groundrules: (Default)
let's set d o w n some ([personal profile] groundrules) wrote2021-01-08 03:30 pm
Entry tags:

applications


APPLICATIONS


Eastbound is primarily an invite-only game — each existing player can currently invite up to one person per month, or get in touch about further invites. Existing players can hold two characters in game. A third character can be applied, if players can prove they have met activity requirements for two consecutive months with their existing two characters and have stayed engaged with the game. If you don't have an invite, somehow stumbled upon this neck of the woods, and you’d like to stay, drop the mod journal a line — we'll try to figure it out.

As of Oct. 1, cast/game caps are off. Please note, as of Dec. 1, Eastbound only has 3-4 months of gameplay left.


WHAT CHARACTERS CAN BE APPLIED?

YES: canon and original characters, if they have a solid and consistent personality and background. Characters brought in after they've died are a-okay. For characters taken from a time point just as they're in the process of dying, please read below on meeting medical requirements.

NO (at this time): real people, original characters set in a canon environment, characters from canons or canon instalments that have been released for less than one month, characters with imported development from other games (CRAU), alternate universe, or gender-swapped versions of canon characters.

Children or characters with very specific medical/magical/environment needs: appable, but please make a note of how your character will ICly meet their requirements and stay alive. Likewise, if you are applying for a character taken just as they're dying, provide a suggestion for how they can be kept alive on arrival (this might be easier in some app cycles than others). You can bend the world a little to make miracles happen (ex: a substitute for the medication your character needs to survive can be found for a high price at certain apothecaries, etc.)

Characters that were dropped or swept by activity checks: yes, but they’ll come back without their previous memories, if they are applied in by a different player.


APPLICATION FORM & INSTRUCTIONS

EXISTING / RETURNING PLAYERS



NEW PLAYERS



APPLICATIONS CLOSED


NAVIGATION MENU

in_theworks: (pic#13877380)

Wrench | WATCH_DOGS

[personal profile] in_theworks 2021-10-05 06:05 pm (UTC)(link)
PLAYER NAME: Alishia
CONTACT: [plurk.com profile] knightinqs | knightinqs#1243
HOW DID YOU HEAR ABOUT THE GAME?: I'm on the TDM, but Emily originally pushed me in this direction!

CHARACTER: Wrench (Reginald Blechman)
CANON: WATCH_DOGS
CANON POINT: Post-WATCH_DOGS 2

BACKGROUND:
• Born Reginald Blechman, it's strongly implied that Wrench had a traumatic childhood, likely centered around bullying or abuse he had to suffer thanks to the port wine stain birthmark over his left eye.

• Built and took to wearing his trademark mask at some point, to hide that fact, and created the Wrench persona to help cope with his trauma and social anxiety.

• Taught himself how to hack and started using his powers for laughs, attacking high profile targets only to leave dick jokes in his wake.

• Eventually caught wind of the hacktivist group, DedSec, and just started showing up at their hackerspaces to build robots, write code and kick ass and take names. While he was initially thought to be an FBI plant, DedSec's higher ups soon realized that he was genuinely on their side and began to trust him. Before too long, he was a part of the inner circle, along with Sitara Dhawan, Horatio Carlin, and Josh Sauchak. Together, they fought crime! Or at least start formulating a plan to stick it to the man, the shady mega-cooperation, Blume.

• About the time the plan was coming together, they recruited another hacker, Retr0 aka Marcus Holloway, who, over time, became the group's unofficial leader and one of Wrench's closest friends. For awhile, everything seemed to be coming up DedSec, as they all worked together to support Marcus and gather resources to take down Blume. Unfortunately, it turned out that Blume's CTO, Dusan Nemec, had been watching DedSec and manipulating things to make it look like they were honestly making progress, before pulling the rug out from under them.

• Defeated, DedSec's members took some time to themselves, only to come back together at Marcus's request, to go to Swelter Skelter, a Burning Man-esque event, out in the desert, geared towards hackers and tech-types. There, the group meet Ray Kenney, a former Blume employee-turned-whistleblower with a grudge. He talks his way into DedSec, bringing fresh resources and perspective to the table, and invigorated, DedSec returns home, back on Blume's trail.

• Everything does not go as smoothly this time. Horatio is kidnapped by one of the local street gangs and killed when he refuses to do work for them. Wrench, meanwhile, is arrested by the FBI and interrogated by them and Dusan, before ultimately being rescued by Marcus, solidifying their relationship.

• DedSec prevails in the end, however, gathering enough information to take down Dusan, if not all of Blume. Wrench plays his part in the conclusion by hitting a Blume data farm -- literally. He breaks in with several guns, grenades and a rocket launcher, and proceeds to nuke the place. The game ends with the group partying and making plans to carry on with their mission, to stand against the rest of Blume and its cooperate bullshit.

• Why there is no wiki for this, beyond a whole two paragraphs, I have no idea, but there you go.

ABILITIES | POWERS: Wrench has no supernatural abilities to speak of, his world basically an analogue for ours. He does, however, have several skills that he's picked up over the course of his career as anarchist and hacktivist, for better or worse, as detailed below.
Combat Skills: Despite being, well, a beanpole of a kid, Wrench is decent in a fight, favoring heavy melee weapons, like a sledgehammer or crowbar, to give himself some weight. He's a decent shot with a gun, though he prefers the spray and pray method to any sense of dedicated marksmanship, and has been known to carry around flashbang grenades to disorient his enemies. Basically, he's as wild in a fight as he is in everything else he does.
Demolitions Expert: According to one of his teammates, while Wrench is "good at coding, he's better at breaking things apart" and that much is very true. Not only is Wrench capable of putting together explosives from a bare minimum of supplies, he's also smart enough to be able to do the math to know where to put them for greatest effect. Greatest effect doesn't always mean wanton destruction or bringing down a building without damaging anything else, either -- he once used his know-how to rig up a firework show as a distraction and calling card both, the fireworks coming together to form DedSec's logo. He's just really good with things that go boom, period.
Genius-level Intellect: For all that he passes himself off as loud, crass and destructive, Wrench is an extremely intelligent man behind the act. He taught himself to hack and build effectively. He memorized the technical manuals for some hospital equipment to better help Marcus with a mission he was on. He's a quick study, if what he's studying is something he's interested in -- really, his apparent ADHD is probably the biggest obstacle to his intelligence -- and that has and probably will continue to serve him in the future.
Engineering: Wrench, like Tony Stark, can build just about anything in a cave with a box of scraps. His area of expertise, beyond making explosives, however, seems to lie in robotics. He retrofitted a Haum security robot to serve his purposes and, later in his canon, will be responsible for designing the combat robots used by Thomas Rempart to police London. He built the mask he wears. He's also responsible for building and maintaining DedSec's 3D printer and producing most of the plans for it -- even if about half of those plans are a little ridiculous, albeit functional, in nature. You know you want a unicorn dildo gun.
Freerunning: Wrench is fairly athletic and adept at parkour and freerunning. Really, what else is there to say?
Hacking: Like the rest of his teammates, Wrench is adept at writing malicious code, malware and the like. He also knows how to exploit ctOS, the City Operating System created by Blume that manages San Francisco's infrastructure, and turn it to his advantage -- his personal ctOS profile, back home, had been defaced to read things like your future boyfriend and fuck you and fuck your mother rather than kicking back any relevant information on him personally, if and when law enforcement should go looking, for example. More practically, he can also use his hacking skills to access anything on a network -- CCTV cameras, traffic lights, bank accounts -- but that likely won't be entirely relevant here.

PERSONALITY:
"I CAME, I SAW, I BLEW SHIT UP, I CAME AGAIN!"
At first glance, exactly what you'd expect from someone whose entire aesthetic seems to rely on leather and spikes -- he's loud and crass, with a fuck you attitude where authority is concerned. Where this started out as a simple persona, designed as a sort of smokescreen to cover his insecurities by being their opposite, he's been acting out like that so long that it's become a genuine part of his personality. Thankfully, despite coming across as a walking dick joke, at worst, or nothing more than the group's muscle, at best, there's more to him that just the persona.

"BARBARIANS ARE AT THE GATE, READY TO BUST SOME ROMAN HEADS!"
Wrench has heart, beyond the anarchist front he puts up, genuinely concerned with the fate of little guy -- he wouldn't have stuck around with DedSec as long as he has, if he didn't. That's the good news. The bad news is that, if left to his own devices, his means tend to get a little questionable, sometimes. This is the man that, on a good day, suggested making up a bunch of lies about his world's Scientology analogue, in order to sway people away from them, and on a bad, brought a rocket launcher to a knife fight, when he had to break into a Blume facility on his own. Anything so no one has to go through the same shit he did, growing up, being taken advantage of, bullied and looked down on. Fortunately, in most cases, it's not really hard to talk him out of those violent solutions with a little logic. In the former case, for example, all it took was reminding him that spreading lies would reflect badly on anything DedSec did in the future, if and when it got out that they were liars.

He can see the value of foresight and tactics, even if they're not the first thing he reaches for as a kneejerk reaction.

"YOU KNOW THAT SHIT DUSAN SAID? I WOULD NEVER TURN ON YOU."
Once his loyalty is won, Wrench is unfaltering. He's never had many people in his life willing to tolerate being around him, let alone call themselves his friend, so it's no surprise that he desperately clings to the friendships he has made with reckless abandon. Literally nothing would cause him to turn on the people he genuinely cares about -- not even very real threats to his freedom or his sense of self, as was the case when he was detained by the FBI and Blume. If it's down to a friend or himself, he'll put himself between them and whatever else every single time.

"ALRIGHT, SO. ARE WE GOING TO WAR FOR THIS?"
Speaking of his loyalty and his penchant for violent solutions, it probably should be noted that Wrench has an explosive temper. His reaction to an early defeat from Blume was to throw a chair around the hackerspace until someone told him to sit down and shut up, after all. Thankfully, his temper also seems to be short-lived, for the most part, if the fact that, after a heated argument with one of his teammates, they seem to be back on speaking terms after a relatively short time. There are exceptions to this rule, however -- he's not stupid enough to forgive and forget, when someone has repeatedly wronged him, and boy, can he hold a grudge, but the everyday annoyances are expressed hotly and then forgotten about in a matter of minutes.

"I CAN'T TELL IF SHE THINKS MY MASK IS HOT OR CREEPY."
Despite everything he does excluding confidence and Getting Shit Done energy, Wrench is a kid and a shy kid, at heart. The few time he's been without his mask to hide behind or had to be genuine about something, it's been awkwardly and with a healthy dose of fear. He's afraid that, if and when people actually see him for who he really is, particularly where his physical appearance is concerned, they'll be turned off and and turn on him. DedSec and Marcus in particular has helped him to realize that he can have a support system, a family, that not everyone is as terrible as the people he grew up with, but there's still that lingering nervousness when it comes to outsiders. It will take some time before he stops being Wrench and lets himself be Reggie around anyone new, that in mind.

OTHER
ENTP (The Debater), Slytherin, Aries, Earth Dragon, Sanguine Temperament, Chaotic Good, Canonically Bisexual


SAMPLE: Here and here.

INVENTORY:
• An LED mask that he wears at all times to hide his birthmark and baffle facial recognition software.
• His cellphone which, while pretty useless in the setting as is, contains DedSec's hacking toolkit. Given the right circumstances and tech level, he can use it to control an area's infrastructure from taking control of cameras to remotely detonating any bombs he's made.

NOTES: N/A

IF ACCEPTED, WOULD YOU WANT A PLOT-LIGHT OR PLOT-HEAVY CUSTOM INTRO? Plot-heavy, if it's plausible!
chromiums: (ld14469653)

lorna dane | the gifted

[personal profile] chromiums 2021-10-07 12:03 am (UTC)(link)
PLAYER NAME: Carlee
CONTACT: [plurk.com profile] vdova
HOW DID YOU HEAR ABOUT THE GAME?: Sheep, and I'm also on the TDM!

CHARACTER: Lorna Dane (aka Polaris)
CANON: Marvel's The Gifted
CANON POINT: Post-finale (episode 2x16, oMens).

BACKGROUND: Wiki

ABILITIES | POWERS:

Outside of her magnetokinesis, Lorna has shown herself to be capable with throwing knives. She is athletic and quick on her feet and could probably adequately hold her own in a fight (early episodes of canon show her getting overpowered when outnumbered and she frequently relies on her abilities in combat, but she's portrayed by an athlete who is leanly muscular and flexible so if nothing else she could dodge and run, not that she would). She is also shown as being an organized, thoughtful, and efficient leader when it comes to the Mutant Underground (up until she leaves them for the Inner Circle). She is tenacious, quick to defensive anger, and there are times where she is shown to be ruthless, but she is shown to realize when she is in over her head and when to call on others for help.

Regarding her magnetokinesis, this encompasses several capabilities. They include:

- Ferromagnetism: the ability to magnetize metal and manipulate metal objects, sense the presence of metal (seen in an episode where Reed Strucker confronts her in prison and she's able to sense the screws in his knee from an old sports injury), and levitate metallic objects (seen in a later episode when Reed instructs her to tear the screws out of his knee to cut the ties binding them and escape; she is also able to levitate herself while wearing steel toed boots and metal bracelets several times in the series).

- Electromagnetism: the ability to use magnetic fields to manipulate electronic currents; she's been shown to be able to block cell and radio signals, hack into computers to obtain and change information, and use a limited form of telekinesis (if someone is wearing or holding metal, she can move them, if they have no metal on them she is out of luck).

I recognize these would need to be toned down in order for her to be able to play in the game, so I figure the range of what she can do could end up being limited to say about 50%, or she could lose the ability to manipulate electronics, especially since that will likely not be as useful in this world. I'm open to suggestion when it comes to this.

PERSONALITY:

One of the most notable things about Lorna is the fact that she embraces being a mutant. Most who discover they have the X-gene and the powers that come with it are fearful, knowing that it means a lifetime of persecution and danger. Lorna has always fully embraced it and used it to her advantaged, in spite of being incarcerated and even institutionalized for it. Her belief is that it's a part of who she is, and she even declares to Marcos that she wouldn't change it for anything. Another notable thing about her is who her father is - those familiar with X-Men as a canon will recognize the name Erik Lehnsherr, more commonly known as Magneto. Since The Gifted is a universe where the X-Men and the Brotherhood existed, Lorna grew up knowing who her father was and the things he's done, and she hates him for those things, but hates him even more for deciding not to be a part of her life, in spite of knowing she existed and that she was his daughter, even gifting her with a medallion with his insignia on it when she was thirteen.

In addition to being a mutant, Lorna was been diagnosed with bipolar disorder at a fairly early age (it is mentioned in a flashback when she is living with her aunt). At the point we see her in the series it is fairly well managed, especially given the amount of dangerous and stressful situations she is placed in, but she still copes with bursts of aggression and anger, usually when someone close to her is threatened.

Something else that's notable is that when she was tapped to help run the Atlanta division of the Mutant Underground, she thought they were making a mistake. Lorna is incredibly capable when given the correct motivation, and within a few years of meeting with Evangeline she and John had successfully set up and operated a safe space to house mutants on the run and had several methods of tracking them, suppliers, and those willing to transport mutants safely out of the country. Given the right motivation, Lorna is capable of organization and protection, but she can also be short-sighted, which I'll detail in the next part.

At the point in canon Lorna's coming from, she has made a lot of mistakes and done her best to atone and learn from them. One thing about her is that she is fiercely protective, and that increased tenfold when she found out that she was pregnant with her daughter. Mutants earning the right to live without fear of being jailed or killed for what they are had always been a long-term goal; once she discovered she was having a child it became one she was determined to fast-track as soon as possible. This is part of what lead to her joining up with the Inner Circle - she saw them as having the same goals she did, and the means and willingness to do more than those in the Underground were. Getting arrested and realizing Sentinel Services was starting to use those they had arrested against them by controlling them with collars and making them track down and fight or kill other mutants on the run made her all the more determined and by the end of the first season, she turned her back on the organization she'd built, the man she loved (who was also the father of her child), and her friends.

All of this said, she is not someone who's easily fooled, even when mental manipulation is involved (actually especially then). After being involved with the Inner Circle for several months, she realized how little she was being told about the plans the Inner Circle had and that she and the members of the Underground that had left with her were only welcome as long as they were useful. She grew more suspicious as the people they started bringing in were more reckless, with human and mutant lives, and eventually went to Marcos for help, realizing she was in over her head.

Ultimately, Lorna is a woman with a lot of anger and who has tried to use her negative traits for something useful. She can be reactionary to a detrimental point, but she is loyal, determined, protective, and kind.

SAMPLE:

TDM top level
Past game sample

INVENTORY:

- Clothes on her back
- The headpiece she's fashioned out of the medallion her father gave her on her 13th birthday
- The rattle Marcos made for Dawn

NOTES: I mentioned before that Lorna has bipolar disorder, this is confirmed within the series but only brought up occasionally. In canon she manages it well enough that neither a manic episode nor a depressive one is suffered in spite of a truly insane amount of stressors (there is a six month period we don't see, but an episode of either form is not mentioned). This may be something she brings up as a concern with people she comes to trust, but overall something she will try to keep under wraps, just because she won't feel it's anyone's business. I don't intend to have this become something that harms her or anyone else; I simply mention this due to it being a significant piece of her character's history.

IF ACCEPTED, WOULD YOU WANT A PLOT-LIGHT OR PLOT-HEAVY CUSTOM INTRO? I'm good with either! She would be coming in during the TDM if that makes a difference.
soloritur: (95)

Marcos Diaz (aka Eclipse) | The Gifted

[personal profile] soloritur 2021-10-07 12:07 am (UTC)(link)
PLAYER NAME: Lone Sheep (aka Sheep)
CONTACT: [plurk.com profile] lonesheep
HOW DID YOU HEAR ABOUT THE GAME?: Current Player

CHARACTER: Marcos Diaz (aka Eclipse)
CANON: The Gifted
CANON POINT: End of Series (after Clarice tells them to follow her through a portal into an unknown hellscape... that's literally what they decided to do to us)

BACKGROUND: Wiki (I'll expand on this in the personality section.)

ABILITIES | POWERS:

Marcos is a mutant able to absorb and emit photons of light, heat and energy in a variety of ways.

Photogenesis: Marcos can generate and project light from his hands. He prefers to use powerful flashes to stun in a fight, but used in close proximity they can (and have) blinded his targets. He's also used his powers to project a beam of light as a signal, visible for miles. His powers are tied to his emotions, and while he has tremendous control over them, his hands will glow in his fists if he's angry enough.

Photokinesis: He can also manipulate the light from his hands as powerful laser-like beams. They're extremely hot, can easily start fires and have been shown to cut through cinderblocks. When used outside of combat, Marcos has taken a fondness for welding metal for practical and recreational uses. (ie - he's a decent mechanic and at one point made a very ornate rattle out of metal for his kid.)

Energy Absorption: Marcos is able to absorb all of the light in a given area to submerge a space in absolute blackness. This requires a great deal of concentration and the larger the area the harder it is for him to maintain. If someone were to shine a light in the darkness he created, it's physically strenuous and can tire him quickly. Generally, this technique is only useful to cover a handful of people who are standing close together for a few minutes at a time.

Super-Heated Luminescent Blood: Marcos has one major drawback from his powers (though it looks cool). When his blood is exposed to air it is extremely hot and glows. It burns his own skin and can eat through clothing, and it has a very difficult time clotting. At one point after he was shot, Marcos wrapped duct tape around his wound because it would eat through bandages and had to be stapled shut. However, once it's dried and cooled off it looks like any other blood.

Limitations: Like many characters with light-based powers, he can run out of energy in very dark places where there is no light to absorb. In those cases, he would only be able to fuel his powers until whatever he has in reserve runs out.

PERSONALITY:
Marcos' story isn't all that unfamiliar for mutants. His powers destroyed his life. He was disowned at 13, the very day his powers appeared, and had to find a way to survive on his own on the streets of Colombia. His own mother was a mutant who died from repressing her powers, and his deeply religious father thought they were a sign of the Devil. As a young man, his powers and vulnerable situation made him a prime target to be swept up in the Cartel, and he spent years trafficking drugs and being used as muscle to enforce their territory and torture their rivals. He accepted that as his lot in life until his paths crossed with the Mutant Underground.

Despite the condemnation from his father, his faith remains a source of strength and comfort for him. He was raised as a Catholic, and he kept some rosary beads to pray with whenever he's faced with a difficult trial. He's also shown to sometimes carry the a medallion of Santa Muerte, the patron saint of death, for luck and protection. He would wear it often when he was working with the Cartel, and it remains one of the few possessions he held onto.

Along with faith, family and the need to belong are his biggest driving forces. Before he developed his powers, he had a different path ahead of him. He was the oldest child of a wealthy estate, meant to carry on the family business, and never knew his mother was a mutant until after she died. He wasn't prepared to be out on his own, and he had a void in his life when they abandoned him. In the Cartel, he gravitated towards the family bonds that held them together. It was the first place that accepted him, and he eventually became romantically involved with the boss's daughter. It wasn't the family, but the business that he had a hard time with. He was expected to marry her up until he abruptly left to join a cause that was greater than smuggling drugs. Once he had the opportunity, he used his connections and dedicated himself completely to helping mutant refugees who were fighting for their survival in a world that doesn't understand them.

It wasn't long after he joined the Mutant Underground that he fell in love with Lorna. They became his new family; his best friend John, who supported him like a brother, those he helped rescue, particularly Clarice and the Strucker family. When Lorna became pregnant with his child, he saw a glimpse of the life he always hoped for, along with everything he had to lose.

His turning point may have come when he left the Cartel, but it was Lorna who gave him something to believe in. His entire life he wondered what he did to deserve being a mutant and have to live like they live, but Lorna taught him not to hate his powers. For the first time he met someone who said that she wouldn't change what she could do for anything. She convinced him that his past didn't matter and he could still do a lot of good.

So he was devastated when she stopped believing they had enough power to change the world; that he couldn't protect her or their child. He was plagued by self-doubt and terrified that the war that was brewing would tear his family apart.

Marcos is often described by those who know him as the 'emotional' one. He's deeply empathetic, and particularly sensitive to the hardships other mutants are faced with. He's likewise quick to anger, especially when it comes to the issues he feels strongest about, and prone to shouting matches to get his point across. Some of the most heated arguments he has are with Lorna. He never stops loving her, but he worried that they disagreed on their morality at a foundational level when she became willing to take more aggressive stances against humans. That especially seemed true after she left him to join a more extreme and better funded mutant terrorist organization (first the Hellfire Club, later usurped by the Inner Circle). When they were able to compromise, it usually came as a result of him bending and agreeing to support her rather than convincing her to see things his way. Part of that comes from his willingness to understand where she's coming from, and part of it has to do with his realization that he's in no place to act righteous.

With a past like his, he doesn't consider himself a superhero by any means. Although he goes by the moniker 'Eclipse' and the name is widely known in their network, he never introduces himself by it. He carries tremendous guilt for what he did in the Cartel, burning and blinding people to get them to talk, and now would do anything to avoid having to hurt someone. Part of his guilt comes from the rush he feels when he uses his powers to burn things, even when he knows how destructive he can be. When possible, he'd much rather not go down that road and prefers to intimidate without having to do more than flash a glowing palm.

There are some things that he swore he would never do again, but that line gets blurred if he cares enough. He did everything he knew to do to keep Lorna with him and he still couldn't. He was so afraid of losing Lorna for good, that he nearly went against everything he knew was right. After his daughter is born and he was finally able to meet her, he asked if he could stay and join their cause just to be with them. It was Lorna who refused to let him, because she knew it went against his beliefs, and she didn't want to see him become something he couldn't live with again.

When he isn't being reckless, he's often the one in the group pointing at the risks in their plans. He's watched too many of his friends get killed to believe that there won't be sacrifices with every move they make. The X-Men who helped to found the Mutant Underground disappeared, leaving them with limited resources and a dream that they could build a better world. He wants so badly to believe in that dream, but compared to the network the Cartel has and the strength and resources of the organization Lorna joined, he's resentful that they were abandoned to figure it out on their own. He starts to disparage the name of the X-Men, believing that they were set up for failure.

Although Lorna eventually has a change of heart when the Inner Circle crossed a line and she learned how far they were planning to go to create a mutant homeland, the experience left him with some deep uncertainties. Marcos forgave her when she owned up to how much her actions hurt him, and together they helped destroy the organization from the inside out, but not without some heavy losses.

He had his family. His faith was shaken but not broken. They were finally together, but they were starting over from nothing.

In game, he's being pulled from the end of the series not long after he's reunited with Lorna and his infant daughter. They were gathering to talk about rebuilding when someone they thought was dead appeared and insisted they come with her. He decides to follow her with his friends through the portal, not realizing he would be choosing to leave his daughter behind.

SAMPLE:
TDM with Lorna-babe

INVENTORY:
- Santa Muerte medallion
- One (1) burner phone
- The clothes on his back

NOTES: Nothing starting out. As long as he can keep from bleeding profusely when there isn't any duct tape around, he's fairly self-sufficient.

IF ACCEPTED, WOULD YOU WANT A PLOT-LIGHT OR PLOT-HEAVY CUSTOM INTRO? He came in during the TDM but if there's anything you want to add to my soap opera X-Men fantasy you have my express permission always! Throw him into plot rolls to get him acclimated as you like.
soloritur: (1)

[personal profile] soloritur 2021-10-07 03:34 am (UTC)(link)
I noticed I messed up the link to his wiki page somehow. There are actually two: This one and this one. Sorry about that!
soloritur: (13)

Re: ACCEPTED

[personal profile] soloritur 2021-10-07 11:21 pm (UTC)(link)
We talked about it! Intertwined power couple is fine with us. Thank you. :>
soloritur: (22)

[personal profile] soloritur 2021-10-07 11:23 pm (UTC)(link)
Very fair! I did mean to tag around more on the TDM! None of my other threads got too far, but you’ll absolutely see him branch out in game.
chromiums: if that answers your question. (Default)

[personal profile] chromiums 2021-10-08 01:38 am (UTC)(link)
Thank you!

Yes, you're correct; Dawn will be remaining in Lorna and Marcos's home world. And thank you for the note on medication as well!

Regarding their identities, I've discussed with Marcos's player and we would like their identities intertwined. Thank you again!
notsansa: (052)

Sansa Stark | Alayne Stone

[personal profile] notsansa 2021-10-15 02:31 am (UTC)(link)
PLAYER NAME: Jesse
CONTACT: Plurk!
HOW DID YOU HEAR ABOUT THE GAME?: Returning player! I played Merrill for a hot minute.

CHARACTER: Sansa Stark (Alayne Stone)
CANON: A Song of Ice and Fire
CANON POINT: After A Feast for Crows (If her chapter from the preview of Winds of Winter is permitted, so she knows she's to be engaged again.)

BACKGROUND: Too much history for a 13-year-old-going-on-30.

ABILITIES | POWERS: Highborn lady skills like needlework, singing, playing the harp and bells, writing poetry, etc. She can ride a horse but not as well as her sister. She's growing to be skilled at observing and utilizing people's expectations to work in her favor.

PERSONALITY: Sansa’s story was meant to be a fairy tale. Born to a proud and honorable house, she was rarely found wanting in comfort or in love, and enjoyed the luxury of hot baths and soft clothes in a rugged, northern climate. Even her direwolf reflected her delicate traits, fittingly named Lady. Far more interested in dancing than she was in horseback riding, Sansa was happy to live out this fairy tale right into a dream-like engagement to a prince. Such constant assurances of her place in the world did little to humble the girl, instead centering her thoughts on mostly her own well-being and future. Sansa rarely found reason to give much thought to others, except when they intersected somehow with her ambitions, be it positive or negative. In this, she was quick to judge anyone depending on how they were utilized in her goals. They were friend if they supported her, and enemy if they did not. It was a simple world for Sansa Stark, one full of promise and hope.

It didn’t take long before disillusionment crept in, at the cost of others’ lives, but even then she was slow to learn...this wasn’t going to be a fairy tale, after all. Lady’s death could have opened her eyes, but she couldn’t yet accept that her dreams wouldn’t come true, and so she redirected her blame and anger like she often did. Her father did the deed (to be kind), and it never would have happened if her sister Arya didn’t act like a barbarian (in Sansa’s eyes), and so she blamed them, when everyone else could see that the blame lied with the Lannisters. Sansa was special, though, she had to continue believing that the Lannister cruelty would never extend to her, or else what was the point? She would have lied...for nothing.

Unfortunately, she did lie for nothing. The only weapon she had, her courtesies, had been mishandled, and the price had yet to be fully paid. That time would come when she again miscalculated, all in pursuit of her own survival over that of her family’s. Despite seeing the dark nature of Joffrey and Cersei, Sansa tried again to secure her future by betraying another family member--this time her father. Though swiftly manipulated by Cersei into denouncing her father, in a situation where any child would have difficulty holding their own, she had been the one to seek out the Queen and bring the situation to light. It was a mistake that would cost Sansa her entire family, as well as her innocence. She had ignored the warning signs, and she wasn’t the only one that would pay the price.

Sansa’s selfish nature did not dissipate, but it changed with the new and true feeling of hatred, as well as guilt. She could no longer hope to live magnificently, she could only hope to live. Suddenly she understood that every day could be her last, or the last for her loved ones. Better not to love, then, isn’t that right? And yet she still so desperately wanted a friend. She wanted to trust, but every lesson revealed why she couldn’t. So Sansa watched and listened, and eventually she learned. She learned to sharpen her courtesies. It’s important to note that ‘courtesies’ don’t only mean manners; They are courtly manners and social conduct, from understanding the history of royal houses and their bannermen, to discussing politics and religion, to knowing how to dine, sing, speak, and walk, and much more. Courtesy is a lifestyle, or philosophy. It’s a multifaceted weapon, and Sansa eventually honed hers into sharp blades through painful lessons learned at King’s Landing.

There was no shortage of teachers, from someone as decrepit as The Hound, up to the vicious Queen Cersei herself, oft-times through discourse that was helpful as it was venomous. All of these relationships were precarious, but Sansa learned to balance as she walked that path of thorns. Margaery was the rose amongst the thorns, but even her gentle lessons couldn’t protect the realities beating at the Stark girl’s door every day, and this reality came to light with the death of King Joffrey. Again, she had to think for herself before others, even knowing the danger her husband Tyrion Lannister would likely find himself in. He had been kind to her, as well, but he was still a Lannister. He still looked at her with the same eyes as everyone else. Even those who were kind to her wanted to use her in some way, and she knew this.

Although Sansa escaped the Red Keep, she did not survive whole. So much was stripped away that it became easy to find a different role, and to remember Sansa Stark’s life as that of the nightmare it was and nothing more. Alayne Stone was born of Littlefinger, but given life through the death of Sansa’s dreams. She was no longer merely ‘repeating the words they taught her’ as The Hound had once accused her of, but connecting dots and making plans. She had shown a spark of this ability even in King’s Landing, when rescuing Ser Dontos through a quick wit, and Littlefinger nurtured and encouraged this skill by allowing her to feel included in his scheming. She understood that he couldn’t fully be trusted, but she couldn’t deny that he treated her as a woman who deserved respect. Now, she understands well how to control someone by giving them exactly what they think they want, even utilizing these lessons against Littlefinger in her carefully worded responses to him. She does not merely agree to do the thing; she skips right over that step and does the thing.

At thirteen, though claiming to be fourteen, Alayne Stone has all but abandoned her identity as Sansa. Even living as a lowborn bastard seems better than the memories Sansa Stark suffered, and the Stark name is a doomed one now. After a jealous betrayal via her Aunt Lysa, there was nothing of the Tullys to draw her loyalty, either. As a bastard, she can create a new life, and Littlefinger proves that even lowborn can reach high. Not that she wants to reach so high, anymore… She doesn’t think of fairy tales anymore, as those are for pure maidens. Now she thinks of security, which no longer means lemon cakes and laughter, but knowledge and power. Courtesy was once her armor; her defense. Now it is her sword; her offense.

Sometimes the dreams of the young Stark girl will drift in to catch her off guard, such as a longing for a carefree dance or the pleasure from a burst of rare citrus on the tongue, but she is certain they remain only dreams from someone else’s life. Alayne's reality is that dances are a tool for ambition, and too many lemoncakes will only make you ill.

SAMPLE: AU encounter with Five! I won't be treating this as canon if she's accepted, we just included Lady for fun.

INVENTORY: A dark blue and grey dress made of silk and wool, matching cloak, gloves, and boots. That's...it!

NOTES: She'll want to get her hands on some chestnut-colored hair dye before long, somehow without making it obvious. I'm fine with her failing at this, though!

IF ACCEPTED, WOULD YOU WANT A PLOT-LIGHT OR PLOT-HEAVY CUSTOM INTRO? Whichever works best for your narrative! I'm totally willing for plot heavy intro, but no pressure if it doesn't work. Can always sneak her in through the cracks.
notsansa: (020)

[personal profile] notsansa 2021-10-15 08:30 pm (UTC)(link)
i. A large but wounded undead creature attempts to attack Sansa in her quarters. It dies before it can do her harm. Sansa is alone, unwatched. How does she react?

Should it die before it can even reach her, I believe Sansa would be too shocked to even scream and draw attention. Initially, pity for the creature might creep in once the shock settles, but it wouldn't override her fear and wariness. If she manages to get close to someone, she might seek help from that person to dispose of it, but given her history of betrayals, I suspect she'll do her best to keep it to herself, wrap it up and take a few minutes to figure out how to proceed. After all, how is she to know that one of her supposed allies didn't send it after her?

Of course, moving a body or digging a grave isn't easy for a 13-year-old girl to manage, so if it's too big for her to move (likely), she'd have no choice but to let someone know, and claim she discovered it that way. She'd be certain to pick the most sensible member of the group. The last thing she'd want to do is appear scared or weak to the group.

ii. The group must decide between saving the lives of innocents, or that of one acquaintance, who has sought shelter among them. There is sadly no third option. What's Sansa's instinctive vote on what to do?

This one is tough, because I think it's dependent on who the 'innocents' are and who the 'acquaintance' is, and how long she's been with the group... So I'll knock out a few branches.

If this is while she's still new, then no matter what she'll be keenly aware of any decision that could turn the group against her, and she'll wait to see what the majority will vote before leaning towards that, regardless of how she feels.

If the acquaintance is someone who is incredibly useful to the group in a field that is rare, like a healer or leader, and Sansa has had more time in the group, then she would instinctively attempt to convince the group of that person's importance, and that they can't do anything to help the 'innocents' if they themselves die trying to help too many people. She would attempt to use what she knows about the group members to let them arrive to the conclusion themselves, focusing on who tends to have the biggest sway, reminding them that together the pack survives. I think her heart would hurt no matter what, but Sansa/Alayne doesn't let her heart rule her decisions anymore.

If it's a case where the 'acquaintance' hasn't contributed much to the group, and helping the majority of innocents is completely within the group's power, she would consider this the more pragmatic approach, because that would gain them the most allies and help the most people...but again, she would be hyper aware and afraid of turning the group against her, and wouldn't argue her points of it seemed like it might only endanger her position. She wouldn't be happy sacrificing anyone, but she's accustomed to not being happy.
Edited 2021-10-15 20:31 (UTC)
notsansa: (010)

[personal profile] notsansa 2021-10-16 01:20 am (UTC)(link)
Oh my gosh, that's insane and awesome! I'll do my best! She'll still be calling herself Alayne to Karsa when first meeting her, and in private time, so this is... a third identity for the girl, and this is going to be so fun. Will she keep the first name Alayne in this identity, or will that be changed? Sorry if you mentioned it and I missed it!
notsansa: (017)

[personal profile] notsansa 2021-10-16 01:31 am (UTC)(link)
She's at a canonpoint where she has no reason to be giving her name as Sansa, unfortunately, especially not knowing what's going on at first. Petyr has completely driven it into her head that she has to be Alayne Stone even when nobody else is around. I suspect this might go away in time when she realizes she's safe from Lannisters here, but I don't know when or how that'll occur. So she'll be Alayne, but with no family name in the public eye, correct? From one bastard life to another. ;) Also her hair will be brown because she's been dying it, but I'm super okay with it fading (because it does with washes), and them wanting her to stay a redhead.
Edited 2021-10-16 01:32 (UTC)

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