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

saintclaire: commission by <user name=splatstick> (Default)

Kim Wexler | Better Call Saul

[personal profile] saintclaire 2022-10-08 06:18 pm (UTC)(link)
PLAYER NAME: Jenn
CONTACT: victoryfanfare on plurk, victoryfanfare#4736 on discord
HOW DID YOU HEAR ABOUT THE GAME?: A friend and I were talking about finding a new game and she had praise for the mod's writing. And so: TDM thread (Friend is Carolyn.)

CHARACTER: Kimberly "Kim" Wexler
CANON: Better Call Saul
CANON POINT: S6 E7: Plan & Execution, after Kim and her husband have gotten home from a long day where they pulled their biggest scam yet.

BACKGROUND: Kim Wexler @ Breaking Bad Wiki

ABILITIES | POWERS: Kim is a baseline normal human being with no particular experience or interest in combat, use of weapons, survival, etc. In fact, those things are alarming to her. Basically the only thing she has approaching a figurative superpower is her resilience, often deployed in tandem with her workaholic tendencies. She is a skilled negotiator and convincing actress with an intense aptitude for con-artist shenanigans.

PERSONALITY:

Kim had a tricky childhood, raised by a mother who took a particular glee in defrauding people for her own gain, and a father who was in and out of her life (and prison.) They cared for her but had a skewed idea of what her needs were: it was easier to acquire petty material things than reliably have dinner on the table, a roof over her head, and a ride home from school, those sorts of things. She never starved or slept on the streets, but there was a sense that she had minimal stability at best, and at worst was actively helping her mother shoplift. How do you learn what's right or wrong in that situation? Kim's approach was to watch To Kill A Mockingbird until the tape wore out and start shutting herself off from her mother, saying "no" even when it left her walking in the cold. She did the thing no kid should have to do and pulled herself up by her bootstraps and left as soon as she could, leaving her small-town upbringing in (figurative) flames behind her and putting herself through law school to pursue the noble cause she craved.

She's been that person ever since, in some ways. I save me, she tells her then-boyfriend-now-husband when he tries the fix the havoc he's caused in her professional life. Her rigid discipline allowed her to pursue a successful career, accolades, a partner track at a respected law firm, and a banking client that most young lawyers would dream of landing. She's got a new but modest one-bedroom condo, a decent car, and a husband she'd kill for. What's more, people generally admire Kim. People at the courthouse see her as hard-working, dutiful, polite, and fair. Her colleagues know her as a brilliant legal mind and really fun to do bourbon shots with. Even the people who don't like her still acknowledge her presence in a negotiation, the tenacity that sometimes veers into temerity. None of them are wrong, either. Kim is those things, and she is that way sincerely, but it is also what she wants them to see. The professionalism, honesty and respectability that she shows to others is both an ideal self she strives for and an armor to protect her.

The truth is this: Kim Wexler will help you out of a tough spot, even if it works her to the bone or comes at great personal cost. She'll just draw a hard, hard line between anyone who claims to know her because of it.

Kim doesn't want anyone to know what she's thinking. She feels no compulsion to fill the silences in conversations, no need to ease the tension in a room. Holding people at an arm's length like that is an easy way to protect her more vulnerable self, the parts of her that are embarrassing and uncool and a little bit misanthropic. Who at work knows her interests, her taste in movies? Would they even recognize her at a grocery store on a random Sunday, without the crisply pressed pantsuits and immaculately curled ponytail? Do they understand her silence when they comment on how sleazy that Saul Goodman is, not realizing he's her husband, Jimmy, the man who can tease out laughter that no other human on earth gets to hear? If they don't, they've lost their chance the second she notices. Kim packs up and leaves, emotionally. These are not her people. She's not really sure who her people are, other than Jimmy. She has a simmering resentment for her wealthy and privileged colleagues, but she knows the people she defends don't see her as one of them, either –– poor people who aren't sure if they'll be evicted in a week, young people with budding criminal backgrounds who just need a chance to get back on the right track. Kim fights for them anyway. She doesn't dream of wealth for the sake of a big house; she wants to open a pro bono law firm to bring world-class defense to vulnerable people. Fame has never been a priority, either, she knows Bonnie & Clyde is a movie, not a fantasy. She has an extremely solid idea of who she is, and isn't hard on herself when other people don't understand her. If she wanted them to know more, she could just muster up the courage to tell them.

Unfortunately, the "maturity" Kim took pride in as a child dealing with a capricious and irresponsible mother is now more often than not a sense that she knows better than anyone who challenges her. Her unwillingness to be party to situations she considers out of step with her personal code has her scuttling the jobs that gave her the stability she wanted. Recently, she's jumped headlong into scamming, pulling increasingly audacious con with her con-artist husband, sometimes even on her own clients –– and that's fine, as long as no one gets hurt long-term, right? It's what's good for them, and "there is no other way." A crippling fear of being caught and the resulting consequences used to keep her toeing the line, but in recent years she's realized that there are often no consequences to bad behaviour, or at least not ones that can't be overcome. Truthfully, she doesn't even realize how far this has gone. She's fully settled into the thrill of being this way, and scamming people is both a power rush and a turn-on, a bizarre form of intimacy between her and Jimmy, and an opportunity to get back at people she feels owe her a win, and "do good" –– whatever that means anymore.

Mirror mirror on the wall, I am my mother after all, you know?

SAMPLE:
TDM –– in which Kim is unwinding.
Thread 1 –– Kim and her husband reunite in a bar in Hell.
Thread 2 –– law advice for a volatile teenaged gangster.
Thread 3 –– an argument for not rushing into a desert wasteland on a half-baked rescue mission.

INVENTORY: A charcoal pantsuit with silver blouse, black stiletto high heels, gold geometric earrings and a matching necklace, and a leather legal briefcase containing a coffee mug, five pens, one black Sharpie, two mini tapes, a recorder, two legal pads, a notebook, a record book, two papers, a calculator, five post-it note pads, several business cards, a flip phone (circa 2003), a pack of cigarettes and a flimsy plastic lighter.

NOTES: I am applying alongside a friend's application for Jimmy McGill, Kim's husband. We know you guys have a player cap; if for whatever reason there isn't enough available space for both of us, please let someone else enjoy that role. No matter how much we love the ethos and tone you've set here and are interested in trying, we are looking for a place where we can explore this messy-ass scammer duo together :)

IF ACCEPTED, WOULD YOU WANT A PLOT-LIGHT OR PLOT-HEAVY CUSTOM INTRO? I'm into plot-heavy!
Edited 2022-10-08 18:19 (UTC)
makemeasong: (190)

Clara Oswald | Doctor Who

[personal profile] makemeasong 2022-10-08 06:46 pm (UTC)(link)
PLAYER NAME: Cloude
CONTACT: lifewasawillow#5524
HOW DID YOU HEAR ABOUT THE GAME?: TDM, but I also know CJ :D

CHARACTER: Clara Oswald
CANON: Doctor Who
CANON POINT: Mid episode 1 season 8, Deep Breath.

BACKGROUND: Clara's Wiki

ABILITIES | POWERS: No powers or abilities other than speaking fluent Doctor.

PERSONALITY:

Control Freak: A classic good/bad situation. When Clara is in control, she feels her most confident, particularly if she's in charge of bossing the people around her. Even if the going is rough and she isn't actively helping to save the day, having control over a part of the situation helps her feel like she can keep others from panicking. For example, she might lead a small group to set up defensive perimeters, or tend to people who need help; if it's a seriously dire situation and the Doctor can't be there to soothe, Clara will be that person. Feeling in control is what keeps her from having to admit she's just as vulnerable as everyone else.

If the Doctor absolutely has to be elsewhere and needs someone to lead a group effort, he never hesitates to make Clara the boss. She isn't bad at it either; she thinks critically to try and make the best decisions for all, she uses weapons and violence as a last resort, and she will listen to others' ideas and even implement them if they're sound. When her control is threatened by someone she thinks has no business being in charge, she'll get aggressive and in that person's face until they back down. When control is stripped away and nothing is left, her decisions become rash, she gets agitated before getting angry, and it takes a long while for her to cool down. If it turns out that giving up control was the better option and resulted in a win, it could take hours or days, but eventually, she'll apologize.

Just before she gets pulled into this world, the Doctor has regenerated and now he's a completely different man. She has absolutely no control over what he's doing or where they're going. There is literally nothing she can do to make him the way he used to be, and she has to decide if she wants to walk away from the situation. Walk away, or give up enough control to stick around and figure out how this new Doctor operates. She's leaning toward the former because she isn't sure she's strong enough to let herself be vulnerable to his new attitude.

Compassionate: Clara's big heart is one of the best parts of her. The way she cares for people, and most especially kids, is why she can be a teacher during one of the most chaotic periods of a pre-teen's life and go on adventures with the Doctor that never go as planned. Because for as much as she's a control freak, there are parts of her heart that override it. Children will always be a given. Whether she knows them personally or not, if a kid is in trouble or otherwise needs help, she'll be there if she can. If she can't help, she'll find someone who's capable. The TARDIS always takes Clara and the Doctor where they're urgently needed, and at times, that has translated to landing in a place where the people simply need someone to hear them.

Her compassion doesn't begin and end with children and others in need of immediate aid. She has a good ear and tries to give sound advice when it's asked for; she'll do that for anyone, including a stranger. But if she knows and loves someone even a little, whether that's as a close friend, a part of her family (which includes found), or someone she's intimate with, she'll do everything in her power to help. Whatever it is, big or small. If she cares for you and you need a kind heart on your side, Clara's your girl. She's never needed to be needed to thrive, but it means something to her when others trust a part of their burden with her. It's the opposite of what the Doctor is doing now; as he goes through the regeneration process she finds herself being pushed away. She can't help him, not in any way, because he refuses to let her in. That's killing her inside. Every part of her wants to try and soothe his mind, but her compassion isn't wanted, and it's left her floundering. It makes her feel hurt that she's being rejected in a way that pushes back against a quality she thought he loved in her.

Brave: It's been mentioned, but to reiterate, Clara will run into danger. About 95% of the time, if she thinks she might hurt more than help, she'll back off. But if it's a choice between someone dying if she doesn't act right away and her own life? All bets are off, she'll go for the rescue. It's what will be her undoing eventually, but for now, she's only literally died once - for the Doctor. Brave can mean bossy in this case specifically. He knew he was dying and told her not to do anything for him. But did she listen? Oh no. She did (what she believed to be) the brave thing because the universe needs the Doctor more than it needed her. She thinks a lot about whether or not she could have saved her mum when the attack in London happened, and that drives so much of her strength. Down to her core, Clara believes that if she could, her mum would have been brave and helped until she couldn't. The ghost of her mother drives so much of her courage.

At this point in her life, after traveling for so long with The Doctor, Clara is bolder with her bravery and it's paid off well. She's exhilarated by 'saving the day' with him, so to speak. All of this isn't to say she doesn't get scared, but that's all part of it to her. Being scared is being brave, and she's learned that from The Doctor. Everything mentioned before this point will play into how she reacts to being pulled into a place against her will. There's little-to-no control over anything, and there are others with less experience involving chaos. These reasons will make her want to be brave for those around her once she has her bearings. Even without the Doctor, her main goal would be to help as much as she's physically able to, in any way she can.

SAMPLE: sample one | sample two

INVENTORY: Clara arrives with almost nothing save for the clothes on her back. In her limited pocket space she also has:

• TARDIS key
• her mum's gold ring
• mobile
• a note in Clara's handwriting that says 'check his internal organs somehow. ask Strax.'

NOTES: Clara doesn't need anything special, and both the River and the Doctor players are on board.

IF ACCEPTED, WOULD YOU WANT A PLOT-LIGHT OR PLOT-HEAVY CUSTOM INTRO? If it works to do something plot heavy, I'm totally into it, but with the TDM having been awesomely interactive, no problemo if that's not an option.
Edited 2022-10-08 18:54 (UTC)
kahl_175: Kahl has a tight-lipped smile on his face. It's actually a microexpression in a scene where he's not feeling great, but I work with what I've got. (smile-fw RK NW)

Kahl-175 | Warframe

[personal profile] kahl_175 2022-10-08 09:51 pm (UTC)(link)
PLAYER NAME: Spider
CONTACT: CellarSpider#9984
HOW DID YOU HEAR ABOUT THE GAME?: Already here, and hankering to throw a different clone into this game.

CHARACTER: Kahl-175
CANON: Warframe
CANON POINT: post-Veilbreaker

BACKGROUND: Warframe lore is a twisty-turny labyrinth, and the wiki is deliberately vague to avoid spoiling new players, so I'll provide a background here. As is fandom tradition, I'll also avoid spoilers where possible, but Kahl was introduced in a major storyline mission, so some spoilers are inevitable.

Kahl-175 is a Grineer, one of a race of near-human clones inhabiting the solar system in the far future. Once a genetically hobbled caste of heavy laborers and disposable soldiers, the Grineer rose up centuries ago and killed their masters, establishing a new empire under their Twin Queens. Instead of granting freedom, the Queens subjugated their followers and turned the Grineer to conquest. Mentally conditioned while still in their cloning tubes, a Grineer comes into the world fully-formed, and fully indoctrinated.

That's where Kahl comes in. A soldier stationed on Earth, he was deployed to a desperate battle against an alien and technologically superior force he had no understanding of. When his squad was killed, he offered up a last-ditch plan: he would carry a bomb to the foot of the enemy's forward base and detonate it, to give the Grineer a chance to win. While he attempted to steady his resolve with the knowledge he was doing this for the Queens, something had started to change in Kahl. When he at last reached his target, wounded and exhausted, he admitted he was truly doing this for [his] brothers.

The plan failed--the bomb was deactivated by the invaders, and Kahl was captured, placed in a mind-controlling Veil, and forgotten about by everyone. The war was fought, the invaders won, establishing the Narmer empire. A resistance rose and freed the system, but no one came to free those already enslaved. Kahl's Veil eventually malfunctioned, allowing him to break free. Underestimated by everyone, his canny problem-solving abilities led him to cobble together an emergency beacon, and then solve a more intractable problem: the prejudice of the person who eventually responded.

Kaelli Entrati was one of the few surviving members of the immortal race that first created the Grineer as slaves. Not bothering to give her name to Kahl, he dubbed her 'Blue Girl'. He proceeded to extort his rich and privileged 'savior', dangling the promise of valuable intelligence in exchange for aid in freeing everyone enslaved along with him. Grineer or otherwise, it didn't matter anymore. All the enslaved are his brothers now. By the end of the escape, he'd not only saved everyone, but also gained an ally--'Blue Girl' had grown invested in this strange, exciting new project.

Kahl created a home for himself and a core group of escaped slaves. The group stayed small, moving quick and avoiding detection, forming a tight-knit family along the way. Blue Girl's family refused to provide them shelter, however, and her own thoughtless expressions of prejudice forced Kahl to establish ground rules and ground truths for their continued collaboration. But it also became clear that she envied the easy way that Kahl formed strong connections with others, realizing that genuine affection was something her own family lacked. Kahl was sympathetic and tried to include her in his family, a work in progress as he strives to free his brothers.

ABILITIES | POWERS: Kahl's genetic template was designed for hard labor or wielding heavy weapons with ferocious kickback. Combined with his prostheses, his strength surpasses a human in peak condition--at one point he manages to lift a crashed vehicle that probably weighs at least half a ton. In his heavy armor he won't be out-sprinting anyone, but he can run at a good clip when called for.

While Grineer are often considered brutish and uncreative, they have a rarely acknowledged flair for improvisation, especially in modifying existing tech. This stems in part from their need to maintain their prostheses under harsh conditions. Kahl has shown aptitude for modifying tech, once he understands how it can be pushed. More details below in Inventory.

As a cyborg, Kahl has a few assistive technologies that help him compensate for his disabilities. Most obviously, he has prostheses that replace everything below his elbows and knees. These can be detached and repaired as necessary. He receives a certain amount of targeting information from his implants, allowing him to gauge depth and track targets despite having lost one eye. If something comes at him from his blind side, though, he'll still be caught off-guard.

He also... well, he basically has his in-game HUD, including an objective list he can make for himself. Once he's been in a space, he can keep a map of its floorplan available for a while, but it will eventually get automatically purged. He can pin coordinates within his line of sight, for his own reference and for anyone who's also looped into his systems. Other people can set coordinates for him, if they have the technological capacity to do so.

While it's unlikely to happen, any other Grineer he encounters will show up on his HUD with their genestamp ID and present status.

PERSONALITY: Kahl at first seems like a purely blunt instrument--his solutions to problems are often brute force or violent, he's uneducated outside of what his conditioning has taught him, and he speaks in slow, simple, grammatically broken sentences. And to top it all off, he looks homely at best, marked by injuries, amputations, genetic conditions that prematurely age his skin. To people from the Warframe canon, this is precisely the stereotype of the Grineer: big, dumb, short-lived brutes with identical faces, only differentiated by their deformities.

But all this is deceptive. Kahl is a quick improviser within the world he understands, and the language he speaks so brokenly is actually his second language, using a dialect that reflects Grineer syntax and culture. As a prosthesis-wearing disabled man who's spent much of his life in rough conditions, Kahl is also very adept at making tweaks, adjustments, and even complex modifications to tech and machinery he's familiar with.

This is not to say that he is neurotypical, however. From their inception, the Grineer were deliberately designed to think differently than the average human, in an attempt to make them more controllable. The Grineer Empire kept that template unaltered, both out of defiant pride in what they were, but also so that their Twin Queens could try and keep them enslaved, as long as they were promised honor, duty, and glory in the name of their people.

Kahl rejects this, but he often doesn't have the words to fully express what he thinks, or can't summon them immediately. He sometimes needs a long time to think about charged topics like this, dropping a conversation for an extended period before suddenly coming back to say his piece. Kahl knows Grineer were built different, but that does not excuse the way people speak about or treat them.

Kahl is also supportive of disabilities and illnesses in his found family, regardless of their severity. One of his brothers, a Grineer woman named Jarka, has terrifying PTSD flashbacks that once led her to shoot Kahl, an act he's forgiven her for. However, he has had to kill at least one veiled grineer, a man so thoroughly destroyed by Narmer that recovery was impossible.

Kahl isn't content with the limits of his current existence, however. He wants to be "smarter", and is interested and insistent on "talking science with Blue Girl", despite her belief that the attempt won't succeed. This is also a prime example of his general approach to socializing: Kahl will do his best to include people in social activities, out of a genuine desire to connect with others.

Family is the most important thing to Kahl. His brothers are a part of him. He has no reservations in saying that he loves them, and he'll do everything to protect them. Occasionally that means following stereotypes of how people see Grineer--acting as someone who exists solely to work, fight, and die. But that bond between Kahl and his fellow Grineer, or even with anyone who was veiled, that's his higher purpose. (Side note--as seen above with Jarka, "brother" is a gender neutral term for Kahl. Due to the matriarchal slant of the grineer, a male speaker using "sister" would imply someone above him in a hierarchy, rather than a peer.)

Kahl has no problem killing anything and everything that stands in the way of his goals, but since he's left the army, he's grown more appreciative of animal life. He apparently used to shoot animals that got in the way--now he watches others in his camp feed local animals, and stares in fascination at bugs that land on him. If the bug stings him? It's not the bug's fault. It's little, and he's big. It doesn't know any better.

Also, Kahl likes fishing. He's not great at it, but he's brought home at least one boot. Plus, Blue Girl sent him a fish from her homeland. It was very ugly. He loved it.

SAMPLE: I've yeeted him all over the TDM, with a good sample thread available here.

INVENTORY: Kahl carries with him...
Greerlance Rekk armor- The standard combat armor for most Grineer soldiers. It's a mix of old and new plates, made of a blast-resistant material that provides heavy protection to his organic parts. It's decorated with a unique teal blue abstract pattern that marks him as receiving some past recognition for notable service. you can customize Kahl's look and he's happy to own more than one set of armor, but I'll spare everybody the fashion abominations that can result from this
A Grakata assault rifle- A standard Grineer assault rifle. Thanks to Space Magic(tm), its magazine is essentially infinite. (Infinite ammo for Kahl is a purely game mechanic thing, which can be scrapped as appropriate.)
Five incendiary grenades- Fire!!
A reusable, collapsible barricade- This inflates on deployment into a low bulletproof wall, approximately 1.75m wide, 1.5 m tall, and 30 cm thick.
A basic Grineer trauma kit- charge it up, apply to the wounded, and there's a fair chance they'll be back on their feet with some life back in them, but not happily. Also includes basic tools for adjusting and maintaining Grineer prostheses.
the Veilbreaker- A forearm-mounted device personally created by Kahl. A former EMP ram, the Veilbreaker can lob an energetic projectile at a target, creating a localized blast of electricity that stuns people or creatures within range. The Veilbreaker can also create a close-range, sustained charge that can short out electronics or deliver a powerful shock. Kahl has adjusted it to avoid causing lethal damage, and it has been further modified to be less traumatic by his ally Chipper, after An Incident involving much swearing.
standard Grineer prostheses- These neurally-linked prostheses are armored to the same standard as the rest of his equipment. With their connection to his nervous system, he feels sensory feedback through them. As noted above, they help enhance his strength to some degree.
an eyepatch- Poor boy lost his left eye during that one big battle, but on the plus side, the game devs are absolute nerds, and gave him an off-brand version of Snake's eyepatch from MGS4.

NOTES: Kahl's prosthetics make him pretty able-bodied, but it's still worth noting that his disability stems from a genetic condition that can impact Grineer health. I have no plans to explore this at this time, however.

IF ACCEPTED, WOULD YOU WANT A PLOT-LIGHT OR PLOT-HEAVY CUSTOM INTRO? If you feel like it, sure!
wantshappiness: (Default)

Kumoi Yuuri | Zettai Karen Children

[personal profile] wantshappiness 2022-10-08 11:16 pm (UTC)(link)
PLAYER NAME: Orange Crates
CONTACT: [personal profile] dreamingcellardoor
HOW DID YOU HEAR ABOUT THE GAME?: Already in game with Chu Wanning

CHARACTER: Kumoi Yuuri
CANON: Zettai Karen Children
CANON POINT: Middle School Arc, right after she disappears from school.

BACKGROUND: The tragedy of Yuuri's life began before she was born. Her parents had no sooner been married before her mother fell into a coma. She had been an esper that hadn't realized it and accidentally put herself into a feedback loop (where an esp user reads themselves or uses hypnosis on themselves) which resulted in a coma that she'd never wake up from.

This tragedy made Yuuri's father hate espers. As a result, using his wife and his own genetic material, he created two children: Gilliam and Yuuri (though it seems when they talk to her her name seems to be "Julie").

Gilliam had psychic powers but he was sickly as a child and so was sent to one of the other houses and essentially discarded when Yuuri came into the picture later.

Unlike Gilliam, Yuuri was the perfect picture of health and, not only that, her psychic powers were incredibly strong, clocking in at Level 7 (which means it's stronger than current modern equiment can read).

She became the center of Black Phantom's mind control network, taking control of the minds of numerous espers in the world and turning them into mindless tools that obeyed her every order. These espers were then sold as mercenaries to the highest bidder.

All the while, Yuuri was praised for all this and told she was a "good girl". She ate up this praise, mistaking it for love and, having known nothing else all her life, started to believe that treating people as tools and toys was a valid form of love.

At some point, Yuuri came to resent her father and what she did. Unable to reconcile this resentment and her need to be loved by her father, she developed a second personality known in the series as Phantom.

She might have gone on living like this if one of their espers hadn't been removed from the mind-control network without being killed (the until now only way to escape Black Phantom's control). They lost him while he was on a mission that was interrupted by the arrival of Japan's only team of Level 7 espers, the Children. Yuuri, while not physically present, was able to sense the moment the mind control that had sunk its claws into the boy's brain had been removed.

Wanting more information on the power that had been used to free the esper under their control, Yuuri's father sent her to go undercover at the school where the Children went to school and befriend them to get closer to Akashi Kaoru, the future Queen of Espers.

However the plan backfires because as Yuuri got closer to the Children, the more she started to break away from Black Phantom. But she may never have had the courage to betray them if the leader of the esper criminal organization PANDRA hadn't put her under hypno, putting her two other personalities, Mirage and Phantom to sleep, leaving the fake personality of "Yuuri" to pilot the ship (but this only worked because Mirage and Phantom wanted a normal life, if only for a little while).

For some time, Yuuri got to live her life like a normal child, without any awareness of her powers or her past (or the fact that Black Phantom had been sending people to retrieve her while members of Pandra helped protect her from them).

But Hyoubu Kyousuke had meant to give her a chance to choose her future; this was never meant to last. Eventually she began to remember her real past and what she had done but she still clung to the illusion until the moment she realized that people were not things that could be owned or bought or sold, that friends were not toys and what her father had shown her wasn't love. When she realized that, her three personality combined and for the first time in a while she was a whole person.

Having realized the error of her ways, she couldn't just sit around idly and wait for someone else to solve the problem of Black Phantom. Knowing they'd follow her (and believing they'd hate her), she erased herself from the memories of all her friends before she left to confront Black Phantom with the resolution to kill her brother and father.

ABILITIES | POWERS:
Yuuri is an esper, meaning she has psychic powers. In Zettai Karen Children, psychic powers are ranked from Level 1 to Level 7, with Level 1 being so weak and underdevelopped the user can barely control it or do anything with it. They may as well be a normal person. Level 6 is the highest level at which their powers can be measured. Anything beyond that is considered Level 7 and they are incredibly rare (and also varies a lot in power levels).

Yuuri is a Level 7 Hypno user.

1: Hypno: Basically the ability to manipulate chemicals in the mind to make a person see illusions. What someone can do with hypno depends on the user's level. At Yuuri's level, she can:
- create realistic illusions. In Zettai Karen Children, hypno is dangerous because even if you know it's fake a strong hypno user can make your body believe it is going through the illusions. So if the hypno makes someone's mind believe it is bleeding to death, the body will react as if it is going into shock even if there's nothing physically wrong with it. Or if a character is made to believe their legs have turned into gelatin they will not be able to stand even if there's nothing physically wrong with their legs.
- Yuuri can create an illusion, but she can also use hypno to make someone see something they think of. The difference being that in the first case she creates an image and in the second she leaves it to the person she's using hypno on to create an image. In the second case even she cannot see what the illusion is.
- If she is near someone with psychic powers she can force them to activate it.
- Using hypno she can manipulate other people's memory and personalities. This is hard to do. Even Yuuri, who is arguably the series' strongest hypno user in terms of raw power, has to take advantage of weaknesses in a person's psyche to do this. If a person has had a memory or moment in time where they were on the verge of despair, she can take advantage of this weakness to get a foothold in their mind. Similarly, if someone gives her permission to change their memories around then she can do it without much trouble.

2: Telepathy: The ability to read people's thoughts. Higher level espers (which Yuuri counts as) can perform something called a Psycho Dive where they go deep into a person's psyche. Going into the mind of an esper always comes with certain dangers because their minds tend to fight back and could potentially drag the esper doing the dive into their minds and they will never wake up again.

Telepathy, no matter how high a level, is limited by certain factors such as how deeply buried the thoughts are and whether there is something else someone is thinking. of. For example, one tactic characters in canon have developed for preventing a telepath from reading their minds is to think about one thing very strongly so it interferes in the reading and it's shown to be extremely effective. Hypnosis is technically a Synthetic power (a power that works by combining a number of other psychic powers) so it can't work without telepathy. Which means if telepathy is blocked or isn't working her hypno automatically also doesn't work.


While Yuuri's power may seem too strong, there are a lot of limits beyond the ones listed. Yuuri always has a harder time using her power on anyone who has psychic powers, and the stronger they are the more they can resist. Also some people are naturally resistent to psychic powers even without psychic powers themselves (strong will, etc.). Psychic powers can also be cancelled out by machines that broadcast signals at a certain frequency.

Also, the further someone is from being a regular human the harder it is for her to take control of their mind or read it. In this case, zombies and monsters would count...and also a lot of the things that are threats in the game setting. Also while using hypno on others it also creates an opening for others to get into her head. Which, given some of her own insecurities is potentially very dangerous for her.

On the more mundane end of things, any head injuries or serious fevers will cause her to lose control of her powers or lose the ability to use them depending on the severity.


PERSONALITY:
Big Heart
Yuuri is incredibly kind. Though for years she had had to kill this side of herself she has shown to be upset when she realizes people are hurt, even more so when they're hurt because of her. In her heart, Yuuri is the sort of person who only wants to make people happy. And Yuuri loves people deeply...sometimes to the point of not knowing what to do with herself. When she loves it's without reservation, without question and without hesitation. Her desire to love and be loved in return is a driving force of a lot of what she does. Because she was starved of affection growing up, she's also able to understand the difference between genuine affections and fake ones. Yuuri's big heart leads her to want to protect people she cares about, but her protectiveness of them can also push her to do things that are completely against her nature. For the sake of those she wants to protect, she can become ruthless.

Sentimental
Yuuri isn't a very ambitious person. She is happy with little things and doesn't actually ask for much from people. She treasures the little things in her life, like school festivasls and time spent with her friend. She understands, better than most, the value of simple things and happy memories.

Easy Going
In some ways, Yuuri is a bit of a doormat around people she likes, but she has the sort of personality that is generally inoffensive and doesn't really argue with others, making her easy to get along with for the most part. She's easy to befriend in general and eager to please. Even if she acts like a complete weirdo sometimes, it's not in a creepy way but rather just socially awkward. In more serious/combat contexts, it makes people under-estimate her and gives her an edge in a fight.

Guilt
This is the biggest contradiction of Yuuri's character: wanting happiness and yet being afraid of having it. She wants love, wants friendship and she wants redemption. However, her belief that she doesn't deserve such things make her afraid of being rejected or, worse yet, to achieve them because someone like her cannot have them and she'd certainly lose them or destroy them in the end. Her guilt consumes her and it is the greatest weakness in her psyche.

Fear
Yuuri is deeply afraid of being abandoned and being hated. She is so scared of this that she'd rather erase her friends' memories of her than risk them hating her for what she did. But her fear isn't limited to that. She's afraid to accept love though she craves it because she fears losing it or not being worthy of it. She fears that she doesn't deserve any happiness and that by clinging to even a scrap of it will ruin the people she loves.


SAMPLE:
TDM Threads: 1 | 2

INVENTORY:
Her helmet that's made of a metal that has been tuned to her psychic wave's frequency. Basically it channels her hypno well and can retain it afterwards albeit weakly. Basically it makes it hard for people to see her face while she's wearing it and makes it difficult to pick out any traits.

NOTES: Nope!

IF ACCEPTED, WOULD YOU WANT A PLOT-LIGHT OR PLOT-HEAVY CUSTOM INTRO? Plot heavy would be interesting if it can be managed on the mod end!
kahl_175: Kahl is looking toward a light (looking-mission complete)

[personal profile] kahl_175 2022-10-09 12:19 am (UTC)(link)
Ah, what the heck. Deal me in for heavy!
slippin: (pic#15763929)

Jimmy McGill | Better Call Saul

[personal profile] slippin 2022-10-09 01:14 am (UTC)(link)
PLAYER NAME: Carolyn
CONTACT: kavalier#7118 @ disco
HOW DID YOU HEAR ABOUT THE GAME?: TDM (+ a couple tag ins to show I'm not just here to tag my char's wife...)

CHARACTER: Jimmy McGill (he practices law under the name Saul Goodman—in game he'll probably play it by ear)
CANON: Better Call Saul
CANON POINT: 6x7, Plan and Execution

BACKGROUND: ye olde wiki

SORRY IT'S SO LONG, brief summary: young two-bit con artist gets a reality check when his brother, an upstanding attorney, helps him narrowly avoid a prison sentence. He follows said brother across the country to Albuquerque, New Mexico, and from there continues following in his brother's footsteps—working in the mail room at his law firm, getting a law degree (from a less-than-reputable institution), and (eventually) passing the bar exam. Only it turns out his brother isn't entirely pleased with these developments! One might even say he's furious! He sees Jimmy's status as a lawyer as nothing more than a sick joke, a stain on the legal system he reveres above all else. Maneuvering behind the scenes, he ensures Jimmy never works at his firm as a lawyer and routinely undercuts his brother's self-confidence, all in the guise of being supportive.

From there things escalate—almost all of Jimmy's bullshit (and it is Jimmy's bullshit, he's certainly not blameless) can be traced back to his brother's barely concealed contempt for him and conviction that he's incapable of change. Even when offered a cushy job at an established law firm, Jimmy first turns it down and later actively sabotages himself, alienating almost everyone there and getting himself fired. Sure, corporate culture rubs him the wrong way—he bristles at the litany of rules he has to follow in the name of maintaining the firm's image—but in the end, he tanks the job because he can't drown out the little voice that whispers he doesn't deserve it.

ABILITIES | POWERS: Jimmy has no superhuman powers or abilities and zero inclination toward physical combat. What skills he has honed were mainly developed in service of cons: he is very accomplished at faking slip-and-fall accidents, has some experience forging or otherwise fucking with documents (though I wouldn’t put him at the level of an expert) and knowledge of rare coins, and has written and directed several commercials.

Also he has been to bartending school.

As far as legal areas of expertise, he worked as a public defender for some time and had a brief but flourishing solo practice specializing in elder law—the man knows how to draft a will.

PERSONALITY: Jimmy's a con artist. It's instinctive, how his brain works—if a rule can be skirted, a mark manipulated, or a situation turned to his advantage, he's the first to sniff it out. He thinks in shortcuts and dramatic convolutions. Given the opportunity, he'll improvise endlessly, shifting his story and even his identity until he gets what he wants (and ideally, the other party thinks they're getting what they want as well). Growing up, Jimmy watched his father—a man who genuinely thought the best of everyone he met—sacrifice his livelihood for the sake of good intentions. Charles McGill, Sr. was widely beloved, his little corner store a neighborhood fixture, but he never heard a sob story he didn't believe, and in the end his habit of extending everyone the benefit of the doubt proved so costly he went out of business. Jimmy's takeaway from this was that you had to screw people over before they could screw over you—the classic "if you look around the table and can't tell who the sucker is, it's you." Jimmy can grin and bear humiliation, ridicule, even outright contempt, but he's determined never to be the sucker.

It's a straightforward philosophy; unfortunately Jimmy isn't quite the cynical bastard it requires him to be. He cares for the people around him—even as a full-on scammer wringing money out of Chicago's barflies and tourists, he chose a childhood friend as his partner in crime and stuck by him until he (Jimmy) was arrested. When his brother develops a hypersensitivity to electricity that essentially leaves him housebound, Jimmy brings him fresh groceries and supplies (including his favorite newspapers) day in and day out, doing his best to keep his spirits up. When a couple of would-be conmen he enlists to win over some clients runs afoul of a cartel member hellbent on murdering them, Jimmy puts himself at risk to talk the guy out of it. (This comes with quite a few caveats: Jimmy was shoved into a van and taken to the desert to die along with the unfortunate duo, and came close to just saving his own ass and walking away before his conscience started acting up—but that's kind of how it goes when you're Jimmy. Even managing to do the right thing comes with an asterisk.) Jimmy may be shrewd, able to see all the angles—or at least a lot of them—but he's also emotional, apt to be dragged in less-than-advantageous directions out of loyalty or just plain sympathy. He needs people, cares about them, and wants them to like him.

The people Jimmy loves hold a lot of sway over him, for good and ill. His brother, Chuck, drummed into him that he was shortsighted and selfish, doomed to repeat the same mistakes and hurt the people around him. Unsurprising, then, that most of Jimmy's attempts to change involve remaking himself—first in Chuck's image as an upstanding (which is to say, broke) lawyer, then as the man he thought Kim Wexler (former mailroom coworker, co-law-office-renter, love of his life, etc.) wanted him to be, and finally as Saul Goodman, world-class dirtbag and the embodiment of every shortcoming Chuck liked to throw in his face. (The flip side to all these contortions to fit other people's expectations: when Jimmy sarcastically grouses about the lack of glamour elder law—the field he's shaping up to specialize in—has to offer, Kim cuts through his bullshit, telling him that the elderly need legal support and are often taken advantage of. Because Kim takes what he's doing seriously and sees it as important, Jimmy does too, even parroting some of her talking points later.) By his canon point, however, reinvention isn't the cure-all it once was: Jimmy's made some spectacularly bad choices with lasting, bloody consequences, and doesn't see a way forward that allows him to be himself. With Kim's help, he's fine-tuning the persona that will serve as a buffer between the real Jimmy McGill and the rest of the world—as well as the guilt he can't bring himself to face.

SAMPLE: reunion sans knives
"what would you die for?"

INVENTORY: Other than his clothes (suit, tie, pocket square, loafers, sock garters—the usual):

- pinky ring
- Rolex (fake) (like you had to ask)
- old-school flip phone
- wallet (containing: credit cards, business cards touting the services of Saul Goodman, like $40 cash, a couple restaurant punch cards)

NOTES: A friend is apping ~his wife~ Kim Wexler—I know you guys have limited slots, so if you wind up not having room for both of them, I'd prefer to wait for another app round! Save everyone from having to deal with dramatic pining.

IF ACCEPTED, WOULD YOU WANT A PLOT-LIGHT OR PLOT-HEAVY CUSTOM INTRO? Plot-heavy if you got it!
descendency: (14)

bai mingyu | oc

[personal profile] descendency 2022-10-09 03:19 am (UTC)(link)
PLAYER NAME: Morgan
CONTACT: [plurk.com profile] undecipher
HOW DID YOU HEAR ABOUT THE GAME?: YOU KNOW

CHARACTER: Gabriel Bai // Bai Mingyu
CANON: OC
CANON POINT: May 2018 - One year post the (2017) disappearance of his then-boyfriend, Emmet "Fox" Martin (and change)

BACKGROUND: Mingyu's setting is a real world urban fantasy AU, based in a reality where magic has always existed and has been cultivated/developed right alongside technology. He's a second generation Chinese immigrant to Toronto, Canada, one of the major international hubs of magic society.

In Impetus, magic is traditionally passed down generationally through established bloodlines. It's its own kind of aristocracy, with each family specializing in a few select schools of magic which they improve on and build upon in their lifetimes before passing on to their children. Mingyu comes from a particularly prestigious pedigree, the Bai family, at times referred to by the media as the Bai Dynasty. His is one of the longest surviving magic families, with roots dating back to the 1300s.

Once a sprawling empire of hundreds of distant relatives, their numbers began to dwindle in the late 1800s and by the end of WWII, only two brothers remained. Of those brothers, only one married and they had a single son, Mingyu's father, who later married Mingyu's mother and had him. Once Mingyu's grandparents passed, the three of them were all that remained.

When Mingyu was 16, both his parents were killed in what, as far as Toronto police could tell, was a robbery gone wrong. This left just him, a sweet, doe-eyed teenager, newly orphaned, as the sole inheritor of the entire Bai legacy. Seven centuries of papercraft and puppetry from his father alongside a little over four centuries of divination and warding magic from his mother fell upon the shoulders of a teenage boy.

Overnight, he became a media sensation.

Mingyu took that pity and turned it into fame. He built his own empire out of the tragedy, and leveraged his mass adoration as a shield. He sold his childhood home, hired an accountant and a public relations manager, and never once looked back. He spent the next four years nurturing a sanitized blank slate of a public image, selling an idealized version of himself to maintain both his popularity and place in the public eye while holding the world at a professional distance.

For all of his followers, for all of his TV interviews and product endorsements, Mingyu led a solitary life. The media greedily consumed all he fed it, but none of it was any real part of himself. It was all a smokescreen. The charming personality, the claims to his parents' legacy, all of it. Off camera, he lived alone in an upscale loft he bought the year his parents died, practiced nothing but his mother's warding magic in an effort to safeguard all they left in his care, and whiled away the days collecting creature comforts and cooking for himself, some pale mimicry of what he lost. He took no risks and suffered no losses, a bystander in his own life. His only companion was a familiar his parents helped him create when he started high school, a little turtle made out of silk cord he named Wugui.

Then, he met Emmet Martin, better known as Fox.

In a night that would transform the rest of his life, Mingyu found him wounded in the stairwell of his apartment and did the only thing he could. He let Fox into his apartment, into his life, and nothing was ever the same again. Though Fox fled halfway through the night, they continued to run into each other in their day to day lives. First, by accident, then by design. Fox would leave him secret messages graffitied onto properties near his house, put on performance art through magic and dedicate it to Mingyu in everything but name. Mingyu, thinking himself clever, would quote poetry that alluded to foxes during interviews, grinning into the camera.

They finally caught up to each other again at the Toronto International Film Festival in fall of 2011. From there, they were fast friends, and though it took some time and shenanigans (including each of them pretending to date a female friend), the following year they exchanged heartfelt confessions on a snowy rooftop, kissed, and truly became inseparable.

For the next five years, they planned and built a life together. They brought out the best in each other, Mingyu balancing out Fox's restlessness, giving his life badly needed structure. Fox taught Mingyu a passion for magic that he'd never possessed before, slowly unearthing his parents' journals and taking up the family traditions.

By mid 2017, Mingyu was considering marriage. Would have brought it up already, were it not for the complications of his public life at direct odds with Fox's notoriety and love for slipping under the radar. But he planned to bring it up, had gone over what he would ask, what he would say a hundred times, planned a thousand different proposals to surprise Fox with. (Because it was Fox, Mingyu knew it was possible to both ask him about a marriage and still catch him off guard with a proposal all the same.)

And then Fox started acting cagey. He had somewhere he had to be and wouldn't tell Mingyu where, or what it was about, or how long he would be gone. They had a fight over this, Fox left, and Mingyu never saw him again.

Putting together the pieces after the fact, Mingyu found out that Fox had been blackmailed, taken by parties interested in creating a large magic array capable of unheard of destruction. Fox was one of the only people alive that was talented enough and versed in enough schools of magic to even attempt such a thing, and some of the world's most powerful, influential people were directly behind his disappearance.

To get Fox back, Mingyu would have to do the one thing he'd avoided all these years.

He'd have to play the game.

Since Fox's disappearance almost a year ago, Mingyu has done nothing but entrench himself in the upper echelons of magic society. He debuted himself on the world's stage, stepping fully into the mantle of heir to the Bai Dynasty. He schmoozed, he courted, he manipulated, he schemed.

He was obsessed.

Finding Fox is all he has lived and breathed, to the point of creating his own dark, destructive magic, because his mother's traps and wards no longer serve their purpose to keep him safe. He is not safe, will never be safe so long as Fox is not with him. So Mingyu's immaculate defense has slowly warped into a twisted offense. Hope staved off the worst of his darkness for the first four, five months, but as despair set in so too did madness.

Mingyu as he is now believes Fox is dead, and yet he still keeps going.

It's all he can do.

Because if he can't save Fox, then he's sending every last person even tangentially involved to accompany Fox to the next life.

ABILITIES | POWERS: Specializing in trap and warding magic from a young age, Mingyu has since branched out into several other magic disciplines.

Currently, he is skilled at

  • creating protective wards and area based traps through papercrafts and talismans
  • offensive/defensive/regenerative magic through use of paper talismans
  • transfiguration of silk cord into exact replicas of any item he's familiar with the properties of
  • divination through incense and meditation
  • ability to read an object/location's past through touch via a tattoo enchantment on his wrist
  • enchanting physical objects
  • memory alteration
  • physical puppetry of a single subject he has line of sight of
He also has several tattoos imbued with magic. Two are currently dormant/useless as they are two halves of one tracking spell; a magpie on the back of his left hand and a fox on his left wrist. A small crescent moon tattoo on his left temple prevents him from remembering his dreams. Last but most notably, he has a blue lotus blossom on his inner right wrist. When activated, its petals unfurl to reveal a bright green eye which will show both Mingyu and his target any memory Mingyu asks for as though they are living it. He cannot prevent the subject from also seeing what he sees, and if any injuries are sustained by the subject in the memory, both parties will sustain a facsimile of that injury. Minor wounds are mirrored exactly, while major trauma such as amputation manifests as pain and a deep laceration at the amputation site. Mingyu is not a tattoo artist, but is able to assist in the creation of magically enhanced tattoos through the creation of magic inks.

PERSONALITY: Mingyu's public facing persona is polished and sanitized for public consumption. He has a smile he's learned to weaponize, never met a question he couldn't dodge, and maintains a carefully maintained blank slate of a personality for onlookers to project their own fantasies upon to maximize his popularity. The world knows him as a charming, composed young man who is kind and generous, thoughtful and gentle. At the same time, there are presumptions of his talent and capabilities. By all accounts, Bai Mingyu is the ideal heir, studious and dedicated, tragic and beyond reproach.

In private, he is far less ambitious. Before meeting Fox, he had an inherent dislike of magic. He associated it with his parents and everything they were involved in, leading up to their death. He practiced only what made him feel safe, what could be used to keep himself and his inheritance secure. Up to the age of sixteen, Mingyu was a bubbly, outgoing, happy boy who thrived under the care of his loving parents, and after sixteen he became a shut-in, a recluse who spent all his time and energy simply trying to survive. Depression and anxiety dogged his every step, weighed him down so heavily he couldn't imagine and didn't want anything more than the careful life he eked out for himself in the shadow of his family's legacy.

He changed when he met Fox. He found joy again, learned to take risks again. Fox gave him hope, balanced him out, put him back on track of being the responsible, promising young man he'd been prior to his parents' deaths. Allowed to stay on this track, he may have been able to join his public persona with his true self, bridging the gap between the two by gaining a real appreciation of his family's magic, properly taking up the mantle of Bai family heir, and slowly offering up real, substantial parts of himself with the world instead of his usual bland, inoffensive non-answers.

But that didn't happen.

Losing Fox, losing his family a second time in his young life, changed him again, this change far more drastic than anything that came before. Some light in Mingyu went out, and his increasing desperation and despair came to color everything he did, everything he saw, everything he felt about the world.

Mingyu as he is now, rapidly coming up on the one year anniversary of Fox's disappearance, is more wounded animal than man. He remains an impeccable actor, able to summon a too-polished smile at a moment's notice. Years of practice in front of the camera makes him capable of projecting whatever image he feels will benefit him most in the moment. Behind that shining princely demeanor, however, is something far darker.

Depression has turned to a deep self-loathing, anxiety turned to bitterness and resentment. He blamed magic for the loss of his parents, but he blames himself for the loss of Fox. He's crossed lines in his search for Fox he knows he can't come back from. He's burned bridges, sacrificed morals, opened a pandora's box of magic as it should never be used. Though finally utilizing the full extent of his talents, the divide between who he presents himself to be and who he truly is has grown more stark than ever, and he has no hope and no intention of reversing this. Mingyu as he is now has only one singular goal, and he will do whatever it takes to reach it.

Outside of the high stakes of his setting, Mingyu is a fairly bitter, sarcastic, and somewhat scathing person, unable to resist the ability to let loose and tell people what he really thinks. He's rude and apologetic, unafraid and in fact largely unconcerned about the hurt he may cause because he's had to get very comfortable with the idea of collateral damage. At the core of it, however, he remains a lonely young man, lost somewhere inside himself. His callousness comes primarily from the fact he's given up on himself. It doesn't matter what he does or says, who likes him and who doesn't (provided of course that they are of no real use to him), or what happens in his day to day because he doesn't matter. Where he ends up doesn't matter.

There is only one thing that matters, and that's Fox's rescue or revenge.

SAMPLE: Mingyu had surgery once, as a child. They put him under for it. He'd been nervous and all the nurses and doctors reassured him it wasn't scary at all. That it would be like having a nap, just a quick little sleep, and then he'd wake up all better again. Oversimplifications and platitudes age-appropriate for the child he'd been. It'd worked, too. He'd relaxed, let them wheel him in.

But it wasn't like sleeping at all.

It was like blinking.

One second there and the next somewhere else, disoriented and aching, awareness rushing in that incalculable time had passed in the space of a breath.

This, here, now, is that exact sensation. He remembers chaos, remembers fighting, remembers frantic attempts to hold all the piece of his life here in volatile, tumultuous place. Then he blinked and opened his eyes to dim lamps and creaking floorboards, busy, scurried footsteps and cramped, narrow walls.

This is not where he was. These people are not who he was with. His head pounds, blood rushing thunderously in his ears.

What happened? He held on too tight. He held on too tight and let it all go.

He sits up and does not move, though he can feel the ghost of him tearing through the unfamiliar space, through every room, down every hall. Searching for things, for people he knows will not be there. Pulling in a tight breath through clenched teeth, Mingyu squeezes his eyes shut as though to will himself to disappear again. For this to be a dream, or to leap forward somewhere else.

The taste of the sour air upon his tongue remains the same. The lights, the sounds, all unchanging.

Mingyu takes in another slow breath, releases it, and then his eyes snap open once more. He stands, sending some child's makeshift straw-and-string horse toy skid across the well-scuffed floors. He doesn't bother to retrieve it, leaving it to its lonely demise as he smooths out his clothes, striding purposefully towards where he hears voices coming from.

As always, as ever, there is work to do.

INVENTORY:

  • jade bangle with cloaking properties.
  • antique lacquered chest, enchanted with extra compartments
  • a cursed knife that inflicts wounds that fester
  • samsung smartphone glamoured to look like a pack of chewing gum
  • set of basic spell components (spell paper, silk cord)
  • a photograph enchanted to move and look like they are talking, faded and worn
NOTES: Just need someone to keep a choke hold on the remaining tatters of his sanity, but we're reasonably sure we can get a player volunteer for that.

IF ACCEPTED, WOULD YOU WANT A PLOT-LIGHT OR PLOT-HEAVY CUSTOM INTRO? Slap me with the big plot we're thirsty for drama.
Edited 2022-10-09 03:25 (UTC)
slippin: (pic#15868143)

[personal profile] slippin 2022-10-09 01:15 pm (UTC)(link)
🧟🧟🧟🧟🧟🧟🧟🧟🧟🧟👉😉👉🧟🧟🧟🧟🧟🧟🧟🧟🧟🧟🧟🧟🧟🧟
makemeasong: (Default)

[personal profile] makemeasong 2022-10-09 08:43 pm (UTC)(link)
Hi! It's before - I used the transcript numbering so the wiki might be counting it differently. She's not dead!
makemeasong: (Default)

[personal profile] makemeasong 2022-10-09 09:10 pm (UTC)(link)
I don't have a preference! Wildcard me, baybeee
kahl_175: Kahl has a tight-lipped smile on his face. It's actually a microexpression in a scene where he's not feeling great, but I work with what I've got. (smile-fw RK NW)

[personal profile] kahl_175 2022-10-09 09:29 pm (UTC)(link)
Huzzah! And yes it is portable, here's an (old and crunchy) screenshot of an uninflated one strapped onto a grineer trooper like a backpack: it's the olive green thing with the orange lights on. Once it's activated, it seems to sort of... suction itself to the floor, and refuses to move until it's deflated. There's one renegade grineer who's got himself a bunch of them and uses them as a pillow fort, it's adorable

I have no preference for which side he's on! Feel free to yeet him wherever!
wantshappiness: (Default)

[personal profile] wantshappiness 2022-10-09 10:18 pm (UTC)(link)
No problem! I've been trying very hard to pare down my history sections to varying degrees of success, clearly.

1: Black Phantom is the organization that her father is the head of. It basically sells espers to the highest bidder for things like assassination, espionage, that sort of stuff. Yuuri was born with strong hypno so for as long as she's been able to she's been used as the brainwasher of the organization who finds espers who are strong and can be controlled and basically turn them into obedient "dolls".

2: Mirage is basically the part of Yuuri's personality that is cold, calm and obedient. Basically: Father's Good Girl who supports her father unquestioningly. On some subconscious level, Yuuri knew what she was doing for Father was wrong but also was brought up to think she had to listen to her father because he loves her and also she belongs to him and so she has to be obedient. Canon doesn't specify whether it's some sort of trauma caused Dissociative Identity Disorder or if it's just that her inability to reconcile her growing resentment of her father for forcing her to do these things combined with her being a high level esper caused this but the end result is that she had Mirage which is the Father's Good Girl personality, Phantom which was the rebellious, Fuck You Dad personality and then added to that was the Totally A Normal Girl fake personality of Yuuri that was created so she can do her undercover thing undetected. At her current canon point though, they're gone since she's resolved the 'people are free to make their own choices and so can I' issue in her life and the fake personality (which is hinted to be what she ideally would want to be) is now the basis of her real personality but with Phantom and Mirage's memories. If any of this didn't make sense, please let me know!

3: Hyoubu Kyousuke is the leader of PANDRA. The boy who escaped is a side character called Bullet.

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