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

unswervingcompanion: (Words to a song come to mind)

Hendrik | Dragonquest XI S | Returning character

[personal profile] unswervingcompanion 2022-02-10 05:55 am (UTC)(link)
PLAYER NAME: Lynn
CONTACT: PM this journal, Plurk: [plurk.com profile] raistlynn
INVITE STATUS: Mentioned to me by Solar (player of Eleven/The Luminary from DragonQuest XI here)

CHARACTER: Hendrik
CANON: Dragon Quest XI Definitive edition
CANON POINT: Act 3

BACKGROUND: Written out here. This is another reference, as is this.

ABILITIES | POWERS: - He's a tank, 6'6 and built like one. He's a warrior and a knight first and foremost, able to wield axes and shields. He does have the ability to use swords as well.

Spells -

Midheal - Restores hp

Buff - Significantly raises the defense of a single party member -

Kabuff - Slightly raises defense of all party members -

Magic Barrier - Raises the magic resistance of the whole party.

More heal - Mid level healing spell

PERSONALITY: Hendrik was born a son of a knight in the kingdom of Zwaardsrust. But an attack leaves him the lone survivor of the attack, losing his family, friends, home and everything. So he brought out of there to be raised as a knight of Heliodor which instills his loyalty because of being rescued. This childhood attachment is seen as he has a painting of the windmill there.

As a knight of Heliodor, he is given orders to capture the Luminary who at that time is referred to as the Darkspawn. So no matter what happens or what obstacles get in his way, since he was told to capture the Luminary that is what he'll do no matter what it takes to succeed. Hendrik dauntlessly and steadfastly follows orders and will carry them out no matter what since he is a sworn knight to the King of Heliodor. In his duty, Hendrik is both serious and unfailing and it's been said that he doesn't know when to give up, being called both pig headed and stone headed due to this.

As a boy Hendrik won most of his fights with Jasper through 'brute strength'. But even in victory there was mercy because Hendrik always offered a hand to help the other boy up off of the ground. So when the two separated, with Jasper learning military strategy and Hendrik had gone off to Puerto Valor to train to be a knight, when he'd come back, the two sparred again with the same results of the blonde falling and Hendrik offering a hand up.

Hendrik himself said that he always followed in Jasper's wake and that Jasper was the one who spurred him on and was the light that guided him. If it wasn't for his friend, Hendrik wouldn't have become who he did. And of the two in a race, he would definitely be the 'tortoise' and Jasper would be the 'hare'. And even after they find themselves on opposing sides, he still has kind words for his friend, marveling at his old friend's brilliant tactics at one point and says that the day Dundrasil fell, Jasper was brave and valorous. Then he takes on all of the blame and responsibility once he's had plenty of time to reflect and the self recriminations begin. He stands wondering why he didn't see what the King of Heliodor had become, and why he didn't see the darkness consuming Jasper's soul.

Though Hendrik has suffered the loss of his home and family when he was a boy, he rose up through the ranks and earned his knighthood through dedication and hard work. Sylvando later remarked that it took the man quite a bit of work but eventually he became what he had worked so hard for. Don Rodrigo who trained Hendrik called the man 'a lump of meat' when he'd first met the knight as a young boy. And this man has been known to be the type of person to 'train' in his down time when he's supposed to be resting up at camp.

Hendrik simply takes others at their word if he respects them so in this he can be blind and ignorant. There is no doubt, question or even hesitation, because Hendrik will accept it as law. If he is told something, then that is the way that it is and he expects others to keep their word as he does. The night Dundrasil fell and unbeknownst to him, King Carnelian had been possessed by Mordegon. The king accused the Darkspawn's father of being mad and just suddenly attacking him, and the knight took it as the absolute truth. For reasons like this, he is referred to as a 'simple boy'.

And once Hendrik gives his word, he won't go back on it so he's loyal to a fault. He has sworn his fealty to the King of Heliodor and to the people therein. He even faces off against Princess Jade of Heliodor, not realizing it's her at first but even when he does, he doesn't let her get away (though she does) just because she's the Princess. He coldly informs her that he's a sworn knight and that she's been away from home too long if she thinks he'll let her go due to that fact. He will also show respect such as bowing to Princess Jade when he realizes it's her, bowing or kneeling before the king as well as Don Rodrigo who trained him as a boy.

Gemma tells the Luminary the story that instead of facing death after being rounded up by Hendrik's childhood friend and fellow knight Jasper, (though she didn't know the man's name) their lives were spared. The only thing she recalled about him was that 'his eyes were cold.' However, Hendrik had intervened, sparing the lives of the villagers of Cobblestone and locking them up in the dungeons below the castle in Heliodor instead of outright killing them as would've been their fate otherwise. Death would have been their 'punishment' for raising the 'Darkspawn'.

King Carnelian calls Hendrik his 'ever faithful knight' because he's so dependable. Hendrik does what he is asked, even if he may initially disagree. In the end he will still be there to do what is required to follow and do his King's will regardless of anything else. And as a boy both he and his childhood friend Jasper swore fealty to Heliodor and to protect the kingdom together. The boys also received matching gold fealty token pendants from the king which are replicas of the Shield of Heliodor and they were the only two to receive them. So it's a shock and surprise when Hendrik escaped Krystalinda in Sniflheim and finds that she knows of the twin pendant to the one he always wears.

So in battle, will take hits meant for others and will stand and fight beside them, even using himself as a shield if that's what it takes to accomplish fulfilling his oath. He also can have resting 'frowny face' due to having such a serious outlook. In battle, he becomes passionate, and his sword deals swift justice to those who oppose him. So whenever he needs to do something (such as follow Jasper's black spirit) he asks only the Luminary and seeks only his approval or forgiveness for indulgence of things or actions.

And when the party faces Jasper as a black spirit later, Hendrik says that he helped create that very darkness and he had to destroy it alone. And after there's a reconciliation of sorts, he says he should've spoken and listened to Jasper and maybe he could've saved his old friend. So in the end there is friendship and peace between them as their boyhood pact is honoured.


SAMPLE: here, others can be provided if necessary.

INVENTORY: 2 phials of magic water, a few Antidotal herbs, Sleeping Hibiscus, Medicinal herb, Strong medicine, book

Wearing:

King's axe (carved with runes)
Oath pendant/token of fealty
Full set of black armour & cloak
Shield of Heliodor -

NOTES: Hendrik harbours an intense dislike for insects and he rarely speaks in contractions.

IF ACCEPTED, WOULD YOU WANT A PLOT-LIGHT OR PLOT-HEAVY CUSTOM INTRO? Light if that's ok, thank you!
unswervingcompanion: (By your command)

[personal profile] unswervingcompanion 2022-02-11 08:50 pm (UTC)(link)
No worries! Monday works just fine, thank you!

I can do everything Monday, it'll make it easier on you too I think, less work?

I thought about having him come back with some vague memories with a reset? But if that doesn't work that's fine too.
unswervingcompanion: (And now to deal with you (r))

[personal profile] unswervingcompanion 2022-02-12 07:02 pm (UTC)(link)
Thank you!

And I replied to the post, so he's all set!
good_taste: (Default)

Astarion | Baldur's Gate III

[personal profile] good_taste 2022-02-27 01:31 am (UTC)(link)
PLAYER NAME: Spider! Hello, I'm already here. This is an app for a second character.
CONTACT: plurk: PaleAntiquarian, discord: CellarSpider#9984
HOW DID YOU HEAR ABOUT THE GAME?: Our fantastic friend and fellow player, Britt!

CHARACTER: Astarion
CANON: Baldur's Gate
CANON POINT: Act 1, all events are as implemented in Early Access update 6, Patch 19. Prior to completing the quest to side with the refugees or the goblins. Astarion has received the Necromancy of Thay tome, but he hasn't bitten anyone, and has received no illithid dreams. Those are horrors I wish to inflict on him and everyone else.

BACKGROUND: Astarion is a high elf and citizen of Baldur's Gate, from a noble family. He worked as a magistrate in the city government. One night, a group of men assaulted him over a ruling he'd made that day, viciously beating him and leaving him to die. He was found by the vampire patriarch Cazador Szarr, and offered the choice to be bitten and become one of his vampire spawn. Astarion accepted rather than face death. This brought him under Cazador's complete mental control.

Unable to resist the vampire's will, Astarion was kept as a slave for two hundred years, until one day he was stolen away by illithids. They placed one of their tadpole-like young in his skull, a process that usually ends with the host agonizingly transforming into a mind flayer within days. This fate was seemingly forestalled when the illithid's ship took an unscheduled detour through literal hell before crash-landing on the coast a few day's journey from Baldur's Gate, killing the mind flayer crew. This tossed Astarion out onto a bright sunny day, which should have burnt him to a crisp within seconds.

But for some reason, it didn't. Huh.

Now freed from Cazador's control for the first time in centuries, Astarion is absolutely focused on keeping things that way, and also finding some means to control the illithid tadpole. Preferably before it eats any of his brain. Astarion joins up with a group of fellow tadpole-infested misfits, each with their own secrets. Over the next few weeks, the group searches for a cure, and begins to learn about a mysterious deity called the Absolute, worshiped by a cult headed by fellow infected.

Over the course of their journey, Astarion's true nature is revealed to the others, he learns more about how the tadpole has changed the rules of his vampirism, and he gets the first warning that his master isn't going to let him go so easily. His ultimate goal: kill Cazador Szarr, and drink his blood to become a full vampire. Supremely powerful, feared, and, most importantly, free.

ABILITIES | POWERS: As a vampire spawn, Astarion would normally have all of the drawbacks of being a vampire, with none of the strengths. But thanks to the horrible alien brain parasite that wants him alive, he can walk in sunlight, and enter houses without permission. Cool! However, running water still burns like acid for some reason, he doesn't show up on reflective surfaces, and he needs to consume the blood of living creatures. It doesn't have to be the blood of sapients, but he very much prefers it. He also has a tendency to become giddy or drunk after, well, drinking blood.

As a high elf, Astarion is a bit more innately magical than the average denizen of Faerûn: He can decide each day which wizard's cantrip (basic spell, the list is available here.) he wants to cast, and can then do so at will. He can see in dim light as if it were day, and can't be magically forced to sleep. In fact, he doesn't sleep at all--the only rest he needs is about four hours of meditation per day.

Players can further choose Astarion sharpen his magical skills to become an Arcane Trickster, which sees him drawing from a wider pool of sneakier spells. He can only cast these a limited number of times per day. The full list is here.

The strange illithid tadpole in his skull can also provide further magical benefits: He can fight back against psychic intrusion. If he ever encounters another person who is marked by the Absolute, he can control them. And if he ever runs into another infected person, he can read their thoughts, but doing so opens him up to being read in return. It's also helping him be more sneaky: Twice a day, he can create an inky black patch of shadow, which no light can enter. While he can't see within it or into it, neither can anybody else.

PERSONALITY: Good lord but this man has a Personality, with a capital P. You'd think his backstory would all add up to an entirely serious and sad character, but you would be wrong. This man can be an utter, joyful disaster, albeit with some very, very sharp edges and sore spots.

First and foremost, Astarion hides what he is under a thick layer of flirty, foppish behavior. And it's not just an act, he really is just like that. However he will use it defensively to make himself seem less threatening, or to deflect people's interest from things he doesn't want to talk about. Like, say, 'why did you sneak off in the middle of the night?' or 'why is this corpse completely exanguinated?' Ideally, he'd rather most people see him as just a charming man with good hair.

Still, Astarion really is deeply traumatized by the two hundred years of abuse he was subjected to. He has triggers that can make him lash out at others, regardless of how supportive they might try to be. Or he'll sometimes fall back on fawning or placation to protect himself, especially around subjects that weren't safe for him under Cazador's control. It's difficult for him to approach these subjects. Still, he does seem to have an honest desire to be known and to connect with others.

His past leaves him with an obsessive desire to acquire enough power to ensure his freedom and one day kill Cazador. He's the only one out of the protagonists that initially doesn't want to remove his tadpole. If it's gone, he'll likely be forced back to being a tortured, starving puppet, never to see the sun again.

But! He's also sometimes given to impulsive decision-making, just for the fun of it. Don't tell anybody about the party's tadpole problem. But wait, no--tell the crazy old potion-seller everything. Help some goblins break into a druid grove, but killing their leaders is just as good, too! Indulge in your power! Cause a little random chaos! It'll be hilarious. It's unclear whether he's always been like this, if he became like this over the centuries, or it's his reaction to newfound freedom. In any case, he doesn't feel 'good' or 'evil' have anything to do with his behavior--good people never set him free, but the mind flayers did, in the course of carrying out their own desires. It's a hedonistic worldview, and he'll indulge accordingly.

While it's not technically a part of Astarion's personality, it's also worth briefly describing the behavior of the illithid tadpole. Because it is sapient to some extent or another, and its personality clashes with Astarion's in some notable ways. Illithids psychically control and consume other sapients, and they believe these acts are gifts to their victims. They are in fact dependent on controlling others. An adult illithid without thralls will often become depressed or otherwise unstable.

Thus, the tadpole sees Astarion's relationship to Cazador as something normal, possibly close to ideal. When it tries to reach out to him in his dreams, it takes Cazador's appearance. This is, understandably, intensely triggering for Astarion. Despite this, Astarion still uses its powers for his own benefit. He's used to bad deals like this, and he's going to wring all the use out of it that he can.

SAMPLE:

Where were you when it happened, people were fond of asking. What little shred of mundane life turned into a Historic Moment by sheer coincidence?

Honestly, he hadn't been paying attention when it happened. And when it started happening, all other thoughts were pushed aside in favor of Oh dear gods that's a giant tentacle. How. WHY. Oh shi--

And then a period of unconsciousness, followed by A mind flayer? How can my luck be this abysmal? What's it got in it's hand? Oh. No. No no nono--

And then more unconsciousness, slipping in and out of lucidity with a brief stopover at Where is this ship going? Where in the Hells--oh. Oh fuck I didn't literally mean it--Why is there a brain crawling around?!

And then unconsciousness took another bloody encore when the ship crashed and he was finally torn free of the horrible, moist pod he'd been trapped in, and he stumbled blindly through acrid smoke and into--

Sunlight.

And honestly, he was too stunned to even think that one through for a while.

He wasn't dead. He should be. It was the very definition of a beautiful sunny day. Instantly lethal. But he wasn't even singed. Either he was wildly hallucinating, or he was out in the sun.

Marveling over the impossibility of it all would have to wait. He had a horrible little parasite in his head. He was alone--no time to enjoy that yet either, if this monstrosity had crashed anywhere near Baldur's Gate, then he'd have to get back immediately or the consequences would be dire. He'd always been useless with pathfinding, ranger nonsense, and he hadn't left the city in two centuries. That trip through the literal Hells could have taken them halfway around the world, or dropped them a few miles down the road.

And, just to make everything that much more delightful, he could hear shrieking from inside the wreck. No, wait--he couldn't hear anything. Something had bypassed his ears for the sole purpose of screaming like an furious chalkboard. Crouching low and moving up to a vantage point, he watched as two of those brain-creatures threw themselves at...

He'd seen that face. That one had been wandering free inside the ship, following the brain that had skittered past his pod. Relations had soured since then, apparently. But still--they'd been trusted. Probably a thrall. Mind flayers had thralls, didn't they?

The figure paused over the squashed bodies of the brain-creatures, catching their breath, looking up towards the hole in the side of the ship. They were going to head this way next.

Well then. That gave him an opportunity to capitalize on. He retreated once they looked away. They'd looked tired, but they were armed. There weren't any fantastic hiding spots to ambush them from, although... Those bushes could hide something smaller. Hypothetically. Like a brain with legs.

He drew his knife, falling into a ready stance, waiting until he saw his target come into view below him.

"Hey!" he yelled. "I need help!"

Not his best performance, but it would have to do. If he could just draw them in close enough and get their back turned, then the rest would be easy. He could interrogate them, find out what those horrid things had done to him. Then cut their throat.

Spilling a little blood sounded incredibly appealing...


INVENTORY:
- A short sword and dagger
- A crossbow, and [mumblemumble] bolts. The game doesn't track ammunition unless it's enchanted.
- A set of thief's tools--lockpicks, etc.
- A trap disarming kit
- Four health potions
- A well-made set of clothes that double as padded armor. Some of the gold embroidery is slowly unraveling. Pity him :(
- The Necromancy of Thay, a book set with a really spooky face on the cover, gripping a large amethyst in its teeth. He can't actually read it, though--the spirits in the book talk too loudly for him to concentrate. He can sense that whatever's in it is deliciously dark, though. The only known spell that can be read and learned from it (as far as the plot's gotten) is Speak With Dead, though Astarion hasn't gotten that far.
- ...does the tadpole count as being in his inventory? Does your skull count as a pocket?

NOTES: Starting with some vampire basics: By D&D canon, vampires are undead. While that may alter how events in the game affects Astarion, the tadpole in his skull is not undead, and it's already shown the capacity to defy what's conventionally possible.

Astarion needs blood. He can hunt on his own or sneak a nibble while somebody's asleep, but he'll starve unless he gets a fairly regular bite or two. He probably can't take an artificial substitute either: as he explains it, he needs the life essence that the blood represents. The blood of thinking creatures is the best supplier of that. I do recall seeing that Kaneki's got some arrangements to solve his own similar requirements. I'd be happy to take advantage of the same, though he won't volunteer that information to the caravan NPCs. ...He's not super hiding it though, he has sharp teeth, red eyes, and the bite scars on his neck peek out from under his collar sometimes. He mostly skates by on the fact that the sun isn't a problem for him. god he's such a beautiful moron sometimes

Also, as mentioned before, he can't touch running water without suffering burns. If we end up in some place where fording a river is required, he needs some way to avoid touching the water.

One more thing about the tadpole--Astarion doesn't know it yet, but the tadpole has been magically altered to produce its strange powers, and to resist removal from the host. Surgery? Failure. Powerful fey magic? Failure. Deal with a devil? He doesn't call in the contract yet, indicating he's got no idea what the literal hell he's supposed to do to hold up his end of the bargain. While normally death of the host would cause a tadpole to flee the corpse, player characters can die and be resurrected within the course of gameplay, and they remain infected.

And a final note--While not yet available in the game due to its Early Access status, there are some Astarion-specific cutscenes that have been found by dataminers, which may become relevant during the course of his time in Eastbound. Datamined content can be subject to extensive changes based on the whims of the development team, and I will attempt to avoid drawing too literally from what's been found, and no datamined content has been used in his background or personality sections. Even though his dream sequence is so damn messed up jfc--

IF ACCEPTED, WOULD YOU WANT A PLOT-LIGHT OR PLOT-HEAVY CUSTOM INTRO? Plot-heavy could be fun! I'm sure the spooky book has some potential here.
good_taste: (pic#15463242)

[personal profile] good_taste 2022-02-27 11:06 pm (UTC)(link)
Huzzah!

1. hooboy SIN TIME

- For his ancestral curse, gluttony and greed.

- It was really, really hard to figure out which sin Astarion has the most of. But... given how his personality has become very focused in on himself, Pride is probably Sin #1 for him.

2. By the rules of D&D, Astarion is undead! Please note, nobody knows what the hell the tadpole's whole deal is. There's no precedent I can find for a tadpole successfully implanting into a vampire, but it's managed to do that anyway. TL;DR It's probably living, he definitely isn't.

3. Can do!
divaricate: sways @ dw (age of ultron ● 286)

Wanda Maximoff — Marvel Cinematic Universe (MCU) — RESERVED (expired)

[personal profile] divaricate 2022-03-02 04:29 pm (UTC)(link)
PLAYER NAME: Tessa
CONTACT: [plurk.com profile] polarisation
HOW DID YOU HEAR ABOUT THE GAME?: tdm top level, but I also know a few folks currently here

CHARACTER: Wanda Maximoff
CANON: Marvel Cinematic
CANON POINT: post-WandaVision

BACKGROUND: Wanda ❝Scarlet Witch❞ Maximoff — Marvel wiki link.

ABILITIES | POWERS: I've proposed nerfs within here, but, of course, mods can modify those further as needed.

PSIONICS ➝ Wanda is able to move (including levitate and otherwise manipulate) a number of objects with her mind. She can pull things apart, and use this force to create a type of energy shield to protect herself and/or others. She can also send red energy blasts from her hands — this red energy also allows her to fly, levitate others, and perform actions such as filtering poison gas out of air or containing/causing explosions. She is also powerful enough to manipulate an infinity stone.

Wanda can read minds (thoughts/dreams), and mentally communicate with people. She can do this at a level that is shown to be a pretty narrow focus. Wanda can influence people mentally. She can put people in a trance-like state where she makes them see what she wants them to — things like their deepest fears, for example (though what they're afraid of isn't decided by her) — and trap them within that state while they interact with their hallucinations as if they're real. She experiences that along with them, though the victim is unaware of her being with them. With this, she can also influence the memories, actions, and thoughts of people, their emotions, senses, and feel their general aura. This ability also allows her to induce feelings of pain, or sleep, etc. She can also temporarily paralyze people with this.

CHAOS MAGIC ➝ Wanda has a form of chaos magic. Her magic is ill-defined in canon, so for game purposes, I am limiting it to the following spells with the following limitations:
✦ Teleportation— Wanda's teleportation associated with this will only allow her to teleport herself and up to two others a short distance.
✦ Cast spells to heal herself and others— however, if they die from their injuries, she cannot under any circumstances bring them back to life; she can only heal them as long as they're alive.
✦ Casting spells to transform one thing into another— She can handle anything that's up to the size of a human, so with this she can't do something like turn a large tree into a house or vice versa for example, but she COULD turn a coin into a sheet of paper for example.
✦ Conjuring liquid substances/solid substances/decor out of what seems like thin air— The limitations to this being that she cannot conjure living human beings under any circumstances, and can conjure any non-edible solid materials up to the size of a large car for usual playing purposes. Anything bigger than that would be impossible for usual gameplay and is therefore subject on my end OOCly to special plotting and mod permission. She can conjure up to five of each individual object (per month).
✦ Protection spells— These spells can protect a person or location from most magical or non-magical threats for up to one day before the spell wears off and she would have to recast the spell, unless she only makes the spell good for a lesser amount of time; if the threat were particularly large in scale -- like, a loooot of heavy weapons or just against magical forces more trained than hers, her spell would break under the pressure.
✦ Clairtangency— When she physically touches an object or person, this contact causes her to pick up a small amount of information from it (anything about the object or person; this can be history of an object or person, feelings/emotions of a person at the current time, or about a past event, et cetera). This won't happen every single time she touches something/someone, and no information will be obtained in threads unless discussed with all players involved about what she would find out beforehand, since I'm obviously not interested in using this to godmod/infomod. Same stipulations apply when it comes to finding out game metaplot info; mods will be chatted with first. Also, if your character is a robot/android/undead/etc, I will default to assuming, as with her telepathy, that she can't read their emotions or feelings, unless you'd prefer otherwise.
✦ Runes— She uses runes to do things like protect a room and make her magic the only usable one in it for a time.
✦ Astral projection— While she won't be able to travel to any actual other realms (i.e.: the afterlife, et cetera) in game, she will be able to use this more like she uses her teleportation ability. Except it's just teleportation for her astral self, not her physical self. She can only stay astral-ly projected for up to 30 minutes at a time without risk to her physical self; any longer and she'll be at risk of any number of things -- like her physical body being possessed, passing out, headaches, so on.

OTHER WEAKNESSES/POWER LIMITATIONS ➝ Even with her abilities, Wanda is still a regular human underneath that and can be killed by anything that would kill a regular human. Wanda's powers will not work on anyone who is immune to mental infiltration, or has any other kind of mental block skill that would not allow her to read their thoughts or otherwise mentally manipulate them. Any kind of sonic wave blasts sent at her will disrupt her focus enough to get her powers to be rendered temporarily unusable; shock fields of electricity will also block her powers. In games, I also play her powers to be something that doesn't work over network communications. As in, if she's communicating with someone via video/audio/text, she cannot use her telepathy on them during those mediums of interaction. Her telepathy is also null and void against any creature that does not have a living mind (i.e.: robots/androids would fall under this category, as would undead creatures like vampires).


PERSONALITY:
Wanda, a caring, perceptive individual lost her parents at the age of ten when the family’s apartment building was bombed (this tragedy planted a seed of vengeance in her; more on that later), but has been determined to turn the tragedy of growing up in the war zone into something meaningful. She and her twin Pietro were always front and centre in protests and riots against Western (USA, et al) powers at hand that were occupying and destabilizing Sokovia before hidden Hydra scientists approached them and promised the twins power. Not simply accepting their fates, Wanda and Pietro rebelled against it, supported each other and developed their co-dependent relationship. They balance each other out - Pietro convinced Wanda to participate in Strucker's experiments from the word ‘go’ and Wanda had to talk Pietro into not releasing Tony in Age of Ultron when they both held resentment for his Western weapons business.

Once she loses Pietro in the battle against Ultron, she presses on with her resilience by leaving Sokovia and joining the Avengers in New York. Seeing that SHIELD was not exactly the monster she had believed it to be, since they did show up to save her people, she gives them this chance -- despite her feeling guilt for her part in Ultron and what it did to Novi Grad and her brother. Wanda feels a need to prove both to herself and the world that she can be better than before. She grows stronger. Even in at the fight at the airport in Civil War, she knows more than anyone else what will happen to the ones that stay behind to try to press against Tony and his team -- what kind of place Ross will put them in, but she doesn't hesitate because she knows stopping Tony is more important.

After being tossed in the Raft, she's lost almost everything. Sokovia, her brother, her second home with the Avengers. The Avengers were her chance to find a new purpose and belonging, and she still looks for it now. Her instinct for kindness and protectiveness means that anyone who shows that to her will find her returning it to them. She can have trust issues, but she isn't so cold that she will be ice to everyone nice. Her anger and doubt can be her weaknesses, because if someone she loves is hurt, she will go fight hard at whatever or whoever wronged them, and she can get massive blinders and not see straight. Until a trusted friend comes along and talks her out of it. And despite her dark history, Wanda has found some light in dry sarcasm. She will tease her friends and family, lightly, in a blink and you might miss it, way. It keeps her going.

Moving mostly past her issues with the Avengers when she joined the team, and her issues with SHIELD, shifted her perception of how she can be a hero in this new age. She still hates Tony, but she can work with him. Even with Clint "retiring", she still has a soft spot for the Avenger who is like a father figure for her now, since his life is because Pietro gave up his. To close friends of her friends, she treats as close — when T'Challa went for Bucky, she protected Bucky, since he's Steve's friend — and she trusts Steve.

Wanda is still learning how to deal with failure and her powers. Her kindness means she wants to save everyone, but sometimes, as Steve says to her, that isn't always possible. Saving as many people as possible has to be good enough, even if it sucks that some people die. She wants her power to be enough, but it's not, and she can blame herself quickly for that. She expects so much of herself after gaining this power. However, once Wanda's made up her mind, she acts decisively and good fucking luck taking her out of it. She knows and is terrified of how destructive her powers can be, and how easily she can be made into a living weapon, which she tries hard not to be. Her confidence in knowing she has all of this power, and that constant fear in her own mind that she's going to mess up and kill people, eats away at her in an inner battle. Sometimes she ruminates in the guilt which motivates her to do better and be better, and also tells her to stand back and don't get involved lest people die.

Despite this, her vengeful nature comes back into play should people she cares about be in harm's way. Mostly, she takes actions which incapacitate (not harm) the threats to them, but if her loved one's lives are on the line? She's going for the kill. (Example A: In Infinity War, she threw shredded Proxima Midnight for almost killing Natasha.) When Wanda does have to kill, she surprisingly doesn't seem to show regret for that because she knew it had to be done, since it is a last resort for her.

After manipulating reality and holding a town hostage for a few weeks, Wanda is yet again isolating herself and trying to learn about her new chaos magic abilities. While also trying to figure out how to get back her children that she gave birth to in her fake reality, then had to erase. Grief is an understatement, but she's also motivated in a way she's never been motivated before.


SAMPLE: 001 & 002 & of course the TDM sample above makes 3

INVENTORY: This outfit and if possible the Darkhold. I won't have her do anything game-breaky with the Darkhold, and any major use of it will be mod-approved for a plot well beforehand.

NOTES: She shouldn't need any particular accommodations, or anything unusual like that.

IF ACCEPTED, WOULD YOU WANT A PLOT-LIGHT OR PLOT-HEAVY CUSTOM INTRO? Let's go light for sake of ease!
Edited (not crau; the subject line autofilled) 2022-03-02 16:30 (UTC)
soulsrob: (Default)

Winnifred Prismall | OC | Not reserved

[personal profile] soulsrob 2022-03-03 07:19 pm (UTC)(link)
PLAYER NAME: Kalyn
CONTACT: [plurk.com profile] ovals
HOW DID YOU HEAR ABOUT THE GAME?: points at eyes, points at Ruxi

CHARACTER: Winnifred Prismall
CANON: Original
CANON POINT: Shortly before her meeting to finalize raid plans.

BACKGROUND: Winnie's world was the same as the real world, up until 1860. Around 1860, souls, it was found, could be extracted from people and placed into someone else; that someone could then absorb the soul. The absorbed soul enabled a person to live longer and cured many of the diseases scientists were struggling to find cures for. What followed was two things:

1. Scientists, now mostly freed from the constant pursuit for cures, took to discovering and advancing technology through steam power.

2. Souls were growing in demand.

Everyone wanted to live longer and be healthier. It started out innocently enough, with taking the souls of convicts and those already doomed to die. Soon, however, it wasn’t enough for the highest in society, who began to realize this and suffer the consequences -- they had to have a steady “diet” of souls, consuming/absorbing them at least once or twice a month. The older you grew the more souls you had to absorb to stay alive.

As demand grew, people found new ways to get the souls, namely by preying on the poor. Schools were set up to house, teach, and most importantly find Extractors, those rare individuals who could remove and implant the souls. The Extractors would then be taken out with handlers to seek out those who were poor and unaware to steal their souls, storing the souls within their own bodies. Extractors had no souls of their own and could not absorb them, thus posing no threats to taking any for their own. Each Extractor had a handler, and everything was provided to them by the governments of each country. Though everyone handled it differently, England kept a tight hold over their Extractors, letting them have little contact with the outside world and essentially making their lives revolve around what the government said and did.

Some other important rules to note are that souls begin going crazy after 24 hours away from their body, and one soul can last a person 20-25 days. The act of removing and implanting a soul are painless, and is done so orally-- the Extractor taps the other person’s mouth and pulls the soul out from there, then swallows the soul. Prolonged contact is not needed, just the quick touch and drawing the soul out will happen unless, obviously, the Extractor doesn’t wish to do that.

More about how souls work here

Winnie's personal backstory: Winnie was born in 1864 to very wealthy parents and is one of these Extractors, though she was one of the lucky ones to not be sent away to the schools. The death of her mother is to thank for that, for her father, unwilling to part with the girl who looked so much like her mother and unwilling to be left alone, refused to give her up and kept the fact she was an Extractor a secret from everyone. She grew up fairly normal and her life wasn’t a very exciting one. It was mostly filled with lessons--how to play piano and violin, manners, how to have a polite conversation, how to read, write, and do basic maths, and everything else she’d need to know to be the best pick when it came to courting and marriage. However, she’s had no interest in it and considers herself a spinster and “too old” to marry now. Her father used the excuse that she was sickly to keep her confined in her home, where she would read fairy tales and adventure books.

When she was young her father took in another young girl named Agnes, and the two quickly grew close. Agnes knew more about the ‘real world’ than Winnie did and spent her time telling Winnie of the outside world and all the things she never had a chance to see for herself. And the more Winnie learned, the more she became at what her friends and neighbors were doing aware of how unfair it all was.

So, she and Agnes devised a plan to become like ‘modern’ Robin Hoods. They would attend the numerous parties and sleepovers that Winnie’s status granted them access to. The parties of the rich were usually characterized by an after-dinner “treat” in the form of each guest being gifted with a collected soul by the host or hostess. Winnie would simply take the soul, though not absorb it, and the next day she and Agnes would search for the original body, assuming it hadn’t been moved or destroyed already since souls are almost always transported and absorbed within a day of their capture. Souls have a short shelf life like that. In the event of the body being unable to be found, the soul was released. If lucky, the soul would become a ghost, but if not then the soul would be forced to wither away and ‘die’.

In order to make this happen, however, Winnie had to convince her father that his careful and loving care had overcome her soulless nature. Winnie spent hours practicing her smile and making expressions, studying Agnes, her father, and the servants, trying to understand emotions and expressions. She practiced over and over until she could produce natural-looking expressions and body movements and convince her father that she was 'normal' enough to be undetected among the masses as anything more than an eccentric noble.

Thus, the two began their plan, struggling through it via trial and error, until the pair met a ghost who haunted the lighthouse in the port town only a few hours away from the city. It was a complete accident-- they'd heard the talk of the townspeople and Winnie had decided it sounded interesting, and so had dragged Agnes to it. The first meeting had been a disaster as Winnie's over enthusiasm didn't mesh well with Mortimer's grumpy personality, but Winnie was not deterred. She made a point to visit every day they were in town and eventually he grudgingly accepted her and Agnes's presence. After some consideration they realized that Mortimer, being a ghost, would possibly know what to do with the souls whose bodies they couldn't find. Although he pretends that it's a bother every time, he enjoys helping the souls either move on, or become and adjust to being a ghost; through him Winnie was able to find both another confidant and a way around what she had seen to be a failure to help the souls.

As Winnie interacted more with the outside world and the people in it, the more she felt moved to help them. Inspired by the heroic tales of her books, Winnie became more involved with the people of the slums, forging her own networks and connections to prepare for a revolution--a coup against the corrupt government and a chance to change the country for the better. Or, maybe, even the world.

ABILITIES | POWERS: Winnie has the ability to remove a soul from a person’s body and ‘eat’ it to store it within her own body without absorbing the soul. She can control this, so it's not like touching someone's mouth is going to automatically pull their soul from their body, but this is also a way for her to exorcise spirits or possessed people. Speaking of spirits, she CAN see and communicate with them.

She has no soul of her own and is essentially an empty shell for storage. This also makes her more susceptible to illness, her lifespan is much shorter than other humans, and she gets sick more easily.

Being soulless means most animals either actively hate her/are scared of her, or run away/freak out on sight. The exceptions are animals that are "evil" in some way, feral, and/or carnivorous/dangerous predator types. At worst they ignore her entirely like she doesn't exist, and at best they're attracted to her and will follow her or stay by her side.

Aside from that she has a rudimentary knowledge in self-defense with a blade and a pistol that she’s learned from Agnes, along with what she's learned from fencing lessons.

Winnie also possesses a photographic memory, allowing her to memorize and recall most things she reads with ease.


PERSONALITY: Eccentric, dotty, and oblivious are the three words that could best described Winnie. Being an Extractor means being able to mentally hear and speak with the souls 'housed' in her, and talking to voices in ones’ head never bodes well for one’s mental health--it’s one of the drawbacks of being a Extractor, though the well-trained are able to put up mental walls to block the voices. Still, Winnie is not well-trained and quite prone to talking aloud to thin air or getting to absorbed in the soul speaking to her. This causes her to run into things or miss entire chunks of conversation.

Winnie is also characterized by an unflappably calm and cheery disposition. When dropped into a new situation, she greets it with an excited smile and a declaration that it will be a "terribly interesting adventure."

Her curiosity can sometimes get her in trouble, as she doesn't often think everything through and tries to rush ahead to explore something further. Thankfully that's where Agnes steps in to make sure Winnie doesn't get herself into hotter waters.

Seeming loyal and kind, Winnifred loathes to lie outright, even though it’s a deemed necessity with what she and Agnes do. To make up for that, she tries to tell the truth and be honest with just about everything else and lie by omission rather than outright. Her father, being a very doting and loving father, is often the unwitting pawn in Agnes and Winnie’s adventures, in case they need money to silence someone or need to use his influence. For the most part he remains oblivious to what the two are doing with the souls, but Winnie feels a vague sense of guilt having to lie and use him.

The concept of fear is also largely lost on Winnie. It’s not that she doesn’t experience feeling scared or worried or anything like that, it’s more that it doesn’t apply to situations most people would be more wary of. For example, she’s very quick to trust someone and think them a nice person for any minor details, and is the kind of person who would walk down a dark alley without a second thought, because the idea that something bad might happen to her doesn’t even register. This is largely due to not having a soul, and therefore her emotional reactions to things are muted or otherwise nonexistent. If she had been raised in the dormitories with the other Extractors, it would be easy for her to have been changed like them-- Emotionless machines driven only by their one goal to collect as many souls as possible. Because Winnie was raised more-or-less normally, however, she's been able to grasp more emotions. The positive ones just come easier, but it's this soullessness that allows her to shrug off things that might emotionally cripple a 'normal' person and allows her to bounce back so easily.

Because of this lack of a soul, it's more accurate to say that Winnie's emotions are, for the most part, faked. It's not that she doesn't feel all emotions, but emotions such as curiosity and joy come much easier to her than any others. It's incredibly hard for her to actually feel things like anger or hatred, and she describes it as being like trying to cup water in your hands. While the water might last a little while, eventually in can all trickle out and leave her empty once more, with only the vaguest impression of it behind. It's not uncommon for Winnie to feel a flash of an emotion, and then get excited enough that that overrides the other feeling she had and make it disappear completely, leaving her a bit exasperated.

She sees herself as a savior to others and will keep on trying to help them; if they adamantly refuse her help it'll take quite a few tries of being told off for her to understand. Winnie has, in her adult life, grown aware of other people who fight for a similar cause to her, but she's grown so used to relying on her friends--and still has a wariness to admitting she's an Extractor not for her own life, but because she doesn't want to see her father in trouble-- that she prefers to stick with them and do what she can from her side. Essentially, Winnie wants to be like the heroes from the books she reads, the hero of her own story, and firmly drives towards that goal. This is less because she has genuine feelings about it though, and more because Winnie has molded herself around the concept of 'justice' and 'fairness.' She can understand these concepts clearly, more so than she can emotions, and knows because of this that what's happening to soulless like herself is "Unfair," so she's fixated on, well, fixing it. In the stories, the "good guys always win," so Winnie figures that so long as she's a "good person" she'll also always win. This allows her to justify almost everything she does with the idea that "but my intentions are good/it's for a good cause, so it's not actually evil or bad."

It should be noted, however, that Winnie is anything but stupid. She has a keen awareness she keeps hidden, largely because she's self-aware enough to know it's better that way. She plays up her sillier side, pretending to be airheaded and dotty far more than she actually is in order to get people to let their guards down around her. If people underestimate her, it's better for her in the long run if and when she can catch them by surprise, so you could say that she's also quite manipulative.

SAMPLE: heerree

INVENTORY: x1 Daywear gown in off-white with a flower pattern. Includes drawers, slip, corset, petticoat, camisole, small wire bustle, skirting, and jacket.
x1 pair of white, heeled shoes
x1 fancy hat in green, with an array of flowers and ribbons
x1 A silk-lace parasol, white and green. The handle can be detached to reveal a stiletto blade.

NOTES: n/a

IF ACCEPTED, WOULD YOU WANT A PLOT-LIGHT OR PLOT-HEAVY CUSTOM INTRO? hit me, tbh.
soulsrob: (will they be rich?)

[personal profile] soulsrob 2022-03-04 09:20 pm (UTC)(link)
Two sins: envy and gluttony
Sin she's guiltiest of: wrath

And yes, I'd like her to remember her previous stay!
infirm: (Default)

cloud strife, final fantasy vii, reserved

[personal profile] infirm 2022-03-12 10:43 am (UTC)(link)
PLAYER NAME: loaf
CONTACT: [plurk.com profile] ennuib & loaf#1052
HOW DID YOU HEAR ABOUT THE GAME?: following eve like a puppydog, wanwan...... and also i have a crush on ruxi's writing, so here i am.

CHARACTER: Cloud Strife
CANON: Final Fantasy VII (REMAKE)
CANON POINT: Chapter 18, walked through the white light portal at the end of Midgar's road right before fighting the Whispers.

BACKGROUND: History @ FF Wiki thank god i don't have to write that out what a nightmare. the Crisis Core game is used as the canon structure for his history and much of his personality is extrapolated and applied from the original title.

ABILITIES | POWERS:
  • MAKO & JENOVA ENHANCEMENT
      Genetic experimentation has made Cloud faster, stronger, more durable, etc. Think "gets thrown through a mountain, and that sucks, but he survives" strong. I'll probably tamper this down quite a bit in the game because he's cute when he suffers.

  • SWORDSMANSHIP
      What it says on the Tin. He inerhited his iconic buster sword from his predecessors and it's an unwieldy thing, but he's adept at using it in close combat for both offense and defense. If he's been in a stressful battle long enough, he may be able to use a Limit Break, which are really just fancy cool finishing moves.

  • MATERIA & MAGIC
      Can use mako/lifestream energy crystallized into magic, abilities, and summons when equipped. See: inventory.

  • ATHLETICISM, SURVIVAL SKILLS
      Master motorcyclist, master squatter, chocobo riding, snowboarding, CPR, mountain climbing... dancing... etc. If you put anything physically demanding in front of him he can probably figure it out.

PERSONALITY:
    In introducing Cloud, I offer you this quote about him spoken by Cid Highwind from late in the Original game: "Gotta admit, he was a strange dude. Just when you thought he was cool, he'd go and do some damn fool thing. And just when you thought he was smart, he'd show how stupid he was. Everything about him from his movements to his speech were kinda odd."

    And that's about the gist of Cloud Strife's character, on a surface level. You know him, you've seen him around on the internet for 25 years, "not interested"ing and "I want my money"ing and doing Real Shit like dumping his dead girlfriend's body in a lake and huffing Sephiroth farts and playing side piece to an Italian senator. He ruffles feathers and smart-alecks his way through most social interactions, gruff and standoffish, staunchly indifferent to personal affairs. Reticent and moody, he's cocky of his skills and loath to take jobs he thinks are 'beneath' his former rank as a SOLDIER First Class, groaning like a petulant kid when asked for help with boring or rudimentary tasks. And he's strong. "Whips around the biggest sword you've ever seen like it's nothing" and "bunny hops skyscrapers" strong. Surely this guy's the hero of such a beloved franchise, right?

    Well... the bravado and, uh, charm he has are really just traits he grafted onto himself from his dead mentor and literally the only friend he's ever had in his entire life — an ACTUAL gangster, and said girlfriend's ex-boyfriend. It's very complicated and homoerotic. Even the physical strength is a result of fantasy steroids and monster eugenics, the bitch is fake as fuck. Cloud's just LARPing a real hero who sacrificed himself in front of his eyes and made him swear he'd live on for the both of them. Not that he remembers any of that — trauma's a bitch and all, made worse by a catatonia from severe allergies to the mandatory 'roids that kept him from actually ever getting into SOLDIER in the first place when his mentor broke them out of an inhumane ShinRa lab. After his childhood hero went fucking bonkers and tried to kill everyone with a 97% success rate during his warm-up, that is.

    "Knowin' what I do now, I can see why he was that way," is how that Cid quote continues. Understanding Cloud fully means looking beyond his understanding of himself and the well of sensitive, childlike (read: stunted and awkward) emotions he tries to run from: a tried and true unreliable narrator that attempts to mislead others, himself, and even the player. The truth is, Cloud is a weak person. After he failed the only goal he ever allowed himself to set ("To be a hero like Sephiroth", can you believe this dumb bitch), he fell into a pit of depression and shame so severe he was afraid to return to his hometown or even speak to his family. His gorgeous innocent single mother, RIP!!! So when Zack died in front of him, a final nail in a coffin rapidly filling with other sins like watching his hometown get barbequed by a pretty psycho and becoming a piñata filled with sussy alien juice, he subconsciously decided being an impersonal, ruthless jackass on a... very, very obsessive quest for revenge was the more appealing option than feeling his own mediocrity and failure. Hello, maladaptive coping.

    "But weak people... like me, get lost in the whole thing. The combination of JENOVA cells, Sephiroth's strong will, and my own weakness are (sic*) what created me. Everyone knew that. I'm... Cloud. The master of my own illusionary world."

    * We love OG grammar.

    But despite having a personality broken, haphazardly put back together, and given a shoddy new coat of paint with weird odds and ends sticking out of it (kinda like his janky SOLDIER uniform, eh? ehh??), the little boy beneath all the derangement still slips out, and Cloud is still who he always was at his very core: a praise-hungry, isolated young man who had only ever wanted to be noticed by his peers and play with the neighborhood kids he never quite fit in with. He craves a sense of belonging, community, and individual identity that isn't stewed in melancholy and constant self-reproach. He wants to be a hero — and in that vein, it's hard for him to see others truly suffer and will always be the first guy to jump on the grenade whether he's getting paid for it or not. He's kind and sensitive (not just to rejection!) and keeps his promises in spite of his shitty self-esteem and anxious avoidance. He's optimistic, sentimental, and a bit of a hopeless romantic. He's a country bumpkin and a dork who says shit like "let's mosey!"

    And, perhaps most important of all, he can be talked into wearing the dress, the tiara, and the lingerie.

SAMPLE: TDM threads 1, 2, SORRY THESE ARE SHORT i had a little hiatus after starting them UHHH a thread with an Aerith...

INVENTORY: feel free to deny me any of this, i just gravitated towards a few Materia i thought would be fun to play around with in the setting, either literally or as items to trade and barter. i plan to be pretty scant and restrictive with these, only able to use one of each of his spells daily at his healthiest, for example. same for Key Items, all of which would fit in his pockets/belt and have been earned by his point in the story

  • Modified SOLDIER 1st Class Uniform
  • Moogle Medal x 2
  • Sam's Coin
  • Assorted notes, cards, vouchers, keys, and gil
  • Handmade Necklace
  • Buster Sword, iconic default weapon inherited from Angeal Hewley and, primarily, Zack Fair.
    MATERIA SLOT x 2:
      Fire Materia, Level 1. Cloud has this equipped by default at the start of the game. Casts weak fires, best used for out-of-combat or enemies weak to fire on limited use.
      Healing Materia, Level 1. Given to him by Jessie Raspberry. Casts weak healing (think cuts and abrasions only), on limited use.
  • SUMMON SLOT x 1: IFRIT, given to him by Jessie Raspberry. THIS IS A STRETCH I JUST THOUGHT IT'D BE FUN TO WRITE IN PROSE, maybe it has exactly one single use in it ever? :sparkles:
  • Titanium Bangle, Airbuster boss drop.
    MATERIA SLOT x 2:
      Steadfast Block Materia, Level 1. Purchased from Chadley. Ups Cloud's defense and allows him to "charge up" quicker.
      Time Materia, Level 1. "Missing Children" Quest reward. Casts weak Haste materia, allowing one recipient to move more quickly on limited use.

NOTES: N/A.

IF ACCEPTED, WOULD YOU WANT A PLOT-LIGHT OR PLOT-HEAVY CUSTOM INTRO? plot-light, please! i'll be on hiatus for a week+ at the end of march, sweats, so i don't want to keep anyone waiting!!
infirm: (Default)

[personal profile] infirm 2022-03-12 09:40 pm (UTC)(link)
thanks so much! cloud is also sorry to hear he's a bitch and fake and will willingly drink because he is a fOOL. i'm looking at sloth (indifference specifically) + pride with the sin he's guiltiest of as envy! mm, delicious blindness.

also excited to join the discord, cheers!

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