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





dispenserofjustice: (Default)

Garrus Vakarian | Mass Effect

[personal profile] dispenserofjustice 2019-10-02 12:43 am (UTC)(link)

Player.

Name: Seraph
Contact: [plurk.com profile] jardaan
Current Characters: N/A

Character.

Name: Garrus Vakarian
Canon: Mass Effect
Canon Point: Post ME3
CRAU Timeline/Game(s): N/A

World Description: I mean I have the link already
Character History: Garrus on the Wiki
CRAU History: N/A

Personality:

Loyalty: Garrus Vakarian is easily one of the best people to have on one's side once he has been won over. Not only has he been known to back Commander Shepard in all of their endeavors, never once has he been shown to doubt them. Reapers? Collectors? Sign him up, Garrus is ready to go. Once he has befriended someone, he will go to hell and back for them, such as being all right with the potentially suicidal mission of chasing the Collectors. Of course Garrus has taken this to the extreme as well, like in the instance of chasing down Sidonis to avenge his fallen squad on Omega.

Easy Going: Making little smartass quips is a specialty of Garrus. He gets along well with most of the crew and tends to be easy to approach. Often he can be seen with other members of the ship - human and non human alike - joking with them and partaking in some friendly competition. Even some of the Krogan crew members, who generally hate Turians, seem to respect and get on with Garrus just fine. Now Garrus can be quite socially awkward at times, but always attempts to lighten the mood in the room regardless.

Tactically Minded: Being a Turian, Garrus attended mandatory bootcamp. Afterwards, he had been an officer on the Citadel. When combined with all of the time he spent under Shepard's command, Garrus does have a keen mind. He is the one that had helped the Hierarchy prepare for the Reapers as an adviser. On Omega, all of the major gangs had to team up to even have a hope to take him down and yet he had held them off. Even his dossier during ME2 highlights his tactical acumen.

Hot Headed: Garrus can, and has, demonstrated that sometimes he reacts instead of acts. His emotions can get the better of him. As an officer in C-Sec, he had a reputation for butting heads with his superiors, especially in regards to his case against Saren. After Shepard's death, Garrus dropped everything and went to Omega in order to clean it up. His reasoning? All he would have to do is point and shoot.

Self Confidence: Or, rather, he doesn't think too much of himself. One of the notes made about Garrus is the fact that he has leadership skills, but when Shepard is around, he will take the backseat. The Shadow Broker's files on Garrus seemed to indicate that his leadership skills wouldn't develop as long as Shepard is in the picture. After the incident with his squad on Omega, Garrus seems a little unsure of himself. While he recovers some of this by ME3, there are some situations that he struggles with. He usually does a good job of deflecting this with some wit and humor as well.

Morality: One of Garrus' biggest weaknesses is that he only sees the world in black and white. He makes a comment to Shepard that it's easier to deal with black and white because he doesn't know what to do with grey. Speaking of, he firmly believes that criminals deserve what they get. While Garrus is a genuine nice guy, he thinks nothing of killing smugglers with their own weapons. He enjoys doling out ironic punishments to criminals. Garrus Vakarian hates rules getting in the way of justice and that's one of the reasons why he quit his nice C-Sec job to become a ruthless vigilante.

CRAU Development: Please provide a quick explanation of any character or relationship development that has happened in the character's previous game(s), that would make the character differ in personality from their canon representation.

Powers/Abilities:

Concussive Shot: Or basically, it's a specialized shot that really hurts and has an arching feature that can target enemies behind cover. It also knocks enemies down.

Overload: Using the Omni-tool, a charge fires out in a straight shot to hit enemy targets. Naturally, it has a greater effect on shields and synthetics, but not so much on organics. Overload can briefly overheat weapons.

Armor-Piercing Ammo: Ammo override that is effective against unprotected and armored targets.

Proximity Mine: A sticky mine that will detonate when a target walks near or on it.

In Mass Effect, all of these are on recharge timers and have multipliers. Suffice to say that isn't really going to work out too well in a roleplay game. The information is being linked for reference.

+ Military training
+ Specialized in sniper riles and assault rifles
+ Somewhat skilled in decryption and hacking
+ Really good at calibrating giant guns

Inventory:

+ M-92 Mantis sniper rifle
+ M-96 Mattock assault rifle
+ Omnitool
+ "Clothes" on his back?

Anything Else?

Did I mention he likes to calibrate giant guns? Because he really, really does.

samples
Network Sample:

You know what I was just thinking? "It would be great to visit a creepy, mostly abandoned colony right now." Because the first several times we had to answer a distress call or had a mission that took us to these outposts weren't bad enough.

At least there are no Reapers or Collectors or whatever we usually run into while investigating sites like this. So maybe it is a little nicer than the places Shepard usually takes us.

Of course I could have just jinxed us.


Prose/Brackets Sample: TDM
lallipop: (Default)

Lalli Hotakainen | Stand Still, Stay Silent | Reserved

[personal profile] lallipop 2019-10-07 12:53 am (UTC)(link)

Player.

Name: Sean
Contact: PM or [plurk.com profile] cerebrah
Current Characters: N/A

Character.

Name: Lalli Hotakainen
Canon: Stand Still, Stay Silent
Canon Point: Adventure 2, ch. 5, pg. 147, immediately after disembarking the flashback train
CRAU Timeline/Game(s): N/A

World Description: N/A
Character History: SSSS wiki link
CRAU History: N/A

Personality: Lalli Hotakainen is the kind of person who needs to know exactly what he's doing.

When he's in his element, he's one of the most competent people around. When he's not, he's a total space cadet. He frequently doesn't seem to be aware of what's going on around him and has to have things constantly explained to him. Part of this is a significant language barrier, but a lot of it is just him: the whole premise of the first part of the comic is a months-long expedition into extremely dangerous territory, but he apparently tuned out his cousin discussing preparations for months in advance and thus only realized he was definitely participating literally the night before. And, tellingly, he just rolls with it.

This lack of his own direction means he takes his lead from other people more than is probably healthy. After all, most people don't just take their cousin at her word that you quit your job and signed up for a trip that means a significant disruption to your life. The way that Lalli accepts it without question, though, and the frustration that Tuuri expresses over having to constantly explain these things to him indicate that spacing out over important details and having to be led around by the nose is very common for him.

He also exhibits a lot of behavior that can be politely described as "quirky." He's an extremely picky eater (the only foods he's been shown to willingly eat are meat and sweets), prefers to sleep underneath his bed, doesn't like unnecessary physical contact, and has a tendency to shut down when overwhelmed. Things that can overwhelm him can range from a friendly shoulder punch to being yelled at. And on top of all this, he seems to have zero understanding of social mores: he is regularly perplexed by handshakes, openly stares at people he considers strange, and had to have it explained to him how to politely accept thanks. Once he even straight up bit Reynir for manhandling him.

Put him in the field, though, and he's one of the most reliable people to have on your team. He is an excellent scout, and moreover dedicated: he'll do his job to the point of sleep deprivation if asked, and has very little patience for mistakes. Actually, he's got a bit of a complex about that--his own perfectionism can be detrimental to his health--and as a side effect he displays very little patience for other people's incompetence. Some of this seems to be a result of the kind of harsh training he's been subjected to since childhood, but some of it just seems to be that explaining things is one of the many areas of communication in which he struggles.

And a subtler part of that is that he and his family have lived very harsh and tragic lives. People who have grown up sheltered, like Reynir and Emil, he can often clash with just because their experiences are so different from his--a lot of Lalli's hardness is a survival mechanism, and as a result he has difficulty relating to anyone who's had it significantly easier. In his way of life there is very little leeway for softness, and luxury is foreign to him. Add to this a degree of undersocialization due to his job as a night scout (very dangerous and solitary work), and you get a guy who is very difficult to just have a pleasant conversation with.

CRAU Development: N/A, coming from canon

Powers/Abilities: Wiki link again

Inventory:
  • One (1) old hunting rifle, previously belonging to his grandmother

Anything Else? None that I can think of

samples
Network Sample: Fellden TDM thread

Prose/Brackets Sample: Redshift TDM thread
justbeingknife: (Default)

Gorō Majima | Yakuza 0 | RESERVED

[personal profile] justbeingknife 2019-11-01 05:55 pm (UTC)(link)
Player.

Name: Tetra
Contact: [plurk.com profile] Tetradecimal
Current Characters: N/A

Character.

Name: Gorō Majima
Canon: Yakuza 0
Canon Point: Endgame, after Majima receives instructions from Sera to kill his boss.
CRAU Timeline/Game(s): Approximately six months, Aefenglom.

Character History: http://yakuza.wikia.com/wiki/Goro_Majima
CRAU History:
Majima ended up trapped in a magical city (Aefenglom), stripped of his original powers and told that he was now a witch and that no one knew how to send him home. Monthly, characters were subjected to dream events that hinted at the past of Aefenglom and how a disease called the Cwyld eventually isolated civilized society until the city was one of the few places left in which witches and monsters could live in relative safety. Without an ETA on whether he'd even be able to make it back to Japan, Majima subsequently began studying magic and taking on odd jobs, but largely kept his head down and steered clear of getting heavily involved in governmental sticky situations.

Personality:
Majima is an outwardly rough-around-the-edges, cynical ex-criminal who acts like he doesn't care. He actually cares a lot, which makes his life a trash fire while he tries to help victims of crime and/or the tide of incurable weirdos that inhabit his home city.

Some quick bullet points:

• When he’s off-duty, Majima comes off as serious and a little rough around the edges – polite enough when he needs to be, but possessed of a veneer of cynicism with which he’s just as likely to brush someone off as give them advice. Engage him in conversation, however, and he can be kind, helpful, and surprisingly soft-hearted. He has a particular soft spot for kids and the vulnerable, and the lengths to which he’ll go to support someone with a dream is at odds with his admittedly intimidating appearance.

• Majima is clever, possessed of a combination of unusual social/emotional intelligence, business sense, and street smarts. A survivor who tends to land on his feet. His code-switching from rough thug to gracious host is A+; he knows when to intimidate and when to be polite. He also knows when to cut loose and when to toe the line.

• Majima is surprisingly goofy in practice, fond of terrible puns ("Wanna avoid dangerous cults? Just practice safe sects!"), karaoke (“I’m gonna sing my heart out!”), and all manner of games. He also has a tendency to get caught up in completely trivial nonsense; when he hears one of his friends listening to a radio show that offers a prize for submitting personal stories, for instance, he will not stop until his post cards are featured so he caN WiN.

• Majima values personal relationships and loyalty above all else. For those who he feels truly close, Majima is extremely, intensely, crazy devoted, hellbent on making good on his promises even at great personal harm.

• The downside to that devotion is the extreme to which Majima will take his sense of duty. He remains so uncontrollable after being captured during the Ueno Seiwa incident in 1985, for instance, that a dude has to stab him in the eye to subdue him. He then proceeds to (a) get tortured and super ultra triple banished, (b) devote years of his life to trying to make things up to his brother Saejima by getting back into his old crime gang, (c) follow up by doing his best to help both Saejima's little sister and former boss in the aftermath. Nevertheless, TWENTY-FIVE YEARS LATER, he still frames that day as 'betraying' Saejima and literally will not tell the guy what actually happened until Saejima beats him in a knife fight (you know, just in case his bro would rather stab him to death guilt-free).

• Beneath Majima's typical cool demeanor is a love of violence and a tendency to slip into being a Chaotic Blood Knight. His boss mentions that he's surprised Majima emerged from his torture sane ("How you made it through without cracking's a mystery"), but mid-fight, Majima occasionally lets out the sort of unhinged laughing or wild scream that suggests he... didn't, quite.

Though he attempts to act put upon when people pick fights with him, hints throughout Yakuza 0 reflect a growing acceptance of his love of fighting for its own sake. Nowhere does this shine through more clearly than in his adoption of his final battle persona, the infamous 'Mad Dog of Shimano', which he carries through the rest of the Yakuza series: that of a cackling, unpredictable knife nut who revels in his ruthlessness and whose mannerisms seem designed expressly to inspire fear in his opponents.

CRAU Development: Majima has grown to accept the existence of other worlds and a wild array of characters from different species, about half of which in Aefenglom transformed into 'monsters' (vampires, fae, etc.). Generally speaking, he's more open to extreme possibility and trying to adapt himself to novel settings and customs besides 1980's Japan. He's also grown to enjoy studying and experimentation in the magical arts significantly more now that he's had to opportunity to do so freely and without the background of constant criminal drama and the pressure to make a living. Personal growth!

His most significant CR was probably with Justine from the Dresden Files, whom he ended up trusting enough to form a kind of empathic bond with (largely out of necessity, as witches in Aefenglom lack magical stability due to their tendency to accumulate excess energy); while they were never an official item, she was one of the few characters he trusted with details of his background under the understanding that their bond would be dissolved once either of them managed to leave the city.

Overall, he's settled down a little, but he's still basically his old twentysomething crime man self.

Powers/Abilities: Magic
Due to his time in Aefenglom, Majima is a witch, someone with a tendency to build up magical power over time who must expend that magic regularly or risk exploding, going mad, or possibly worse.

Possible areas of magical focus are gone into more detail here; Majima's chosen specialties are Enchantment and Evocation. Specifically, he's devoted a lot of effort into magic that enhances physical attributes like strength, speed, etc., applying elemental attributes to attacks, or flashy offensive spells.

Generally speaking, for those magics that he does not specialize in or practice, Majima's spells may be prone to backfiring; he compensates for this when possible by mapping out spells ahead of time in the form of runes or similar magical writing. It is possible for him to improve in these areas of magic over time and practice.

Additionally, as with other Aefenglom witches, he's capable of forming bonds with up to three other magical individuals. Bonding to other witches/magic users creates a sort of amplification effect, with both individuals ending up with more magical energy than before which must be routinely burned off. Bonding to monsters (beings that take in energy) creates a grounding and filtering effect.

Abjuration ★☆☆☆☆
Ex: Basic barriers, counterspells, dispelling of magics, medium-level healing spells. Majima knows some basic barriers and magical countermeasures, but for the most part, any such magic is best attempted with preparation beforehand: carefully writing out spells so as to obtain more reliable results. His healing abilities would be described as utilitarian; he's capable of fixing medium-sized or clean wounds given time and focus, but it's not his specialty.

Alchemy ☆☆☆☆☆
Ex: Potion making, using arrays/circles to combine ingredients magically, creation from preexisting matter as opposed to evocation
Though he could in theory learn how to perform this branch if he ever pursued it, Majima had little interest in alchemy and thus is pretty garbage at it.

Conjuration ★☆☆☆☆
Ex: Creating fires and food, temporarily summoning animals; not to be confused with evocation
Majima can has invested some time into being able to conjure up the basics: food, fire, basic materials for spellmaking, etc. Again, he is best at controlling and executing on this type of magic if he sets up a spell beforehand. Otherwise, he's prone to conjuring too much/too little/unpredictable effects.

Divination ★☆☆☆☆
Ex: Speaking with non-humanoids (such as animals), interpreting dreams, finding hidden things, scrying using a reflective surface
While not a particular specialty, Majima has some basic capability in this branch, mostly around talking to animals or finding basic things (the general location of water, food, someone he knows). His scrying abilities are Not Great, and probably prone to backfiring.

Enchantment ★★★☆☆
Ex: Charm spells, spells that strengthen someone or something, spells that imbue some sort of element
Majima has spent the most amount of time studying Enchantment, in particular strengthening aspects of a target (usually himself or someone close by) or imbuing elements into attacks. He's gotten solid at recreating or even surpassing his old supernatural physical ability using magic, to the point where he doesn't need to recite spells in order to use those buffs.

His priority has been to regain the enhanced physiology that he possessed before he came to Aefenglom, and thus his efforts have emphasized superhuman strength (punching his way through floors, sending dudes spinning through the air), speed (dodging pistol fire, motion-blur quickstepping over a battlefield), and constitution/regeneration (he’s an unusually fast and thorough healer, being able to recover from injuries that might otherwise require hospitalization in the space of days rather than weeks).

Evocation ★★☆☆☆
Ex: Most "offensive" spells, such as fireball, lightning bolt, and ice strike; high-level/multi-person healing
Offensive magic spells, generally revolving around typical RPG elements. This is basically Majima's secondary specialty, and he's especially fond of fire and flashy explosions.

Illusion ★☆☆☆☆
Ex: Disguising oneself or others, fooling the senses, creating noises from nothing; not to be confused with enchantment
Simple illusions, sounds, etc. Might be improved with prep work ahead of time, but he'd need to devote time and effort into practicing his abilities here.

Transmutation ★☆☆☆☆
Ex: Transforming into an animal, mending broken objects, altering one's form
He's halfway decent at repairing mundane things, and will improve with practice. His favorite ability involves turning into a bird, although sometimes he gets the wrong bird and turns into, say, a giant chicken.

Universal ✱ spells that are easy to learn, usually lower-level spells from other classes ★★☆☆☆
Ex: Minor versions of healing and teleportation; spells like prestidigitation, identify, detect magic.
A little bit of each of the above! Majima can do some minor luck/bad luck protection charms, basic banishing, fairly reliable teleportation of small objects, and minor healing, summoning well-practiced food, etc. As with anything else, practice improves specific spells.


Mad Dog of Shimano(Combat skills)
Bring on the Fights
Excluding his superhuman attributes, Majima is a talented and experienced fighter; his default style is an all-rounder incorporating punches and acrobatic kicks, salted liberally with improvised thuggery (smashing opponents' heads repeatedly into brick walls, using them as human shields, stealing hidden knives off them and stabbing them, etc.), but he can switch things up with breakdancing, melee weaponry, and guns. He’s also highly competent with a wide range of weapons, improvised and otherwise (spears, swords, nunchucks, bats, handguns, fish......).

Revelations
Majima has the ability to watch other people's movements or participate in a fight with them and immediately synthesize personal fighting styles directly inspired from theirs -- or just plain copy their moves. Weapon styles he's picked up in this way include tonfa, swords, nunchaku, kali sticks, etc. This is also how he learned to breakdance ¯\_(ツ)_/¯

The Fuck Should I Know How This Tangly Rainbow Shit Works?
Bizarrely, he has ridiculous intuition and/or luck when disarming explosives, as despite knowing basically nothing about bombs he’s somehow able to direct his subordinate to cut all the right wires before someone can blow up a skyscraper.


Lord of the Night (Assorted skills)
It's Free Real Estate
He's also got a surprisingly sharp business sense, having personally taken an ailing cabaret from a hole in the wall to the most popular business of its kind in the city, capable of handily clearing over 100 million yen in profits/year. Later in the series, he just sort of makes wheelbarrows of cash without trying and starts an enormously successful construction company despite not knowing anything about the industry.

Stalking is a Bad Habit, Majima-san
Majima is great at sneaking up on people, stalking, digging up dirt, and intimidation. When he wants to, Majima actually has an excellent talent for assessing situations and manipulating people into giving him what he wants -- whether it's details on a mysterious benefactor or the okay from the manager of a rival club to recruit their top hostess.

Despite his extremely shady appearance, Majima's ability to alter his mannerisms to become a suave, charming host or a lovable goofball of an 'investigative reporter' have gotten him through many a jam -- and it goes without saying that he handles his employees at the Cabaret Grand like clockwork, coaching hostesses and engendering the loyalty of the customers and waitstaff. He also loves disguises.

Tch, It's Majima-san
Majima also turns out to be one of those obnoxious people who are good at practically everything they try (at least when it comes to hobbies). Think effortless, annoyingly competent anime rival -- catch him in shogi, a dance battle, or a game of billiards and he’s irritatingly good (but not unbeatable) at it.


Inventory:
- Demonfire Dagger, an unbreakable tantō
- An unbreakable baseball bat
- Makoto's watch
- Suit
- Peerless Pole, a fishing rod
- Sunglasses
- Business cards

Anything Else? N/A

samples

hersay: (Default)

allison hargreeves | the umbrella academy | reserved

[personal profile] hersay 2019-11-07 10:27 pm (UTC)(link)

Player.

Name: floral
Contact: pm, floral#1370 at discord
Current Characters: n/a

Character.

Name: allison hargreeves
Canon: the umbrella academy
Canon Point: end of 1x10, right before five transports his siblings back in time.
CRAU Timeline/Game(s): n/a


Character History: wiki link!


plus some supplements, since the wiki isn’t that informative:

allison grew up as “number three,” in the umbrella academy, and was raised by sir reginald hargreeves, eccentric billionaire and grade-a asshole. she learned to use her powers to fight crime. being a member of the umbrella academy brought fame, glory, and attention, and growing up, allison relished in all that. it’s implied that things changed, however, when her brother ben died violently as a teenager. some time after that, allison leaves her childhood home and goes on to become a renowned actor, one of the most famous people of her time.

she, with the rest of her siblings, returns to the umbrella academy after the death of her father. when she returns, we learn that she got married and had a daughter, claire, who she loves very much. however, allison and her husband have just had a messy divorce, and allison no longer has custody of her daughter. allison is brokenhearted from this experience, which happened in part because she used her powers on her daughter. allison therefore resolves to become a better person, and also become closer to the family she has left.

she reunites with her siblings, and spends a significant time with her brother luther and her sister vanya. with luther, she begins to rekindle the intense, relationship they had as children. with vanya, allison tries to become closer, to become the good sister she wasn’t as a child.

this desire to be in vanya’s life leads to allison meeting vanya’s boyfriend: leonard peabody. allison finds leonard snooping in vanya’s apartment one day, and given that leonard hasn’t known vanya that long, allison senses some red flags. she investigates leonard, learning that his real name is harold jenkins, that he killed his father as a young boy, and that he wants the umbrella academy dead too.

during all this, she also investigates with her siblings the circumstances of her father’s death. she views a tape of his death and shows it too luther. the tape involves their robot mom, and she, luther, and her other siblings discuss whether or not their mom is dangerous. they eventually decide to turn their mom off. it’s awful! lots happening!

once allison learns that leonard, whose real name is harold jenkins, is crazy and a murderer, allison rushes to save vanya, who she believes is in grave danger. she confronts vanya at harold’s cabin. she tells vanya she loves her but that leonard isn’t safe, and she also realizes that as a child, she was the one who made vanya forget that vanya had powers. this, understandably, is a major blow to vanya, and when allison tries to use her powers to get vanya out of the cabin, vanya slashes allison’s throat in an attempt to stop allison from using her powers. allison bleeds out on the floor of the cabin until her family comes to rescue her.

allison survives and finds that her family has found vanya and trapped vanya in a soundproofed cell in the academy’s basement. allison begs luther to let vanya out, claiming that allison’s injury was “her fault,” but luther refuses. vanya eventually breaks out of the cell. allison finds vanya performing at the icarus theater. vanya at this point is revealed to be the source of the apocalypse, and allison tries to intercept vanya before that happens. unfortunately, luther, diego, and five all rush in to attack vanya. vanya grows stronger and angrier and causes the apocalypse. five then tries to transport all of his siblings back in time to avoid the apocalypse and make things right. and that’s the story so far!


Personality:

strengths:
compassionate + caring: allison cares deeply about her friends and family. she’s very empathetic. when problems arise, her first move is often trying to empathize with them, to try to understand what they might be going through and how they might be feeling. we see this when the hargreeves siblings are trying to decide if they should turn off their robotic mother — one of allison’s main contributions to the discussion is to remind her family that their mom was left alone for thirteen years like she was nothing more than a machine. we also see this play out during allison’s interactions with vanya. as an adult, allison has finally realized how excluded vanya must have felt as the only hargreeves child without powers, and allison tries her best to be there for her sibling now. she investigates leonard because she’s worried about vanya’s safety. and even after vanya mistakenly hurts allison, allison argues to let vanya out of the soundproofed cell in the hargreeves’ basement, knowing how traumatic that must be for vanya.

determined: if allison wants something, she’s going to make it happen. we see this when cha-cha comes to the hargreeves home to locate five — allison fights cha-cha with everything she’s got, determined not to lose another member of her family. she’s also relentless when it comes to learning leonard’s backstory. once allison senses that there’s something not quite right with leonard, she gives uncovering the truth everything she’s got, tracking him down in newspapers and uncovering not one, but two places he’s lived in.

intelligent: we see this again, when allison tracks down harold and his history, and we also see this pretty much every time the hargreeves family has a family meeting. allison is resourceful and good at noticing when something’s wrong, and in general, her plans are fairly competent. in particular, she had maybe the best idea on how to stop the apocalypse: why don’t we talk to our grown-up, distraught sister who’s feeling isolated and unimportant, and who’s also supposed to be the cause of the whole cataclysmic event? allison is smart and capable, intellectually and emotionally.

self-reflective: allison knows that she’s made mistakes in her past, and to her credit, she owns up to them. she’s ignored vanya, used mind control on her daughter and husband, and has used her powers in the name of personal gain. as an adult, allison regrets this deeply. she’s trying to start over, to pay for her mistakes, and to live a life that’s good, that she can be proud of. whether or not she succeeds is another story, but the fact that she at least tries, and tries pretty hard at this, is itself admirable.


weaknesses:
manipulative: allison has the power to control minds. she’s been taught how to use this power from a young age, but it’s not clear that she’s been taught when not to use it. throughout most of her life, she’s used it to get what she’s wanted, whether it was a job, a husband, or some obedience from her daughter. allison is therefore an experienced liar and manipulator, and we also see it being used outside of the context of her powers. she lies to a police officer so she can interrogate a man associated with leonard peabody/harold jenkins, and she’s also broken into and snuck around leonard’s house.

narcissistic: allison has spent most of her life craving attention. this likely stems from the fact that her father gave her very little — like the other hargreeevs siblings, allison is a victim of child abuse and neglect. to cope, allison has sought attention and affection from everyone and anyone else. as an adult, allison became a movie star, and a famous one at that. always in the center of attention, always in the public eye. however, it’s not just attention that allison craves — it’s genuine love, too, and at during the series, we find that she hasn’t had as much of that as she’s wanted or needed.


Powers/Abilities: as stated above, allison can control minds! all she has to do is say “i heard a rumor” plus whatever it is she wants someone to do, and they’ll do it. this power in canon is pretty strong — she’s gotten people to forget large aspects of who they are, gotten starring roles in movies, forced someone to love her, etc, etc. however, at the end of the series, allison suffers a throat injury that severely damages her vocal cords. while it’s not yet established in-canon whether or not she’ll be able to speak again, she does produce some small vocal sounds in the last episode. as of right now, i’m going to say that she does eventually regain some ability to speak, but her voice will be permanently damaged, and her powers therefore nerfed considerably. she’ll be able to manipulate people to some extent, but not induce large-scale personality shifts or keep them controlled for any extended period of time.

Inventory: just the clothes on her back!

Anything Else? allison loves her daughter claire so much! so so much! it’s not necessarily an aspect of her personality per se, but it is a major motivator of hers, so i just wanted to mention it here.

samples
vosseeker: (eleven.)

Starscream | Transformers Prime | Reserved

[personal profile] vosseeker 2019-12-05 12:47 am (UTC)(link)

Player.

Name: Li
Contact: [plurk.com profile] sojourney | Sphinx#5619
Current Characters: New Player

Character.

Name: Starscream
Canon: Transformers: Prime
Canon Point: End of Predacons Rising, right as he cornered by Predaking atop of Darkmount's throne.
CRAU Timeline/Game(s): N/A - Canon fresh

World Description: TFP Summary
Character History: Starscream @ TFP Wiki | Starscream @ TFWiki
CRAU History: N/A

Personality: Starscream more like Starscheme. He's a plotter, clever, an absolute dramaqueen, arrogant and an opportunist, ready to seize power at the slightest hint of weakness. Manipulative and willing to stab anyone's back, Starscream only looks out for himself, though sometimes his ego leads him to do incredibly stupid or short-sighted things. He believes that he should be the one leading the Decepticons, and he's been willing to attempt offlining Megatron whenever the opportunity presents itself. Every move he makes has one of two aims: protecting himself, and strengthening his position for an eventual move to seize power.

Ironically when Megatron isn't around, he actually demonstrates competent leadership skills. This isn't to say he's necessarily a good leader - like Megatron, he enforces obedience through fear and power rather than genuine respect - but he does get the job done. While Megatron is off supposedly gathering an army for three years, Starscream manages the Nemesis and its mining operations on Earth with such control and discretion that the Autobots aren't even sure the Decepticons are around anymore. Starscream does his best work when Megatron is absent, when he has a clear goal and an explicit hierarchy of authority.

His shortcomings, however, are many. He's an absolute coward, and his loyalty only extends as far as it takes to secure him some kind of advantage. He has a volatile temper and is prone to lashing out at slights both real or imagined, such as when he killed Cliffjumper for mocking him and asking where Megatron was. Starscream's arrogance and ego know nearly no bounds, only reined in when its under threat of life and limb (usually at Megatron's hand) where he'll switch from grandoise and boastful to cowering and pleading for mercy at a second's notice. Megatron's method of enforcing his second in command's behaviour through physical violence is pronounced in the series, and its effects leave Starscream all the more bitter and cruel for it, which he subsequently takes out on those around him.

Even his allies are not immune to his capricious loyalties. While he seems to get along superficially with other officers on the Nemesis like Knock Out, he also is perfectly willing to throw them under the bus at the slightest provocation, such as when he blamed the Terrorcon incident on the medic at the first chance he got. When he temporarily aligns himself with the organization MECH after fleeing the Decepticons, he tries to establish an alliance to give them both benefit, only to be betrayed by the humans and have his T-cog stolen.

Despite a mostly craven personality, he's a capable commander and agile fighter, both in the air and on the ground. A surprisingly resilient and scrappy survivor when it comes right down to it, he holds his own against Arcee while being partially restrained, and defeats the powerful Vehicon Fearstorm using his wits and superior agility when the two are pitted in a timed death match by Megatron.

Running oddly parallel to a distinct ruthless streak such as torturing humans and Autobots alike, Starscream (very) occasionally displays something approaching morals. He frees Arcee from Airachnid's webbing as "repayment" for her sparing him previously, and he goes against Megatron's direct orders to rescue Breakdown from the human's machinations when the latter is captured by MECH. While these both have ulterior motives - he outright tells Breakdown it's so that he'll think about siding with Starscream when he finally challenges Megatron - he also displays an uncharacteristic anguish when Megatron is killed by Bumblebee, until he's hauled off by Shockwave.

CRAU Development: N/A

Powers/Abilities: Transformation. The ability to shift between his root mode and his alt mode, and also configure his arms into null-ray blasters in addition to his missiles.

Inventory: One energon ration cube in his subspace.

Anything Else? Per coordination with the mods, Starscream will be retaining his full scale size of 25' tall.

samples
Network Sample: one + two

Prose/Brackets Sample: TDM
nockturnal: (03)

Hanzo Shimada | Overwatch | Not Reserved

[personal profile] nockturnal 2019-12-06 08:18 pm (UTC)(link)

Player.

Name: Diya
Contact: [plurk.com profile] isadiya or Discord @ isadiya#0961
Current Characters: n/a

Character.

Name: Hanzo Shimada
Canon: Overwatch
Canon Point: Post Recall, prior to the cinematic "Dragons".

Character History: Link

Personality: As the scion and heir apparent to the Shimada family -- and connected crime syndicate -- Hanzo grew up with both a great sense of responsibility and duty as well as a measure of entitlement and arrogance. Neither are traits he's entirely grown out of, though his birthright has long been stripped from him. He does not take slights lightly, and can be quick to anger when treated with less respect than he thinks he deserves.

Hanzo prides himself on his sense of discipline. His dedication to his studies and to his craft as an assassin for the Shimada clan were considered his measure of worth, growing up, so a great deal of emphasis was put on being the absolute best. Anything less was unacceptable. As a result of that upbringing Hanzo is measured, focused, and seeks perfection in all things. He also tends to be stubborn and inflexible, seeing things in absolutes. Something is correct or incorrect. It is right or it is wrong. An odd stance to taken for someone who was raised to be an assassin, perhaps, but Hanzo's father instilled in him a strong sense of honor as well. As such, when Hanzo realizes that following the clan's directive compromised his honor, he became conflicted and abandoned them. Now, seeking redemption and a path forward is his sole purpose.

Having grown up with such an extensive focus on his studies, and a distance maintained from others due to his elevated social position, Hanzo is not very adept in social skills. He is intelligent, refined, and eloquent, but he has little sense of how to empathize with others. He is far too honest and blunt to maintain any real sense of guile or subterfuge. His manner tends to be dismissive and brusque by default. Due to this self-perceived weakness, Hanzo prefers working alone to reliance on anyone else. He is also generally very serious in nature, his brief flashes of humor rather dry and sometimes cruel.

He is his own worst critic, however. He is aware to some extent that he needs to adapt and grow. There is a part of him that is selfless, that remembers leadership starts with looking after people, and that duty should be to more than just oneself. When he accepts that he has committed a wrong against someone, there is little he will not do in order to correct it, or at the very least to show humility and contrition. There are seeds of a good person within him, a potential that exists in who would sacrifice everything to do what is necessary.

However, only time will tell if he decides that cause leads him into the light or back down into the shadows.

Powers/Abilities: Hanzo was trained to be a literal ninja assassin. So that comes with the sort of skill set one would expect. He's stealthy, nimble, can run up walls and even change the direction of a jump midway through. He's also skilled with a number of weapons, though his real strength was through his sword -- which he no longer uses, after having thought to have killed his brother -- and his marksmanship with a bow and arrow.

Even with a normal bow and arrow, he would be deadly. But Hanzo's arrows have a number of different uses, from being able to send out a sonic wave that lets Hanzo zero in on a target's location even if he cannot see them, to breaking into fragments that ricochet to strike from several angles. These abilities are of course limited by the number of these special arrows he carries.

The most dangerous of Hanzo's abilities is his Dragonstrike. Little is known of this ability's origin or function (the writers of Overwatch have only said it is not magical in nature) but it appears that Hanzo can harness the tattoo on his arm to channel two large light-construct dragons to rush towards his enemies, dealing a great deal of damage as they pass through them, after which they will fade from sight and disappear. Hanzo mentions in the "Dragons" cinematic that 'the dragons' are only able to be controlled by a Shimada, and seem to be based on a story passed down by the Shimada family about the dragon gods their crest is based on.

Inventory: His default clothes and armor, his Storm Bow and a quiver of 20 high-tech arrows (capable of his Sonic Arrow and Scattershot abilities), a bottle of sake, and a bag with a change of clothes, and a box containing his offerings to his 'dead' brother (incense stand, brass bowl, and a sparrow's feather).

Anything Else? So every ability in Overwatch thus far is technologically based in nature. With one big glaring exception.

The Shimada dragons remain a mystery even after several years, unfortunately. There's a lot about them that simply has to be headcannoned in. My working theory is that there's some sort of nanite tech in the ink that goes into Shimada tattoos, allowing the dragons to manifest as hard-light technology during their attack. But there's also an amount of reverence given to them, and they're not regarded simply as a tool but as a part of the family's history, and likely have spiritual significance attached to them.

Hanzo definitely regards them as spiritual in nature, rather than mechanical. In fact he directly calls them 'spirit dragons' in one of his dialogue options. He has to concentrate in order to give them their corporeal state, and so he does not often do so outside of battle. Should he choose to, they would likely appear much more compact, about the size of housecats (anything larger would take too much out of him) and would behave in a manner consistent with that appearance.

samples

Network Sample: TFLN

Prose/Brackets Sample:

[ He believes it be a trick, at first. How could he not? To suddenly come to in such a place, to be told there is no way out but he is welcome just the same, it makes no sense that he can rationalize. There is also the condition of the room, the cracked and dusty glass. It is a place that has seen neglect, certainly no measure of supervision or maintenance that he can see.

He is very apprehensive when it comes to surrendering his weapons in order to undergo the decontamination process.

It is only knowing that they could have taken them at any time, while he was unconscious and unaware, that keeps him from stubbornly holding fast to them. Some measure of cooperation is clearly expected and perhaps even necessary. So surrender them he does, his expression grave all the while. But no attack comes while he is unarmored and defenseless -- or as defenseless as they could ever make him -- and so he is merely left with a feeling of unease as he gathers his clothes and belongings after.

Anchor, they called it. So it seems that he is to be anchored in place, and his days of roaming the world like some fleeting shadow are done. Perhaps it was time. He had not seen fit to remain in one place for very long in some time. Years, in fact.

So. Time then to venture into the colony proper, and see what would be made of his time here.

The first glimpse did not seem promising, although given the condition of the room he'd woken in that was perhaps to be expected. The air is thick with dust and uncomfortable to breathe. Lifting his sleeve to cover the lower half of his face in a makeshift mask, he presses on. Perhaps there is someone to be found on the lower levels of...whatever is left of his place. ]


hyperthermic: (Default)

[personal profile] hyperthermic 2020-01-01 05:39 am (UTC)(link)

Player.

Name: Jae
Contact: plurk @ researchboner
Current Characters: N/A

Character.

Name: Mick Rory
Canon: Legends of Tomorrow
Canon Point: Early in S1, after Mick has been taken by the time-masters and brainwashed into hunting his old team.
CRAU Timeline/Game(s): N/A


Character History: Linked here


Personality: Mick is a fairly straightforward guy on the surface. In many ways what you see is what you get: a gruff, blunt, hypermasculine villain with a love of fire.

His gruffness and bluntness stem from the same source—a difficulty relating to people and communicating effectively. Mick has always had few real friends, driving most people off through his inability to communicate gently and the overall force of his personality. He’s too honest for his own good, never trying to hide who or what he is from anyone, which means most people are put off by his pyromania and kleptomania. He can act thoughtlessly, fueled by rage or other emotions, burning bridges in a moment of heat that he regrets later. He’s abrupt and vindictive, and it makes him hard to trust.

His armor against disappointment in others, against emotional connection, is his hypermasculine nature. He keeps himself from being hurt, and keeps people at a distance, through his dedication to presenting himself as a beefy meathead, which is only half-true. He’s also highly intelligent, knowing how to repair, enhance, and even rebuild his heat gun. His conditioning with the Time Masters has made that intelligence a more front-and-center thing for him, and he credits them more than he should for developing it and giving him a formal education.

Mick is a pyromaniac. Though his time with the Time Masters has (temporarily) muted his relationship with fire, he still loves it at heart. It fascinates him, enthralls him, to the point of self-harm—he canonically burned himself as a child out of guilt for his parents’ deaths, and it progressed into adulthood to the point where he escaped an ambulance on the way to a hospital to treat third degree burns. He feels at home with fire. It’s pure, clean of emotion, can’t betray or lie. It is what it is, and it’s transformative and purifying in his eyes.

In spite of his gruffness, Mick has a soft heart, which is part of why people refusing to accept him hurts so much. He knows how he comes across, and never expects anyone to see past it—he just hopes they will. He’s lonely, wants the companionship of others, craves a sense of belonging, and hasn’t found that belonging yet with anyone but Leonard Snart. It’s one of the reasons that Mick, as Chronos, is so powerfully vindictive. The only place he thought he belonged, the one person he trusted completely, gets taken from him—and he spends the next 200 years meditating on that betrayal and planning how to get Leonard back for it. If he didn’t have a gentle heart, it wouldn’t have impacted him so severely.

Powers/Abilities:See “powers and abilities” section

Inventory: His armor, a laser pulse rifle, and his heat gun.

Anything Else? N/A

samples
Network Sample: Here

Prose/Brackets Sample: Here
nothinglikefather: made by peaked (077)

Jacob Frye - AC Syndicate- Reserved

[personal profile] nothinglikefather 2020-01-01 06:18 pm (UTC)(link)

Player.

Name:
Jon
Contact: discord nileflood#8396
Current Characters: n/a
 
Character.

Name:
 Sir Jacob Frye
Canon: Assassin's Creed Syndicate
Canon Point:  Jacob was transported out of London just after he and his sister have defeated Crawford Starrick under Buckingham Palace, at the end of the main storyline of the game.

CRAU Timeline/Game(s): Jacob has spent 6 in-game moths in City of Sin, although it feels a hell of a lot longer.  

Character History: http://assassinscreed.wikia.com/wiki/Jacob_Frye

CRAU History: Jacob decided to take his anger out on the world when he arrived in the City, having come from an earlier canon point after killing love interest Maxwell Roth. Seeing the disparity between those in the slums and those in the City proper, he reformed his gang the Rooks with local ne'er do wells to steal from the City and redistribute. That wasn't quite enough to keep Jacob from trouble,  and after some pretty spectacular benders, terrible affairs, and no small amount of injuries, he fell in with a group of decent souls and began to sort himself out.

Personality: 
Personality: Jacob is a rash, violent, passionate and stubborn 21 year old from Victorian England, trained from the age of six to be an assassin by his father Ethan Frye. Jacob could not be any less like his father and his twin sister, who are studious and logical. Jacob acts first, and thinks later. He lives in the moment and has brilliant ideas, but can't deal with real future planning.

Unfortunately because of this personality clash between Jacob and his father, he's never felt a real love or respect for the Creed, personified by his father and his stifling presence. He'll follow it, when he has to, but it's not through love or devotion. Where his sister is the letter of the Creed, he himself is the spirit of it, if far more unbridled. He wants to help people, and will do so, even if it does involve rolling his eyes or a sarcastic comment.

It seems that his interest in being an Assassin really lies in battling evil in society, whether in the form of the Templar Order or other corruption, and he has no interest in the First Civilisation, the Isu, and their Artefacts, nor does he care for the history of famous Assassins, unable to recall their childhood lessons when his sister mentions them.

Jacob first and foremost fights in the here and now, with the problems that are in front of him, and is clearly considered a loose canon. He wants to get in and get the job done and doesn't care if he has to kill a lot of guilty people to do so. 

CRAU Development: Jacob arrived in City of Sin angry, hurt and confused. He'd come fresh from murdering love-interest and Templar Maxwell Roth, and being dragged into a modern city with it's own problems and complications left him unable to grieve or process what had happened. He fell into even worse habits, drinking and fighting in the City's Coliseum as well as planning to assassinate the City's ruling class. But having re-formed the Rooks, he found something to focus his energies on.

He formed a close association with several long-term residents  of the City who encouraged him to try and put down roots. This slowed his self-destructive tendencies, helping him recover when friends and lovers disappeared from City of Sin, people such as Edward Kenway who showed him that no matter where a man has come from or the wrongs he's done, he can turn things around and do good. 

Jacob decided to try and emulate Edward in that. Instead of drinking, fucking and fucking his time in the City away, his gang began to really work as a force for good, pushing back the drug dealers and traffickers, fighting demons that plagued the streets and offering shelter to those that needed it. 

He has found new things to focus on and new things to protect namely his friends Angel the Siren, Connor Kenway, and his lover Charles Smith.


  Powers/Abilities:  
  • Jacob has extraordinary stamina, physical strength and agility, in part because of his Isu heritage, and in part because of his training.
  • Jacob possess  a skill called Eagle Vision which allows him to see threats, friends and objects of interest very clearly.
  • He is a master assassin and a skilled thief, but he prefers to go in guns blazing than use stealth. 
  • Jacob is a charismatic leader, inspiring and controlling one of London's toughest gangs

Inventory: Jacob arrives with the clothes he stands up in: his hat, his coat, and his weapons, which are always tucked about his person, and his phone from City of Sin.

He carries two knuckle dusters, a leather gauntlet which conceals a blade, as well as a grappling hook which helps Jacob climb tall structures. He normally also has smoke bombs, throwing knives, hallucinogenic darts and electrifying grenades, but we'll assume those have been confiscated.

He also has Bark, a gun built for him by Angel the Siren during their time in the City. It shoots bullets as well as lightning.


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


Samples
 
Network Sample: November TDM / December TDMRandom Sample 
  Prose/Brackets Sample: November TDM / December TDM /  Random Sample 
mustact: (→67)

Ratonhnhaké:ton (Connor) | Assassin's Creed 3 | Not Reserved

[personal profile] mustact 2020-01-01 08:49 pm (UTC)(link)

Player.

Name: Tossino
Contact: PM, [plurk.com profile] Tossino or Discord @ Tossino#3597
Current Characters: N/A

Character.

Name: Ratonhnhaké:ton (Connor)
Canon: Assassin's Creed 3
Canon Point: End of the DLC The Tyranny of King Washington. Ratonhnhaké:ton has just escaped from an alternate timeline that he was brought into by a powerful artifact, and has now dropped said artifact to the bottom of the sea.
CRAU Timeline/Game(s): 4 months in City of Sin [community profile] cityofsin

Character History: Here!

CRAU History: When Ratonhnhaké:ton first arrived in the City, it was in the middle of an ice storm (in August). He was informed it was some sort of punishment for other characters doing something they weren't allowed to do, and also that the punishment was carried out by the City. He rather doubted this, but suspected that it could be the work of an Isu artifact. During this time, he met his grandfather, Edward Kenway, who died before he was born. He moved in with him and, when he disappeared from the City, inherited his ship "The Jackdaw".

He was invited to a party held by one of the leaders of the City, the Magistrates. It wasn't just any Magistrate, but the biggest and baddest one known as The Emperor. He was reluctant to go, but did so in the hopes of learning something. Unfortunately, he didn't really learn anything.

During this first month, he'd meet the three people who would become like family to him: Jacob Frye, another Assassin but from further into the future; Charles Smith; and Angel. When Angel and he first met, the City was under a sort of spell that made characters inclined to flirt, which was the start of what would quickly develop into real romantic interest, and then a relationship.

During this time, travel to different planets became available. There were three: A jungle planet, an ocean planet, and a desert planet. While exploring the jungle planet, one character (Wanda Maximoff) discovered aliens, and was subsequently captured. Ratonhnhaké:ton joined the rescue mission to get her out of there. It succeeded.

Then, his father showed up in the City. His father who he had killed years prior, not out of hatred but simply out of necessity. It was difficult, but the two managed to discuss the problem and decide to take this for what it was: A second chance at actually being father and son. It was going well. His father disappeared fairly soon, unfortunately, but it still gave him some measure of a peace of mind.

Angel's father, Handsome Jack, also appeared, which would change a lot for them. Jack is quite overprotective, not to mention very dangerous and manipulative. She immediately made plans to cut off everyone out of her life and deal with the situation. Ratonhnhaké:ton wouldn't have it, and made her agree to instead work together to keep him in check.

He made plans to explore the sea. He gathered a crew of both PCs and NPCs from the job he had at the docks. The City would get wares and supplies by sea, as any other route was blocked. Since he had a ship, he thought he could see how far they could get. When sailing far out only turned them around back to the City, he instead made plans to look under the surface using The Jackdaw's diving bell. This second expedition wasn't particularly successful, as it offered little in the way of answers. What it did insteas was awaken an elder god - Cthulhu - that was sleeping in the ocean. They quickly returned to shore, and he thought that was it, but a few days later Cthulhu attacked the City.

The Cthulhu attack is quickly followed by another problem: Angel's monster form given to her in Ryslig. She suddenly lost herself and attacked several other characters in the City. She got very hurt by people trying to defend themselves, and while he nursed her back to health, she expressed concerned that she would one day hurt him. He doesn't really share that concern, and insisted that he would stick with her.

Sometime later, the aliens of the jungle planet would make their return. Wanda and Angel had set up an expedition there to explore further, and found a cult of some kind underneath the earth. Angel called for help, so of course Ratonhnhaké:ton went. He hadn't been told of what Wanda and Angel had been doing, and wasn't too happy about it. As soon as the immediate danger had passed and people escaped mostly unharmed, he questioned her about it.

Then, a sort of curse struck the City. People found themselves appearing in other people's dreams. It would give Charles and Angel a new insight into the war between the Assassin Brotherhood and Templars. While he'd already told them some parts about it, it was such an ancient war that it was difficult to cover everything at once.

Personality: Depending on the situation, the first impression you get of Ratonhnhaké:ton can differ. He is always rather quiet, which you might interpret either as simply a character trait, or as a sign that he doesn't like you. Often, he's skeptical of other people and instinctively wary, and may not look at you too kindly. Barring the stink-eye, he might seem contemplative or thoughtful, and that's the reason for his silence, which would actually be closer to the truth.

He has been taught that silence is valuable, that listening is important, and that you shouldn't put too much merit on your own words. When he does speak, it is often very short. Whenever he speaks for a long amount of time, his words are usually carefully selected.

Despite that, he is actually a pretty rash person. Now that he's growing older, he's calmed down considerably, but he is still hot-headed and impulsive. He has a very strong sense of what is right and wrong and very quick to act accordingly, no matter what risks or consequences there may be. If he really wants to punch a person in the face, he doesn't bother reading the room or situation before trying to punch that person in the face.

He's a very honest man. If he likes you, you'll know it. If he doesn't like you, you'll know that too. His face is often set in a careful expression of complete neutrality, but even if he doesn't show how much he hates you with his face, he will let you know with his words. Or his fists. Or his hidden blade. If he loves you, he may not often smile at you, but he will prioritise you over almost anything else if you need help and protect you fiercily. To him, there is no better way to show how much you care for someone than through the time you offer them, whether it's simply giving them company or helping them with something.

He is also immensily stubborn. If there is a wrong to right, he will do everything in his power to right it. If he disagrees with someone on the best way to go about something, he will argue and scowl and struggle very hard to agree to another method. This, too, has mellowed with age, but his first instinct is always to resist any kind of criticism or alternate suggestions.

This might just be linked to his insistence to take everything on his own shoulders. His main motivation for the choices he makes isn't only that he believes them to be right, but also that he perceives it as reality that if he doesn't do something about it, no one else will. He had to leave his village to try to save his people from being removed by the ever encroaching colonists. He had to take out the major Templar targets and personally see to it that the order was destroyed, despite having recruited several others to the Brotherhood. When he has decided something is his responsibility, he's reluctant to accept any help, always ready to put himself at risk but not so much anyone else.

CRAU Development: During his time in the City of Sin, the most major change in Ratonhnhaké:ton is his attitude to responsibilities. While he's had the idea for most of his life that he's the one who needs to carry the burdens and solve the problems, and that he alone has to do it, it's started to change. His closest CR has regularly insisted that he lets them help him just as much as he insists they let him help them. Like, you know, friends have a mutual exchange as far as helping each other goes.

Another major change is the fact that he's in a romantic relationship at all. He knows that eventually he has to go back home, and Angel is dead in her canon. She can't really go with him back even if that were to be possible, because she's half minotaur and would definitely be hunted. So it's guaranteed to be a temporary and fleeting thing where they get left alone, and Angel, who grew up isolated and went through a lot of suffering in her life, doesn't deserve that pain at all, according to Ratonhnhaké:ton. Angel, however, wouldn't have it and would rather take the opportunity to have something good that makes them happy no matter how temporary it ends up being. After an argument, he relented, and it's somewhat led to a change in his attitude towards life, even if it's never exactly been all that pessimistic.

Powers/Abilities: Eagle Vision

Inventory:

- Claw, a gun made for him by Angel, that shoots lightning.
- Hidden blade, AKA the pivot blade
- Bow and arrows
- Tomahawk
- An 18th century pistol
- Smoke bombs
- Rope darts
- Snares
- Throwing knives
- Poison throwing knives (which I assume will be removed during decontamination)
- Lockpicks

Anything Else? N/A

samples
Network Sample: Here

Prose/Brackets Sample: Here
hypothermic: (Default)

Leonard Snart | DCTV Legends of Tomorrow | Reserved

[personal profile] hypothermic 2020-01-02 02:08 am (UTC)(link)

Player.

Name: Dog
Contact: Dogfaced @ Plurk
Current Characters: N/A

Character.

Name: Leonard Snart
Canon: DCTV - Legends of Tomorrow
Canon Point: 1x9 Left Behind. The team decides to reform Chronos, Leonard gets his hand back, and they're on their way to kicking Savage's ass in 2147.

Character History: Here

Personality:

● Strengths

Love him or hate him, the heroes and villains of Central City can't deny Leonard Snart is both a worthy ally and adversary. Leonard is arrogant, but he has the chops to back it up. Despite the fact he's not even a meta-human, he's given Barry a run for his money many times, and is one of the only villains to know Barry's identity, something he found out for himself. Even when he's caught at the end of the day, prison is just a temporary vacation. Suffice it to say, he has an ego, but it's not undeserved.

Leonard didn't finish high school, but he has a diploma from the school of hard knocks. He's an excellent planner, coordinator, and a highly intelligent criminal with a wide variety of skills, such as lock picking, appraisal, and engineering. Good at reading between the lines, he's excellent at figuring out how people tick, and finding their weaknesses and vulnerabilities so he can exploit them. While he enjoys theft, he's also great at blackmail and extortion.

He always has a plan, and multiple backup plans, in the likely case that the first one doesn't work. Because he accounts for everything, he's always ready for anything. The Flash elevated the game, and Leonard upped his own game to meet him. Although an ordinary human, he's gone toe to toe against extraordinary foes and held his own. Leonard is cool in high-stress situations, which allows him to pull off seemingly impossible jobs with just a small crew (or solo). Calculating and ruthless as he sometimes has to be in the spirit of not getting caught, he likes to have fun with it, too. He might be meticulous and detail-oriented, but when it comes down to doing something perfectly or having fun, he'll always pick fun.

● Weaknesses

Born into a life of crime, the life of a criminal is the only life Leonard knows how to live. He doesn't have respect for the law or government, because in his mind they're all just criminals in different playing fields. He'd rather screw the system than be a slave to it. Leonard harbours no guilt for his criminal actions, and even as tentative hero, has zero interest in playing by the rules.

Trust issues aside, of which there are many, Leonard is a control freak. It's his way or the highway, and he has zero tolerance for people who can't keep up with him. He doesn't play well with others, and doesn't care to. He works in a team by necessity, not by choice. He's also a diva, and an egoist. He enjoys the glamour and infamy that comes with what he does. He loves the nicknames, drama, costumes, and showdowns in the middle of the city. He loves being the arch-rival of a superhero with his own action figure. Now that he's tasted life as Captain Cold, as both a super-villain and superhero, he can't go back. The jobs he did before are boring, the enemies are child's play, and there just isn't the same high anymore. He's an adrenaline junkie, and addicted to the thrill of a good heist. All the money and power in the world isn't enough to stop him from getting into trouble, because trouble is what he likes best.

Leonard's biggest weakness is his little sister, Lisa Snart. He'll do absolutely anything for her, even if it means working with his father. He loves her more than anything, in spite of his inability to show it. Still, as Leonard meets more people, and is confronted with his own humanity and agency, he's learning to look at others as more than tools, victims, or enemies, and is gradually opening up to the idea of friends and allies.

Powers/Abilities:

-Cold gun
-Con artist
-Eidetic memory
-Electrical engineer
-Escape artist
-Hardened criminal
-High intelligence
-Master thief
-High fashion

Inventory:
-Cold gun
-Goggles
-Requisite BadassTM jacket
-Boy next door who stole your bike sweater
-Shitkicking boots
-Jeggings????
-Kinky/practical leather gloves
-Ring
-Bobby pin

Anything Else? Watch your wallet.

samples


Prose/Brackets Sample: TDM

Network Sample: Network
killthepast: UNMASKED; LIGHTSABER; TLJ (0908)

Kylo Ren | Star Wars | Reserved

[personal profile] killthepast 2020-01-02 06:32 am (UTC)(link)

Player.

Name: Ros
Contact: [plurk.com profile] weeyotch or weeyotch#8200 (discord)
Current Characters: N/A

Character.

Name: Ben Solo (Kylo Ren)
Canon: Star Wars
Canon Point: From the end of Episode VIII: The Last Jedi. Kylo Ren is now the Supreme Leader of the First Order, but at the cost of his growing bond with Rey. Though he now has power and agency (after killing Snoke and nearly eradicating the Resistance), he's more shaken and uncertain than ever.
CRAU Timeline/Game(s): N/A

World Description: N/A
Character History: A long time ago in a galaxy far, far away...
CRAU History: N/A

Personality: Kylo Ren possesses a number of strengths that are, generally speaking, aimed in all the wrong ways and applied to all the wrong things. However, they point to a capacity to be truly great, if only he'd pull his head out of his ass.

In order to achieve his level of control over the Force, he's is clearly somebody who possesses not only raw talent, but the drive to keep studying, training, and pushing himself to master his abilities. He isn't content to sit on his laurels; he must excel. As the heir to Darth Vader's legacy, he's following in his grandfather's footsteps to bring order to the galaxy. His ambitions are cruel and, frankly, terrible, but they also show that he's somebody who can't and won't be complacent. In this sense, he's very much like his mother.

Kylo's bearing suggests some degree of discipline, which ties back to his driven nature. He's somebody who can (with effort) push aside sentimentality to make difficult decisions and achieve what he believes must be done-- at least in the moment. Sure, it may leave him tortured and fragmented after, but he can steel his resolve and make sacrifices when necessary. If he were to dedicate himself to something worthwhile, this aspect of his personality would be a remarkable asset, the mark of a true leader.

Ultimately, his greatest strength is the one that he tries to deny: at his core, Kylo Ren has his father's heart. For all his cruelty and viciousness, for all of the terrible acts he commits (and they are many), that flicker of goodness inside of him still refuses to be snuffed out. Where his grandfather was seduced by the Dark Side, Ren's seduced by the Light. He's not beyond saving; he has the potential to turn back, and he knows it (and fears it).

Kylo Ren's weaknesses exist on the same spectrum as his strengths, just at opposite ends, resulting in a constant struggle to overcome them and achieve his full potential. He's constantly picking at the wounds of his past, leaving them raw, exposed and unable to heal. This is what lies beneath many of his weaknesses.

Ren's full of rage and resentment, leading to a sort of tunnel vision where he refuses to see past his own sense of having been wronged by his family. In his mind, whatever he does is just and right, and he won't listen to anything else. For all that he claims that the past must die, Kylo's the one who can't move past it.

Ren feels things very strongly, and when he isn't masked, he wears his emotions plain on his face. He's given to explosive fits of rage, and can throw destructive tantrums, attacking others, damaging equipment with his lightsaber, and even smashing his own mask to pieces by repeatedly punching it into a wall. His conflicted nature leads him to lash out and overcompensate in his actions, resulting in a pretty consistent track record of BAD DECISIONS. Whenever he's given a way out, an opportunity to come back from the darkness (from his father, from Rey), he doubles down on his worst impulses. He struggles between love and hatred, light and dark, etc., and he repeatedly makes the conscious decision to pick hatred, anger, darkness, and revenge. And unfortunately, he'll remain trapped in this cycle until he can finally find the strength to let go of his past, let old wounds heal, and embrace his potential to be like his father, rather than his grandfather.

Or, better yet, grow into his potential to be his own person.

CRAU Development: Please provide a quick explanation of any character or relationship development that has happened in the character's previous game(s), that would make the character differ in personality from their canon representation.

Powers/Abilities: Like the other Skywalkers, Kylo Ren's Force-sensitive, possessing a great degree of raw power and potential. Here's an overview of Force abilities! In Ren's case, he's trained with both the Light and the Dark Sides of the Force, and is shown excelling in telekinesis and telepathy. Specifically, he can use the Force to freeze people in place, stop a blaster bolt mid-air, and forcefully (heh) throw them around like ragdolls. With telepathy, Ren doesn't seem to rely on subtler techniques like Jedi mind tricks, but rather takes an invasive approach, favoring probing the minds of his victims to take the information he desires. Because he lacks the self-control of, say, Darth Vader, his own uses of the Force are more explosive, blunt, and heavy handed than his grandfather's more impassive cruelty.

Also he's got a pretty neat Force Bond going with Rey, though she's currently leaving him on read because he just tried to kill all her friends. Again.

He's also a skilled lightsaber combatant, and he possesses a breadth of knowledge about the Force, both from his Jedi training and his research into the Dark Side.

Inventory: Some cool space goth clothes and a lightsaber

Anything Else? NOPE

samples
Network Sample: Learning about Santa Claus

Prose/Brackets Sample: TDM threads
Edited 2020-01-02 06:37 (UTC)
nothinglikefather: made by peaked (078)

Angel the Siren / Boarderlands / Not Reserved

[personal profile] nothinglikefather 2020-01-02 07:47 am (UTC)(link)

Player.

Name: Lily
Contact: [plurk.com profile] aeneia
Current Characters: N/A

Character.

Name: Character's name: Angel the Siren
Username: [personal profile] circumspector
Canon: Borderlands
Canon Point: Where Angel's Fear to Tread.
CRAU Timeline/Game(s): Ryslig, 7 months. City of Sin, 2 months



Character History: Angel | Additionally to this, as her page is very brief: Borderlands | Borderlands 2 | Borderlands: The Pre-Sequel
CRAU History:
RYSLIG - Angel lost her siren abilities, and instead became a fearsome minotaur. The physically strongest of all the monsters present, Angel gained an impossible ability to break through concrete, lift ten to twelve times her body weight, and above-average senses and speed that allowed to hear down to a heartbeat. Her transformation left her half animal, half girl, and like all the other monsters, with a desperate hunger to consume human flesh. But if it was supposed to make her free, having her Father present absolutely damned that hope to a desperate abyss. Despite having died, come back to life, turned from one mythical being into another, she was still trapped, and things just got worse until she finally murdered her father brutally, ran off into the forest and became a half-feral creature for a while that answered to no one and nothing, until her time ended in-game, and she finally started to feel like she owned herself.


City of Sin - When she arrived in this game, she was sans Jack and an infinitely content person because of it. Still a people-eating monster, but at least a happier one and she quickly got to doing everything she was allowed to while Jack wasn't there. She kissed boys and girls, drank, smoked, partied, explored alien planets, began development on her own weaponry, threw herself into every friendship with her whole entire heart, got herself an actual Boyfriend TM, became the left-hand leader of a gang and generally lived her life to the fullest for the first time ever. So that when Jack did turn up, despite her grief over it, she was more in control of her surroundings than she had at any other point in her life.

Personality: Angel is, first and foremost and to her great self-loathing, the daughter of Handsome Jack. To say Handsome Jack is a bad father is sort of like saying that the sun is hot, it gives you an idea of it, but hardly covers it. Their relationship is complicated as it is toxic. To that, she is her father's daughter. Angel in all her good and bad has been shaped by Jack. From a childhood where she loved her father to dying cursing him out, she developed coping mechanisms to deal with him - that was to become as manipulative, deceptive and cruel as he was. She gets people to trust her, follow her every order, then leaves them to die. In a world of so many shades of black and grey - she didn't think much about spying for her father, or worse. She's more than happy later on to use death threats and kill to get what she wants - using her abilities to cut off oxygen to the moon base on Elpis.

What aides that manipulation is Angel's intelligence, no matter the words Jack puts in her mouth, she is the one that manages to spin those tales believably. It because apart from sheer intellect ( quoted as having the brain the size of a planet at full power ), she's also very emotionally intelligent and with it, compassionate. She speaks warmly, affectionately and is genuinely kind when she's given leave too. She expresses concern frequently for things that most people in the world don't seem to care about - like the CL4P-TP robots, commonly commented on for being considered the most annoying things alive, Angel cares about them.

Due in part to the limited involvement she can take in any situation and having to use others as her proxy, she often prefers to work around problems than in out and out conflict when it can be avoided, and shows remarkable patience. Angel doesn't have Jack's temper, instead she keeps her head and assesses situations careful to the best possible outcome. She does what is best for her goals and the goals of the group. If that means killing, she doesn't even feel bad about it as being a necessity. When something is in her way, she gets it gone.

Underneath all that Angel is just a normal young woman who wants to do normal young woman things, most especially, have friends and to form real human connections of her own. Part of what makes her such a good manipulator there is that grain of truth to everything she says, she just want to be their friend and help protect those that she watches. After the abuses have begun to pile up and the emotional blackmail and manipulation and - well, drugging her to death, have finally become too much, that she seems to reach out more with them personally, showing her own opinions and quirks. You hear her be both genuinely excited and happy every time she speaks with the Vault Hunters, and to help them in whatever way she can. She becomes resentful of Jack, that she is being made to hurt and kill, just to serve his ends.

In choosing her own fate, she shows her own sheer strength of will and how far she's moved beyond Jack. For her it's not about giving up, but about choosing for herself, demanding better of herself than being complicit to his schemes. Even though the experience is clearly agonising for her, despite everything she must feel about Jack, she's gone past a point where he can emotionally touch her.

And you know, cursing out her dad, because fuck him.

CRAU Development: The biggest journey Angel has emotionally gone on between Canon and Now is learning to take self-ownership. It's been a bumpy road, and it hasn't always been one step forward all the time because Jack has bad habit of following her. In Ryslig, she had a learning curve that was steep in just being a human being that had to learn to walk again, then learn to be a monster, until she finally snapped and killed her father, instead of herself this time around. It was her first real and direct step to taking charge of her own life.

It continued in City of Sin, where for the first time, for a long while, she was without Jack. Free to talk to who she liked, do as she pleased, make her own fate, she went a little bit crazy with it all. She's dealt with the consequences of it all, too. After all, becoming a minotaur has its definite downsides, like really wanting to eat people, which she took her first big steps forward about learning to manage her guilt and inability to control what she is with her own measures, instead of just feeling helpless. As well as that, she possesses a deep and terrible rage, that for a person so absolute in controlling her emotional reactions in order to protect herself, it often takes her by surprise. The depth and the intensity of it is almost always absolute. Get her angry enough, and she will destroy everything in her path, she can, after all, kick through walls. It's been a very long process to forgive herself, and in turn let other people in to the parts of her that she likes the least, and to take happiness with both her hands, but she is learning to do it for the first time in her life.

Powers/Abilities: All her extra powers from being a minotaur + her remaining cybernetics are here. She has no Siren abilities after Ryslig.

Ryslig has three forms to the transformation, one is a baseline, very minimal, mostly human with some strange traits, the second is a "fog" form, where they truly become half-human, half-monster, the third is their "beast" form, where they become completely an animal. I've detailed all her powers in this post here.

As well as this, Angel is from Space Future and was a tech whiz and has some very basic features that still work inside her head that can be plugged into. She can't do it all with her mind powers anymore, she lost the siren ability, but she still knows how to build a lot of things and knows the ins and outs of programming even very difficult stuff like a pro.

Inventory:
- Clothes on her body.
- The two prototype guns that she built, one is a pistol that shoots fire, one is a SMG that shoots electricity.
- A pearlescent shell, that comes from the minions of the Elder God, Cthulu. ( Nothing special about it, just pretty ).

Anything Else? I want to make sure you know I have no interest in breaking the game so any way you feel like you need to nerf her, I am happy to work with.

samples
Network Sample: NETWORK SAMPLE

Prose/Brackets Sample: PROSE SAMPLE


borntohurt: (Default)

Charles Smith | Red Dead Redemption | Not Reserved

[personal profile] borntohurt 2020-01-02 02:10 pm (UTC)(link)

Player.

Name: Diya
Contact: [plurk.com profile] isadiya or Discord @ isadiya#0961
Current Characters: Hanzo Shimada

Character.

Name: Charles Smith
Canon: Red Dead Redemption
Canon Point: Post Chapter 6, Pre-Epilogue
CRAU Timeline/Game(s): City of Sin, approx four months

Character History: Link
CRAU History: Arriving in a world that seemed at once magical and futuristic, Charles had to struggle to come to terms with his new living arrangement. The fact that no one seemed to hold issue for him being what he was certainly helped, as did the fact that he believes the gang is all dead and he has nothing to go back to. So being trapped wasn't so much the impediment it might have otherwise been.

Slowly he came to learn his way around somewhat modern technology, and acquired a job as security at a local brothel. He started to let his guard down somewhat even as he continued to hate the fact that he was trapped in a city, his least favorite of places to be.

It was also discovered by some of his closer friends that Charles had contracted a strange condition while out on his own. Charles was now a shifter, a lycanthrope, and while initial transformations were chaotic, painful, and dangerous, some help from another shifter in the city mean that Charles is starting to get a handle on the beast and even control the shift from time to time.

Personality: Arguably the most honorable member of the Van der Linde gang, Charles is often described as a good and decent man. This is of course in spite of his status as an outlaw and criminal, and his willingness to use violence when necessary. But it's all a matter of what is in one's heart, and the intent one has when wielding that force. Sure, he might hold up a stagecoach at gunpoint, but he won't shoot an unarmed man, or hurt women or children. He'll hunt for food, but he won't slaughter for sport. Charles does not relish cruelty as some outlaws seem to, and he despises seeing it used against fellow man or beast. He holds a lot of disdain for anyone who picks on those who can't defend themselves, or who take advantage of the underprivileged or oppressed.

Being born the son of a Native American woman and a former Black slave, Charles has never really known himself to have a place in the world. He lacks a sense of identity, community, or people, and that belonging is something he's craved his whole life. He feels at once lost and stuck, unsatisfied with his lot in life as an outlaw but uncertain how or if it can be changed. So he overcompensates. Ever conscious of his outcast status in society, Charles often pulls more than his own weight in a group. He prefers to be working whenever possible, and he has a reputation for being as competent and dependable as he is deadly in a fight. Such a position likely ensures that he's not seen as expendable, and even if someone dislikes him for whatever reason they cannot deny his usefulness.

In temperament Charles is often quiet and reflective. He prefers action to speaking, though he is often soft-spoken and a voice of reason whenever he does contribute to a conversation. Largely, he prefers it when others make the decisions and he simply offers his support. Then again, this is a strategic move as well. It is a method of survival in a world that would happily turn on him.

When goaded by a fellow gang member about seeming stupid by being so silent all the time, Charles replies that if the choice is people thinking he's stupid for being quiet, or people knowing he's stupid because he sounds like them, he'd rather keep them guessing. So while lacking in booksmarts or learning Charles has the potential for a quick tongue and a dry wit...but again, ever conscious of his precarious social standing, most of the time he will opt to say nothing at all and remain a stoic bystander. This self-imposed isolation can result in melancholy, the same sort that claimed his father before him. But when Charles has people he can rely on and a moment to relax he is more than capable of talking, smiling, laughing, and engaging like anyone else.

Introverted and quiet, it takes a great deal -- or perhaps just the right nerve being struck -- for Charles to lose his cool. In those moments, one remembers the saying: Fear the anger of a gentle man.

CRAU Development:

The deepest change comes as a result of both the end of the game and finally finding himself 'unstuck' from the cycle of violence and crime Charles had found himself trapped in for so many years.

Charles developed friendships with several of the city's inhabitants -- and a romantic relationship with one, after some misunderstandings, introspection, and a lot of stupid but period-appropriate toxic masculinity getting in the way. Charles remained far more content to let other people take the lead and play a supporting role, but he became a lot more selective of who he planned on following. He's planning on leaving his criminal past behind him and making a legitimate life for himself, one where the things he develops and claims for his own can't be taken away from him again.

That decision to take some measure of control for himself at long last is also somewhat due to his condition as a werewolf. Letting either his melancholy or anger spin out of control is now shown to be demonstratively destructive, and rather than sink into it Charles has to make the effort to push forward and do better, for the people around him if nothing else.

He's also carrying a lot of guilt regarding losing almost everyone he had positive feelings towards back home, so there's a new protective streak in him that rears its head whenever danger appears.

Powers/Abilities:
Fighting: Charles is known for his strength, being broadly and sturdily built by design, and usually relegated to the heaviest labor that needs doing. He's skilled with a number of weapons, including throwing knives, tomahawks, even a machete taken from an enemy combatant at one point. He seems to prefer the shotgun as his primary firearm, compared to the pistols and revolvers most of his compatriots carry. He's also proficient in hand-to-hand, surviving for a while with winnings earned by participating in back-alley bare-knuckle brawling.

Tracking/Hunting: Considering this is the character who teaches the player character how to track and hunt, it's no shock that he's the most talented of the bunch. If there's game to be found in those hills, Charles will find it. Quiet, patient, and observant, he's quite capable of following quarry for a long distance to line up that perfect shot. He doesn't waste his shots, doesn't kill needlessly, and prefers to make it quick and clean to prevent suffering, given his respect for nature and animals in particular. People? Sometimes the hunt isn't always so clean, but that's usually because people tend to shoot back.

The Wolf Business: Increased sense of smell and vision at night on a day-to-day basis, and perhaps a flare of supernatural strength when pushed into a corner. Willful transformation is only possible with great effort -- the transformation itself is painful -- and otherwise only takes place in the course of a lunar cycle. While a wolf, human rationale takes a backseat to something more instinctive and animal. His form reflects this, more like an oversized wolf with the ability to go into a bipedal stance. Werewolves are not inherently evil, and do not seek human victims in particular, but are prone to rage when confined and best left alone until returning to human form on the morning. He's gotten better about recognizing people he's encountered while human, but anyone unfamiliar to him might be seen as potential prey or a threat. In the presence of those he knows well, he seems calmer and more content to do whatever 'the pack' is doing. After turning back into a human, a full day of recovery is usually needed unless the wolf has hunted and fed.

Inventory:
- Beaded Necklace
- Tomahawk and whetstone
- Holster w/sawed-off shotgun
- Bite, a gun made by Angel that shoots lightning
- Compass
- Small Knife (for whittling)
- Harmonica

Anything Else? Please let me know if anything needs to be altered or nerfed. I'm happy to do so.

samples
Network Sample: Network Sample

Prose/Brackets Sample: Log Sample A, Log Sample B, Log Sample C
0thingsonmymind: (Sitting)

Brain Thomas | Marble Hornets | Not Reserved

[personal profile] 0thingsonmymind 2020-01-02 06:00 pm (UTC)(link)

Player.

Name: Maddin (or Cirape)
Contact: [plurk.com profile] connectivetrick
Current Characters: None

Character.

Name: Brian Thomas.
Canon: Marble Hornets
Canon Point: Mid Entry 83, during the chase with Tim but before his death
CRAU Timeline/Game(s): 405 days in [community profile] snowblindrpg, 7-ish months in [community profile] wethelost

Character History: Series info, character info and, since I believe he (and Tim's masked alter ego) ran the channel totheark info.
CRAU History:
Snowblind
Brian woke up in Norfinbury on day 43. In the first few days his canonmate Tim quickly caused him to develop a complex over being called "sick" (as in sick-in-the-head/wrong) that still causes him to get angry and vehemently deny it when people say he is. He also met Beckett, who would later become one of his best friends, and began searching for Answers.

Brian wasted no time in getting into trouble. Within a week of arrival he had kidnapped a well-liked doctor who was trying to cure his canonmate, Tim's little split personality problem. The docotr, CLayton, was also helping Alex Kralie so Brian assumed he must be at least as dangerous as Alex. He kept Clayton locked up for three days, attempting to communicate with written notes and a steak knife until Zack and Kunsel busted in to save Clayton and chase Brian away. After that Brian met up with the rest of his canonmates (minus Alex, who died around then anyway) and laid low on the network for a bit. Tim would eventually give Brian a keycard belonging to a "Robert Miller," which was later discovered to open up Town Hall.

He didn't hide for too long, though, as the residents of Norfinbury discovered NIMA, a mysterious medical...something. Brian quickly began trying to find answers as to what this was and/or the machines that controlled it. His first death occured while he was trying find clues at the morgues/revival spots, as he was unable to get back to safety before lockdown (as one couldn't stay in revival zones overnight). He sent a goodbye message before freezing to death, hoping that he'd return but accepting that he might not.
People were sad and, once he revived and was able to process (sort of) it, he was very confused about that. When he reached out to them to ask wtf Zell offered to help Brian find the ark which confused him even more, but started his friendship with Zell.

After he revived he met Jade Harley, who would become his other best friend and friendship sempai. They spent a good time exploring together (sometimes with Beckett, sometimes with other people) and helped unlock a few new areas. Eventually Brian died again, revived sane (which was pretty confusing and traumatizing) and made his way to meet back up with Jade. He never made it, as she died before he got back. He did managed to speak with her some over the network the day he returned but it wasn't the same. It hurts him to this day that he left her alone and never got to see her again.

After sulking for a bit, he resumed exploring/searching for answers with Beckett (sometimes, sometimes Zell, sometimes alone). He few deaths/events later, most of the residents end up in a strange room with a bottomless pit in it. Somehow the pit would provide answers so of course Brian jumped in. He reappeared in Norfinbury with strange, spreading red marks (that all the people who went into the pit had) but otherwise unaffected. For now.

Then one day all the red marked characters woke up in strange cells somewhere under the town. Someone (spoilers: Robert Miller) had kidnapped them. Brian, lacking his hood AND mask, spent a good part of the first day panicking and the rest hiding his face in his hands. Also Miller had staticy figures collect everyone and inject them with Something. No one remembered what happened that night, but in the morning everyone was covered in bandages (which Brian used to cover his face instead of other wounds) and sore. Also there were new people around. The newcomers were much more injured and could freely travel between the cells (because the force fields holding the red marked characters in don't exist for them).
The next night also did not exist, but the next day a tablet appeared allowing the characters in the cells to communicate with everyone else. The characters left in town managed to contact Admin and organize a rescue mission. Zell rescued Brian and the Admin gave Miller the banhammer.

Things went back to normal, more or less. The universal translator and the power went out, but were restored by the Winter, but more importantly the Bunker was opened. Brian hurried to explore the frozen, moldy metal box and quickly discovered that ants were terrible. Tim revived, the Winter reappeared, and someone found 1000+ year old bleach in the bunker. Wanting both answers and revenge on ants, Brian used the bleach to clean one of the moldy rooms in the bunker. Unsurprisingly he did not survive, and revived across town. He headed back and returned to exploring/unlocking parts of the bunker.
While Brian was exploring, other characters tried another digital seance but it didn't go as well. The tablets of those who participated get drained of power and infected with malware and later on all of them fell into comas. And copies were made of them that turned into anomalies and were later set lose on the town in what turned out to be a plot by Miller to usurp Admin's power.

Slowly resources got scarcer and scarcer and on day 441 Robert Miller announced to everyone that it was game over. He let everyone know they were going to die cold and admitted to creating the anomaly-version of characters and said that they will survive and fill the town's quota. Winter returned once again to save the day with explosives. Sylar blew up his tablet, one or more people helped Winter kill herself and FINALLY on day 444 Brian was able to use Miller's keycard to unlock Town Hall!
The residents came together to finally solve the mysteries of NIMA, Admin and how they got there. They were also able to make plans to end the cycle once and for all, and after everyone left for other worlds a bomb destroyed Admin and silenced Norfinbury forever. Brian went with Beckett to a world almost but not quite like Beckett's own. Or at least he tried to.
(More detail on Snowblind history can be found in his We the Lost app)

We The Lost
Instead he ended up in The Meadous, a world/plane of existance made by a young god who pulled people who were Lost to his realm to take care of them/serve as his flock. Brian didn't do much in the Meadous other than explore, get more used to people being nice/not wanting anything from him and make a friend with a feral girl. He also took part in a world-hopping event to a zootopia-type world where he turned into a cat and ended up getting overloaded on feral-cat instincts (honestly he wasn't very different) before eveything was wrapped up nicely and was able to be cleansed of the outside force. He went back to exploring/hermiting after that.


Personality:
Brian's personality and thought process aren't quite human anymore. Due to influence from the Operator and general degrading from avoiding society for years he's become rather feral. He resembles an ambush predator more than anything else, preferring to watch, wait and plan before making moves. He's skittish around people and finds himself more at home in the woods or abandoned places.
In general, he sorts people into the categories of pawns (canon examples are Jay and non-masked Tim), threats (Alex and sometimes Jay), allies (there are very few of these, basically its just Tim's masked personality) and potential threats/pawns (everyone else).

He has a very strong need not to be seen, most obviously manifested by the hood and mask he wears at all times. If he knows there are (or are likely to be) people around he's constantly looking over his shoulder and straining his hearing for footsteps. At times he'll decide an area is safe enough that he can let his guard down some, but even then he rarely lets his face be seen. Someone removing his mask/hood will trigger an automatic fight or flight response and will lead to a full blown panic attack if he cannot get it (or some temporary way to conceal his face) back.
He also prefers not to talk. In person he'll communicate with gestures or notes, and online he'll communicate with text. Many of his messages are cryptic or seemingly nonsensical. While some of this is done to taunt the intended recipient, some of it he simply can't help. He doesn't really know any other way to communicate anymore.
His typing/writing style is likewise off, usually manifesting in missing or extra spaces (or lines) or odd capitalization.

Brian is a very driven person, having devoted his life to two goals: the destruction of Alex Kralie and finding/reaching the ark. Kralie is obvious enough (since he completely destroyed Brian's old life), but the ark is something different. He does not actually know what the ark is, its simply something he needs desperately to find. Somehow it will answer all his questions and make things better; he figures he'll somehow just know once he's found it. He doesn't believe he can archive either of these goals alone, however. Other people exist as either tools or obstacles and are to be dealt with accordingly.
When Brian acts towards these goals or his own survival, he does what he believes must be done. There's no remorse for any problems he might cause or pain he might inflict upon others.

Though he seeks to destroy Alex, Brian does not really remember his life before the Operator. It (and all the other gaps in his memory) is just a thing that once was but no longer is, something that's not important and thus not worth bothering to remember. He only barely recognizes his name and considers his hood and mask more his true self than his face.
Likewise, Brian has no plans whatsoever for the future once his goals are accomplished. He can't bother to spare thought or energy to figure that out; the immediate goal is all that matters. If there is an after then it will work itself out once it happens.

Before the Operator came into his life, Brian was more or less a normal guy. He was calm, easy going and generally friendly. Now, however, there is very little of pre-Operator Brian left within Hoody, and what is there has been seamlessly integrated into his existence as the hooded figure/totheark. There is no going back and he recognizes that.

CRAU Development:
Before Norfinbury, Brian (at least as far as he remembered) really only interacted with people by sending creepy videos to/stalking Jay, Tim and Alex. After being punted into Snowhell he was forced to not only interact with but see (and be seen by) people regularly. Doing so hasn't really helped his social skills (or lack there of) but it has greatly altered his way of thinking about and dealing with people. He has friends now, friends who weren't also mindfucked by the Operator and regressed to near-feral states. (Well, except when Beckett frenzied.) Due to them he's much more open to working with people and has become a bit better at communicating (its not all codes now). While he's still horribly paranoid and stand-offish he understands how working with others can be helpful and sometimes even good. He doesn't freak out as much if people see him (as long as they don't touch him) and it even willing to approach others.
He's also gained a basic understanding or morals...but not so much as how things should be handled but as what will more likely piss people off. If those people are his friends he'll avoid doing it, if not then he'd just as well avoid getting caught. He won't lie about anything if confronted, though. He is NOT a liar :|
Perhaps most importantly, he's come to understand more about emotions and that he has them. While they still mostly confuse him (aside from anger and fear, he had those down before Norfinbury) he can deal with them somewhat. He knows that sadness = hurt = pain and that often times friends can help ease it. Even when it seems to stay around forever. Happiness is good but he's not really sure how to make it happen without solving puzzles/getting closer to answers. Also friends seem to help with this?
Friends are generally pretty good, but it takes quite some time for him to feel safe enough with anyone to consider someone one.
He didn't have a chance to grow that much in the Meadous, but it has helped him adjust to the fact that most people are nice. He's not quite as weirded out by people offering him things for free anymore.


Powers/Abilities: No canon powers, though he occasionally causes glitching and distortion in audio/visual equipment when being recorded.
In We The Lost he wished for the ability to project text for communication. It just appears as white text in the air before him/above his head (and is just as hard to understand as his written communication).


Inventory:
His clothes (hoodie, mask, gloves, jeans, shoes, socks, underwear and t-shirt)
A voodoo-doll like doll Jade
His tablet from norfinbury (connects to nothing but can still record video/audio and do basic tablet things. assuming he can plug it in) w/usb cord and charger
A mostly-full bottle of his prescription
A faceless ID/key card for a "Robert Miller"
and a mailbag containing the following: a hand-held video camera with two tapes, a steak knife, three notebooks, one pencil, one marker, one pen, crayons, three sticks of compressed charcoal, a jump rope, a screwdriver with three possible heads (rotation button-operated), a set of handcuffs (no key), a disposable lighter, some chalk, a metal knitting needle that's been sharpened to a point and some incredibly stale baked goods.

Anything Else? Brian has an incurable cough of death unspecified and definitely supernatural in origin illness that causes coughing fits and may lead to seizures if unchecked. He's got medication that helps (if he remembers to take it) but doesn't completely fix it.

samples
Network Sample: a deal with the devil

Prose/Brackets Sample: Beach bumming in the Meadous
enumerator: (Default)

arya stark | a song of ice and fire (clockbox crau) | not reserved

[personal profile] enumerator 2020-01-02 11:14 pm (UTC)(link)

Player.

Name: floral
Contact: pm
Current Characters: allison hargreeves

Character.

Name: arya stark
Canon: a song of ice and fire
Canon Point: end of a dance with dragons. arya, as part of her training with the faceless men, has just been told that she will pose as a child actor named “mercy.”
CRAU Timeline/Game(s): arya spent about 8 months in clockbox, then returned home for about 6 months.

Character History: wiki link

CRAU History: in clockbox, arya reuinted with her brother jon and her sister sansa. she learned how to use the network, take selfies, and use emojis. she learned about other aspects of earth pop culture, including movies like miami vice and princess mononoke. she made several friends, who taught her about science and helped her begin to work through her trauma. she attempted to assassinate two characters, leonard snart and mick rory, and through that learned about the responsibilities she has to help keep the peace, and how that is another way to keep her loved ones safe. she celebrated valentine’s day and had fun exploring several parts of the clock, including ice cream parlors, costume closets, and a really cool waterpark.

Personality:
strengths:
curious: arya loves to explore, meet new people, and learn about the world. as a young girl in winterfell, one of her nicknames was “arya underfoot,” and while she’s not the same happy-go-lucky child she used to be, the basic idea behind the nickname still very much applies. arya loves to learn about new places and people, and some of her happiest moments in canon include going on journeys with her friends and trying out new professions, like clam-seller, in new places. in lockbox, arya was very eager to learn all about the different worlds that other characters came from, including earth. she loved learning about movies and how to use emojis, and also enjoyed learning about the science done on earth.

outgoing: arya is talkative, and makes friends easily. unlike many westerosi highborn people, she doesn’t resist talking to non-noble people. she’s doesn’t really accept the whole higher born/lower born distinction set within westerosi society — she doesn’t care that jon snow or gendry are bastards, for example, and befriends people unlike her all throughout canon, whether it’s the butcher’s boy mycah, or the prisoner jaqen h’ghar. she’ll start up a conversation with anyone, and loves to learn from everyone. that doesn’t mean she’s friendly, however. arya is generally blunt and to the point, but she has a very social nature, which tends to serve her well.

loyal + just: arya has a very strong moral compass. much of this was taught to her by her father — honor is very important to the starks. but much of this is also innate, and strengthened by her time on the road. arya firmly believes that murdering innocents is wrong, that those who commit heinous crimes should pay, and that many seemingly horrible people (although not all) deserve the gift of mercy. she’s loyal to her friends, and will do anything to protect them. she remains by hot pie and gendry’s side when they flee from harrenhal, even though the two boys are just slowing her down, calling them “her pack.” in clockbox, arya does whatever she deems necessary to protect her friends, including attacking people she thinks might hurt them. and of course, justice, and how in her mind, it’s mixed with vengeance, is a major theme throughout her story. arya plans to kill those who hurt her family and hurt her — she doesn’t want to let a single crime go unpunished.

resourceful: arya is a survivor. she was raised in the relative comfort and luxury of a westerosi noblewoman, but after her father was executed for treason, she had to go on the run. since then, she’s picked up many survival skills. she’s learned how to catch and cook food for herself, how to escape a heavily guarded castle, and more. she’ll often use a little trickery to make up for her small size, feinting people out when she fights, and tricking jaqen h’ghar to kill more people for her when she was worried she’d whispered the wrong names.

intelligent: arya catches on quick — she’s had to. as a child, she was good at the little academic education she was given, and is a good reader, writer, and good at arithmetic. she’s quick to learn more physical skills too, like swordplay. despite her age, arya can hold conversations with adults pretty well, and was quick to learn and adapt to various earth-cultures during her time at clockbox.


weaknesses:
stubborn: arya argues a lot, and almost never admits that she’s wrong. she’s like this especially with her older sister sansa, and her friend gendry, insisting that of course they’re going the right way, of course she knows what she’s doing. she’s quick to call people “stupid” when they don’t agree with her, regardless of whether or not she’s right. it’s one of arya’s more childlike qualities, and has unfortunately persisted with all her changes in names, scenery, and trauma.

combative: arya is quick to fight, and is not usually one to use calm, reasoned discussion to work out a conflict. she’ll shove someone in order to get the upper hand in minor disagreements, for example, but this trait goes deeper than that. arya, fundamentally, believes that she can solve violence with violence, that killing someone will resolve the horror of a previous murder. arya keeps a list of all the people who have seriously hurt her or her family, and it’s a list of people she intends to kill, thinking that she can make the pains of war go away if she just takes these people out. that particular view has been challenged a little from her time in clockbox — she learned that violence can sometimes make things worse — but more often than not, she still believes that violence is the answer, and will gladly take an eye for an eye.

reckless: arya is smart, but she’s also stubborn, with a flair for adventure, and that makes her do stupid things. when arya gets an idea in her head or feels strongly about something, she tends to act, regardless of whether or not that’s a good idea. she’s impulsively killed people and destroyed property but regretted it later, escaped from harrenhal only to put herself in more danger, and more.

traumatized: at the end of the day, arya is a young girl who’s been caught in the middle of a war since she was eight. she’s seen and heard of some horrifying things: murder, torture, rape, and all kinds of suffering. her list of people she’s going to kill isn’t just a quest for revenge: it’s a prayer, a coping mechanism she’s developed to survive the war, a way to find some control in a life full of horrific upheaval. that’s not her only unhealthy coping mechanism, however. arya has been more or less on the run for many years, and during that time, she’s had to conceal her identity over and over again, making up new names and sometimes personalities. this culminates in her stay with the house of black and white, during which she has to shed all of those and become “no one,” a person without any kind of identity at all. arya has difficulty with this, but also leans into it, using it as a way to distance herself from the horror’s of arya’s old life, to numb the pain at the cost of herself.

CRAU Development: in clockbox, arya reunited with part of her family: her brother jon, and her sister sansa. she also made several other friends throughout the game. these relationships helped arya work though some of her trauma: she’s much less sad, cold, and detached than she appears at the end of a dance with dragons. she uses her name, and has begun to reclaim much of her personal identity. as a result, she’s more friendly and talkative, similar to how she appears in the first book. she’s also incorporated a bit of an earth-like sense of humor — she’s a little sassier, and skilled at using emojis to mess with people on the internet. in many ways, arya is still a traumatized child with her guard up, but since clockbox, she’s let down her sword a little (literally and metaphorically). she’s learned that violence doesn’t solve every problem, and that keeping the peace is important. she’s learned that there are people out there she can trust, and that she has a chance to have friends again, and maybe even a somewhat-safe life.

Powers/Abilities:
skinchanger: arya has the ability to possess other animals. she is the best at possessing her direwolf, nymeria, and frequently does this in dreams. she has also been able to possess cats.

combat: arya has been trained in the braavosi style of sword fighting, called water dancing. she is also able to fight with smaller knives, staffs, and bows and arrows. between her training with syrio forel, being on the run during wartime, and her training with the faceless man, arya has become very good at combat and fighting in general.

Inventory: one small sword named needle, an iron coin, and a miniaturized version of her direwolf, nymeria, who will now be the size of a golden retriever.

Anything Else? i can include clockbox samples if you need them, but they are over a year old!

samples
Network Sample: on the tdm

Prose/Brackets Sample: tdm top-level
citharede: (pic#12394353)

Athena Parker || OC || Not Reserved

[personal profile] citharede 2020-01-03 08:18 pm (UTC)(link)

Player.

Name: Jae
Contact: researchboner @ plurk
Current Characters: Mick Rory

Character.

Name: Athena Parker
Canon: Gifted & Talented
Canon Point: Athena just got arrested for helping pickpocket using magic, which is A BIG NO-NO.


World Description:

Athena comes from a world where magic is and has always been real, even if it wasn't freely recognized or practiced until comparatively recently. Magic users--known in modern parlance as the "Gifted"--have been operating in the open since the Second World War. The path to the present, comparative acceptance of the Gifted was punctuated by legal and civil battles, and a lot of hashing out what constitutes legal and illegal use of a Gift. Broadly explained, the Gift can be tapped through Rituals, which vary from person to person. One person might be able to use magic via coding or programming while another needs to sing, dance, or write poetry. Rituals can be more or less common, with some being common enough to earn them nicknames--bards, for example, who use their magic through music.

Character History:

Athena was born 1999, into the end of a decade where Gifts became much more broadly accepted and spawned youth cultures based around Gifts and Ritual expression. Which isn't to say that the Gift is accepted or valued everywhere; there continue to be tensions with conservative circles and anti-Gifted groups.

See also: Athena's parents. She comes from a family of Staten Island cops who married into other cop families, cops who aren't fond of the crimes perpetrated by the Gifted. None of Athena's immediate family is Gifted; the only other Gifted person is her aunt, Lenore Carrigan, who left at seventeen and ended up joining first the army, then the MIA (think the FBI/CIA for magical crimes and terrorist acts). Athena grew up surrounded by racial hatred, bigotry, and every imaginable slur being leveled at her aunt and people like her.

Her mother was essentially white trash with delusions of grandeur, sending Athena to piano and singing lessons, which the girl took to with a passion that her mother naturally took credit for. When Athena got tested for magic and it was revealed she was not only Gifted, but that her magic was tied to musical expression, her parents... did not react well. The singing lessons stopped, the piano was sold. They tried to keep Athena from learning even the magical basics, but her teacher and principal intervened, threatening to call CPS. Even if it wouldn't have done anything to get Athena out of her parents' house, the possibility of a black mark on the family name after Lenore was an unacceptable risk.

When she realized in eighth grade that she liked girls, she swore to keep it a secret from them forever. She even managed, until the end of her sophomore year of high school, when a teacher caught her and her girlfriend spraypainting "BE GAY, DO CRIMES" on the back of the school on the last day.

Her parents kicked her out. Barely sixteen and on the street, she first tried to find her way in NYC, where she met first Amy and Trish, a pair of gay bag ladies who adopted her for the first couple of months, and then Robbie, the first girl she was ever able to date openly. Robbie was a street kid about a year older than Athena, on her own for that much longer. They were together about a year, until Robbie got arrested while hanging on to one of their friend's drugs. It was the last time Athena saw her, and it was right after that she left NYC--after she found the friend the drugs belonged to and beat the shit out of him. It seemed like a good time to get gone. By this time she was almost seventeen.

She ended up in Philadelphia and fell in with a group of street kids ranging in age from fifteen to almost twenty-one. Almost all of them were like her, bards, their magic expressed through music. They made their way by busking, singing and playing together in parks for as long as they could before getting run off by the cops, and when all else failed, pickpocketing and panhandling. Athena was happy, which was a first. She got a crush on the group's de facto leader, a twenty-year-old woman named Taylor.

Unfortunately, bards have a rep. Flaky, thieving, manipulative. It was the rep that drew her group into the crosshairs of police who wanted to crack down on the homeless in Philadelphia. They weren't hard to find, weren't hard to follow, and had to start moving around after a raid on their squat resulted in one of their guitarists getting arrested and carted off.

It was during a performance in a less-patrolled park that Athena got caught singing a spell to loosen the pockets of her listeners, making it easier for the pickpockets of her commune to make their way through the crowd and earn them all dinner. The others, for the most part, got away.


Personality:

strengths:

Compassionate - For all that she projects a take-no-shit give-no-fucks attitude, it's really not hard to get past that facade. She just... loves the world a lot. For all that she's had shitty examples of love in her family, she's always fallen hard and fast for people in general. People are amazing. After she got kicked out, she got taken in by a pair of gay old bag ladies who helped her get on her feet, and that wasn't the last time she found compassion in the people who fell through the world's cracks. That's not to say her life on the street was easy by any means. But it showed her that even the people the world forgets are worth something.

Kind - In the same vein, she's very willing to express her compassion. She'll willingly share just about everything but food, and even that if it's with someone who doesn't have the same easy access that she does now. She's very into showing she cares about people--giving gifts, random acts of kindness, giving money to every panhandler she sees, etc. A favorite when she doesn't have much else to offer is writing people poetry and songs. Her gentleness and compassion come together to create someone who just wants people to be happy.

Loyal - As hard and fast as she falls for people, she's also very willing to fight for them and stand by them even if she doesn't know them all that well. One of the ways she survived on the street was to close ranks with the people around her when things started going bad. A group of angry homeless is far more affective at scaring off shitty abusive college guys than one person alone. She takes her relationships with people very, very seriously, and she takes it very badly when her trust is betrayed.


weaknesses:

Proud - She hates looking weak. She hates owing people. Even and sometimes particularly adults. It's a combination of hating everything her parents ever gave her, and living on her own for almost two years. She likes being able to take care of herself, to deal with her own problems, and she doesn't tend to share when shit's going bad until it's gone so bad she doesn't have a choice but to ask for help.

Scared - Growing up in an ultra-conservative home meant she lived in fear for much of her young life, terrified of what would happen if they found out she was gay. Even after they kicked her out, the fear followed her onto the street: fear of strangers, fear of hunger, fear of assault, fear of cold, etc etc. Her life has never been stable, and that reflects in her relationship with... well, everything. At this point it's so ingrained that half her defensiveness is bravado to keep fear at bay. Some nights are nothing but anxiety-fueled insomnia while she goes over all the reasons that what she has today could be gone tomorrow.

Impulsive - There are two sides to her impulsivity. The first is simply the Bad Life Choices that come with being a teenager. Not thinking things through, not considering consequences, not even paying attention to the risks something poses to herself or others. The other is her temper. She gets angry fast, making snap decisions in the heat of the moment that sometimes go bad, fast. She ended up beating a guy half to death once because he punched the girl she had a crush on, and only stopped when the girl in question pried Athena off of him. Her instinct is to protect "her territory" from anyone and everyone, which means taking insults and answering them with, for example, magic to the face.

Powers/Abilities:

Magic as a force exists to be tapped by the Gifted, but it isn't all-powerful, and can have dangerous consequences when used irresponsibly. Magic is channeled through intent and Rituals to create spells. Rituals can be just about anything, from sewing to woodworking to song and dance. Magic essentially attaches itself to the things that interest a person when they're young, allowing itself to be worked through those things. For example, a Gifted woodworker would perhaps need to whittle to create a simple spell, while more complex work would take more complex creations. Spells themselves are unique to their casters; if Athena were to craft a spell using her Ritual, someone else couldn't just duplicate the spell to achieve the same effect, because even if the Ritual is the same, the intent wouldn't necessarily be the same.

Athena is a bard, which essentially means she sings magic. More thoroughly described, the Ritual through which she's able to cast spells is built on music and musical expression. From humming or whistling to playing piano accompaniment while she sings, she can't do shit if it's not channeled through song. She's also just a baby bard, which means her more complex spells aren't that powerful, and the harder she pushes herself the more likely it is to go badly.

Inventory: The grubby clothes on her back.

Anything Else? NADA.

samples
Network Sample:

[ The girl on the feed is lying on her stomach on one of the barracks-style beds. Her hair is wet--freshly showered--and she's dressed in one of the spa bath robes. ]

So this place is fuckmazing. Free spa? Fresh food? Free booze? Yes please and thank you. Also these little dragon dudes are like the best thing to ever exist.

[ She points the camera toward one of the little dragons, who's going to town on a bowl of ice chips covered in hot sauce. The camera wobbles then focuses back on her. ]

His name is Stanley and I'll murder anyone who touches him. Just saying.


Prose/Brackets Sample: here!


Edited 2020-01-03 20:20 (UTC)
invariances: <user name="herbskillz"> (Default)

Rey | Star Wars | Reserved

[personal profile] invariances 2020-01-05 09:01 pm (UTC)(link)

Player.

Name: Elizabeth
Contact: [plurk.com profile] spinebarrel
Current Characters: n/a

Character.

Name: Rey
Canon: Star Wars
Canon Point: during The Last Jedi, near the end of the throne room scene aboard the Supremacy before the lightsaber is broken. Rey and Ben Solo have defeated Snoke and his Praetorian Guard, but now he's going all Kylo Ren on her again, and. Girl is disappoint.

Character History: Wiki

Personality: It takes a special kind of adaptability to be able to survive (and thrive) in a dangerous wasteland like Jakku, but Rey does it in spades. Presumably left by her parents on the scavenger planet at a very young age (4 or 5 years old), Rey is left in the supervision of a junk dealer, braving the harsh environment and inherent dangers of Jakku in order to collect pieces of scrap metal and electronics pilfered from the carcasses of downed Imperial Star Destroyers that litter the desert planet’s landscape for food. Part of that bravery stems from a strong sense of self-preservation, having had to depend solely on herself for fourteen long years; she is a "scrapper" in the most literal sense there is, and attacks aren’t taken lying down. Those fourteen long years have lent her a devastating loneliness, though, and she is desperate for personal connections, finding a temporary surrogate father in Han Solo and fearing the visceral memories of her abandonment.

Despite that, Rey embodies the very definition of someone who tenaciously clings to hope. She hopes, for fourteen long years, that her family will return for her; she counts each and every day she’s stranded on Jakku diligently, as though to someday relay it to someone. Through the shadow of her loneliness she’s bolstered by the fact that she finds a genuine, loyal friend in Finn, who goes to retrieve her from Starkiller Base. She is still capable of kindness and compassion as well as a fierce determination to protect, such as when she takes up Skywalker’s lightsaber after swearing never to touch it again to protect both herself and Finn from Kylo Ren. Her compassion even ends up extending to Kylo Ren himself, when upon development of a long-distance bond between the two of them through the Force, they expound on one another’s mutual loneliness and feelings of abandonment by their respective families.

And yet, she still harbors intense anger, as well as a nearly-reckless impulsiveness. She taps into something dark and powerful during her duel with Ren in the forest, which gifts her with the strength to defeat him despite being wholly untrained. After having been trapped for so many years on Jakku due to her own circumstances, running from the revelation she would have rather not faced – that her family wasn’t returning for her, as Maz gently reveals to her on Takodana – Rey decides that she'll no longer allow herself to live under the pretenses of lies, told from others nor ones she'd tell to herself. Her steps to seek out the reclusive Luke Skywalker are a testament to her dogged determination to do both what she believes is right, as well as to uncover the truth; once she finds Luke, however, she’s angered not only by his reluctance to accompany her back to their allies or to train her as a Jedi herself, but also when she finds out his role in turning his nephew Ben Solo to the Dark Side. Rey attacks him with her own staff and then Luke’s lightsaber, in an effort to get him to reveal the entirety of it. She rushes impulsively off to Snoke’s flagship, the Supremacy, emboldened by her contact through the Force bond with Ben and convinced she can bring him back to the Light. Fortunately, she’s only partly wrong; the compassion and trust she shows Ben ends up unifying them against Snoke and his Praetorian Guards, but it’s not enough to get Ben to spare the Resistance when the battle in the throne room is finished.


Powers/Abilities:
Scavenging: Rey has adjusted to the harsh life of a Jakku scavenger by becoming adept at climbing and repelling in the enormously vast interiors of the dreadnought Star Destroyers she pilfers from, as well as being able to estimate values of scavenged parts, being fluent in various alien tongues, and from her own innate sense of self-preservation.

Pilot/Mechanical: Having learned how to fly ships on Jakku with a refurbished flight simulator, Rey has flown various types of machinery and logged in hours with various simulator scenarios. She also has a natural mechanical affinity, discussed below, and combined with her propensity for daring and risk-taking she can pilot her way out of even the most dire of dangerous situations.
Rey built her own refurbished speeder that she utilized on Jakku entirely from spare parts that she'd salvaged. She has an excellent grasp on mechanical engineering, having taught herself much of what she knows through exploring the downed ships she plunders and having read and studied any information she can get her hands on. When push comes to shove she can enact repairs on a ship like the Millenium Falcon mid-flight at a moment's notice, with a speed and efficiency that matches Han Solo's.

One-on-one combat: A bona fide scrapper, Rey can handle herself in a fight and never backs down from the opportunity. On Jakku she uses her quarterstaff as a weapon during close combat, but she's not averse to fighting dirty as well - hitting, kicking, biting. The harsh conditions with which she's grown up have lent her a toughness unmatched by many opponents.

Force-sensitive: Rey is sensitive to the Force, and capable of wielding it as an adept in certain cases; initially her aptitude with it is rather shaky but she demonstrates sudden and remarkable skill when under duress. Her abilities in this area include telekinesis and telepathy - mind invasion, compulsion/suggestion planting (the "Jedi mindtrick") and thought reading, as well as Force-related visions such as the one she had in the basement of Maz's castle when she touched Anakin Skywalker's lightsaber, and Force-guided dreams such as the one she'd had of Ahch-To, Luke's island. In addition she possesses increased proficiency in lightsaber dueling, as well as a particularly strong bond in the Force with Kylo Ren/Ben Solo. The Force bond allows them to not only share thoughts and hear one another's voice, but to see and touch one another across vast distances of space/time.

Inventory: Clothes: grey tunic, grey cargo pants, vest, boots and arm coverings.
Quarterstaff.
nn-14 blaster.
Luke Skywalker's lightsaber. (still intact, given her timepoint.)


samples
Network Sample: bakerstreet thread (apologies, kinda shippy)
Prose/Brackets Sample: TDM thread
einselective: (Default)

Marian Tenebris | Original | Not Reserved

[personal profile] einselective 2020-01-08 03:53 am (UTC)(link)

Player.

Name: Skai
Contact: [plurk.com profile] nanomachinesson
Current Characters: None

Character.

Name: Marian Tenebris
Canon: Outside Observer (Original)
Canon Point: Post-game, with successful closing of interdimensional rift (Good End) but not all NPCs surviving.
CRAU Timeline/Game(s): N/A

World Description: Near-future Earth, with minor technological improvements across the board, incliding in computation, cooling, and energy generation. Not long ago, however, space was fractured and an unnatural 'winter' settled briefly across the globe.

Character History: "Good" ending.
CRAU History: N/A

Personality: Having spent decades focussed on her own work to the detriment of personal relationships, Marian isn't good at pleasantries and small talk. Abrasive might be the right way to put it; she's to the point, demanding, and has a hard time sugar-coating things. She's also a terrible liar, something that caused major problems while trying to navigate back and forth through timeline interactions with others and avoid causing a paradox by saying things she shouldn't.

Still, with anyone that's able to keep up, she does enjoy talking about research and just about anything related to physics or applied math, getting into the nitty-gritty details with relish. At her best, she's professional and curious, while at worst, she's an arrogant intellectual, disdainful of anyone else's opinion and acting as though like she's the smartest and most important person in the world and everyone else is a complete imbecile. She has no tolerance for anyone who can't keep up and easily turns snippy and dismissive... although she has learned to bo more cautious with her attitude in the case of, say, extradimensional entities that can cause major, major problems.

And despite her attitude, and despite the worry of getting potentially paradox-trapped, Marian has recently found herself in the position of trying to help. She's only human after all; she doesn't want to see anyone get hurt or killed, and at heart she wants to see things work out for everyone around her. But with the risk of paradox in time-travel, this often leads to choice-paralysis, where she can't decide what to do, or if she should even do anything at all. So she tries to pass it off as being callous and cold, even when she legitimately wishes that she could offer help.

Though she wants to do right, Marian isn't really a fighter unless cornered and desperate. She's a middle-aged academic who's never even held a gun in her life; she's rather flee than confront, and find a way to solve problems indirectly.

Having made the choice to not pursue family and friendship, she sometimes regrets these things, jealousy causing a more acerbic reaction than usual when the subject comes up -- even going so far as to make snide comments about people wasting their lives on useless pursuits. Though at one point she sometimes wished that she could go back and change the past, by now she's realized that some things are too far gone; people are responsible for their own choices and have to learn to live with it. She saw what happened to her colleague Vremya, who was beguiled by the Emissary of Void's urgings and fell into his own insane dreams of returning to a bygone age.

And last of all worth noting that with the state of her world at present, she feels a considerable amount of guilt and horror over what happened over what were, essentially, her own selfish interests.

CRAU Development: N/A

Powers/Abilities: Obviously, Marian has a high degree of expertise in physics and applied math. She's also got a good grasp of basic electrical and mechanical engineering from spending a lot of time over the years with Ella, her primary engineering collaborator, working out the details of how to implement her theories in practice.

Exceptional memory: Although she has an additional appliance (the PST) that helps track details needed for safe(r) time travel, Marian is able to integrate this information with her memory of events and exact placement of anything she's seen. If she wasn't able to do this, she would have died from paradox-related effects very very quickly.

There are a couple firm rules regarding time travel that can be summarized very briefly with:
* A time traveller must not EVER see themselves (the "Doppelgänger Effect")
* A time traveller cannot create an unresolvable paradox.
Violating either of the above rules is certain doom -- in her own world, it would have ripped apart causality.

With these limitations, what can she actually do with her device?
* "Teleport" by moving back or forward in time, walking a distance, then going back to the just after the previous timeframe.
* Act in two places at once, as long as she isn't within line of sight of herself (nobody else is allowed to see her in two places at once either.)
* Take objects from the past to the future and vice versa (though they usually need to be returned in their original condition, depending on the circumstances).
* Use her own knowledge of various points in time to create favourable circumstances (making sure doors are unlocked in advance, knowing the outcome of random chance events), although relaying this information to anyone not herself is almost always disastrous.

She usually has a "quick-jump" set as well that pushes her instantly 15 minutes ahead, to help avoid dangerous situations. Marian also has a number of "safeties" in place, which lock the device from functioning if the jump itself would cause irreversible paradox as well as keeping track of the number of potential paradoxes and local "coherency" -- how much she has been in a locale across the timeline window of 12 hours.

Inventory:
* Prototype time travel device with Paradox Sensing Tool (PST)
* LED camping-style lantern
* Several keys and keycards for buildings on campus

Anything Else? Nah.

samples
Network Sample: TDM Link (network AND Prose)

Prose/Brackets Sample: TDM Link (network AND Prose)


floozie: ▌when i was young and stupid (Default)

ZELOS WILDER | TALES OF SYMPHONIA | RESERVED

[personal profile] floozie 2020-01-18 11:20 pm (UTC)(link)

Player.

Name: Froot.
Contact: [plurk.com profile] frooting, frugivorous#0874.
Current Characters: N/A.

Character.

Name: Zelos Wilder.
Canon: Tales of Symphonia.
Canon Point: After his scene in Flanoir with Lloyd, before his sudden but inevitable "betrayal" of their team.
CRAU Timeline/Game(s): N/A.

World Description: N/A.
Character History: History and story.
CRAU History: N/A.

Personality:
Zelos is his world's cavalier Chosen, rumoured to be descendant from angels and expected to save an already prosperous people. As this peace has been widespread for hundreds of years, his title has become superficial; he's seen the Church's religious idol who holds no real purpose, yet retains the great power someone in his position is bestowed. Raised with this feeling of irrelevancy by a family of neglectful aristocrats and exploited by nobles to improve their social standing, it's no wonder he became so spoiled and hellbent on living an easy life.

To some degree, Zelos is what everyone assumes he is: an immature philanderer who abuses wealth and status. He fills the hours of his days pursuing pleasure by flirting, fucking, and blowing his riches on material goods. He's convinced that no one loves fun more than he does, often teasing other members of his team for their inability to relax or let loose, but is happy to help when they show interest. This easygoing disposition frequently gets him mocked, as his antics draw the most attention, but it's mostly for show and used as a tool to encourage optimism in the group. If he can distract from upsetting events, he will – when Sheena, a summoner from a neighbouring continent, was upset over her close friend Corrine's death, Zelos kept lighthearted conversation despite the scorn he received from the team. Later, he remarked to himself that it was to prevent her from feeling worse than she already did.

Zelos isn't the committed type. He learned at a young age that you can't trust others to bring you satisfaction and resigned himself to living without love, reflecting on this in a scene with Lloyd, their team leader, before the final battle. He confesses that all his life he's been rejected by his parents, shunned by the Church, and viewed as a threat by the royal family; his father died some time after taking a mistress and abandoning him, while his mother – murdered by his father's mistress – maintained that this misfortune was Zelos' fault and told him with her dying breath that she wished he'd never been born.

His perceptive nature makes him prone to keeping a close eye on others out of distrust and discrimination (most notably against half-elves, who are seen as "disgusting, filthy creatures" in his world). He's capable of strong empathy and compassion, as he does have a heart despite how desperately he tries to convince himself otherwise; slowly but surely, the time they spent travelling together affects him enough that he does learn to care deeply for them, though he's closer with Sheena, Lloyd, and Colette because they're less skeptical of him and easier to get along with by nature. While he's sensitive to people's frames of mind and can immediately read the mood, he deflects on their behalf because it's what he'd do for himself and he does so without expecting anyone to notice.

Though his actions purposely paint a picture of a colourful, carefree simpleton, Zelos has led a lonely life of keeping people at arm's length. His past has jaded him and made him hate the Chosen system so much that, when the villainous Cruxis organization offered him work as a spy, he agreed to help if it meant he could rid himself of his status. There is a point when he experiences a belated change of heart, but not before opening up and telling Lloyd, "Even now, to tell the truth, I get tired of all the problems. Sometimes I think it'd be easier if everyone and everything were just destroyed."
CRAU Development: N/A.

Powers/Abilities:
Techs (PlayStation 3 version) and fighting style. At Zelos' canon point, he has retrieved his Cruxis Crystal and gained his angelic abilities (sorry for the link spam, I swear they're all necessary). This means he's stopped aging and has grown energy-like wings that make him capable of flight – they disappear and reappear on command. Furthermore, his strength, speed, and senses have been enhanced beyond the limits of human and elf capability.
Inventory: His Cruxis Crystal, his outfit, a shortsword, and a small shield.

Anything Else? N/A.

samples
Network Sample:
Man, Anchor is a total sewer. Seriously, no one's been looking after this place at all? It has good bones and some of the technology I found would have the potential to be cool if it worked, so why just up and abandon it? Sure, I heard the same spiel about "radiation" everyone did from that guy in the welcome video, even if he trailed off ominously before telling us what exactly happened to some of the new arrivals, but I don't know.

Am I being too harsh? If I consider its charms, however few and far between, I guess I can come up with something nice to say. I'll just go ahead and start where any self-respecting man would: the spa.

Did you know that there are baths, a hot spring, and massage tables? If not, you do now. Did you realize that you're not only communicating with this ugly device, but the nimblest fingers in the business? I might as well be a certified masseur. So to any and all ladies out there who find themselves tense in the shoulders, you've got a date with the great Zelos Wilder and his healing waters. It'll be great, I promise; come check it out if you haven't already.

All this scented oil's gone bad, though. It smells kind of rank. Anyway, ciao!♥
Prose/Brackets Sample: Link.

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