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





killedwithlove: (Default)

Cole | Dragon Age (Asunder, Inquisition) | Not Reserved

[personal profile] killedwithlove 2019-06-16 01:05 am (UTC)(link)

Player.

Name: Jemi
Contact: discord [personal profile] jemi#0582 or [plurk.com profile] jemisard
Current Characters: n/a

Character.

Name: Cole
Canon: Dragon Age (Asunder and Inquisition)
Canon Point: Post Adamant Fortress. Cole went into the fade with the Inquisitor, Greywall and Dorian Pavus.
CRAU Timeline/Game(s): Drift Fleet: Cole was in the Fleet for a little over a year. He would not be noticed missing in his home world during this time.

World Description: n/a
Character History: Dragon Age Wiki Link
CRAU History: Cole has a firm grasp on the nature of the multiverse and alternate realities due to his time in Drift Fleet. He also has a more advanced understanding of space and technology then would be typically possible in his native world. He has come to understand a bit more how frightening his powers are to others, especially those from worlds without magic or spirits or powers and does try to moderate himself.

Personality:
Compassionate: Cole is above everything else compassionate. He is Compassion personified (with human memories thrown on top) and he feels deeply and genuinely for every living creature he encounters. This does not mean he likes them, or agrees with them, but just that he understands and doesn't wish suffering upon them. If he can help people, he will, especially if they're hurting and he can help that.

Ruthless: Being Compassion does not make Cole a doormat or necessarily pacifistic. He has killed and will kill again if he feels the need. He attempts to cut the throat of a soldier suffering from terrible wounds to give him a quick release and he has killed several suicidal mages AND their tormentor to end the suffering of the tower.

Kind: Cole genuinely wants the best for people. If they hurt, he wants to heal them, or at least alleviate their suffering for a time. Cruelty is completely foreign to Cole and he shows gentleness towards most living things, from spiders and mice to people, even for those he fights, the tries to make their defeat quick and merciful. The only cruelty we see is Cole reminding those who have committed atrocities of them, refusing to let the actions be forgotten until they are confessed and amends made.

Bad at Peopling: Cole has memories of being a person, but that person was very deeply traumatised, depersonalised and died young. Cole can read the very memories and thoughts of a person, but does a terrible job of being one. He speaks in riddles and metaphor without meaning to, makes people forget him when he panics, watches things he should probably not because he doesn't realise he hasn't been noticed (he watches a pair of mages having sex with total disinterest outside 'what are they doing and why?') and blurts out embarrassing, traumatising things about people and doesn't understand why they don't want people knowing things. He's too open and overshares his secrets and everyone else's.

Depersonalised: Cole struggles with expressing his own emotions, when he'll even admit to them. While he can be very sweet and personable, he often speaks of himself like an object and will discomfort and sacrifice himself to help others, or even just avoid discomforting them. While he has all the memories of Cole's suffering, he only talks of them in the third person, 'he' not 'I'. He attributes his own worth to how much alleviation of suffering he can bring, despite having no troubles in seeing worth in every person just for who they are. He allows several party members in game to speak of him as 'it' and 'demon' because it makes them feel better, despite having voiced that he doesn't actually like it, since he isn't a demon.

CRAU Development: Cole became very close with Cullen Rutherford, an Inquisitor from a different world, Jove Lavellen (His own is a dwarf named Nadezhda Cadash) and Elize Lutus from Tales of Xillia, who had effectively become a little sister to him. Due to his powers, Cole does not confuse one person with a duplicate from a different world though. Having a new family had started opening up some of the old wounds of human Cole's life which have been buried, but not dealt with and he's a little more prone to admitting that he has his own feelings, not just other people's or Cole's. To this end, he is less likely to hide or make people forget him as he accepts that he's allowed to be a presence in the world for his own sake.

Powers/Abilities: Cole has only his canon powers, which are primarily based around his spirit nature as Compassion. He can read minds and emotions (telepathy and empathy), usually the more painful, the clearer it is, and with this he can nearly always intuit how to make someone feel better. He can read the history of an object by touching it (psychometry), and can use this to make locks undo themselves to let him through. It is unknown why he can only use this on locks and not manipulate other mechanisms in this way. He cannot project his emotions or thoughts onto others.

Cole can also make people not notice him, or forget that he was there at all. It often takes repeated exposure to Cole to remember who he is and what he looks like, though he's getting better about letting people see and remember him thanks to his time in Drift Fleet.

Lastly, Cole can teleport. Short distances, and not discreetly, as it is accompanied by curls of black green smoke. Cole usually teleports when his emotions are aggravated, be it fear, anger or excitement, and he forgets to move like people do.

As a spirit, Cole technically doesn't need to sleep or eat and generally won't.

Inventory: Cole's terrible civilian clothing (ratty shirt, worn backwards, jacket that is more patches that jacket, shoes with enough holes to be fishnet socks, fingerless gloves that are part glove and part wrappings, pants that don't fit well over surprisingly muscular legs, world's ugliest giant armour hat, corset wide leather belting with pouches full of random things like pebbles, crumbs of cheese), a pair of wickedly long and sharp combat knives and a small, single knife which is actually part of his spirit self (this knife can be manifested or put away at will, but almost exclusively is used to try and put people out of their suffering).

Anything Else? Cole will walk through a game leaving broken feelings everywhere. I'm not sorry.

samples
Network Sample: [The image is upside down.

Or Cole is. Either is just as likely, and it his hat jammed on his head, it's hard to say which of the possibilities is right.

He vanishes from the screen, which continue to broadcast for a while, showing a blank wall. Finally, it gets picked up and Cole is there, the right way up, looking as pallid and gaunt as ever.

He doesn't look at the screen, watching something behind the camera.]


It's too silent. There's words but they're just words, image on nothing, silent, secretive. Empty and eerie, echoing endlessly with voiceless-

[He blinks and looks at the screen finally.]

You can try leaving a message, but I don't really like them. If you need me, I'll know and be there.

[It's not meant to be a threat.

But the screen goes blank for a message to be left anyway.]



Prose/Brackets Sample: TDM Thread


itsnotaonesie: (Spiderling)

Peter Parker | MCU (Hadriel CRAU) | Reserved

[personal profile] itsnotaonesie 2019-06-22 05:07 pm (UTC)(link)

Player.

Name: Ryo
Contact: mummifiedsalarian@plurk
Current Characters: N/A

Character.

Name: Peter Parker
Canon: Marvel Cinematic Universe
Canon Point: Post Avengers: Infinity War, after Thanos did the thing and murdered half the universe including Peter RIP.
CRAU Timeline/Game(s): Peter has been away from home and stuck in Hadriel for around ten months.
World Description: One of them Marvel universes
Character History: Spidery history
CRAU History:
OK so Hadriel was set in a city that was run by gods who manipulated and fed off of people's emotions in order to power themselves. Sometimes they'd teleport the city to different planets because they were also on the run from alien robots called the Null that wanted to murder them. Peter was there for about a year. While he was there he got involved with a bunch of weird shit at the laboratory because he's a nerd, joined the city's defense Guard thing because he's a Spider-Man, and made friends with like half the city because he's a nice boy.

Eventually he got all caught up in THE PLOT, and was invited to go with a group of weirdos on a big arctic expedition to some abandoned bunkers on a shitty ice planet where he and the squad discovered ~some secrets~ about the killer robots. The secrets were all horrible and turns out the killer robots had been doing experiments on some aliens and it was all very traumatizing. Jump ahead a bit to endgame and the Null show up to murder everyone. After a few days of fighting he volunteered for a mission to go with a group of dudes back to the shitty ice planet to upload a virus into the Null's collective hivemind thing. The plan worked and the Null all died and Peter and the squad were stranded for a while on the ice planet before ultimately being rescued. Everyone was given the option to return home, but since Peter believed himself to be dead forever in his world (thanks Thanos), he opted to try tagging along with a friend to their world instead.

Also he stopped giving a fuck about keeping the Spider-Man thing a secret pretty early on. Wasn't really much of a point since half the city had weird powers and there was nobody else there from his world anyway, so. SHRUG?

Personality:
Surface level Peter Parker is about what you'd expect from a high school kid. He's generally pretty quiet, maybe a little awkward at times if he gets flustered, and tries to be polite to the people around him. He may drop the occasional smartass comments, but he's generally quick to apologize if his smartassery goes too far. Education is important to him and he takes it seriously, and tends to be a good student even if his mind does wander from his studies from time to time. As a massive nerd, Peter is a part of his school's academic decathlon team, and is considered to be the most intelligent member. Maybe he's not the most popular kid in school, but with the exception of one or two douchebags, he's generally amicable with his peers. In contrast to his more mild mannered attitude as Average High School Kid Peter Parker, Spider-Man is more outgoing and is considerably chattier. He always has some quip or smartass remark to toss into mix (much to the annoyance of opponents and allies alike), but he's really only a dick to people who deserve it.

Though he usually does his spider business solo, he's displayed on a few occasions that he's fully capable of being a team player. During the Civil War pissing contest and again during all that Infinity War horseshit, he's shown to be able to communicate adequately with his teammates and mesh effectively into whatever on the spot wacky strategy they decide to roll with. The strategies he comes up with usually consist of "HEY REMEMBER IN X MOVIE WHEN Y HAPPENS", but it totally still counts.

By the time he's introduced in the MCU, he's already become Spider-Man, so a lot of his backstory is left vague. In other incarnations, Peter Parker becomes Spider-Man after the death of his uncle, for which he's at least partially responsible. It's implied to be at least kind of a thing for this version of Spider-Man; Uncle Ben's totally dead, but it's never directly stated that any sense of guilt that would have occurred as a result of the Uncle Ben incident is the reason that Peter decided to become a masked vigilante. As far as we know now, his biggest motivator is just his desire to be a good dude and help people simply because he has powers that give him the ability to do so, and his belief that if something bad that he could have prevented happens, it's his fault The basic idea of Spider-Man being driven by a strong sense of personal responsibility is still fully in tact.

When he was first presented with the opportunity to do stuff with the Avengers, Peter was ecstatic. While helping the little guy was still a big driving force behind his actions, his primary focus temporarily became trying to impress the big shots and proving that he was capable of being an Avenger, but he was going about it all pretty recklessly. Wake up call time happened when his actions led to almost sinking a ferry and putting other people in danger, and Stark was all "Nah you're grounded ". After taking a break from spidering and getting his shit sorted out (and stopping a dude in a metal bird suit from stealing alien weapon junk) he realized that he wasn't really ready for Avengers level bullshit yet. He knew that still needed some time to grow, so to Tony Stark's surprise and approval, he turned down a chance to join the Avengers and went back to looking out for the little guy.

CRAU Development:
After a year in Hadriel, Peter's a little older, a little more mature, a lot more sarcastic, and maybe a little bit jaded when it comes to being stuck on weird alien planets and dealing with weird alien bullshit. Or just bullshit in general. Hadriel had this whole thing where there were these gods that manipulated and fed off the emotions of the people stuck there. At first it wasn't too hard to pick himself back up after the gods did their weird emotion shit, mostly because he knew that the gods were causing it and he was able to logically talk himself through it, but over time it became more difficult to cope with. As a result, a lot of the time Peter doesn't quite trust that what he's feeling is actually what he's feeling. In some ways he's tried to close himself off emotionally for that reason, in that "I'm totally fine in every way guys for real don't worry about it" sort of way.

He was apped originally after his death in Infinity War, and after being away from home for about a year he's at least outwardly come to terms with the fact that he's totally dead in his universe and will probably never see anyone he knew from home again. Internally it's something that still haunts him. On top of that he's harboring some pretty intense guilt thanks to his part in failing to stop Thanos, and more recently, thanks to the part he played in eliminating the Null in Hadriel. He isn't so sure if destroying a race of killer machines counts as genocide so his feelings on the whole incident are mixed, but knowing that he was able to help successfully pull it off and save people from horrible robo-death has been a huge confidence booster, especially after how south the Thanos incident went.

Despite his internal conflicts he was friendly and generally outgoing during his time in Hadriel, and maintained his strong sense of responsibility when it came time to keep other people safe. He became maybe a little more dependent on other people for emotional support than he'd been pre-Hadriel, but not to the point where he got weird and clingy about it or anything. He could make friends with pretty much anyone, tending to gravitate towards older dudes for guidance and girls who were just way cooler than him.

Powers/Abilities:

Peter's Fancy Spider-Man Abilities:
Superhuman Strength: Peter possesses superhuman strength, because that's what happens when you get bit by radioactive spiders. That whole proportionate strength of a spider thing. He was able to stop a 3,000 pound car from hitting a bus with ease, and lift a collapsed building off of himself which wasn't easy at all, but he managed it.

Superhuman Agility/Speed + Perfect Equilibrium: If this was D&D he'd have a 20 in Dexterity okay. He's capable of achieving perfect equilibrium in virtually any position, and can balance on almost any surface no matter how narrow. His enhanced speed and agility allow him to preform all manner of crazy gymnastic stunts that would put actual gymnasts to shame.

Healing Factor + Durability: Dude can take a beating, and what injuries he does get heal at an accelerated rate. He's had a building dropped on him, been smashed in the face by Captain America, splattered by a giant Ant-man, fallen down an elevator shaft, dude even crashed a plane, and he walked away from all of it with maybe a few cuts and bruises which all healed within a matter of hours.

Spider-Sense: The simple explanation is that he can sense when a Bad Thing is about to happen. It generally gives him enough warning to dodge or counter whatever the impending danger may be, but it doesn't tell him what exactly it is.

Enhanced-vision: I mean pretty self explanatory, his vision is way better than that of a normal human, making him an excellent marksman with his webs. Cool in theory, but it comes with a price. His eyes are too good, sometimes leaving him overwhelmed by sensory input. It doesn't seem to hamper his day to day life, but for his Spider-Man stuff it was bad enough that he had to invent a pair of goggles with adjustable lenses to limit just how much input he was receiving.

Super neato sticky-power: He can stick to pretty much whatever surface he wants to and just climb the hell out of that shit. Dude sticks to walls, ceilings, glass, probably the Hulk if he felt like it.

Peter's Normal-Ass But Still Pretty Fancy Human Abilities:
Peter has an above average knack for science and technology related junk. He's not at a Tony Stark was able to build this in a cave!! level of technological wizardry, but by the age of 15 he was able to design and build his original web shooters, create a mask with adjustable goggles to help him focus his vision better, and even fished an old-ass computer out of a dumpster and got that working once. The kid knows his way around some tech. He's also exceptionally skilled in the field of chemistry, having come up with the formula for his web goop without any outside assistance. I'm gonna never call it "web goop" again, because ew.

Despite his like complete lack of any sort of proper combat training, he's shown that he's able to adapt to different combat situations on the fly, more or less just making crafty shit up as he goes along and figuring out creative ways to incorporate his strength, agility and webs into any given combat situation. He's actually pretty good at coming up with weird yet functional combat strategies as well. Mostly it's just stuff he's seen in "really old movies" before, but so far he's been able to successfully incorporate his ideas into the battles he's taken part in. The kid's genre savvy, what can I say.

Inventory:
A backpack containing a change of clothes, a pair of web shooters, a few replacement web cartridges, his Spider-Man suit, his fancy metal iron spider suit (which is heavily battle damaged RIP), his phone from home that contains several photos, including like 300 photos of Nathan Drake (don't ask), a half empty box of little snack cakes, a notebook, a chunk of some kind of animal's shell.

samples
Network Sample: that happened

Prose/Brackets Sample: this also happened

writtendestiny: (012)

Poison | Poison (The Box & Hadriel CRAU) | No Reserve

[personal profile] writtendestiny 2019-06-29 08:41 pm (UTC)(link)

Player.

Name: Fiona
Contact: PM character account or at [plurk.com profile] hardtostarboard
Current Characters: Julie Grigio

Character.

Name: Poison
Canon: Poison (Chris Wooding YA novel)
Canon Point: After the conclusion of the book, when she has been made Hierophant and has written her own story.
CRAU Timeline/Game(s): Approx. two years in The Box, followed by one year in Hadriel

Character History: Here.
CRAU History: In The Box she learned to be extremely resourceful, and how to defend herself from attack in a way she had never known as she grew up at home. She underwent many different kinds of what can only be called torture, both physical and psychological, and came out of the place with several scars. Several months were spent as a vampire before someone killed her, she experienced what it is to drown, and dozens of other things she would have rather never had to know about.

Under the tutelage of one TJ, arguably one of her best friends, she learned the basics of tattoo artistry and managed to apply a couple while in the Box, including one on her own foot. A dandelion, to remind her of him after he was gone.

The Box did not allow any kindness of its own to the people who lived there and Poison experienced her own death not only once but three times, as well as having to repeatedly watch the people around her suffering the same fates. There was often nothing that could be done and it did go some way to instilling a sense of learned helplessness which was quickly overruled by her own anger at the injustice of it all. To be treated like playthings was no life at all, and she was often all too eager to speak poorly of the Technicians and thrown a metaphorical spanner into their plans if she could, even if she had to do it alone.

Hadriel, by comparison, was a haven. Although the premise of the place seemed to be psychological manipulation once again, it was far milder in its impact and she was able to take some time to recover from her experiences in the Box. However, that came with an emerging PTSD from said experiences, which she still hasn’t managed to overcome. Poison spent a good deal of time in Hadriel by herself, though she did manage to make a few unexpected friends. As the events of the place came to a close she was eager to go home and take anyone who was willing along with her, but it simply wasn’t to be. The multiverse isn’t finished with her yet.

Personality: From her earliest days Poison was a contrary child, and even her mother had often claimed that she would always do the opposite of what she was told. Simply to be contrary, Poison had thought of doing the complete opposite of that and following every instruction to the letter, but she reasoned quickly that she’d only confuse herself.

Poison can hold bitter grudges, and when she dislikes someone she will go out of her way to be contrary and push them to the limits of their tolerance. She hates it when she knows that someone is acting falsely to make themselves look better. Sometimes people are bad people, but it’s worse if they lie about it.

She can be headstrong to the point of putting herself and those around her into mortal danger with her actions. She often questions the motivations of those around her and was never able to 'settle' as the other people in her community did. An elderly man in the village once told her that she had some of the Old Blood, and it made her different. While the people of Gull idled away their days she was never satisfied with what she thought would be her lot in life – to marry, settle down and have a family.

She has a tendency to be dismissive of things that don't make sense to her right away, or things that seem to be nonsense. Though this part of her personality was tempered by her journey it remains, and Poison has a very no-nonsense view on life. When everyone else is falling apart she has the ability to remain calm - yet when she is the one falling apart it's very difficult to get through to her.

Despite the cold way in which she often seems to view the world, Poison is capable of caring, even about people she dislikes. She helped her stepmother to calm down after the abduction of her sister, and felt a near overwhelming grief over the loss. Her relationship with the young girl Peppercorn is one that progresses from threadbare patience to a near-sisterly bond, and she even showed concern for the fate of Lord Aelthar when he was found murdered, though it could be argued that her worry was more for herself than him.

Poison's bravery and determination is often undermined by a lack of tact. Though she is intelligent, her tendency to speak before thinking is only ever saved by uncanny luck that strikes when it's most needed. She can be easily taken aback by new things, but dislikes it intensely when her naivety or surprise is pointed out.

She's a tough girl who likes to put out the appearance that she always knows what she’s doing. Poison can evaluate a situation and know when to ask for help, even if she's reluctant to do so, but tends towards taking on more difficult or dangerous tasks alone. All but those who know her best have difficulty in pinning down what she might do next, which often gives her the element of surprise in conversation or unusual situations. Her quick wit makes her a keen bluffer, but she can easily put herself in over her head with such things.

If she becomes attached to someone she'll risk her life for them, but it's a task to earn her respect in such a way. All in all, Poison is a good-hearted, well-meaning girl who often gets herself into more trouble than she can handle.

CRAU Development: Poison's time in The Box was long and traumatic, and could have easily broken her were it not for the friends that she managed to make while she was there. Those relationships kept her head above water and gave her something to focus on that wasn't the pain or psychological torture that she was going through at the time. This went a long way towards instilling in her a strong sense of the value of friendship in a place that can offer you very few other comforts. It did not, however, go very far towards making the creation of those friendships any easier when they could be so easily broken at any time.

While she did not grow cold-hearted she did become harder in personality overall, even less likely to immediately trust and more likely to press that she had the right idea about things. She became bolder, with more of a tendency to forge on with her own plans at the expense of rejecting potentially good ideas from others (unless those people were her friends, and therefore trustworthy).

Though her general self hardened against the suffering she was being forced to endure, and to watch her friends endure on a weekly basis, there was also a softer side that did not disappear and was shown often to those people she had chosen to trust. From her unexpected friendships with the group of Cybertronians to her slow warming to individual like Rook who often showed her their worst sides as a first impression, she continued the journey she had begun in canon and found that making connections with other people was not actually all that bad at all. In addition to this she also had a few brief romantic encounters, though sadly, due to the nature of the place, none of them lasted very long at all.

Given that Hadriel didn’t push her too much there was little change in the time that she was there. She did regain some of her previous gentleness of nature, but also became slightly more private and reserved, not wanting to involve anyone else in the difficulties she was going through in trying to process her experiences of The Box.

Powers/Abilities: In her home world, Poison is what is known as the ‘Hierophant’. This position makes her the ‘author’ of the world, able to write the stories and laws of it as she sees fit. Essentially, she’s God. I don’t expect her to be able to keep that ability in-game, but she’s used to going without it by now.

Inventory:
The clothes on her back.
One water canteen.
One collapsible fishing rod.
Two first aid kits - one empty.
One bottle of excedrin.
One hunting knife, formerly belonging to her friend and crush Matt Miller.
Two short, light blades given to her by her friend Rook.
One small black cat, named Bat (short for Battery).
One small dark red “octocat”, a genetic experiment of the Box Technicians, named Anderson.

Anything Else? N/A

samples
Network Sample: Link

Prose/Brackets Sample: Link
Edited 2019-06-29 20:42 (UTC)
theweakhavepurpose: (In Your Head)

Deputy Pratt || Far Cry 5 || Hadriel CRAU || Not Reserved

[personal profile] theweakhavepurpose 2019-06-30 01:46 am (UTC)(link)

Player.

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

Character.

Name: Staci Pratt
Canon: Far Cry 5
Canon Point: After he helps the player character escape, but before he's rescued. Currently tied to a chair starving to death.
CRAU Timeline/Game(s): He spent a year in [community profile] hadriel.

World Description: N/A
Character History: Wiki
CRAU History: He's stopped being a panciky ball of nerves (for the most part) because several people have made the effort to befriend him. He's a lot more like the deputy he once was than Jacob Seed's pet. He set up a firing range, started teaching people to fight, and went on several player-driven plot excursions in order to help people. He's also slightly more outgoing meaning he isn't gonna stay in his house and never leave. Which for him is a pretty big change.

Personality:
Submissive - Pratt's entire canon revolves around being tortured and brainwashed by a man obsessed with the strong culling the weak and he's been thoroughly convinced that he's weak and only through training and hunting down Sinners will he be strong. He'll become submissive in the presence of anyone he thinks is stronger than him (which is kind of a lot of people) and will back down if threatened by them. He's also very much a follower and doesn't do well in a leadership position.

Nervous - To the casual observer Pratt acts like a skittish, abused dog. He's a tightly wound coil of stress which makes him jittery and jumpy and he acts like he's always being watched and judged. When stressed he's a nervous wreck, panicking and not knowing what to do. He has to make his own decisions again, and he can only assume what Jacob would want him to do which will cause him to freeze and be tentative. This usually leads to him doing nothing at all, just frozen and waiting for something to happen. He'll also babble about strength and culling and weakness because the words bring comfort to him now - even though he desperately wishes they didn't.

Helpful - He's genuinely trying to help people (even though he does say in game that he joined the police force to get laid) so he'll go out of his way to assist people or act selflessly. He also thinks because he's weak that he's worthless so he will put himself in dangerous situations to help out not caring that he might be killed. This is a little in contrast to his view of needing to cull the weak, but without Jacob's constant influence over him he's reverted mostly back to the deputy he once was.

Pessimistic & Depressive - After his time in the cult he's realized that people are capable of monstrous things and he sees the worst in people all the time. He always assumes that everything will go wrong, that people will betray and hurt each other, and that most people are horrible. This doesn't stop him from being helpful when he sees a need, but it does mean he can be a downer to be around.

CRAU Development: The longer he's away from Jacob the less of a mess he is. His year in Hadriel has made him significantly less jittery to the point where he actually made three whole jokes near the end of his stay there. He's also more talkative and while he's still pretty depressing to hang out with, he does have his moments where he's sorta the charismatic ladies' man he was prior to the cults interference. Hadriel helped him to understand a little bit more about who he's become and be more accepting of it. While he's very aware that he's not okay and actually views himself as a potential danger, he's gone a whole year now without doing anything completely crazy so maybe there's hope for him still.

Powers/Abilities:
Helicopter Pilot: He's a trained helicopter pilot and has decent knowledge of all aircraft
Police Force: As a deputy he's gone through Law Enforcement basic training which includes firearms training, deescalation, and knows all about applicable laws
Basic Human from Montana: while he doesn't have any special abilities he has basic knowledge of a lot of random outdoorsy activities: Hunting, fishing, riding horses, ATV's, wilderness survival, target shooting, location of all Staggering Ox restaurants, etc.
Survival: Not really an ability but he has lots of experience pushing himself far past exhaustion and starvation and still being somewhat functional.

Inventory:
-His deputy outfit
-A rock with a healing glyph (this was made for him by a close friend in [community profile] hadriel and is a minor healing stone)
-Metal canteen
-Hunting knife
-This very happy shovel

-CT-107 the Judge - She's a white wolf missing her tail. The judges are very bloody and gnarly looking but his first order of business will be giving her a bath so she'll just look like a wolf without a tail and with a chain and leather collar.

The Judges are wolves that Jacob tortured and drugged to turn them into very intelligent and obedient tools of death. She's incredibly smart for a wolf, but not as smart as a human. For example she could understand the commands "Bring me my gun." or "Take this bottle to Hudson." but not anything overly complex. He couldn't have her get things out of drawers or open doors or do anything more than a highly trained dog would. She's also obedient and will listen to her handler (Pratt) so she's not going to attack anyone without commands.

Anything Else?
Conditioning - While he's not exactly a sleeper agent, he's been tortured and clasically conditioned via a specific song that Jacob used to train his brainwashed killing machines. It won't turn Pratt into a mindless killer like it does the Player Character in the game, but will make him stop functioning normally and lash out at anyone close or anyone who touches him. It causes him physical pain and he'll do a whole lot of screaming if the song is played at him. The purpose is to make him return to Jacob, but since Jacob is in Montana and Pratt very much isn't, it would make him try to get to him by throwing himself out an airlock or something. His brain doesn't work when he's like that so he'd make all the worst choices, but not remember anything when he woke up from it.

samples
Network Sample: TDM Thread

Prose/Brackets Sample: Hadriel Network Post
braveoff: <user name="wonjae">; commissioned (11)

Drake Holloway | iZombie | Hadriel CRAU | Not Reserved

[personal profile] braveoff 2019-07-02 12:38 am (UTC)(link)

Player.

Name: Ana
Contact: [plurk.com profile] cuddlebug / Ana#1461
Current Characters: n/a

Character.

Name: Drake Holloway
Canon: iZombie
Canon Point: Season 2 Episode 19, Salivation Army. Drake has just sacrificed his life to buy the kidnapping victims/test subjects in the Max Rager lab more time to be rescued.
CRAU Timeline/Game(s): 23.5 months in [community profile] hadriel

Character History: Zombies are real. And some of them were made via a mix of a tainted drug called utopium and a drink called Max Rager during a boat party. Enter Liv Moore, an aspiring cardiologist in the wrong place at the wrong time, now a zombie. She goes to work in a morgue with the dead instead of the living, stealing brains to survive without hurting anyone. Her colleague Ravi finds her out and becomes an ally, working to "cure" her infection/mutation and return her to human status. To do so, however, he needs more of the drugs that caused the outbreak.

When we first meet Drake, he’s still human and dying of a gunshot wound. Blaine, the local drug-and-brain dealer Liv enlisted to find more tainted utopium, tracked him down as the last person who might know where to find the remaining stash... and got him shot. Blaine brings him to Liv near death and she deems him too far gone for conventional medicine, meaning her only choice to save Drake and subsequently humanity is to scratch him and turn him into a zombie as well. Upon waking he tells them what he knows and gets the “welcome to team Z” speech from Blaine, which he takes extraordinarily well. “Tell me what I need to do to get these brains,” he says, as much like Liv he doesn’t want to hurt anyone to survive. From then on he’s dependent on Blaine, made to spy on Mr Boss (a local crime lord he's "working" for) in exchange for brains.

Drake gives Blaine the information he demands but unfortunately for him Blaine has a deal going with the district attorney’s office and feeds too much of Drake’s intel to the DA, endangering him since he’s the rat. Not wanting to deal with Blaine anymore, Drake goes to Liv to thank her for saving his life and ask if he can get brains from her at the morgue instead. She turns him down, saying she doesn’t know him yet to give him brains, but she’d like to.

They start seeing each other but Drake has to bail and bluff all the time to cover the fact that he’s not actually a bouncer... or a criminal. He's an undercover cop placed in Mr Boss’ organization. The cops want him to break up with Liv but he says she’s the only good thing in his life and he won’t give her up. Still, to protect them both Drake is increasingly cagey about his activities when they’re not together -- Liv decides to confront him but that night Drake is kidnapped by Max Rager's zombie-killer, who isn't actually killing the zombies on his list but freezing them until a cure is made. Drake wound up next on the list because he stood up to Blaine, who's choosing who gets "hit" after one of his customers trapped the hitman and... you know, it’s a long complicated explanation that doesn’t really concern Drake. Fast forward!

Drake spends awhile in the freezer until the Max Rager team (who knew they were partially responsible for the outbreak and consider the hit list cleaning up a potential PR mess) find out their hitman wasn’t killing the zombies on their list but sticking them in a freezer. Additionally, the CEO's daughter has been infected, causing their focus to shift from zombie genocide to medical experimentation. They rekidnap the kidnappees and lock them up in their secret underground lab to test potential cure formulas on. They only make it worse, as the first few subjects taken from the cell come back full Romero, a mindless version of zombie that cannot be cured. To protect the others and buy them more time to be rescued, Drake volunteers to go next, and also comes back a Romero. Mindless, empty, starving.

The last thing he remembers before waking up in Hadriel is getting the injection that doomed him.

CRAU History: Despite only spending about two years there, Hadriel represented some of the best and worst times in Drake's life. The first thing he did was join the Guard, a PC organization that strove to protect the city inhabitants from both monsters and one another whenever necessary. He made fast friends with its leaders and ultimately became the head of recruitment and training, especially with its younger members. In fact, Hadriel was where he found some of the best friends he's ever had in his life, people willing to do absolutely anything for him. See, it didn't take long for Drake to figure out that his zombie nature was going to be a huge problem he needed to keep hidden, as the city had several zombie apocalypse survivors that would have killed him on principle. Thanks to a little help from his friends this never happened, despite the fact that Drake starved three times over the course of the game and each time had to be restrained and hidden -- in one case an already dying friend offered her brain to sustain him a little longer, in another he had to be frozen solid and watched over for a month and a half when the gods (who kept him fed) were missing from the city. His friends always had his back and accepted him as he was, including one who turned into something more, a partner who actively changed for the better because of their relationship.

Drake lived through the gods' emotional manipulations (which included antics such as dream walks, memory shares, hallucinating your worst fears, paranoia flu, and so on), the city nearly burning down, the first Null invasion, extreme setting changes and countless monster attacks, all as a zombie. After such antics as being burned alive, shot straight in the chest, and winding up the sole survivor of a god attack, he felt like he was more useful staying that way despite the fact that being a zombie objectively sucks, because of his increased strength and capacity for damage. Starving made him dangerous on occasion but if he were human, he couldn't play meat shield for the rest of the city anywhere near as effectively. It wasn't until right before the final invasion that Drake decided to take the gods up on their offer to make him human again, a deal that required him to die and be resurrected in a new body. He then fought in the final Null invasion as human, something incredibly risky, but he figured if they won he'd be free to go to any world he chose and if they lost it wouldn't matter anyway. Luckily, Hadriel won the war against the Null and Drake and his (also dead back home) now-fiancé decided to go to a different world and make a new life.

He's gonna be pretty upset that things didn't actually work out as planned for him.

Personality: Drake Holloway is a good man with a checkered past that he doesn’t let define him. As a young man he was hot-tempered and prone to snapping, finally letting his natural protectiveness take over when his mother’s boyfriend beat her (again) one night. Frank was one in a string of many abusers, including Drake's own father, and nineteen years of that bullshit was enough. He was left paralyzed in the ensuing fight and Drake was actually sent to prison for two years, the judge declaring he “went overboard.” He was left having to find a way to deal with his anger and violent tendencies, because his motivation is to protect people, not hurt them. He ultimately channeled that conviction into crime fighting. Whatever it took, whatever he could do, including going undercover beneath Seattle’s biggest crime lord.

In general, Drake is an incredibly caring, devoted person. He's nonjudgmental and supportive, the guy who plays therapist to all his friends, the guy you call when you're a drug dealer in the trunk of a car being driven to a kill spot. Drake's entire existence is based on doing his best at all times, being better than the person he was and trying to save as many people as he can, from whatever they need to be saved from. Criminals, addictions, bad relationships... he'll do whatever he can and as long as a person is trying he doesn't give up on them. He's also an excellent son, always there for his mother’s calls, rushing over if anything goes wrong at her place, and pretending to love her terrible gifts. With Liv, Drake is as honest as he can be without endangering both their lives, even going so far as to explain his violent history. The people he loves are Drake's highest priority, then anyone else who might need his help, then himself.

Drake has spent a long time dealing with the issues that nearly ruined his life in the first place. He now defuses situations with humor whenever possible, and is generally extremely chill. Although he experiences fear and anger he's very brave and very controlled, things roll off his back and he doesn’t rise to anyone’s taunts or threats -- he’s even able to fight off “full on zombie mode,” a fight response to danger, to keep from hurting humans. The whole zombie situation also shows his adaptability, how readily he accepts this new existence with almost no adjustment period, and the lengths to which he'll go to keep others safe. He's risking everything snitching to Blaine for brains because he's unwilling to hurt anyone else.

Being so self-sacrificing is Drake's downfall in more ways than one, though. He never wants to put anyone out, never wants to ask for help for himself, and can be seen as secretive or closed off because of that, exes telling him that he "puts up walls" in relationships. His self worth is very much based on what he is to other people, what he can do for them and how he behaves with them. For someone so devoted to others he has very few true connections, his relationships unbalanced because his priorities skew so dramatically in favor of everyone else. As much as he doesn't want to lose Liv, he doesn't let her in, either. Drake can be a difficult person to get to know, not just because of the double triple life, and is used to things going badly when he does do something for himself.

CRAU Development: The most significant change to Drake's characterization after his time in game is fairly subtle, and entirely CR driven. He's finally learning to let people in. Very quickly, Drake realized that to survive in Hadriel he had to admit certain things about himself to others. Things he wouldn't usually share, and although in some instances he was forced to do so, no one ever let him down. His instincts on who to trust were generally accurate and most people immediately wanted to help, offering protection and concern... that he slowly (very slowly) learned to accept. He had friends who had his back, that circumstances pushed him to rely on from time to time despite his discomfort with appearing vulnerable, with stepping outside the concept of himself he'd built up over the past decade. Although it's an ongoing process and he's still most comfortable in the protector-helper-shoulder to lean on role (especially with new people, it can still take him awhile to open up), for the first time in his life he's made several truly well-balanced connections. People who wanted him to lean on them in return, and Drake came to find these new, deeper relationships incredibly rewarding. Something he'd always acknowledged were great for other people, but hadn't been letting himself have. It's a process and he still has significant defenses, but people have gotten beyond the wall and he's gotten to a place where he likes having them there.

Powers/Abilities: Drake is human again now, totally normal.

Inventory: The clothes he's wearing, a handgun (no ammo), a small utility knife, a silver and black promise ring, a wrist-mounted light shield, and a duffel bag with some spare clothes, his Hadriel communication device, a family photo album, and several full sketchbooks.

Anything Else? I know convicts cannot go into law enforcement in the real world, so it’s possible this is part of his cover identity but the scar he says he got in that fight is real and something he'd been dodging talking about before, and Drake never once lies to Liv otherwise -- he merely omits certain details. Therefore I play it that he was in fact in prison and this reality allowed him to become a cop anyway. I suspect this was a mistake, a result of the writers changing his storyline late in the season, but how you interpret it (as the truth or a cover) could dramatically change his characterization, so I thought it necessary to discuss somewhere.

samples
Network Sample: inbox text thread

Prose/Brackets Sample: memory share event (though honestly nearly everything on his thread tracker is logs...)
tenuefarfalla: ** (Default)

Cho Takahashi | original character | eudio CRAU | not reserved

[personal profile] tenuefarfalla 2019-07-04 12:45 am (UTC)(link)

Player.

Name: Ophelia
Contact: PMs to the journal are fine
Current Characters: none

Character.

Name: Cho Takahashi
Canon: original character
Canon Point: She left her original world at 22 years of age. At that time, she was still living in New York, working toward getting her doctorate, still avoiding thinking about moving home to Japan.
CRAU Timeline/Game(s): She spent a year and a half in Eudio.

World Description: Cho’s world is 99.9% identical to our world. The changes are small and mostly won’t make the slightest bit of difference to anyone else. The companies her family own are actually owned by other people or don't exist, and NYU doesn’t actually have a marine biology program. When it comes down to brass tacks, the Japan she grew up in is essentially our modern Japan, and the New York she was living in is essentially our modern New York.
Character History: here
CRAU History: The super short and dirty rundown:
Cho turned up in Eudio after agreeing to help power the city with physical affection in exchange for the incentive of losing the negativity and pain associated with remembering her former best friend. She fell in love with him, feelings were not reciprocated, she was cut out of his life, it sucked a lot. She wouldn’t have wanted to make him love her, even if she could have, because it wouldn’t have been real. She didn’t want to forget him entirely, because he helped her shape so much of the person she became, and she likes who she became. She just wanted to be able to look back on it all fondly.

For her first few months, she was fairly sad, but she was determined to make the most of her time in the city. She attended lots of mixers, went exploring, got a job at the Aquarium, and decided to keep working on her doctorate. Even though a degree obviously would not transfer, she’d be able to take all the knowledge home with her, so it wouldn’t be a waste.

Her first incentive was earned pretty quickly, and once she was no longer hip deep in heartache, she really blossomed in Eudio. She got promoted, started really settling in and expanding her friend group, even had a few relatively innocent romantic attachments. She decided to stay on in the city, feeling a little guilty that her first incentive had been purely selfish. For her next, she chose something much bigger, something that would benefit everyone - the discovery of a way to end and reverse the ill effects of global warming. If it wouldn’t make sense for her to be a part of this discovery, she was all right with that. She just wanted to help the world heal itself a little. For the next year, she threw herself even more fully into her job, her studies, her friends, prepared to be in Eudio for a pretty long time, since her newest incentive was a big one, and she wasn’t having sex in order to produce the energy required.

When the Eudio officials told everyone that they the city was fully powered and wouldn’t need them any more, she chose to go home, even though the offer was made to continue to live in Eudio. She missed her family, her friends, and she was very eager to get back to the world now that the future was a little more hopeful.

Personality: Cho is a kind person, though she's not very good at dealing with new people in casual situations. She got more comfortable with them after living in New York for grad school, and is even more comfortable still after her time in Eudio. Still, she has to fight against an instinct to withdraw, and it’s difficult. She often doesn't know what people are talking about, and can be embarrassed by this, but tries not to let it show. In more formal situations, social training kicks in, and she knows how to behave, though she also seems to lose a lot of herself in these interactions. This didn’t bother her until she realized that she did actually have a personality and an opinion all her own. Cho started discovering at 19 what most people start figuring out at about 3. She’s behind on a lot of things, because she’s so far ahead on others.

She’s more likely to get mad or assertive for someone she cares about than she is for herself. She hasn’t really learned how to care for things just a little, so when she finds something she’s passionate about, she takes it to the extreme. Rather than mellowing her out, being in Eudio with people who supported and accepted her and her passions only magnified her intensity. She doesn’t always know how to switch off. She’s also not great at doing things in half measures.

Cho has recently discovered that she has a very curious nature. She wants to experience new things and catch up on her life now that she's realized just what it is she's been missing. That means she’s very likely to take on too much, get in over her head, make mad choices for her physical and mental well-being, and get very easily caught up in the plans and enthusiasm of others.

She can be naive to a fault. She trusts people easily, believes in the inherent good of humanity, and always sees the glass as half full. Always. This has gotten her into trouble more than once when the people she trusts aren't always worthy of it. She thinks people deserve second, third, fourth chances. She believes in God and true love and soul mates, and while she has the logic to understand that not everyone gets a happy ending, and sometimes there's nothing you can do about it, it doesn't stop her from being absolutely certain that some people do get to ride off into the sunset with everything they ever wanted. It’s a childish and innocent view to have of the world, but it’s hers, and not likely to change.

The further removed she becomes from the stifling influences of her family, the more of her natural bubbly personality re-surfaces, and the more that happens, the more she realizes that she likes this version of herself so much more than the one they were trying to shape her into. Get her happy an comfortable enough with herself and she might never be able to go back to the life they have planned for her. Of course, the reverse side of the coin is how easily that personality was suffocated once before, how easily it could potentially happen again. Cho is very heavily influenced by the moods and actions of those around her. Even if she realizes the extent of it some day, she’ll be unable to do anything about it. It’s the way she was molded from a very young age, it’s part of who she is now.

CRAU Development: I don’t think Cho is really different so much as just a little amplified. Her personal growth was sped up as a result of being in such a safe, accepting, stimulating environment. She had people who cared about her and believed in her, who wanted to help her achieve her goals and dreams. It let her believe that she might deserve it all, that she was worth enough to go after what she wanted, and not just try to help her family achieve the things that they wanted.

Powers/Abilities: She has an eidetic memory. I wouldn’t really consider that a power, but I like to err on the side of caution.

Inventory: She thinks she’s leaving Eudio to return home, so she has luggage. A lot of it is her wardrobe and mementos. I’m happy to break it down into each article of clothing if you’d like me to.
A pair of rolling suitcases of clothes/shoes/accessories and knick-knacks
Portfolio of the exhibits and enclosures she’s designed for the aquarium
A large photo album
Small Chinese style tea set
Memory book
Large-ish animal carrier with a ginger cat and a small and lazy caterpie in it.
Messenger bag
- water bottle
- laptop
- cell phone
- e-reader
- camera
- ipod
- tablet
- notebooks
- pens/pencils
- normal purse stuff (wallet, makeup, hair ties, mints, etc.)

Anything Else? not that I can think of

samples
Network Sample:
[ When her video feed opens, it’s of a slightly off center roof tile a bit of a dark blur at one edge as her bangs fall barely into the camera’s range. Her device is sitting in her hands, which are resting in her lap, and the front facing camera is capturing what’s directly above her. The only sound is of her slightly uneven breathing. She’s trying to work up the energy to say something, and grasping for anything worth saying. ]

Does anyone know what’s-- I don’t understand how… How did we get here?

[ The camera finally shifts, hands that shake slightly hold it up so that Cho can look into it. Her eyes are red-rimmed, her hair the kind of messy that hair only gets when someone has been running their hands through it for quite a while. She looks like she’s been crying for a very long time, because she’s been crying for a very long time. it’s subsided now, but it’s still written all over her face. ]

The man in the video. He didn’t say. Not really. I was supposed to go home.

[ She sure does look like she’s about to cry again, lip trembling and eyes glossing over with that bright sheen of un-shed tears. ]

I just don’t understand…

Prose/Brackets Sample: here
fishermansweater: (Default)

Finnick Odair | The Hunger Games | Reserved

[personal profile] fishermansweater 2019-07-04 10:35 am (UTC)(link)

Player.

Name: JK
Contact: [plurk.com profile] ashavah.
Current Characters: None

Character.

Name: Finnick Odair
Canon: The Hunger Games
Canon Point: Mockingjay, chapter 17. Finnick and Annie have recently been married in a nationally televised propaganda event, and preparations are underway for the rebels' invasion of the Capitol.
CRAU Timeline/Game(s): Fresh from canon.

World Description: N/A
Character History: Here
CRAU History: N/A

Personality:

Finnick Odair is one of the most beautiful and famous people in Panem and he knows it. As a victor, he grew up in the public eye, always aware of appearances and reputation. Victors are forced into a role chosen for them. Finnick's is that of a social darling, vain and promiscuous, enjoying the gifts and attention lavished on him by his many lovers until he gets bored and moves on.

Finnick is charming, flirtatious, cocky, self-assured, acutely aware of what his beauty can get him. He's sometimes overbearing and overwhelming, and flirts aggressively with Katniss when he first meets her. But the arrogant playboy is as much an act as truth. His lovers were never lovers, but patrons who had bought him from the President. Finnick's greatest weakness is his vulnerability to threats against the people he cares about, and that kept him seemingly subservient to the Capitol for years.

His only true love is Annie Cresta. Because he had to appear available for the Capitol, she was a secret from his adoring public. But despite appearances, Finnick loves Annie with everything he has. When she's taken by the Capitol, he falls into a deep depression and spends weeks in and out of hospital. He has trouble concentrating, he suffers from panic attacks, and it's strongly hinted that he's suicidal. It's implied that this is not the first time he's suffered from depression, and he shows some signs of post-traumatic stress. Annie is his support, and in many ways his wellbeing relies on her.

When he's reunited with her, Finnick is tender and loving towards Annie, and shows great patience with her emotional fragility. In the happiness of his marriage, Katniss notes that he seems to come alive, showing himself to be self-effacing, good-humoured, easygoing and easy to get along with.

This is the Finnick that exists beneath the persona he adopts for the Capitol, but it can be hard to get past the arrogant jerk to find the good-natured man underneath. He's spent so long having to be who the Capitol demanded of him and having to hide his true feelings that he can have trouble just being himself. He's aware that this makes him hard to like; in Catching Fire he openly admits that most of the other victors don't like him. This isn't helped by his the fact that he's often direct, even blunt, especially in practical situations such as in the arena, or when he forgets to lay on his charm and the subtlety that allowed him to survive in the Capitol.

Finnick is deeply passionate about the things he cares about. The most obvious is Annie, who he'd die for, but he's also a believer in the rebellion, even to the point of naivete. Even when he's hospitalised, he still wants to do whatever he can to help, recording propaganda videos and begging to accompany Katniss on a mission despite being too unwell to dress properly. He becomes an intensely loyal friend to Katniss, and he's utterly devoted to Annie.

Finnick can also be ruthless, even cruel. He collected blackmail material on his patrons for years, and released it all to help the rebellion rescue Annie. He openly discusses wanting to kill President Snow, and in the arena he shows no hesitation in killing to protect Katniss. He can be cunning and strategic in his thinking, but his self-assurance sometimes makes him reckless, and it's loyalty and recklessness that sees him insist on following Katniss on a mission into the Capitol that leads to his death.


CRAU Development: N/A

Powers/Abilities:
combat skills: Finnick was a Career tribute who trained for the Hunger Games before his victory at age 14. He's kept in training and is still very skilled in combat with knives, spears, and his weapon of choice, the trident. He's also recently been receiving military training including in marksmanship.
fishing and fish-related activities: Before he was a Career, Finnick was the son of fisherfolk. Born and raised in District Four, Finnick was originally meant to grow up to be a fisherman. Education in Panem focuses heavily on a district's industry, so Finnick learned about fishing, maintaining and managing fish populations, marine biology, and other fish related topics. He's also an excellent sailor.
survival: As a two-times survivor of the Hunger Games, Finnick has excellent survival skills. He knows how to find food and water, how to fashion containers, shelter, ropes and nets out of plants, and how to fight for his own protection.

Inventory: A short length of rope, a wedding ring, a gray military style uniform, combat boots, a military-issue assault rifle, and a high-tech custom-made trident.

Anything Else? As mentioned above, Finnick has some chronic mental health issues, particularly depression. I play these as primarily stemming from being forced into prostitution, with a side order of the heavy responsibility of being a mentor to other tributes from a young age and seeing so many tributes die. At his canon point, he's in a fairly good place emotionally, but he's also fragile because of the harm his involvement in the revolution has done to Annie.

samples
Network Sample: Network post

Prose/Brackets Sample: Test drive thread


Edited (html fail) 2019-07-04 10:35 (UTC)
bardish: 40s; SCD (scd311)

Jeff Calhoun | Original Character | Reserved

[personal profile] bardish 2019-07-05 01:32 am (UTC)(link)

Player.

Name: Ros
Contact: weeyotch#8200 (discord)
Current Characters: N/A

Character.

Name: Jeff Calhoun
Canon: Original
Canon Point: Fall 2018, early into the school year. Just enough time to get to know his students and their parents.
CRAU Timeline/Game(s): N/A

World Description: Jeff's from a modern fantasy universe, set in the present day, where magic is:
  • Real. It exists, and it's been around for ages.
  • Hereditary. Approximately 12% of the population is born with the ability to use magic at all.
  • Out in the open. Everybody knows about it.
For centuries, magic users did the whole "hiding in plain sight" thing, their "society" (such as it was) existing as a secret, underground subculture. That changed with modern shifts in mass media and globalization. By the 20th century, discovery seemed inevitable. In the late 1940s, magic users outed themselves and emerged on the international stage. There were rough times, and many places are still rife with tension and conflict. But nowadays, in a lot of the world, the magical is practically mundane.

Officially, magical abilities are known as Gifts, and those who possess them are Gifted. While Gifted people are generally understood as part of modern society, that doesn't mean they're universally loved or embraced. Stigma and prejudices still run deep, especially in more conservative communities. But by and large, being Gifted (or not) is just another facet of a person's identity.

(Go here for more World Info)

Character History: Jeff Calhoun is a nervous, gentle bard who refuses to do anything particularly bardly. Though Gifted, he rarely casts spells, and the thought of performing for an audience is likely to send him spiraling into anxiety. There was a time, though, when Jeff was wild and reckless, a total live-wire of a performer, with the makings of a rock star.

And then he accidentally summoned a demon that ruined his life and left his dreams in tatters. After a year of (metaphorical) hell, then a stint in treatment, Jeff turned his back on magic, music, and the whole sex/drugs/rock'n'roll lifestyle. Now in his 40s, Jeff's a suburban-dwelling high school history teacher and a doting single father to his teenage daughter. A quiet life isn't what he originally envisioned for himself, but after surviving addiction, instability, and a close brush with demonic possession, Jeff's happy to keep things as uneventful as possible.

(Go here for his Full History)

CRAU History: N/A

Personality: Jeff's a 6' golden retriever: friendly, enthusiastic, and gentle, with a soft heart and a sensitive nature. He may not be the strongest or brainiest guy (truthfully, he's a bit of a ditz), but he's perceptive and emotionally intelligent. He does his best to reach out to others and approach them with empathy. As a teacher, he engages with students without judgment, and he's patient with them. A former problem child, he gets where a lot of them are coming from. Jeff tries to help people to the best of his ability, and he likes to believe in the best of them.

An extrovert, Jeff thrives on being around and interacting with other people, and he'll happily strike up conversations with strangers and make that first move towards introductions. If anything, solitude makes him wilt. He can try a little too hard to befriend stand-offish or rude people, like a total social masochist, but he means well! Even though Jeff can be afraid of the spotlight, given his past, he's never going to be a wallflower.

Though friendly, Jeff isn't naive. He knows the world can be shit, that people can be shit, because he's experienced enough horror. But he's also had time to recover and come back from a dark place. Jeff may not be a fighter, but he's got a strong heart, and he's resilient. It takes strength to survive what he did with optimism and kindness intact. Jeff could easily be a cynic, and he isn't just some sweet, dumb, bumbling dad. He's kind and optimistic because he chooses to be, not out of naivety.

Jeff lives with a ton of nervousness and anxiety. Psychological torment and quality time with a demon will do that to a guy, even 20 years and loads of therapy later. He's not great at confrontation. While he isn't likely to back down from something he believes in, he is likely to stammer, get flustered, and fail to articulate himself. It can give the impression that he's a weak pushover (which he can be, admittedly). Currently, his go-to method of dealing with anxiety is self-medication with exercise and weed. He can over-rely on these things, and get stuck spinning his wheels in terror without them.

Jeff's an addict in recovery, and though he's got 20+ years of sobriety from his drug of choice, he isn't "cured" of his addictive tendencies. He's reluctant to face issues head-on, and he's always eager for diversions, which he'll dive right into if it means putting off the source of his stress/anxiety/conflict a little longer. Self-medication with weed aside, he's clean and sober. He won't touch other drugs, and he keeps his drinking to a minimum, but he does over-rely on fitness, routine, and cramming his schedule with so much stuff he doesn't have time to think about anything. Jeff takes healthy habits and uses them to hide from his problems, which is a vast improvement over using drugs/alcohol to cope, but points to some major unresolved issues he ought to work through.

For as cheerful as he seems, there's unfulfillment lurking beneath the surface. Jeff doesn't like himself much. Though he'll defend others, he's not as likely to defend himself. Sometimes he'll just go along with people assuming he's nothing more than a naive doofus, and take insults with a smile, almost like a shield. At heart, Jeff worries that no matter how far he's come over the years, it's just not enough, like he's just somebody who acts like a good person but has a rotten core.

CRAU Development: N/A

Powers/Abilities: Jeff is Gifted, which means he has the potential to make magic work through self-directed Ritual. Magic, in this universe, isn't some amazing superpower, nor is it something that's as simple as picking a spell out of a book. Its applications can be versatile, running the pretty typical fantasy gamut (clairvoyance, glamours, telekinesis, vague curses/blessings, etc), with the potential mixing, matching, customization, and so on. The principles of magic are universal, but the actual spellwork is based on the individual.

Spells and Rituals are unique to the caster. Rituals are tied into some aspect of who they are, what they're interested in, or what they're skilled at. As for spells, they have to be crafted/composed and cast by the individual. Think of them like a song that can only be played by one person. think of them like a song that can only be played by one person. They can cast the same spell over and over again, or remix it with something old and something new, or craft a new one. The bigger the effect you wish to have, the more difficult and complex the ritual spellwork must be.

Jeff's Ritual is music: singing, humming, whistling, playing the guitar, etc. Any spell he works has to be built on music, which makes him a bard. He's also pretty rusty when it comes to casting anything big, and he'd rather keep his spells to little, petty things, if he has to cast any at all.

As far as magical potential goes, Jeff could be powerful, if he applied himself. But these days, he's pretty middling in terms of what he's even willing to cast. Back when he was casting constantly (in those young, reckless days), his magic was the epitome of style over substance: flashy, potentially useful, but applied frivolously. What boosted him up and set him apart from your average Gifted person (and consequently: attracted a demon's attention) was the way he was amplified by other casters (his bandmates) and his spells were further fueled by his crowds' energy.

On his own, Jeff's magic has a very limited range and influence, and his spells tend to be small, personal, and borderline mundane-- when he casts at all, which is pretty rare these days. It should also be noted that his spells only work in person, and only when he's actively casting them. So a studio recording of one of his spells wouldn't have any effect on anybody listening, nor would a live broadcast.

Jeff doesn't compose new spells these days, and he hasn't tried expanding his repertoire in over 20 years. But he's got a ton of practice with his old go-to spells, so even though he's rusty, he could pick them up again pretty quickly if he tried. Typically, his range of magic includes:
  • Telekinesis: He can move objects (or small living creatures) provided 1) they're in his general vicinity (about a 10 foot radius), 2) he knows where they are, and 3) they're not all that heavy (~40 lbs or less). So Jeff could never lift a car with magic, but he could put it in park by manipulating the gearshift. Really, this kind of spell is mostly useful when his hands are full and he doesn't want to make the extra trip to carry something.

    (It was also great for pick pocketing and shoplifting when he was a teenager)

    In theory, he could use this kind of magic to do things like pick locks! But since he's likely unfamiliar with the lock's structure, it would be the magical equivalent of throwing shit at a wall to see what sticks.

  • Empathic Manipulation & Intoxication: One of his go-to party tricks as a young bard was to sway the moods of his audience. His spells can have an intoxicating effect on the listener, usually a temporary state of euphoria or lowered inhibition. Typically, effects wouldn't last for more than 30 minutes, and would be weaker/more diluted if cast over larger groups. On his own, Jeff could have a moderate effect on a handful of people. When amped up by other magic users (like his bandmates, in the past), he could work a crowd into a frenzy.

    Jeff never casts these spells anymore, and has no desire to ever try it again. The only time he might make an exception would be if he needed to induce a temporary soothing/calming state on somebody who's panicked or injured.

  • Pyrokinesis: Starting fires is Magic 101, and Jeff's no exception-- provided there's something flammable to actually ignite. He can light a candle, or start a campfire (y'know, that's already got kindling and kerosene or whatever), but nine times out of ten, he'd rather just grab a lighter to do the same thing. Jeff can snuff out small flames, but he can't stop an uncontrolled fire.

    Beyond lighting/snuffing out fires, Jeff can manipulate them a little with magic, but only in flashy, pointless ways. He can make them dance a little, or take shapes temporarily, but that's about it. Jeff can't change the size or intensity of fires.

  • Lights: Jeff can use magic to light up an area-- sparkling fairy lights, or creepy will-o-the-wisp looking things, or colorful lights, and so on. They're showy, pretty, and temporary. Mostly, this spell comes in handy if Jeff's stuck in the dark and nobody has a flashlight.

  • Locating: Sometimes, Jeff can use magic to find things. Like if he misplaces his keys, the right spell can give him a sense of where they might be. This can work on all sorts of objects, but he has to be familiar with the "essence" or "energy" (or whatever you want to call it) of the object's owner. So Jeff can find his own misplaced objects, but he couldn't find his student's dad's missing golf club. I mean, unless he spent some time with the guy first. During his misspent youth, Jeff would use this kind of magic to try to locate and steal test answers from his teachers.

  • Blight: He can kill plants, but it's rude and he tries not to. He also can't do the opposite-- nurture life-- with magic. Honestly, the only reason Jeff even learned how to blight plants was because he wanted to prank dickish neighbors and vandalize the school football field when he was a teenager.

There's also a range of magic that Jeff's absolutely not capable of: healing (that's kind of a one in a billion skill), telepathy, mind control, flying (NO BROOMSTICKS FOR THIS WITCHBRO), anything permanent, and anything that might have a larger scale influence than his immediate area.

Inventory: Jeans, t-shirt, plaid button-down, flip flops (please get this man some real shoes ASAP), wallet, phone loaded up with music and pictures, a somewhat stylish-but-obviously-bought-on-sale watch, a leather bracelet his daughter made for him, his Gibson guitar, and an amp. Oh and whatever small amount of weed was in his pocket, along with a lighter.

Anything Else? Not that I can think of!

samples
Network Sample: shenanigans

Prose/Brackets Sample: slides this in at just under a year
Edited 2019-07-05 01:42 (UTC)
treadswater: (Default)

Annie Cresta | The Hunger Games | Reserved

[personal profile] treadswater 2019-07-05 10:10 pm (UTC)(link)

Player.

Name: Ash
Contact: [plurk.com profile] ashenkey
Current Characters: None

Character.

Name: Annie Cresa
Canon: The Hunger Games
Canon Point: Mockingjay Chapter 17, soon after Annie and Finnick's wedding
CRAU Timeline/Game(s): N/A

Character History: HERE
CRAU History: N/A

Personality: Annie is frequently dismissed by those who don't know her. Upon hearing of her mental breakdown during her games, Katniss Everdeen immediately labels her a “poor, mad girl”. Later in canon President Alma Coin (who only knows of Annie via reputation) calls Annie the “the mad girl” before adding that Katniss' bargaining for clemency isn't necessary: “we don’t make a habit of punishing anyone that frail.” But Katniss, a harsh judge of people, changes her opinion once she spends a few hours alone with Annie: she's not mad, more unstable. Given this verdict is delivered after Annie's been tortured repeatedly, her reputation is vastly exaggerated.

Which isn’t to say that Annie’s perfectly well. She had a very public mental breakdown five years ago, triggered by an intensely traumatic experience. The way Finnick talks about her asking what's real and what's not implies that this is an issue she's had for years. Annie also has issues in concentration, laughs at the wrong places in the conversation. For RP purposes, I play her as having Generalised Anxiety rather than PTSD (See: the Anything Else section).

Annie is, of course, far more than the 'poor mad girl' her society likes to box her in as. In the face of highly traumatic experiences and a completely shattered reputation, she does more than just survive. She consistently reaches out to other people in canon or in her canon background, no matter her own circumstances. To Mags and Finnick after her games, to Peeta during their torture, presumably to Mrs Everdeen given Mrs Everdeen moves to District Four at the end of the books. At her core, underneath her nervousness, Annie is made of compassion – and steel.

She has drive and resilience enough not only to navigate a mental breakdown in an arena, to push her body past its limits to live, but also to survive the later cost. In becoming lovers with Finnick, not only does she show a compassionate understanding of the realities of his situation (it cannot be easy, having a secret relationship with a man forced to play the sexpot rake in the Capitol) but also that she knows how to enforce boundaries. To make herself a support for him as much as he's a support for her, shows that she knows what is needed, and that she can do it. How quickly Finnick falls apart without her is a testament to how much he relies on her and how much he can rely on her.

Her inner steel is also made up of her principles, seen in two apparently contradictory areas. In canon (after her game canon-point) the grieving Annie argues against retaliation against innocents. For such a shy, socially awkward woman, speaking up clearly and firmly, in a meeting against a leader of the revolution, shows just how strongly she feels on this.

The other area is in her being a Career. Careers are usually thought of in Panem as gloryhounds, and not without reason. But the truth it, most Careers die; yet they do it anyway. A district with a victor gets more food for a year. A victor goes into the Capitol, a victor has wealth. A victor can do an awful lot to protect their district. However, a dead Career has also protected someone – they have protected the other district children. While I have Annie has a washed-out Career, this is still how she’s been trained to think and what she believes in. Being a Career also makes her calculating underneath her shy sweetness, occasionally ruthless, and does nothing to help her anxiety’s paranoia.

CRAU Development: N/A

Powers/Abilities: Annie has been raised in a seaside fishery in Panem's fishing district. Panem’s education is focused on the district’s industry, so as well as learning about fishing, fishing equipment and boats, Annie has studied maintaining and managing fish populations, marine biology, and farming-related ecology. She also knows how to make nets, traps and fishhooks.

As a Career victor, she's been trained in small-group tactics and the Games, putting together patterns and analysing them. She can analyse groups and group-behaviour, and try and piece together the motivations/intent of Gamemakers. She can also fight, and has learned some basic survival training.

Inventory: 1 x black boots, 1 x grey socks, 1 x set of plain underwear, 1 x grey trousers, 1 x grey shirt, 1 x grey jacket, 1 x pair of black fingerless gloves, 1 x black hair tie, 1 x plain gold wedding ring.

Anything Else? For RP purposes, I play Annie as having Generalised Anxiety rather than PTSD. Anxiety makes her rewrite the past and present until she has to ask a trusted person to tell her what is actually going on, without it actually being an issue of delusion or ongoing psychosis. Anxiety also explains her issues in concentration and her odd laughter, and helps fuel her social shyness and awkwardness. I also play her as having the occasional issue with stress-induced hallucinations, but more often, she has problems with intrusive thoughts.

Each Victor has a ‘talent’ they are supposed to develop: I’ve headcanoned that Annie chose glassmaking. Random, but potentially useful in the setting.

samples
Network Sample: [Not seen: how long this video has taken to make. There's been multiple attempts. Annie doesn't have the best experience with screens, or broadcasting, or with making announcements to strangers. And at least for her past appearances as a victor, she'd been able to have some wickedly sharp eyeliner. Here, her bare face is feeling very bare.

(She's taken the time to braid her hair. It's all she can do. It's made her feel a little better.)]


So. Um. Hi.

[Then she stops because her voice was a tiny squeak and she's not doing this again, this is ridiculous. She could ask Finnick to do this, but she can do it. She can.]

Hi. So, uh. I'm Annie. Finnick and I, we're from District Four. Panem? Panem. But no one else has, or, or um, seems to have heard of it. So.

Where's everyone from?

Prose/Brackets Sample: HERE
nonscriptum: to a non-believer? (Default)

Nathan Drake | Uncharted | Not Reserved

[personal profile] nonscriptum 2019-07-06 01:59 am (UTC)(link)

Player.

Name: Alex
Contact: PM / [plurk.com profile] uncalendula
Current Characters: N/A

Character.

Name: Nathan Drake
Canon: Uncharted
Canon Point: Chapter 15: The Thieves of Libertalia
CRAU Timeline/Game(s): Hadriel, April 11, 2017 - June 31, 2019

Character History: [x]
CRAU History: Nate arrived alone and did not see anyone else from his world for several months into his stay. During his time there he explored various worlds, fought various monsters, and kept a somewhat haphazard record of things in his sketchbook. In addition to this, his curiosity exploring yielded critical information about Hadriel's history and former residents. Nate frequently updated maps for the city, helped newcomers get adjusted, and organized expeditionary and tactical efforts for intelligence and defensive purposes, respectably.

With his spare time and arguably sketchy past he was asked to keep tabs on some of the shadier characters in the city, like some kind of criminal honeypot spy (while initially reticent, he adapted pretty well to it). Unfortunately for Nate he was killed, somewhat horribly, by one of the people he had been charged with spying on, no thanks to an event that required blunt honesty of Hadriel's residents. In the weeks preceding the final battle for the city, Nate led a guerrilla warfare-style offensive in an alien jungle environment and helped arrange evacuation for civilians as well as the sabotage of enemy weaponry and resources.

Personality:

-abandoned at the tender age of five, Nate's foremost fear is to be alone - which, almost paradoxically, has made it almost impossible for him to form lasting relationships.

- Uncharted 3: Drake's Deception Official Guide


For reasons tied to the loss of his family, Nate suffers from extreme commitment issues. His history of social attachments and romantic entanglements is pocked with failed relationships, mostly due to his own cold feet, lack of communicating, self-sabotage, and congenital allergy to Assuming Personal Responsibility. It is surprising that Nate has friends at all: those he is in possession of are a small, close group of trusted allies, as a way of finding his own family. Very often when absorbed in the minutiae of a job, he becomes short-sighted and neglectful, caught up in the fire that only discovery can stoke. With all pistons firing Nate is an unstoppable force of creative problem-solving and ingenuity, leaping to impossible conclusions that have left friends rolling their eyes for his "Beautiful Mind shit." This tendency to become easily distracted, however, has screwed him royally in the past. Nate is trusting of his working partners, and has been easily manipulated into lending his expertise in return for Brutus' knife in his back.

For Nate, selecting lost cities to find is an all-consuming drive. Like an engine that tears itself to pieces without aim, he is in a constant state of movement and enjoys the freedom of being able to fit everything he has into a single bag, leaving for a change of scenery whenever he wants. This semi-neurotic desire to pack up and avoid intimacy is contrasted by his abject friendliness - much like a large dog that doesn't know its own strength, he has the tendency to be endearing while simultaneously tripping over a historical artifact and breaking everything in the room.

Nate strikes most people as a genuinely easygoing, wisecracking and even mildly charming person, frequently lamenting his ill-fated run-ins with people who want to kill him and making light of otherwise dire circumstances. He attracts people, but never intentionally - Nate is the sort of person to write someone's phone number down and either lose it in the laundry or forget about it until it resurfaces three weeks later. It isn't that he's thoughtless, he just has too much keeping him preoccupied. In his own words Nate refers to himself as "adaptable," which goes hand in hand with his thrill-seeking and the dangers inherent.

Nate has the looks of Action Guy No. 4 without coming across as a gruff, overly-masculine stereotype: for all his emotional parkour with regards to conveying his feelings, he is fairly open and honest with those he cares about. However, while he feels very strongly, he almost always has no concept of how to express those emotions in a healthy, constructive way. This leads to suppression and denial, making mistakes and wanting to protect people who don't need it. Nate is overprotective of others for his own safety, not for theirs, perfectly conscious of the fact that most of the people he is affectionate toward can handle themselves in any given situation - he is terrified of losing them.

Throughout his adventures, Nate learns (the hard way) that obsession does not equal satisfaction, and that achievement does not equal personal fulfillment. In constructing a narrative to suit his assumed identity Nate realizes that the large majority of his discoveries leave him feeling hollow, a sensation antithetical to the very intent behind his chosen line of work. What is the point of finding something if you are alone at the threshold of greatness? Without irony, the real treasure that Nate comes to appreciate is arguably the friends he has made along the way - what makes a discovery worthwhile is the people with whom you discover it.

CRAU Development: With his time in Hadriel, Nate has grown into a more responsible and open person - this is not to say that he doesn't achieve similar milestones in his own canon, but that circumstances within the game allowed for much more organic, drawn-out progress in terms of development.

The isolation he experienced for his first six months there - being the only person from his world - forced Nate to break out of his comfort zone in socializing, making friends in unlikely places with unlikely people. In the process he has learned to share and talk more honestly about himself and his past, as well as making clearer resolutions with his wife regarding their future together and how they intend to move forward as a team.

In heading up several projects in and around Hadriel Nate inadvertently became something of a mentor figure for several other residents, which he believed himself vastly unqualified for but assisted when he was able to do so, having a wealth of weird and complicated experiences from which to draw advice. At the same time, he took leadership positions on several occasions for an exploratory dive, a weeks-long expedition leading a team of a dozen people into a tundra, and a guerrilla-style offensive strategy in the month before a city-wide battle.

While he originally began these kinds of efforts out of personal curiosity his approach shifted to more altruistic intentions as friends and residents got involved and began to rely on him for answers in a way Nate wasn't accustomed to - up until this point, Nate's canonical adventures were generally pet projects that he satisfied with one or two other people, if he brought other people along at all. He acquired leadership skills he didn't think he was capable of having, and has become a considerably more proactive person for it. After his violent and painful death at the hands of a demon he was spying on for the Hadriel Guard, Nate began to utilize more caution with regards to safety and the people who looked to him for guidance. Turns out every lucky bastard has his unlucky day.

Powers/Abilities: Professional thief and treasure hunter with an annoyingly intimate knowledge of historical minutiae and esoterica. A career criminal, Nate is preternaturally skilled at running away from his problems, rock-climbing, scuba diving, picking fights, and not dying in spite of the multitude of dangerous scenarios in which he finds himself. Stealth is not his forte. He has inscrutably good luck, to a nigh-unbelievable extent,1 and a brief flirtation with stage magic in his youth lends itself well to his excellent sleight-of-hand, useful for picking the pockets of unsuspecting marks.

Highly talented with firearms and not too shabby at back-alley brawling, Nate's greatest talents are taking a beating and his inability to keep from making terrible puns at inopportune times. Fluent in Spanish, Latin, and Morse Code with a fair knowledge of Tibetan, Indonesian, Greek, Enochian and Mongolian script. Otherwise, a totally normal guy who happens to be really good at drawing and keeping notes. More than anything Nate is an adaptable but regular human, quick to evolve to drastic changes in situations as they happen.

1 It is suggested by Uncharted developers that his "health" is actually his "luck," and that Nate tends to wander through firefights and bullets just miss him until he pushes it too far. Ol' Nathan "Human Cockroach" Drake.

In Hadriel, Nate spent approximately six months training with Taako Taaco the wizard, learning magical skills, spells and cantrips. He is effectively a Level 1 Wizard, which should terrify anyone and everyone in proximity.

Cantrips
◆ Mage Hand [x]
◆ Shocking Grasp [x]
◆ Prestidigitation [x]

Spells
◆ Feather Fall [x]
◆ Expeditious Retreat [x]
◆ Comprehend Languages [x]
◆ Shield [x]
◆ Disguise Self [x]
◆ Magic Missile [x]


Inventory:
❖ Titanium wedding band
❖ DOXA Sharkhunter diving watch
❖ One (1) Mettler M-30 scoped rifle [x]
❖ Leather shoulder holsters + One (1) Beretta 93 Raffica Pistol [x]
❖ Grappling hook
❖ Climbing piton
❖ Gold pirate coin obtained in Libertalia [x]
❖ Weatherbeaten sketchbook and pencils
❖ Wallet with assorted currency, largely U.S. dollars, Euros, and British pounds
❖ American passport
❖ Side-satchel for carrying most of the above

Anything Else?

¯\_(ツ)_/¯

samples

Network Sample: [x]
Prose/Brackets Sample: [x]
eudorapatch: from <user name="easystreet"> (Default)

Eudora Patch | The Umbrella Academy | Reserved

[personal profile] eudorapatch 2019-07-06 07:35 am (UTC)(link)

Player.

Name: Ophelia
Contact: PMs to the journal are fine
Current Characters: Cho Takahashi

Character.

Name: Detective Eudora Patch
Canon: The Umbrella Academy
Canon Point: S1E4
CRAU Timeline/Game(s): n/a

World Description: n/a

Character History: here
CRAU History: n/a

Personality: Patch is the eternal optimist. Even Diego, who has super ridiculous levels of difficulty dealing with feelings or any sort of complex emotion is drawn to that in her, saying that the thing he likes most about her is her ability to see the good in people. Some might think that spending years as a police officer would diminish that. Far from it. It's the driving force behind her career choice. She wants to be the one cleaning up the streets because she wants the chance to help criminals rehabilitate themselves when possible, instead of throwing their whole lives away on stupid mistakes.

She's also incredibly stubbourn, which is in part what allows her to keep that optimism. When she decides she's going to do something, she does it. he sticks with thing, she follows through, no matter what it is or how hard it may be, no matter what unexpected challenges get thrown in her path, she does not relent. Even when she maybe should. Though, the flip side of that is that she's one of the most determined people you will ever meet. There is no problem that she can't overcome, given enough time. She truly believes this. It's been her experience in life that she can do anything she sets her mind to. She is smart and driven and utterly relentless. Good luck trying to keep her down with anything less than a bullet.

She has a very clearly defined moral compass. She knows what she thinks is right and what she thinks is wrong, and she's not willing to cross the line. It's too deeply ingrained in who and what she is. She can't separate herself from it, and even if she could, she would not want to.

Her confidence extends to every area of her life. It's what allowed her to deal with Diego and his emotional shortcomings for such a long time. Whatever he was going through, whatever poor decisions he made when it came to handling his feelings, it couldn't shake her sense of self. She knows she is smart, capable, beautiful, strong, and kind. No one will convince her otherwise. Her parents raised her to know who she is and what she's worth, and she does them proud on both counts. This can make her almost painfully blunt if she's not careful. It's taken a lot of work for her to soften her demeanour enough to be able to get people to trust her, and to deal with more sensitive individuals. It's not easy. It's something she works at every day. She knows it's important, though. Just because you aren't sure of yourself, that doesn't mean you deserve anything less than her best. Considering that she works so often with victims and traumatized witnesses, it's something she's constantly attempting to improve. She wants to be able to relate to everyone, no matter how much work it takes.

CRAU Development: n/a

Powers/Abilities: Is putting up with Diego's shit for as long as she did a superpower? Cause it seriously should be.

Inventory: The clothes on her back, badge, gun, wallet, and the normal crap that a person has in their pockets. She's didn't die with much on her.

Anything Else?

samples
Network Sample:
[ The satellite phone feels like a radio in her hand, which is strangely comforting. It's also why she sticks with the audio broadcast option. ]

This is Detective Eudora Patch. I'm sure I'm not the only one with questions. This must be very confusing and a little bit scary for a lot of us. The important thing to remember is that we're not here alone, we're not going through this alone. We can make it through this, together. We just need to take care of one another.

if anyone needs someone to talk to, or wants to explore but is afraid to do it on their own, I'm at--

[ She looks around, finds the name of what looks like a bar one storefront down, and repeats it, along with her best guess of how one would find the place. ]

I'll be here for a while. If you need something, please reach out. Don't try to deal with what's happening on your own. You don't have to.


Prose/Brackets Sample: here - The first thread is from several years before her canon point, so that might not be acceptable. The second one is an accurate representation of her canon point, and the only deviation from canon in that one is her surviving the gunshot, which means that every moment up until her death remains the same.


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

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