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





abheirrant: (❧ the sound was soothing)

Carlisle Longinmouth | Original | Reserved

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

Player.

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

Character.

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

World Description: here
Character History: here

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

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

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

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

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

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

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

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

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

Rey | Original | Not Reserved.

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

Player.

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

Character.

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

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

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

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

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

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

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

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

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

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

Character History: History info here.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

samples
Network Sample: Hadriel network post.

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

Scaramouche | Samurai Jack | Reserved

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

Player.

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

Character.

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

Character History: Wiki

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

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

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

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

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

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

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

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

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

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

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

samples
Network Sample: Link
Prose/Brackets Sample: Link

dothelokimotion: (And drink to forget)

loki | mcu | unreserved

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

Player.

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

Character.

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

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

Personality:

● strengths:

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

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

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

● weaknesses:

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

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

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

CRAU Development:

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

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

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

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

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

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

Teleportation: Loki can transport himself.

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

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

Anything Else?

samples
Network Sample: Red shift TDM

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

Qubit | Irredeemable | Reserved

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

Player.

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

Character.

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

Character History: Irredeemable (and sister series Incorruptible)

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

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

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

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

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

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


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

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

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

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

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

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

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

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


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

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

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


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

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

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

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

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

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

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

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

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

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

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

samples

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

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

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

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

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

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

Son of a bi- [ the feed ends. ]

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

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

Player.

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

Character.

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

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

Personality:

POSITIVE TRAITS:

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

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

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

NEGATIVE TRAITS:

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

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

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

CRAU Development: N/A

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

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

Anything Else? Braid for daaays.

samples
Network Sample: Here

Prose/Brackets Sample: Here
scowlish: (wounded)

onni hotakainen ❄ stand still stay silent ❄ unreserved

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

Player.

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

Character.

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

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

Personality:

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

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

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

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

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

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

CRAU Development: n/a

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

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

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

samples
Network Sample: TDM

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

Elleru 🐦 Original 🐦 Reserved

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

Player.

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

Character.

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

World Description: link
Character History: link

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

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

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

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

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

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

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

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

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

Anything Else? pictured: Elleru upon arrival

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

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

Player.

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

Character.

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

Character History: Link

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

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

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

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

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

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


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

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

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

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

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

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


samples
Network Sample: Texting Meme

Prose/Brackets Sample: TDM Post
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

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