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





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