothes/appearance... and through his arrangement with crowley, he's even branched out into doing some requisite demonic temptation.

    i'd like to nerf this without getting rid of his powers entirely. nothing potentially game-breaking would be left on the table for sure, and i was thinking along the lines of having them be a direct drain on his energy/potentially having side effects. i.e. something like healing a potentially mortal wound or encouraging a really big piece of machinery to ~miraculously~ fall a few feet to the left instead of directly onto people (or some other arrangement that doesn't end in People Getting Squished) could put him out of commission if not kill him, depending on the circumstances. if he snaps his fingers and fills a dark room with light, he'd need to take a breather, and the longer he kept it going, the more of a drain it would be, etc.

    i'm super open to mod suggestions on this front if that doesn't work!

  • love: in probably his most straightforward ability of all, aziraphale is able to sense love. the miniseries and the novel don't go into great detail about it beyond stating that he is a being of love? it seems to be a general background noise type of thing for him unless he's deliberately trying to focus on it or in the presence of something particularly powerful (adam's love for tadfield is, for obvious reasons, supernaturally-charged, and the entire time aziraphale is in range of that, he's consistently distracted by getting flashes of it).

  • Inventory: just the clothes on his back and a pair of reading glasses. he had a flaming sword but that didn't quite make the journey with him.

    Anything Else? nope!

    samples
    Network Sample: here + here

    Prose/Brackets Sample: here
    queenofthegirlscouts: (working working working)

    Commander Rufina Shepard | Mass Effect | Reserved

    [personal profile] queenofthegirlscouts 2019-08-02 11:58 am (UTC)(link)

    Player.

    Name: Ash
    Contact: [plurk.com profile] ashenkey
    Current Characters: Annie Cresta

    Character.

    Name: Commander Rufina Shepard
    Canon: Mass Effect trilogy
    Canon Point: Between Mass Effect 2 and 3: Shepard is on house arrest awaiting trial for teaming up with Cerberus.
    CRAU Timeline/Game(s): N/A

    Character History: Commander Shepard @ wikia | Earthborn - War Hero
    Mass Effect 1 + DLCs:
    Recruited everyone
    Saved Wrex | saved Ashley/let Kaidan die
    Rescued the Rachni Queen
    Saved Council
    Udina for Councillor

    Mass Effect 2 + DLCs:
    Recruited everyone + gained loyalty + solved crew arguments
    Exonerated Tali
    Thwarted Cerberus at every turn
    Rescued crew from Collectors, everyone survived suicide mission
    Didn’t do Arrival.

    Romanced Garrus
    CRAU Development: N/A

    Personality:
    Earthborn: Rufina Shepard is an orphan with no recorded parents, so her roots are Earth’s streets. While she’s tried to remake herself in the Alliance Navy, those streets have been her biggest influence. Her Paragon statement to Garrus at the end of his ME1 Loyalty Mission, that “[y]ou can’t predict how people will act, but you can control how you respond,” is something she learned from the streets and it serves her well everywhere. She’s learned the escalation is very, very hard to back away from, so she prefers to talk, to bluff her way out of a situation before resorting to violence. Normally she has enough charisma to pull it off, but misjudging the situation means she’s slow to react to a threat.

    Earth is where Shepard learnt both the usefulness of self-reliance and having allies – and she learnt that people are people, so allies can be self-serving and transient while still being valuable. She learnt how to size up a group’s dynamics in a glance because her life depended on it, but her context remains the street so her assessment isn’t always accurate. She can be a little lost when it comes to “normal” life. She grew up on the outskirts, and it can make her appear clueless or overly stiff. She also can have a hard time remembering about property rules. If there’s a crate lying around, she’ll salvage the contents for her own use, and be confused if people object.

    N7: Being an N7 proves that Shepard is the following: tough, strong-willed but able to roll with the punches, controlled, and stubborn. She’s stubborn enough that she’d rather die than give up, and been tested enough that this isn’t hyperbole. No matter the task, she can break it up into smaller pieces to get through each moment and ensure the mission is complete. This also means she’s amazingly, stupidly confident – she’s proven herself, and keeps on proving herself. However, the flipside of confidence is arrogance and Shepard’s got that in spades. It’s a quiet arrogance, mostly justified, but it can lead to self-righteousness, overconfidence, and a hypocritical “one rule for you, one for me”. She will do what needs to be done, what she judges needs to be done, and fuck the risks.

    Paragon: Being on the Paragon personality path generally makes Shepard professional, patient, and someone who cares about the people she comes into contact with. She cares about justice, but more than it just being done she likes it to be seen to be done – which is why she prefers arrest to death. She will kill, and not be bothered by it, but it is a last resort. However, this preference can come across as naively trusting in the forces of justice, which sometimes it is. In trying to escape from her gangland past, Shepard believes in the Alliance with the fervour of a convert. She can see the flaws, grumble at inaction, but she believes.

    While generally laid-back, her professionalism and patience has its limits. People who take advantage of the powerless get her scorn, and sometimes her outright fury. In ME2, her Paragon Interrupts can be her losing her temper, getting in people’s faces, or even punching a rebellious subordinate as much as they can be her comforting a grieving mother, or stopping a teenager getting killed. Given how controlled she normally is, these flashes of temper can seemingly come from nowhere, and make her a little unpredictable.

    CRAU Development: N/A

    Powers/Abilities:

    + Sentinel Guide ME1 + Sentinel Guide ME2 – I am interpreting the change in game mechanics as the abilities she used over both games are those she’s better at (such as Lift or Throw vs Barrier) or she didn’t use them much over the ME2 mission (the tech abilities which didn’t carry over from ME1 to 2). Her high ME1 score in Medicine grants her the ability of Neural Shock

    + N7: In ME1 she specialised in Medic with maxed out Medicine and First Aid, which I’m interpreting as extra medical training. Outside game mechanics, she would be capable in all common forms of weaponry.

    + Completely useless ability to understand Prothean

    Inventory:
    Wearing: 1 x combat boots, 1 x Alliance Battle Dress, 1 x Alliance Navy cap, 1 x sunglasses, 1 x omni-tool (as a transparent armband)
    In suitcase: 1 x Alliance Navy Crewman outfit, 1 x boots, 1 x dress uniform + shoes, 1 x casual trousers, 3 x shirts, 1 x N7 leather jacket, 1 x N7 hoodie, 1 x spacer outfit, various under things, various toiletries, 1 x model SSV Normandy SR1
    (Clothing visuals)

    Anything Else? When the Lazarus Project resurrected Shepard, they used bio-synthetic weaves to complement purely biological regeneration and, per Shepard’s comment to the Illusive Man, upgraded a few things. I’m taking this to mean that along with injuries and scars that glow as they heal, she now has 20/20 eyesight, restored hearing, and had her biotic implants upgraded. Further upgrades of her cybernetic components in skin and bone over the course of ME2 make her generally tougher and more resilient.

    samples
    Network Sample:
    [ The woman in the screen has an Air to her. Something grave and concerned and almost painfully earnest. She’s the type to command attention, too. It could be the eyes, a striking grey against her brown skin, or just….something. They probably have lessons on it in special forces schools – or at least, that’s the rumour.

    Whatever it is, it serves her well now. ]


    Hey, everyone. I’m Commander Shepard, of the- Of the Systems Alliance Navy.

    [ They took her ship. She’s not of the Normandy. And technically, she’s not a commander, either, but details. The loss of her ship hurts more, anyway. ]

    Everyone who has been exploring the upper levels, are you using dosimeters or Geiger–Müller counters to avoid the radiation leaks? I was up there myself and noticed a few radiated patches. I probably don’t need to say that we should avoid getting radiation on top of our other problems - [ there’s a smile, friendly and quick ] - but we should avoid it.

    Anyone who thinks they might have gotten a dose, come down to the medbay and I can help see what medication they have here.

    Prose/Brackets Sample: Never let it be said that Rufina Shepard is afraid of hard work, especially when it will contribute to whatever community she’s found herself. It’s a habit she has, or maybe, a reaction to the kind of luck she has. She’s never been posted, or sent, or really arrived anywhere where there isn’t a problem, and she’s someone who fixes problems. And so far, none of the problems she’s faced here involve her having to shoot anything.

    Honestly, just clearing sand is almost relaxing. Almost. It’s still hard work, and it isn’t long before she’s sweating under the off-the-rack suit she’s wearing.

    (That isn’t something she’s had to get to used to for a while, gear that isn’t tailored to her measurements.)

    It doesn’t take long for Shepard to fall into a rhythm, and she starts to sing quietly to keep herself going.

    We'll rant and we'll roar like true Newfoundlanders / We'll rant and we'll roar on deck and below / Until we see bottom inside the two sunkers/ When straight through the Channel to Toslow we'll go – oh hello, what do we have.” The song stops abruptly as Shepard brings up the glowing orange holographic interface of her omni-tool to scan the cables she’s just uncovered. “Think this is part of the systems here.”
    Edited 2019-08-04 00:15 (UTC)
    youngestmentor: (Default)

    Doctor K | Power Rangers RPM | Reserved

    [personal profile] youngestmentor 2019-08-02 02:35 pm (UTC)(link)

    Player.

    Name: Alexis
    Contact: punnyinpink @ plurk
    Current Characters: N/A

    Character.

    Name: Doctor K — she doesn't remember her real name
    Canon: Power Rangers RPM
    Canon Point: Post-series. Venjix was defeated, K officially disbanded the team, and intends to spend the next few years of her life teaching biofield physics to kids in the school she will co-run with Ziggy, former green ranger.
    CRAU Timeline/Game(s): N/A, she's coming in canon fresh. :')

    Character History: Doctor K @ RangerWiki
    CRAU History: N/A

    Personality:

    Before Alphabet Soup, K was a friendly, curious child—so much so that she smiled and offered chalk to the agents who kidnapped her. Sure, she drew complex equations on the sidewalk rather than hearts and rainbows, but she played nonetheless, in her own way. Life was good.

    Her safe world destroyed when she was abducted, K shut down emotionally to protect herself. Her handlers didn't love her, and the other kids were competition, not friends, not until Gem and Gemma became her suit testers. Her work was her safe place, the math consistent in every way where life wasn't. Then, when her bid to go outside resulted in the apocalypse, and cost her the only friends she had, she shut down further. She'd suffered enough loss.

    The guilt over releasing Venjix gave her purpose: fight back, save the world. The problem was how unhealthy it became. No fun allowed, long stretches without sleep, a less than ideal diet, and continued social isolation. In K's mind, she deserved to endure any hardship, for the sake of the species she (accidentally) nearly wiped out.

    Yet Alphabet Soup and her guilt were able to kill K's creativity. She designed tech according to the Soup's specifications, but she put her own touch into them: animal motifs for the suits and googly eyes for the zords. They took her as a child, and she subconsciously clung to the innocence she had at the time, a defense and a sign of resilience.

    Further, they weren't able to kill her spirit. Hidden behind all those walls was a young girl who wanted friends who were family, and who wanted to repair the damage she'd unwittingly caused. Her trust in her team—her family—and their love for her and each other, helped K's wish come true. Millions died at her creation's hand, but the species will rebuild thanks to her work, brought to full life by her loved ones.

    CRAU Development: N/A

    Powers/Abilities: Technically not a superpower, but she is far, far above average intelligence and almost completely responsible for the discovery of the biofield, which enabled her to create ranger tech and probably tons of other things. She's got skills in math, physics, chemistry, computer science, computer programming, and engineering. Biology too, though less so than the other areas mentioned. Oh and she plays the piano and the violin.

    Inventory: What she's wearing, plus her violin.

    Anything Else? Doing some math based off the info in her wiki page, we arrive at K's age being 18. However, because she both looks and acts so childlike when not doing science things, she is usually seen and treated as a minor. She doesn't seem to mind.

    samples
    Network Sample: network sample

    Prose/Brackets Sample: brackets sample

    Re: Revisions.

    [personal profile] youngestmentor - 2019-08-04 16:26 (UTC) - Expand
    sleepyhollowed: ('EEEYYYYYYYY)

    Kieran Duffy | Red Dead Redemption 2 | Not Reserved

    [personal profile] sleepyhollowed 2019-08-07 01:15 am (UTC)(link)

    Player.

    Name: Gen
    Contact: Please DM [personal profile] scrappedsweater or PM [plurk.com profile] Sheepi (it’s a public account). My Discord is available upon request!
    Current Characters: N/A

    Character.

    Name: Kieran Duffy
    Canon: Red Dead Redemption 2
    Canon Point: Kieran will be taken from the beginning of “Horsemen, Apocalypses”, which happens right before a large firefight with the O’Driscolls after they’ve sent a grisly message to the Van der Linde gang. (I’ve linked to the wiki entry for the mission to avoid spoilers for anyone casually browsing through the apps).
    CRAU Timeline/Game(s): N/A

    World Description: N/A
    Character History: Before clicking this link, please be warned of two things: 1) Hardcore spoilers and 2) Lots of talk of potentially triggering subjects such as abuse (physical and emotional), intense violence/gore, and allusions to anxiety and PTSD.

    Link to Kieran’s history at the Red Dead Redemption wiki

    CRAU History: N/A

    Personality:

    Kieran lost his parents to cholera at a young age and has, understandably, been left with some anxiety issues that stem from that event. This anxiety is exacerbated by incidents that pop up throughout his life: he loses his first job when he’s kicked out of the stables he’d worked at as a kid, gets kicked out of the US Army, is the sole survivor of an attack on a group of outlaws he fell in with, is ‘involuntary enrolled’ into the O’Driscoll clan, and—finally—winds up captured by the Van der Linde gang, who tie him to a tree and starve him until he spills some of Colm’s secrets. Despite the mistreatment, Kieran does what he can to help out around the camp to prove his loyalty and his usefulness, displaying his 'need to be needed' and how his past pushes him to be seen as necessary, no matter who he is with or how they treat him.

    Mostly, Kieran wants validation from his peers and will do everything he can to earn it. Additionally, he gets intimidated easily and will follow commands from people who are clearly higher than he is in the gang’s social hierarchy. The few times he does stand up for himself, he backs off quickly, either by running away or demanding to be left alone.

    That isn’t to say that Kieran is completely lacking in confidence or optimism. He knows what he’s good at and he’s legitimately happy for every chance to put his knowledge to work. He lights up when he shares anything involving his expertise, especially when he uses his experience to become closer to another person. Kieran inviting Arthur on a fishing trip is a prime example of how his entire demeanor changes when he’s comfortable with someone else and finds the courage to drop his guard and show them what makes him happy. It’s also during this fishing trip that we see Kieran’s more positive and excitable sides. Any uncertainty he has regarding his place in the world gives way to the playful man that’s waiting in the wings, and it’s in these moments that he’s candid with his special brand of dry, quirky humor and sarcastic quips. If you fulfill his character item request, he’ll react with genuine surprise that Arthur thought about him quickly followed by an earnest and energetic offer to make a special item as a show of gratitude.

    The game makes a point to showcase and emphasize Kieran’s gradual personality evolution through body language, as well. Over time, he goes from sitting with hunched shoulders and turned in on himself to approaching some members of the gang with wide, sweeping movements that allow for more vulnerability. That being said, he’s only open with a select couple of people, namely Arthur and Mary-Beth, and even then, he’s cringeworthy in how cumbersome his approach is in getting to know them better. Despite his social ineptitude, his awkwardness does endear him to at least Mary-Beth, who was pretty much the only person to be kind to him since the beginning of his run with the Van der Lindes. She’s also someone who he grows attached to quickly, in no small part due to her initial kindness in conjunction with an implied mutual attraction to one another. Kindness is a big deal to him, since he doesn't receive it often!

    To summarize this soft, awkward horse boy, all we have to do is look at how Kieran manages to condense his life: “All I know is folks all seem to die, and I still love horses.”

    CRAU Development: N/A

    Powers/Abilities:

    Kieran’s normal as heck.

    His main abilities lay in his talent with horses (so taking care of them, managing their equipment, training them, riding, understanding their psychology, etc.) as well as fishing, which branches out from simply knowing how to cast a line to an implicit understanding of what to look for in a water source. Basically, he’s no scientist and he can’t even begin to explain the intricacies of any kind of ecosystem, but he can eyeball a body of water and discern what spots could make for some good eating.

    Finally, while Kieran doesn’t take part in any scripted fights, if Arthur winds up in a random gunfight while Kieran’s present, he’ll join in. He owns a custom Cattleman revolver and he’s at least familiar with a shotgun (based on literally one cutscene) which hints that he knows how to protect himself. He’d just vastly prefer not to get into a fight in the first place, because chances are good he’d lose.


    Inventory:

    1) Custom Cattleman revolver
    2) Ammunition belt
    3) His horse (Branwen)
    4) Whatever horse tack Branwen is wearing (bridle, saddle + saddlebags with little knickknacks like bits of food and alcohol in there)

    Anything Else? A couple of things!

    1) I read in the FAQ that animal companions can’t come in unless they’re about large dog sized. I was wondering if an exception can be made for Branwen by having him shrunk down to about the size of a Shetland pony. I’m cool with any decision that’s made on the matter! (If Branwen isn't allowed at all, then Kieran won't be coming in with his horse tack.)

    2) Kieran is canonly illiterate, so I was wondering if there was anything that would be available on the devices to accommodate that (e.g., a video guide on how to make audio/video posts). If not, that’s totally okay (it’ll force him to make friends early on!), I just don’t want to overstep in-game mechanics! I was also wondering how/if this would affect his ability to choose a username for the network.

    Thank you!

    samples
    Network Sample:

    [It’s taken him a while to get used to using a tiny device to communicate with other people. Even if Kieran could write and read letters like the ones he’d seen other people send and receive over the years, the sheer convenience alone is overwhelming.]

    [And so is the fact that he could say anything, anything, and it’d reach who knows how many people at once.]

    [Nervewracking.]

    [Kieran had been holding his device in his hands. He lowers it and takes a breath.]
    [He has to face the truth: without learning—without adapting—he’s going to wind up alone. Again. He has to reach out. No matter how stupid, no matter how insane the very concept of technology is, the has to do it.]

    [He presses a button. He’s pretty sure it’s supposed to play his voice, kind of like that gramophone that Dutch kept in camp to ‘raise morale with some cultured fare’. And if it doesn’t, well, he’ll find out sooner or later.]


    H-Hello? If a-anyone can hear me, give a holler back?

    The name’s Kieran. I-I’m, uh, I’m not sure what to do with this thing, to be honest.

    [He pauses. It’s almost uncomfortably long before he continues.]

    So, uh, h-how’re you? That works, right?

    Prose/Brackets Sample:

    In-game TDM

    Thread on Bakerstreet

    (If you need any other samples, I’m happy to provide them!)

    (no subject)

    [personal profile] sleepyhollowed - 2019-08-12 05:22 (UTC) - Expand
    livingdeadgirl: (Default)

    Aradia Megido (Recollé CRAU) | Homestuck | Not Reserved

    [personal profile] livingdeadgirl 2019-08-07 04:09 am (UTC)(link)

    Player.

    Name: Kae
    Contact: [plurk.com profile] caturday
    Current Characters: N/A

    Character.

    Name: Aradia Megido (CRAU name: Ami Aihara)
    Canon: Homestuck
    Canon Point: End of Act 7. Lord English has (probably?) been defeated, and the Furthest Ring is being sucked into a metacosmic black hole while Aradia watches it all fall apart.

    CRAU Timeline/Game(s): Game is Recollé. The premise is that all the characters' universes have been destroyed, but their souls were somehow rescued from the same fate, and they were reborn as regular humans who came to live in a city also called Recollé. As the game progressed, they gradually regained memories, abilities, and physical traits from their past selves, as their body, mind, and soul came into "alignment." Aradia's soul was reborn as a girl named Ami Aihara. She is 14 years old, but spent 13 of those years with no memory of her previous life. She spent one year "awakened," i.e. as a player character, before abruptly losing all her regains and reverting to NPC status when dropped. I'm pulling her from about a month I dropped her, so it's around June 2018 from her perspective.

    Character History: Once upon a time, a young girl from Alternia discovered a video game hidden in a frog temple. This made a lot of people very angry and is widely regarded as a bad move.

    CRAU History: Ami Aihara is Aradia Megido, but reincarnated as a human, originally with no memory of her previous life. She was raised in the city of Recollé, USA, as a human, by human parents, in a world populated exclusively by humans. Her parents were loving and supportive, albeit frequently preoccupied with the antics of her much older sister Danielle. (Dani was a problem child who bullied Ami mercilessly for most of her formative years, dropped out of high school, got into drugs, got kicked out of the house, and eventually wound up in jail. It's a whole thing.) This led to a not insignificant amount of salutory neglect in Ami's childhood - her needs were always provided for, and her parents of course cared about her safety and all, but there were a lot of missed third-grade plays and so on.

    Once Dani was out of the picture, their parents tried to make it up to Ami, but may have overcompensated a bit. As long as Ami stayed out of trouble, her folks were incredibly permissive, letting her do more or less whatever she wanted. Fortunately, their trust in her is well-placed. Ami is kind, thoughtful, independent, and mature for her age, so she stayed out of trouble almost completely.

    I say "almost" because she still gravitates toward people you might consider bad influences. At age 12 she went full mall goth, hanging around Hot Topic etc. with her goth friends. But even this was largely for the aesthetic, the music, and her interest in the occult; she was the weirdly perky one of the group, without much in the way of pessimism or authority issues. She even had a makeup tutorial channel on YouTube.

    Right as she was finishing up the 8th grade, however, she found an app called Retrospec on her phone, which connected her to a group of people remembering their past lives... and getting superpowers. At first Ami thought this was dope as hell (despite the inconveniences, like everyone shrinking to one apple tall, or entire colors ceasing to exist for months), but then... it started happening to her.

    There were plenty of good points about it, of course. She made many dear, dear friends through Retrospec and their shared experiences. But reality as they knew it was breaking down, and she was thrust into increasingly dangerous situations for the sake of saving her friends and the city as a whole. Holding her own was a little easier once she regained her telekinesis, but it took her months to really learn how to control her power, and the violence and destruction she was capable of frightened her. Moreover, as she started manifesting troll physical features - the yellow eyes, gaudy ram horns, and so on - she started to feel as alien as she looked.

    Her fragmented visions of the past were little comfort; like anyone reading Homestuck out of order, she had no idea what was going on, and the little she understood, she didn't like. Aradia's personality seemed wildly inconsistent - in one memory she'd be bright and bubbly, in another cold and fatalistic, in another a robot, and at one point she even vividly remembered murdering someone. Because of all this, Ami soon came to distrust her past self, and tried to cope by consciously rejecting any part of Aradia she didn't like.

    But was that actually enough? No amount of willpower could prevent her from becoming Aradia physically, after all. And even if Ami hadn't come to dislike her, the thought of becoming her mentally was existentially terrifying. How much longer would Ami remain "herself"? Would she one day be subsumed entirely by the alien being whose soul she inherited? And even if not, would she still become too freakish to live among normal humans?

    Ultimately, these questions would go unanswered. About a year after she first got the app, Ami's soul slipped far enough out of alignment that she reverted back to fully human, with no memory of the Retrospec app or any of the unusual events tied to it. She's being taken from about a month after that.

    Personality: As Ami has begun to piece together, Aradia's canon personality has been through some wild changes. At her introduction, she was cold and fatalistic, as dead on the inside as she is on the outside, and then acquiring her robot body added gratuitous violence to the equation. But her truest personality actually isn't that different from Ami's.

    Aradia delights in being alive. She's warm and outgoing, and nearly always smiling. She loves making friends and sharing stories, as well as poking good-natured fun at people she likes. She has a lot of patience, considering how many stubborn, cranky, difficult people she counts among her closest friends; their bullshit just slides off her like she's a set of magical self-cleaning god pajamas. It's almost impossible to make her truly angry.

    In conversation, she's quite open about her feelings and opinions. However, this candidness often backfires when it comes to difficult subjects like death. Having grown up surrounded by ghosts, Aradia sees death as little more than a mundane natural phenomenon - she doesn't relish it, but she isn't bothered by it, either. She loves the concept of funerals, since there was no such thing on her home planet, but her "corpse parties" would be inappropriately jubilant by just about anyone's standards.

    Understandably, her bluntness and unique attitude toward certain grave subjects can make her come off as callous or creepy, even to those who expect it from her, but she doesn't mean any harm by it. In fact, she might not even realize it. It's not that she doesn't care about people's feelings; she's just sort of oblivious to the impressions she leaves.

    But overall, she's a sociable, fun-loving girl who loves her friends and can't resist a good adventure. She doesn't enjoy fighting for its own sake, but she'll happily help beat up the BBEG when it's time. She's matured a lot since before her first death, learned from her past mistakes, and even forgiven the person who murdered her. Fate doesn't matter, all loops will be completed, paradox space will tidy up after itself, and that's the way it should be. By her final appearance in Act 7, she's along for the ride, watching the end of the story with the confidence that everything will turn out all right.

    CRAU Development: Obviously, the biggest change is that Ami has spent 13 of the last 14 years being raised as a human, by humans, in a human society, with no memory of her life as Aradia (until recently). As a result, she's operating from a vastly different cultural and pop-cultural context. She didn't grow up fending for herself in a harsh environment where everything is considered unsuspecting prey by everything else; she wasn't literally raised by animals; and perhaps most importantly, she has no memory of any of her deaths.

    She's still fiercely independent, but much better than Aradia about following instructions and deferring to legitimate authority. This is partly down to the influence of her sister, who as mentioned above is terrible and in jail. She's naturally kind, but also consciously wants to do the right thing and be a petter person than Dani.

    Lacking Aradia's long-term exposure to death, ghosts, or any kind of genuine suffering, Ami came to romanticize the macabre rather than simply being used to it. Her experiences as a Retrospec user have led her to take such things more seriously, but she didn't stop being a goth or anything. She collects spooky and spooky-cute things of all sorts, and she's an avid consumer of horror movies. She's always believed in ghosts, and gaining the ability to see and interact with them for real reaffirmed her feelings, and inspired a certain sense of duty in her as well - if she can help them to move on, or alleviate their suffering some other way (even if it's just to keep them company!), she'll readily do it.

    Incidentally, where Aradia's character arc in canon follows her from depressed fatalism to confidence and hope, Ami's has started leading her toward some of that depression and resignation. Some of the changes she's going to experience are inevitable, which frustrates and frightens her. But she tries to put on a brave face and be strong so that her friends don't have to worry about her and/or commit crimes on her behalf (JAMES).

    Relationship-wise, she was close friends with reincarnations of Bucky Barnes (616, "James"), Lumina (FFXIII, "Luna"), Allen Walker (D.Gray-Man, "Noah Campbell"), and Karkat Vantas (Hamsteak). She was less close with her other canonmates, and in particular had a major falling-out with Dave that was never resolved.

    Powers/Abilities: They wouldn't fit I'm so sorry

    Inventory:
    • The clothes she's wearing
    • School backpack containing:
      • Three high school textbooks: Algebra I, Japanese I, Japanese kanji workbook
      • One 3-subject spiral notebook (school notes)
      • Makeup bag
      • $6.12 in cash
      • A fancy deck of tarot cards
    • Smartphone

    Anything Else? As discussed on Plurk a while back, Ami will be arriving fully human, with no powers and no memory of the strange events that took place in Recollé over the past year. Remembering her time in-game and her prior memory regains will happen early on as a "canon update" of sorts, with all the associated flickering. After that, though, she'll continue to regain new memories as she would have in Recollé, triggered by events and conversations she has in Redshift, and she'll gradually begin re-regaining her powers and physical traits as well.

    (I think we'd said that those things would also take place through the canon update mechanic? Let me know if you'd like to discuss it further. I can notify y'all before any major changes if you like. And obviously her Time powers will take some nerfing on account of our inability to time travel in real life, but I could see them potentially opening up interesting plot avenues.)

    samples
    Network Sample: with Peter

    Prose/Brackets Sample: Top-level and tequila sunrise

    (I can provide more samples if these aren't sufficient.)
    Edited 2019-08-07 04:11 (UTC)
    abheirrant: (❧ the sound was soothing)

    Carlisle Longinmouth | Original | Reserved

    [personal profile] abheirrant 2019-09-01 08:06 pm (UTC)(link)

    Player.

    Name: Grimme
    Contact: [plurk.com profile] grimmhooke
    Current Characters: n/a

    Character.

    Name: Carlisle Longinmouth
    Canon: Original
    Canon Point: A few days after his "reawakening."
    CRAU Timeline/Game(s): He was in [community profile] hadriel, but I'm bringing him in fresh and from a much later canon point!

    World Description: here
    Character History: here

    Personality:
    In life, Carlisle was an anxious, cowardly man who desperately wanted to live up to his family's legacy, and despite knowing he'd never have the time or means to do it properly, he certainly did try. Guilt-laden over being the failure of his bloodline -- and the last of it, the one rumored to have brought misfortune to the rest -- he made what amends he could for his accursed existence via his dedication to his goddess and his healing. In death, not much has changed, save for that part about not having time. Now that he doesn't have to worry about dropping dead due to a magical affliction, he has all the time he needs... for better and for worse.

    Since reawakening, the bitterness and anger that animated the Blight Heir have receded, his original identity reemerging -- which isn't to say that he's not still bitter and angry, but that he has new things to be bitter and angry about. He thought he knew exactly what was waiting for him: a miserable, unavoidable, early death, one he hoped to mitigate in any way possible by appealing to his goddess and spending what little time he had in repentance for even existing when he should have died. Though afraid of his demise and the languishing his tainted soul would do in the Land Beyond Living, he'd accepted his fate as inevitable. As it turned out, he had worse coming: his body animated upon death, turning him into somewhat of a natural necromancer, and he became the most infamous Longinmouth of all by bringing ruin to the homeland he'd hoped to sustain like his family before him.

    And now that he finds himself as himself again, he's not terribly happy about these circumstances. He finally established his place in the bloodline as anything but a failure, and it's for abhorrent, albeit tragic reasons.

    With only sparse memories of what he did as a Revenant, he's determined to make up for as much trouble he caused as possible, if for no other reason than to assuage his endless guilt. He still serves his goddess, but has to do it in an entirely new way, as his healing gifts have shifted toward the necrotic. Unsure of how he rose as an undead in the first place, his confidence has taken a kick in the teeth -- not that it was ever very high. He was known as the one Longinmouth who wasn't an adventurer and who didn't battle tremendous beasts with weapons or magic. Now that he's known as something else, he lives in perpetual fear that someone will recognize what he is and what he's done -- and that they'll bring permanent end to him before he's had a chance to make up for half of it.

    Despite his superstitious and high-strung nature, Carlisle can be a reasonably diplomatic, fair-minded individual and good improviser, which once helped him serve as a trusted mediator for the town despite his curse. Though usually willing to lend an ear to even the most unsavory of people, as is common for clergy (former clergy, in his case), he tends to be callous and irritable when it comes to those who don't take him seriously, especially to those who take their lives for granted. Much like his fears, he tends to wear his aggravations on his sleeve, and doesn't particularly mask it when someone is an annoyance. The same goes for enthusiasm and excitement, both of which are rare treats he experiences sparingly; the undead should be incapable of such emotions, but there's undeniable humanity still lingering within his bones.

    Powers/Abilities: The long version! In short, he's a magical undead who was once a healer, and is now basically an accidental necromancer. As a guy who worked for a church, he's naturally thrilled about this development.

    Inventory:
    ❧ morningstar (traditional weapon of his order)
    ❧ exorcist's outfit (quilted pants & gambeson with attached mask, overcoat, veil with crown, leather boots and gloves, accessories)
    ❧ wooden talisman of the holy symbol of the Camisou
    ❧ badger-skin satchel in which he keeps the following:
        ❧ ink pen
        ❧ x12 paper sheets
        ❧ a smooth stone
        ❧ "Alchemy for Beginners" by Pendlebrook Brimstone (autographed copy)
        ❧ flask of Dwarven ale (only slightly enchanted to refill when emptied)
        ❧ seed of an Oriachne's Tear (a seed of a magical plant)
        ❧ the final annals of Meriweather Brown, Chronicler of Bear Den

    Anything Else? I'll make sure to put up a permissions post for his compulsion abilities! Given his morality, he's not likely to use them except by accident, but I like to have my bases covered in case someone absolutely wants to avoid playing that.

    samples
    Network Sample: here!
    Prose/Brackets Sample: here!
    circumitus: and me reduced to ash. (the hazards of love)

    Rey | Original | Not Reserved.

    [personal profile] circumitus 2019-09-02 03:01 am (UTC)(link)

    Player.

    Name: Revu.
    Contact: Discord (revuvuzela#6927), Purk ([plurk.com profile] whippoorwill), PM.
    Current Characters: N/A.

    Character.

    Name: Rey.
    Canon: Original from published series (Project SERAPHIM).
    Canon Point: Book Three, Seraphim PINION, Chapter 36: The World is Gonna Change Us — (After being impaled with a rebar by IV.)

    World Description: By 2154, humanity has come a long way... only not really.

    For that you can thank the meddling of synthetic influence and a crazed AI, both having worked things in the shadows for over a century. The GRIGORI was once a program that was intended to be an analyzable reckoner on a quantum scale, predicting meteorology, computing the structures and properties of chemical compounds, and simulation exercises. However, its simulation and algorithms were not producing the results that the benefactors supporting the project desired. Thus, they had the program shut down, but not before the GRIGORI Program installed itself into a global satellite network and space stations, allowing itself to “posthumously” manipulate human affairs.

    Before long, the Program had constructed its own envoy: Another AI given physical form by the name of IV. With their control hidden over the global networks, the GRIGORI and IV were able to dispatch synthetic copies of human beings to replace individuals, from powerful government officials to mere foot soldiers. In later years, they waged a form of psychological warfare by supposedly “reviving” dead soldiers to fight against their former allies, which in reality were synthetic copies.

    It was the forces of the GRIGORI and IV that Rey had been tailored to fight. While not her original purpose, her memories, skills, and missions were usually intended to seek out the weaknesses of the GRIGORI Program, whether she was aware of it or not. Manipulated, rewritten, and reconstructed by a fellow synthetic humanoid named Gregory Tremond, Rey was sent on several dangerous operations to take down the remnants of the GRIGORI, located on four different terminals around the globe.

    The world itself is more advanced in some ways, but not as progressive in others. Phones, computers, and methods of transportation have been updated as technology improved, but attempts at space travel and cybernetics had been temporarily halted either by the GRIGORI or due to attempts to prevent the program from hacking into individual people via implants.

    Warfare, as expected, has changed with the development of drones and synthetics. Biological tactics have been used to hit civilian cities as a method of striking morale, and living weapons of mass destruction have left wastelands and destruction in their wake (Rey having been one of them, herself). As is typically expected with the human race, new technology means new ways of killing each other.

    However, it has also offered ways to help better humanity as well, with cybernetics allowing people who would otherwise never stand on their own two feet be able to walk again, or allow the blind to see and the deaf to hear. Medicine has advanced in ways that people don't get sick as easily as they used to. War and conflict, while not entirely a thing of the past, is not as widespread and common as it used to be.

    Or so people think. But history has an insidious way of repeating itself, one way or another... and more things have been manipulated by the GRIGORI than most realize.

    [For more details, refer to the extended setting.]

    Character History: History info here.

    Personality: Due to the nature of her programming, Rey has a precarious personality. Prone to risks and dangerous outbursts, her barbarous urges are kept at bay by the suppression of much older memories. These feelings are deep-rooted, and it’s sometimes hard to say whether she’s incapable of change or she’s just not willing to.

    Even her ways of expressing affection is less than conventional. When she perceives someone as weak, she becomes fiercely protective in a way that can come off as unintentionally condescending or humiliating to the other person. If she perceives that person to be strong, she has no reservations about putting them in harm’s way, as it’s her way of showing that she has faith in their abilities to survive. Rey’s faith is pretty dangerous.

    She has always exhibited a nature that borders on self-destruction, going so far as to hardly acknowledge her own self as a being. While she is internally still at war with acceptance her own personhood, her self-destructive tendencies have changed with her mission-driven mentality. When running headlong into precarious situations, it is not to destroy herself but to defend others so that they may survive. It’s that outlook as well as her need to be a protector that has become her raison d’être, almost making her a better soldier than she ever was.

    Similarly, she has recently been faced with a need to atone for all the things she had done (her present self as well as past incarnations), going so far as to throwing herself into a fray without a care for her own wellbeing. After a series of reckless displays, it isn’t until after a couple interventions that she reevaulates her way of doing things. That she needs to stop living for the sake of others and work on trying to confront her own faults.

    Paradoxically, Rey is selfish in her supposed selfless acts of martyrdom, fringing on suicidal. While it’s not the first time Rey has been urged to try and live for herself, it slaps her in the face when it’s finally brought to her attention by someone she had hurt.

    While her brute honesty can be off-putting, she doesn’t hold any reservations when speaking her mind. This has proven to be another tactic she uses to push people away, because she’s not doing anyone favors by being so blunt — it’s specifically to alienate herself even further. And it’s damn confusing when she finds that it doesn’t always work.

    Despite her honesty, she isn’t an open book out of trust. Instead, this is intended to keep most people at an emotional distance. In some cases, as soon as someone starts getting close she is prone to act out in ways that can be considered cruel, oftentimes blurting horrible things she may or may not mean.

    Some things never change. She still gives no fucks about what people think of her. She is a monster and she knows this. What she doesn’t want is to do more harm than she’s already done. She just acts incredibly moody and aggressive. She is, at heart, a weapon raised to serve no other purpose but to fight. When there’s no war to be fought, she doesn’t really know what to do with herself. But she is nearly a century old, and much of that knowledge and experience (even the fabricated ones) adds up. How to go forward? That’s something she’s barely had time to figure out.

    Powers/Abilities:
    Composition: Rey’s body was designed to resemble Fiona Cleary, Leland Cleary’s daughter who had died during a typhus outbreak in Ireland during the 19th Century. She is the spitting image of that girl, had she lived into adulthood. Her flesh and blood and fibers are cloned from a “father” and “mother”, Lucas Coffey and Undine Stransky, thus making them biologically related by all counts. She is, first and foremost, designed specifically for the sake of combative purposes.

    Brísingamen: The Brísingamen is an energy stored within Rey’s vessel that, once imprinted into her chest, supplies her bionic physiology with the ability to function. Her skeletal structure is made up of fervidium alloy, a type of iridescent metal that constantly burns internally once activated by the Brísingamen. This energy can unleash heat particles from the vessel, generating enough to cause a person to burst to flame. When activated it takes on the form of neon red veins pulsating through the parts of the body Rey is applying the energy to, which can occasionally cause her skin to secrete a dripping, oily, extremely hot substance.

    Basically, she’s a walking powerhouse, which also grants her an immunity to fire and extreme hot and cold temperatures. She is capable of manipulating her own body heat, from being able to cauterize wounds to igniting a flame. When angered to the point of raw fury, she can even breathe smoke.

    If she overexerts herself, takes on too much (say, a whole battalion of human combatants) with her Brísingamen, then Rey will burst into uncontrollable flames. Even though her body is immune to fire, she will then continue to burn until extinguished by an outside source. While carbon dioxide, extreme cold, or a large quantity of water should do the trick, it’s best to use a method that requires distance between Rey and anyone else, because by then that bitch is literally on fire.

    When using the Brísingamen, red glowing veins pump through wherever she is directing the energy (i.e. her arms). Utilizing it at its fullest capacity (say, the rate it would need to burn a person alive) results in her skin heavily secreting a black, oily substance that has been dubbed samandrine. Think of this substance as the oil that keeps a lantern lit. Samandrine can be extremely toxic when ingested, resulting in temporary paralysis and inability to breathe. It’s not always fatal, though like with any poison it can if belted out in high quantities.

    Here They Come to Snuff the Rooster: Military training exceeds well beyond that of your typical soldier. Her skills range from long-ranged firearms to melee weapons and close-quarters combat. Her specialty lies with assault and sniper rifles, handguns, bayonets, and combat knives, as well as disarming her opponents. Like many in the military, she also has some knowledge of basic first aid. Rey also carries the knowledge of nearly a century’s worth of combat experience. Her lives spent as highly skilled snipers, soldiers, and special operatives carry over to her present vessel.

    Built Ford Tough: With superhuman endurance and equilibrium, Rey’s keen sense of movement allows her to be heavily skilled in being able to run through environments via rolling, dodging, vaulting, and climbing. She also a significantly higher strength and pain threshold than the above average human, which can be obvious from her well-toned physique. As mentioned above, Rey also possesses a bionic physiology. The fervidium alloy in her skeletal structure makes her heavier than she appears (approximately 140 kilograms).

    Moreover, her skin and organs are cloned from the DNA of both her “mother” and “father”, Dr. Undine Stransky and Lucas Coffey. Due to the immortal strain of cells belonging to her father, also known as LUC-156 or Cleary cells, Rey has a natural ability to heal significantly faster than a human. But due to the mixture of the human and immortal cells, she is not quite the same as her father, and as such her healing has some limitations. For instance, broken/fractured bones will mend within a matter of days, but she is unable to reattach lost limbs or repair scar tissue without surgery.

    Bablefish: Due to her now-merged identities, Rey had a bunch of languages downloaded into her memory, making her multilingual. She is fluent in English, Spanish, Zulu, Dutch, German, Russian, Italian, Arabic, and Hebrew.

    Inventory:
    Exurosuit
    ● Small black backpack (contains some normal clothes, i.e. green tanktop, brown cargo pants, and combat boots)
    ● Dogtags belonging to her old self as “Schuyler”

    Anything Else? Any extra info we might need about your character, ability, CRAU, etc.

    samples
    Network Sample: Hadriel network post.

    Prose/Brackets Sample: TDM thread.
    numerouno: (XI)

    Scaramouche | Samurai Jack | Reserved

    [personal profile] numerouno 2019-09-03 02:51 am (UTC)(link)

    Player.

    Name: Grace
    Contact: [plurk.com profile] onthelam, onthelam#1730, PM
    Current Characters: n/a

    Character.

    Name: Scaramouche
    Canon: Samurai Jack
    Canon Point: S5E01/"XCII", minutes before Jack finds him in the middle of a village Scaramouche attacked and destroyed days earlier.
    CRAU Timeline/Game(s): n/a

    Character History: Wiki

    Personality: Scaramouche is a showman. The world is his stage and he's the star of the show. Like the stock clown character that is Scaramouche's namesake, he is known for his zany behavior, his grandiose flamboyance, and for being a devious, conceited servant. He unwittingly serves as comic relief through most of his screen time and thinks out loud as though he is on stage relaying information to an adoring audience. In his mind's eye his "act" is and always will be the best in the business and he is unapologetically confident in this belief. The only being in existence he will happily share the spotlight with is his master, Aku. Scaramouche is a cunning and dangerously ambitious overachiever who maintains his "headliner" status and relevance at the cost of everything else. His primary, static motivation is to be his boss's "favorite".

    Scaramouche commands attention from others with his jovial presence, outspoken demeanor and often insincere displays of charm and repartee. He's a smug fast-talker who loves the sound of his own voice. He's an annoying, insufferable jerk with a comically high opinion of himself who doesn't seek anyone's permission or approval. He tends to talk down to people, rarely holding back from being overly familiar and infuriatingly self-centered in his interactions with others. The overconfidence he exudes doesn't really ingratiate him with anybody in his canon, but he's more than capable of turning up the charisma for short-term gain. He feels no need to clamor for goodwill, seeing no point in real forms of kindness. If charity were extended to him, he would take it for granted. The only person he truly cares about and relies on is himself.

    Stacked with boundless positive energy, unrelenting arrogance, and a flair for the evilly dramatic, Scaramouche doesn't linger on negative emotions like anger or self-doubt, refusing to stew in them or waste too much of his breath on riff-raff because he doesn't see either option as a productive use of his valuable time. His jaunty attitude has him striving to change situations that aren't working in his favor instead. With his shallow outlook of the world and buoyant temperament, he's exceptionally good at taking things in stride, forever keeping his eye on the prize that is being "Aku's favorite". He never quits.

    Scaramouche gives his unwavering devotion to Aku for selfish reasons--swearing allegiance to him suits Scaramouche better than anything else he could be doing, and it is what he was made for, after all--but it's undeniable that Scaramouche thinks highly of his master and considers himself to be the minion most worthy of his attention. He enjoys the life that Aku's given him a little too much. He revels in bloodshed and destruction by his own hand, gleefully and methodically performing the duty for which he was designed and taking pride in his stylized talent for killing. He is totally remorseless, answering only to a tyrannical overlord who thrives on death and despair.

    Scaramouche loves life, even when he isn't ruining it for others. But Scaramouche the Merciless is in his element when he is on the job, in the spotlight, knocking 'em dead with his explosive performance. Serving the murderous whims of the best boss anyone could have, beating out the competition for the title of "top assassin", basking in the glory of knowing he's officially "Aku's favorite", and hanging out with the only being he holds respect for is to the exclusion of everyone else. The reality is that Scaramouche is totally alone in the world. Fortunately, Scaramouche is the best company Scaramouche could ever have.

    Powers/Abilities:
    Agility/Strength: His battle-ready body and reflexes enable him to move with incredible speed and agility. When he's focusing, he can easily dodge blows and jump out of striking distance of an opponent. His springlike mechanisms allow him to leap great distances, e.g. jumping over a hundred feet into the air to land on the top of a building without so much as a running start. His strength is far above that of an average human as shown when he flings a hefty scimitar so high into the air that it takes about seven seconds for it to reach the ground.

    Musical Magic: His design is partially powered by Aku's essence. This is presumably the true source of the unusual magic ability he utilizes in battle: a voice that is able to control certain objects. He commands his scimitar's attacks through scat singing. When using his magic flute, this power is amplified, allowing him to manipulate the movements of several objects at once to be used as projectiles or to form together to create a larger mass with an imbued golem-like sentience that is further guided by his (freestyle jazz) playing. (NOTE: The limits of this ability aren't explicitly stated. He is only ever shown controlling his scimitar and the structural remains of buildings he has destroyed. For simplicity's sake, I'm limiting the use of his voice to his scimitar and the use of his magic flute's power to debris of his own creation or debris borne of a destructive force.)

    Murder Master Class: His weapons, like the objects manipulated by his flute, are like extensions of his will, tools for his personal expression. He is able to work in perfect harmony with both blades in battle. His scimitar hums with a soft but audible vibration when he is controlling it with his voice; Scaramouche can sense its movement and whereabouts at any given time and coordinates with it. Anything his other blade hits will begin to ring at a progressively louder volume until the pitch matches the object's resonant frequency and the object explodes (x x [cw: animated violence]); he knows exactly when the affected objects are going to detonate.

    Swordsmanship/Battle Experience: Scaramouche was built and programmed to be an efficient killer. He is an adroit combatant boasting swordsmanship that is capable of rivaling Samurai Jack's, at least over a short length of time. The grating confidence Scaramouche exhibits in his battle strategy suggests he's performed it countless times before and it has never failed him, hence his genuine shock at Jack's surprise move which ends up finishing him.

    Inventory:
    🎶 the clothes on his back
    🎶 pink cellphone
    🎶 magic flute
    🎶 large dagger that automatically separates into two prongs when unsheathed, resembling a tuning fork (unsheathed: x x x; sheathed: x)
    🎶 scimitar (x x)

    Anything Else? If Scaramouche's body is destroyed and his head is left intact, he can continue to exist like that for comedic effect, 'bunny-hopping' around and taking over the body of any living creature so long as his head fits over theirs. This probably has something to do with the essence of Aku that resides within him.

    samples
    Network Sample: Link
    Prose/Brackets Sample: Link

    dothelokimotion: (And drink to forget)

    loki | mcu | unreserved

    [personal profile] dothelokimotion 2019-09-03 09:29 am (UTC)(link)

    Player.

    Name: Timmy
    Contact: [plurk.com profile] captainkink
    Current Characters: N/A

    Character.

    Name: Loki Odinson
    Canon: Marvel Cinematic Universe
    Canon Point: Post death in Infinity Wars
    CRAU Timeline/Game(s): Loki has spent around one year and a half at Driftfleet — a game where they lived in a big brother scenario in space and visited other planets.

    Character History: Wiki
    CRAU History: Loki arrived at the Fleet where he met Thor and formed new connections. He was in command of his own ship and learned to maintain and care for his crew, putting their interests ahead of his own from time to time and even managed to make friends among the other Avengers. Mostly, he worked to salvage his relationship with Thor, finally working through old hurts and griefs. However, this came to a stop as he died and struggled to process the grief and further learned that Thor gave up Asgard, the stones and left to find himself. Eventually, they managed to free themselves from the Atroma, able to travel the universe once more.

    Personality:

    ● strengths:

    CALCULATING: Loki lacks his brother's warm exterior and exuberance, but he makes up for it with silver-tongue and mastery over magic. Sly, cunning and patient, Loki knows how to pick the safest and wisest option, seeing more sense in a retreat than a fight. Relying more on his wits and aptitude than his powers, Loki prefers to remain in the background, manipulating people as he sees fit, rather than taking an overt approach.

    CHARISMATIC: Loki might not seem the most approachable. His smile is often too mocking, his words cruel, but he is always an excellent conversationalist. He is learned, educated and often looking for a way to keep the dialogue going. He is the word-smith and the title is well-earned. He can smoothly insert himself into any conversation, turn it on its head and make people question, second-guess or even sympathize with him should he feel the need to garner sympathy. Loki is not the person you would like to debate against.

    UNPREDICTABLE: While he seems rather trademark villain in his behavior and mannerisms, Loki is always a creature of unpredictability. His moods always run quicksilver. He’s not always prone to anger and fits, even choosing to laugh at himself or even give someone the luxury to make fun of him. Loki is not always a creature of anger and hate. He has his moments of vulnerability, of absurd generosity should the mood take him. In a way, Loki cares, more than he’s willing to let on.

    ● weaknesses:

    RESENTMENT: His life has left him with many desires, to rule, to take, to have, to be important. Loki takes every hurt he has ever suffered and turns into a burning rage, a bitter grudge. And sometimes, he cannot see past absolutes, like his father and brother. As such, Loki takes to hurt very quickly, tending to bristle and close up his walls if he perceives a slight against him.

    GREED: Loki wants everything. He wants the world in the palm of his hand. He wants respect and authority at the expense of everything else. Being the half-breed son of Odin, all the dreams Loki once had for himself faded away when he discovered his heritage. Ever since then, Loki yearns for acknowledgement. Even if it is negative or disdainful, he wants the acknowledge of his power, independence and his ability to rise above all odds. At all costs to himself and those around him.

    ENVY: Due to a lack of self-esteem, Loki often sees as the grass is greener for everyone else but him. He is constantly envious and upset over the things people possess, such as familial love, pride, affection, etc. And while he has become more comfortable in his skin, Loki has never been able to let go of the feeling that he will always have less than others and always be less and thus, looks upon those with “more” with extreme jealousy.

    CRAU Development:

    Most of Loki’s development went alongside his brother, Thor. In the Fleet, together they worked out their many issues such as Hela’s existence, the problems of Asgard and so on. Loki also learned to tamp down on his anger and loathing, slowly trying to come to terms with the person he had become, something more, a god of mischief who could decide for himself rather than to let other people decide for him. He also chose to become the Captain of a ship, tending well to the responsibility and even taking good care of the people under him. He even made close friends, people he shared his problems with, though he only made one close connection with a person — Bucky Barnes.

    However, most of this changed when Loki died and remember the events of Infinity War. Floundering, Loki lost the sense of who he is, unsure of whether he had truly changed or he was simply doomed from the start — made to bring bad luck to those he cares about. Despite this and learning the events of End Game, Loki chose to travel with Thor and possibly continue to find the meaning for his own life — and what fulfilment will look for him.

    Powers/Abilities:
    Magic: The exact nature of Loki's powers are unclear, though it is called and considered to be magic by the MCU's standards. What he can do with that magic is equally unclear though it is safe to say his primary use of it are illusions. He can easily manipulate what people see on a small or grand scale and these illusions are not easy to perceive. Loki is also capable of shapeshifting into animals as well as turning other people into animals. This also included energy blasts and molecular reconstruction.

    Superhuman Everything: Loki is far stronger than the average human being, ranking up there with Captain America. While strength is never his preferred weapon, it is still one he can use to its full extent. This also includes enhanced speed, stamina, durability and an improved healing factor. You can knock him down but chances are, he'll get back up pretty quickly.

    Immunity to the cold: Due to his half-breed Jotun status, Loki is completely immune to any kind of cold or frost attack. He can also manipulate ice using cryokinesis.

    Object Creation: Loki can create objects from magic and imbue them with magic.

    Teleportation: Loki can transport himself.

    Shapeshifting: Loki can turn into small animals. He can also turn other people into animals.

    Inventory:
    1) A chocolate fountain maker
    2) Frigga’s ring
    3) Laevateinn
    4) Casket of Ancient Winters (depowered, only can freeze five people at once, only works once a day)

    Anything Else?

    samples
    Network Sample: Red shift TDM

    Prose/Brackets Sample: Red Shift TDM
    superposition: ((before the fall))

    Qubit | Irredeemable | Reserved

    [personal profile] superposition 2019-09-05 04:40 pm (UTC)(link)

    Player.

    Name: Kae
    Contact: [plurk.com profile] caturday
    Current Characters: Aradia Megido (Ami Aihara)

    Character.

    Name: Qubit (real name unknown)
    Canon: Irredeemable
    Canon Point: A few hours post-canon. The world is saved from the Plutonian, but at great cost.
    CRAU Timeline/Game(s): Spent about 14 months in [community profile] maskormenace.

    Character History: Irredeemable (and sister series Incorruptible)

    CRAU History: Transported to an alternate Earth and denied access to the rogue Porter responsible, Qubit spent his first month-ish in Mask or Menace working feverishly to create a portal of his own. In theory, this would allow everyone to go home; in practice, it fizzled out due to the Porter's interference.

    Not long after, he met Superman, and became convinced that this man was the Plutonian reborn - with all the mixed feelings that entailed. Between that and his portal failure, he had an overdue emotional breakdown, and finally had to accept that he was stuck in this world indefinitely.

    He tried to make the most of it, settling in for the long haul and even getting a real job. He continued to help where he was needed, particularly in emergencies, and with Swear-In security (after an attack on his first one left 75 dead). But he'd lost a lot of his momentum and direction. Most of his friends were dead, his world still stood on the brink, and he was powerless to help... and he dealt with his grief by pointedly not dealing with it, which didn't help.

    Qubit had a lot of complaints about the US government in this world - such as their totalitarian history, monitoring of imPorts, and harshness to vigilantes while supervillains got slaps on the wrist - but oddly, tended to keep his head down. He rationalized that he'd be useless to anyone if the gov't jailed him or shut down his organs (which they did have the power to do), but it was really just an excuse. Whatever the reason, he ended up self-limiting the scope of his activities, procrastinating on his projects, and getting blindsided by things like Soviet sleeper invasions, large-scale kidnappings, and so on.

    Overall, he had a hard time finding his niche in the established imPort community. When he finally decided to assemble a new team, it took him months to drum up any serious interest, and by the time he was Ported out (October 2016), the team had barely gotten off the ground.

    But that's not to say he had no impact. He made quite a few friends, particularly with nerdy types like the Pacific Rim scientists and Doc Brown - though he butted heads with Tony Stark every time they met, not least because Tony went full supervillain on two separate occasions. He also ended up as sort of a mentor figure for Tetsuo, and by extension Kaneda. And his team, while short-lived, was cool while it lasted.


    Personality: Qubit is an absolute mess of contradictions. Pretty much everything he does is at odds with some facet of his personality, and most of his positive traits are also negative.

    To begin with, he's a supergenius, and he knows it. His ego is large and hungry and obvious. But that's all an extension of his inner insecurity - nothing irritates him more than being wrong, or outsmarted, or bossed around, or called stupid. He butts heads with anyone who thinks they know better than him, and instinctively tries to establish dominance over every smart person he meets.

    In theory, he's solely devoted to logic, reason, and facts. In practice, he's a profoundly emotional being who regularly lets his feelings get the better of him. To his friends, he's loyal to a fault - as in, it's actually a problem, he has put millions of lives at risk for them.

    His morals are a fun topic. He notoriously refuses to kill, or to allow his teammates to, but he broke that code multiple times during canon. Sure, maybe those times were justified - but he still broke the most important rule he ever laid down for himself. He doesn't believe in acceptable losses, and normally he'll go far out of his way to find the elusive Third Option, but in these cases he didn't, and regardless of the context, it will haunt him for the rest of his life. He considers himself a hypocrite and a murderer, and refuses to forgive himself for what he's done.

    Still, Qubit tries to be a good person... or at least a person who does good things. As a superhero, he thrives under pressure, taking charge in crisis situations and trying to save as many lives as possible. His extensive travels have made him worldly and open-minded, and he tries to be culturally sensitive. The experiences of ordinary people motivate and inspire him, and keep him grounded. He avoids the spotlight (knowing it'll go to his head), doesn't profit from his inventions, and he's a committed environmentalist. In day-to-day life, he's friendly and approachable, with an infectious enthusiasm, sharp sense of humor, and informal but respectful manner that make him easy to get along with... provided you don't get on his bad side.

    That said, what a bad side it is. Getting defensive when his intellect feels threatened is only the tip of the iceberg. When he thinks it's necessary, he can become a manipulative bastard, doing everything short of outright lying to get someone to cooperate. Half-truths, lies of omission, mistaken assumptions left uncorrected, and horrible threats are all fair game. In canon, he even secretly tortured someone for information. If he can't find the appropriate "carrot" to motivate someone, he'll promptly go for the "stick."

    And that's dangerous, because he's also been known to follow through on his threats. Qubit has a flash temper, quick to rise and dissipate, but intense in between. On one occasion he impulsively committed mass murder just to prove a point. If he's angry or desperate enough, he's a hazard to himself and others. More mundanely, he's also secretive, impatient, sarcastic, bossy, a workaholic, doesn't plan ahead, and can hold a grudge indefinitely. So... in some ways he's an acquired taste.

    Probably his greatest strength, though, is his self-awareness. He knows he's failed spectacularly in upholding his values, that in fighting monsters he became one himself. He knows he should be better - he wants to be better - but after all he's done? He's no longer sure he can.


    CRAU Development: In Mask or Menace, Qubit was able to work through some of his grief over his dead teammates, particularly with regard to the Plutonian. His last-second plan worked, after all - Tony got a second chance as Superman, and while Qubit isn't in an emotional place where he can trust Supes (and perhaps never will be), he did come to cautiously respect him.

    He made friends quickly, but never fully trusted anyone, and never opened up about his past except in the vaguest of terms. Even his closest friends there, Newt Geiszler and Hermann Gottlieb (Pacific Rim), hardly knew anything about him. Of course, without any outlet, he's instead internalized all his guilt and shame, letting it steadily crystallize into self-loathing. You know, like a healthy person.

    Still, he's generally in an emotionally stable place at present. He was even starting to put his hand back in the superhero game, recently. He's fine! Everything's fine.


    Powers/Abilities: To avoid ruining all the fun, I'm nerfing Qubit's powers heavily for Redshift. Also I'm including my proposals for explaining the nerfs in-universe, since that'll be one of the first things he tries to figure out.
    • Technokinesis / Perfect Kludge. Using existing components as raw material, Qubit can telekinetically build any machine he can imagine. The materials and final product must both be electrical in some way, but can otherwise be totally unrelated. The more complex the materials, the easier they are to work with; he can do very little with simpler parts, and even then it's exhausting. His powers don't affect non-electric machines at all, or nanomachines (they're too little).

      He can only create or repair machines that he understands the principles behind (for instance, he couldn't make a time machine (yet)). When he has that understanding, he doesn't have to think too hard about it in the moment. That's what "Perfect Kludge" refers to - he can build his machines really fast, and they'll almost always work. He can disassemble machinery even faster and with less effort.
      • Nerfed. This power works roughly the same, except that it takes a lot more energy out of him. Side effects include exhaustion, severe headaches, and nerve pain - all of which could become chronic or permanent if he were to try and power through. However, the power still works just as quickly and doesn't require additional mental effort, so if he's not extremely careful, he could sail past his safe limit in seconds, causing serious damage both to himself and to what he's trying to fix.

        The threshold depends on the size, complexity, and tech level of the project. The "sweet spot" for each category would be: 1) handheld-size, 2) does at most one or two things, 3) 1970s/80s level technology. As a rule of thumb, the further he deviates from those parameters, the worse it gets. Thus, he can easily make simple devices like Geiger counters, but things like force fields or teleporters or particle accelerators would be out of the question. Also, anything he repairs with his powers, he essentially has to downgrade.

        He could still make bespoke electronic components to a degree, but he'd have to space it out. Anything large or complex, he'd have to assemble manually. Disassembly is easier, but he could still go overboard with it, or take something apart to a degree that he can't fix.

      • Explanation? Could say he was Ported out and snagged by Anchor while he was mid-teleport. Thus, damage to his powers was caused by interaction between an open portal, Porter radiation, and exposure to unstable dimensional energies while in transit. It's a unique combination of factors that basically sums up to "he got super unlucky."

    • Teleportals. Qubit's signature invention is quantum teleportation, allowing him to open portals between any two points on Earth. He controls these with a wrist-worn device. He can also build larger teleporters to open gates between planets, galaxies, and dimensions, or to accommodate objects as large as capital spaceships.
      • Nerfed. None of his teleportal tech works at all.

      • Explanation? His portals require some consistent frame of reference to function. Being so badly unmoored in spacetime, Anchor lacks that. I'd like to leave open the possibility of him re-developing his teleporters from scratch (again), but it'd have limited utility (e.g. a permanent installation linking two locations) and take a very long time to do (even more so without technokinesis).

    • Psionic shielding. After one too many bad encounters with psychics, Qubit decided to invent and install a bunch of psi-shielding nanomachines in his head, because that's reasonable. He's immune to telepathy, mind control, and other psionic attacks, though he can whitelist such interactions on a case-by-case basis (since he also had psychic allies). If a non-corporeal entity tries to force entry and possess him, he can trap that entity and gain full access to their memories (as he did to Modeus), but it's purely defensive. Not nerfed.

    • Skills. Qubit's incredible at science, especially quantum physics and all things computer, but he has advanced knowledge in most other scientific fields as well. He's also an interdimensional foodie, excellent cook, and decent gardener.

    Inventory:
    • Green suit with vest
    • Green trenchcoat (reinforced, fire retardant)
    • Chunky tablet: A handheld quantum supercomputer, about 9"x12"x2". Contains large amounts of data from his own Earth and the Earth of Mask or Menace. Configured with various general-purpose sensors, inc. radiation, life signs, trace chemicals, atmospheric data, electromagnetic fields, etc. Has lots of engineering-related software, most of which he wrote himself. Also performs general computer functions. He used to reconfigure the hardware as needed, but with his powers compromised, he can't now. Irreplaceable.
    • Teleportal watch: Its main function (making teleportals) no longer works. Currently it can tell time, work as a PDA, and project holograms. Irreplaceable.

    Anything Else? Thanks to the standard nanites from Mask or Menace, Qubit has the word "VIGILANTE" tattooed inside his left wrist. It's barely visible in direct light, but glows blue in the dark. The nanites have also infiltrated his body to the point where if they shut down, so does his digestive system. It's exactly as pleasant as it sounds.

    samples

    Network Sample: [ Though Qubit generally prefers text, he's found that for whatever reason, people seem to think he's more sincere when he uses video. So he goes with that - you only get one first impression. ]

    Good morning, Anchor. You may have noticed a grocery store, of all things, has appeared just outside the main airlock... Ah. I'm Qubit, by the way, should have led with that. Anyways, I've taken the liberty of scouting the place out, and I have good news and bad news.

    Good news - near as I can tell, the food's still fresh. Bad news - that's more than I can say for the customers. If you do go, don't go alone, and be ready to defend yourself. It turns out the place has a bit of an undead problem.

    [ He shrugs, as if to say "because of course it does." ]

    On the plus side, the radiation levels are rather lower than I expected. I'd still recommend suiting up if you can, but you should be all right provided you don't - aah!!

    [ As he was talking, something whirred in the background, and now a laser bolt hits the wall not a foot from his head. Startled, he drops the comm, but his voice can be heard receding in the background. ]

    Son of a bi- [ the feed ends. ]

    Prose/Brackets Sample: TDM thread
    braidmage: (:) proud)

    [personal profile] braidmage 2019-09-05 09:36 pm (UTC)(link)

    Player.

    Name: Rose
    Contact: platoapproved#9602 on discord
    Current Characters: Ben Hargreeves

    Character.

    Name: Reynir Árnason
    Canon: Stand Still Stay Silent
    Canon Point: Page 150 (Current page); the team are searching for Onni in Finland and Reynir has just seen the fate of the village where Lalli, Onni, and Tuuri grew up.
    CRAU Timeline/Game(s): N/A

    World Description: N/A
    Character History: Wiki!
    CRAU History: N/A

    Personality:

    POSITIVE TRAITS:

    FRIENDLY: Reynir loves people, and makes friends easily. He has a warm heart and cares for people quickly and genuinely; chatting to new people is easy for people and he wins them over sooner or later. Reynir also doesn't take friendship lightly - he has a great desire to be supportive and helpful to his friends, both practically and emotionally as well. Reynir would help you move the week after he met you. His cheerful disposition and extroversion make him a charismatic and likable young man.

    RESILIENT: He adapts remarkably well to the stressful and chaotic situation of being stuck in the Silent World. From discovering his mage abilities to teaching himself how to draw runes, to keeping going even in awful circumstances - Reynir is good at surviving even when things get tough. He may succumb some to depression along the way, but he holds on and sooner or later finds a way to salvage a situation. Even when others believe a task is hopeless or don't think he is up to it, Reynir has the grit to keep on trying, no matter what.

    OPEN-MINDED: Despite growing up in such a small and rural setting, Reynir is open to all kinds of new experiences and types of people. He becomes very interested in Finnish mages, as well as the cultures of his other teammates. He learns quickly and doesn't judge right away; this is apparent in his reaction to Anne, the ghost of a Christian who asks his aid in guiding ghosts to the afterlife. All this is new to him, not really his culture or background, but he finds a way to help regardless. While others in the same comic are more hardened by the world and unwilling to find innovative and unusual solutions or see things in new ways, Reynir is willing to try.

    NEGATIVE TRAITS:

    NAIVE: Reynir has seen little of the world or hardship or violence before the first adventure. His optimism can occasionally verge into foolishness. He makes impulsive choices and ends up regretting them. He lacks both knowledge and experience. He thought there were palm trees in Denmark. Reynir's education has been limited and from ignorance come all manner of problems.

    OVERENTHUSIASTIC: Because of his affectionate nature, Reynir can become annoying to those around him. He gets caught up in ideas he thinks are good and then is in over his head. He tampers with magic he doesn't understand yet, he takes risks. This is the other side of his cheerfulness: sometimes it is too much for those around him.

    APOLOGETIC: Reynir has a tendency to let others treat him badly without questioning it. He is not a doormat and can be stubborn when he feels it is important, but he is still constantly apologizing and assuming other people don't care about or forget him. His teammates see him as a pushover. He sees himself as less important, less useful, and has some self-esteem issues. These are better than they were at the start of the adventure but the tendencies remain.

    CRAU Development: N/A

    Powers/Abilities: See abilities section in wiki linked above.

    Inventory: A mask, basic camping / survival gear in a backpack, a map of Finland, brush and paint for drawing runes, some anti-ghost runes on various pieces of paper, and most important: Kitty!

    Anything Else? Braid for daaays.

    samples
    Network Sample: Here

    Prose/Brackets Sample: Here
    scowlish: (wounded)

    onni hotakainen ❄ stand still stay silent ❄ unreserved

    [personal profile] scowlish 2019-09-06 05:20 am (UTC)(link)

    Player.

    Name: coffee
    Contact: PM, [plurk.com profile] caffemisto, or coffee #6251 on Discord
    Current Characters: Klaus Hargreeves

    Character.

    Name: Onni Ukko-Pekka Hotakainen
    Canon: Stand Still. Stay Silent
    Canon Point: Adventure 2, Page 48 - After leaving Iceland and his cousin Lalli behind, he's heading home to Saimaa to settle some things from his family's past.
    CRAU Timeline/Game(s): n/a

    World Description: n/a
    Character History:
    Wiki Links: Plot OutlineThe RashThe Known WorldOnni Hotakainen
    Informational Comic Pages: SSSS About Page
    CRAU History: n/a

    Personality:

    Loyal: Onni cares deeply about the people in his life and readily adopts people that his loved ones start to care for as well, extending his circle of people he shows concern for. His loyalty to his family and extended circle of people is so strong that it overcame his fear, to the point he was able to travel not only to Sweden, where he protected the adventuring crew from two countries away via magic, but further to Iceland to pick up Lalli and meet the other members of the crew that he's spoken to on the radio only a few times, or met in dreams.

    Inclusive: As mentioned in the previous point, Onni has little problem expanding the circle of his people, including even people he's never met in person. For example, while the rest of the cast finds untrained mage and non-immune Reynir to be a burden, and often call him stupid or useless, Onni is the one person who listens to Reynir, discusses serious topics with him, and asks his opinion. While he might be annoyed with other people if they show a lack of intelligence or foresight, or be blunt with certain opinions, Onni is never against asking other people's opinions or input, protecting people even if he barely knows them, or generally treating others like human beings first and foremost.

    Protective: Onni has a protective streak a mile wide. While he generally defaults to being protective (maybe a little overprotective) of his younger sister Tuuri and his cousin Lalli, he doesn't hesitate to protect most people he's around, even if he doesn't know them. His job with the military is protective spells intended to keep his community safe, and during the comic, he consistently and reliably responds to calls for help from the expedition and follows through. While interacting with Reynir, who he's only met once or twice and who actively annoyed him on a couple of occasions, Onni immediately takes steps to protect him when they run into what Onni assumes is a dangerous spirit. Instead of letting someone else get hurt, he is willing to step into danger despite his fear.

    Inertia: Onni lives in a constant state of inertia, mostly due to anxiety. Without being prodded, Onni would never leave his comfort zone of complete safety. He has almost no inner motivation or ambition, and is content to simply exist, avoiding any kind of risk or danger. While he will shake off his inertia and take steps to do things outside of his comfort zone if there is some other compelling and unavoidable reason to do so, he wouldn't be able to find it within himself to do it for his own benefit.

    Stubborn: While he has no problem admitting when he doesn't know something, Onni has a very particular way of living his life and interacting with others - he doesn't say something unless he means it, he is a pessimist who values safety over almost everything else - and won't change those aspects of himself no matter how alternatives are presented to him. Even when he acts contrary to one of these core aspects of himself, it's because he is forced to choose between two of them, for example choosing between his desire to protect his family and his desire to stay where it's safe.

    Oversensitive/Emotional: Despite being outwardly stoic, Onni doesn't keep his feelings to himself because he lacks any intensity of them. Having spent nearly half his life as a guardian to his younger sister and cousin, however, he's learned to put on a stoic exterior, to set a good example for them, but beneath that, Onni is sensitive and easily hurt or overwhelmed by strong emotion, anxious and constantly worrying, and he rarely gets to express or really experience them unless he's fighting them.

    CRAU Development: n/a

    Powers/Abilities: Finnish Mage Ability InformationLuonto (Spirit) ❄ Onni's Abilities @ SSSS Wiki

    Inventory: Onni will arrive wearing a fur cape over a tunic, pants, boots, gloves, and belt. He carries a wooden spear, and was in the midst of an outdoors trip, so he'll have a leather and canvas bag containing survival/camping gear (supplies to cook over a fire and hunt/trap game, dried or preserved rations, a method of making fire, etc.) but no tent or bedding, as he usually sleeps outdoors in his fur cape. He'll also have at least one change of clothes.

    Anything Else? Onni's powers are deeply connected to the Finnish gods, so he would be pretty crippled at first without them. His luonto would come with him, as it's connected to his physical body, and he would be able to use the power of that right away. With mods' permission, I was hoping there could be some higher or spiritual powers present in Anchor that he could learn to draw on instead, so he can become as powerful in game as he is in canon.

    samples
    Network Sample: TDM

    Prose/Brackets Sample: TDM
    Edited (html) 2019-09-06 05:20 (UTC)
    birdical: (💋 (it would be a life long thing))

    Elleru 🐦 Original 🐦 Reserved

    [personal profile] birdical 2019-10-01 04:13 am (UTC)(link)

    Player.

    Name: Grimme
    Contact: [plurk.com profile] grimmhooke
    Current Characters: Carlisle Longinmouth (OC)

    Character.

    Name: Elleru
    Canon: Original
    Canon Point: A day or so after leaving the forests of her colony

    World Description: link
    Character History: link

    Personality:
    Translated from the language of beasts, kaulahren means 'of wide devotion,' and devotion is undeniably one of Elleru's defining traits. She is loyal to her kind, her curiosity, and her convictions. Despite her enthusiasm for the upright world, she's a proud kaulahren; even in clashing with the leaders of her colony, and in leaving it behind, she was trying to do what she thought was in their best interest. Believing that her people are hindered by their inability to (figuratively) change, she seeks ways to coexist rather than isolating themselves further. They can understand one another if they're willing, she has insisted to herself time and again; if they will not help themselves, then she will do it for them.

    That stubbornness is common among the kaulahren, with Elleru no exception. Though forward-thinking compared to their cultural norms, she can be just as obstinate as any of them, unyielding in her stances and unwilling to compromise. Blinded by her own pursuits, she's young and impulsive, occasionally hotheaded and selfish when when it comes to her desires. As someone blessed with powerful gifts, and thus privileged within the colony, she's used to getting her way. She doesn't just have the skill to change her shape -- she's good at it and knows it, leading to moments of haughtiness and arrogance.

    But that arrogance belies someone who struggles to discern exactly where she belongs. Though faithful to her kin, she doesn't agree with how they've lived for centuries; while fond of uprights, she doesn't fully understand their culture, or know if she has a place among them. Though full of youthful, naive determination, the only upright she's met was kind -- and optimistic as she may be, she realizes he might be an outlier. She worries that taking an upright form won't help her blend into their world, and that no matter what, the elders may be right: she, as all kaulahren, could be seen as a monster merely pretending to be a person, and may end up doing more harm than good.

    Knowing how most uprights might take her true form -- not well -- Elleru does her best to keep her non-human status hidden when meeting people; however, her forthright personality and pride, combined with her people's disdain for falsehoods, doesn't lend well to deception. It's ironic, considering the whole point of being able to shift, but she does her best and only returns to her natural form when necessary, lest she be caught.

    Elleru often has a hard time mitigating her excitement for worlds and peoples new to her, and can come off as pushy when, in her thirst for knowledge, she tears through questions and cultural boundaries without a second of consideration for whomever she's speaking to. Though her upright guise is enough to fool most in a world where elves, dwarves, and other magical beings with outlandishly vibrant hair exist, it doesn't fool everyone, especially as they get to know her more. She has difficulty controlling her passion for all things novel.

    Ultimately, Elleru is an inquisitive individual, even if her ideals are often romanticized due to her limited exposure outside her colony. She's a social butterfly, eager to learn about this strange world and the people in it. She may not yet know where she belongs -- with her people, with uprights, or somewhere between -- but she knows who she is, and is confident that with enough time and effort, she'll find the answers she's looking for. She may just figure out what it's like to be wrong and have to compromise with herself -- and others -- along the way.

    Powers/Abilities:
    Elleru as one main ability: shifting. She can, at will, change from her natural form to her upright guise, and vice-versa. This is true shape-shifting, and not a form of illusionary magic as employed by some of the gifted kaulahren; as a well-practiced and talented shifter, the process of changing her form entirely is nearly instantaneous. Unfortunately, when her body changes, her clothes do not, so... that's a thing she's had to deal with a time or two.

    Aside from that, the kaulahren, as a species of magical beasts, have a passive ability that influences those meeting their gaze to tell the truth. This ability doesn't work on everyone, particularly those with strong enough wills to stave off magical compulsion. Anyone who can sense compulsory and mind-affecting magic can pick up on this, though the kaulahren themselves are unaware they have this ability (and would be appalled if anyone accused them of actual magic, as they are distrusting of such forces. Their abilities are gifts from their goddess, thank you very much).

    Inventory:
        🐦 2 "research novels" (Bearly Bewitched & Dwarven Desires)
        🐦 a small amethyst carved into the shape of a bird

    Anything Else? pictured: Elleru upon arrival

    samples
    Network Sample: here
    Prose/Brackets Sample: and here!
    arcadedragon: (Come at me)

    [personal profile] arcadedragon 2019-10-01 12:12 pm (UTC)(link)

    Player.

    Name: Sydney
    Contact: [plurk.com profile] filledwithstraw
    Current Characters: Kabal, Deputy Pratt

    Character.

    Name: Genji Shimada
    Canon: Overwatch
    Canon Point: Post Recall. There's a good timeline breakdown here. He is 'current' to the game canon.

    Character History: Link

    Personality:
    Genji is the silent and deadly cyborg ninja in Overwatch. In his youth he was a carefree playboy who shirked responsibility and spent his time getting drunk and laid and doing whatever he wanted. While that came to an abrupt end when his brother Hanzo cut off his arm, legs, slit his throat and left him for dead - some of that personality still remains. He can be carefree and happy go lucky, but due to his existence as a cyborg he's also full of deep-seated resentment and bitterness.

    He claims to have come to terms with his status as not fully human nor machine through meditation and his time with Zenyatta at the Nepal monastery of the Shambali. Yet he still has moments of self doubt where he hates what he is and is filled with self loathing. He used to be an attractive party boy, yet now when he looks at himself he sees only the metal that's been grafted to his face to repair the damage, and the pieces of machinery that are now an undeniable part of him. He can't overlook the scars and trauma that live underneath his armor, and because of them he has become a far more private and reserved person. Where he used to be open and friendly and charismatic, he's now traumatized enough to keep people at a distance and it would take time to earn his trust.

    There's a sullen and self-deprecating streak in him, that causes him to be withdrawn and dismissive. Even after time spent in meditation and reflection to become more at ease with who he is and less bitter, there's still the constant reminder that he's no longer who he was and no amount of peaceful contemplation will correct that. Though when he starts to spiral into moroseness he's fairly adept at calming himself down and trying to be tranquil and harmonious, as Zenyatta taught him.

    In the time when he isn't dwelling on the past and what he's become he can be cheerful and childlike. He's a fan of Pachimaris and ramen and going to the arcade. He can go from wise parables about honor to talking about his high scores at the latest video game.

    When he warms up to people he's friendly and loyal and acts much younger than 35. It will likely take him a while to be comfortable enough to remove his visor and let people see his face (let alone any other piece of his armor), especially since that will ruin his cool image the moment he smiles. His interpersonal skills aren't the greatest, but he can be incredibly endearing when he tries to be.

    He's also a little bit of a showoff who will do kickass ninja moves for no reason just because he can. What good is the ability to double jump if not to use it to get things off high shelves or to avoid stairs?


    Powers/Abilities: Link - clicking the circle icons will change the image to see all his main abilities. The end of the Swift Strike video shows how his shurikens reload through his arm. He can also:
    Double jump
    Climb walls
    Wall run

    Inventory:
    Default armor, wakazashi, his main sword: Ryu Ichimonji, 24 shirukens, and this Pachimari Charm.

    Only some of his armor is grafted to him (his right arm, legs below the knee, and then panels along his spine, jaw, chest and throat), the rest of it could come off, but he very rarely takes all of it off at once. The parts that are attached to him could technically be removed but it would be incredibly complicated and likely very painful.

    Anything Else?
    Sōmen - Spirit Dragon
    Genji has an ancestral spirit dragon that is summoned when he unsheaths his main sword Ryu Ichimonji.

    For the purposes of RP this basically functions like a familiar that he can absorb back into himself. It's about the size of a cat when it's out and can interact with the environment. When he's using it for his Ult power it becomes a larger transparent form that circles around him and increases his damage.

    Personality wise it's basically a kind of dumb pet. It can't talk but thru their spirit bond it can share emotions with Genji. Basic things like: happy, distraught or scared. It doesn't need to eat but it will if offered food. It'll never be more than a few feet from Genji, and if forcibly taken away it would vanish back into him. It comes with an annoying pachimari squeaky toy because that's what a ninja needs.


    samples
    Network Sample: Texting Meme

    Prose/Brackets Sample: TDM Post

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