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

beautifullies: (469)

Claire Fraser | Outlander

[personal profile] beautifullies 2023-03-25 08:06 pm (UTC)(link)
PLAYER NAME: Cloude
CONTACT: DM or discord @ lifewasawillow#5524
HOW DID YOU HEAR ABOUT THE GAME?: Already in with Clara!

CHARACTER: Claire Fraser
CANON: Outlander
CANON POINT: During 'The False Bride' while stuck in a storm, seeing ghosts.

BACKGROUND: Wiki
ABILITIES | POWERS: None that she knows of as of this canon point

PERSONALITY:


the actual last time claire ever thought she knew what was going on.


There's one big thing to get out of the way in regards to Claire: Time travel has done a NUMBER on her life. It impacted not one, but two marriages, gave her children she otherwise never would have had, and it taught her what she can and cannot live with. It shaped her morals for better or worse, and whatever personality she might have developed shifted into something wiser, more hardened yet still kind, and less optimistic while still retaining a frayed shred of hope. Of course, going through multiple wars does that, too.

Shortly after World War Two ends and her time as a battlefield nurse is over, Claire and her husband, Frank, decide to go to Scotland for a second honeymoon. Because they're both nerds interested in two different things, Claire goes off alone to look at some cool flowers in a circle of standing stones. When she gets there, one particular stone starts making a buzzing noise so she touches it, and the next thing she knows, she's in the 18th century. Merely six weeks into her journey, after a failed escape attempt, she's forced to marry a young Scot named James Fraser in order to (semi) assure her protection by his clan. She went and got herself suspected of being a spy for the Scottish, so now the British have it out for her.

There comes an opportunity for Claire to go back to her time after another month or two, back to Frank, but ultimately, she makes the decision to stay in the past with her hot Scottish husband™. That choice gave her a daughter that she lost, nearly dying herself. Before that, she had to watch her husband as he was brutally tortured, but even knowing how hard the life would be, she stayed until, pregnant again, the Battle of Culloden drove Jamie to deliver her back to the stones. To remain would have been certain death, something she would have welcomed rather than a life without him. But the choice was made for her, by the child in her womb, and back to the 20th century she went.

Claire lived with one foot in the past for two decades, never moving on, simply existing. She lived a life that looked wonderful on paper; she had her daughter, Brianna, whom she agreed to let Frank parent as his own. He financed Claire going to medical school and loved her (until he moved on with a lover), and yet because of that one moment of touching stone, her heart was 200 years away, never to return. That event, traveling through time, changed her entire life course.


If I had her as a doctor I would simply never recover.


Claire is a woman who lives by her Hippocratic oath unless you try to hurt her family, and then she might take a machete to your neck. Claire has a good heart, and wrestling with her morals was a big part of her hesitation to accept the past as her new present, even knowing she already loved her Hot Scottish Husband™. She kept her not-as-hot English husband's ring, wearing both wedding bands as a reminder of both her first real love and her true love. She tries to do the best she can to be a good person, but she is pretty damn good at collusion and spying, especially when it comes to trying to keep her family alive.

She has gone out of her way to say 'fuck the consequences' to help others. In a 'bless her heart' moment, Claire tries to stop a slave auction in Jamacia and winds up owning a man whom she later helps escape to a free encampment. During the various battles leading up to Culloden, Claire worked tirelessly keep the men she grew to care for and love alive. When the enemy soldiers came to her for help, rather than say 'fuck off' she did what she could, gave them medical assistance, and cared, truly, whether or not they lived.

However.

When it's clear she isn't going to be able to change the past and make sure the Battle of Culloden isn't a bloodbath, she manages to convince Jamie to help her poison Prince Charles Stuart, which would effectively end the reason for turmoil. They would've gone through with it too, had Jamie's uncle not overheard everything. Claire's hands were over Jamie's on the knife when they killed the man, so that he wouldn't alert the Prince. Prior to that, in France, Claire had no problem lying often in order to sabatoge the war effort. Before that, she accused a man who tried to poison her of sorcery, having him executed. In summation: Claire strives to save lives, but she's the undisputed queen of Fuck Around and Find Out.

Claire expects no one to be perfect, but she does expect them to do better when aware. Politeness, and an eagerness to understand new things are her love language. Those who humble themselves when they know they aren't the smartest one in the room is a quality she most admires in men especially. She is accepting of every and all types, and has extremely low tolerance for those who are bigots, nasty, or just plain rude, so anyone who challenges those types is a star, in her book. (Claire herself has a habit of inserting herself into things, and after this backfires more than once she begins to reel herself in.) She very much appreciates a good nerd, preferring books to electronics, and she loves a good conversationalist. Above all else, making a good cup of tea is a top-tier quality in her humble, British opinion.


well, she tried.


There are other notable things to mention, to tie a bow on the personality section: When she lost everything she loved in the past (not just her husband, but a dead daughter, an adopted son, her sister and brother-in-law, nieces and nephews) she never quite climbed out of that black hole of grief. Every time she looked at baby Brianna, she only saw Jamie in her firery red hair and the strength of her profile. At first, looking at her daughter was like the bandaid being pulled slowly away inch by agonizing inch until her heart was raw.

In order to preserve her heart, Claire kept Bree at a distance whether consciously or not. She couldn't fake being a happy house wife no matter how hard she tried, and she always hated that she couldn't pull it together enough for Brianna. It fills her with guilt now, having to think about the fact that she actively chose to leave her daughter for good.

When Claire left the 18th century, she assumed Jamie died in the Battle of Culloden because of what she knows of history—she has no way of knowing this isn't true, because Frank (a history professor) hides the truth from her. For 20 years, she believes Jamie is dead until, after Frank's death, she finds out Jamie lived and that she could, in theory, go back to him. Ultimately she chooses him over staying with Brianna in the present. Even though it was with Bree's blessing, the guilt is still there: they were only just beginning to repair their relationship after Claire told her the truth about her biological father. It hurts if she stops to think about it, how much time she lost with her baby, and she's very aware of all the moments she's giving up to be with her love again.

There are a few other things worth mentioning that she dislikes about herself: she is a terrible liar with a barely passable poker face, she's vain and she knows it, and she has a short temper when the shit is hitting the fan—she hurts feelings and asks questions later.

SAMPLE: sample 1 | sample 2

INVENTORY:

The clothes she's wearing (skirts, long-sleeved shirt, boots, socks, a shift. normal stuff)
Bag with the following inside: different plant bits, notes, a canteen half-filled with water, an opal, and a human skull.
A small knife on her hip.
A gold ring on one hand, silver on the other.

NOTES: N/A

IF ACCEPTED, WOULD YOU WANT A PLOT-LIGHT OR PLOT-HEAVY CUSTOM INTRO?

YEAH LET'S DO IT if applicable :D
redhourglass: <user name=megascopes> (Default)

natasha romanova — marvel cinematic.

[personal profile] redhourglass 2023-03-25 10:30 pm (UTC)(link)
PLAYER NAME: sel
CONTACT: [plurk.com profile] iothe or mii#9142 on discord!
HOW DID YOU HEAR ABOUT THE GAME?: mod & player referral, i promise i belong here and i bring starbucks!

CHARACTER: Natasha Romanova
CANON: Marvel Cinematic Universe
CANON POINT: Immediately post time of death in Endgame.

BACKGROUND: Wiki Link

ABILITIES | POWERS:
⧗ Expert martial artist
⧗ Expert in acrobatics
⧗ Highly skilled in espionage, stealth, disguise
⧗ Highly skilled in interrogation
⧗ Above average strength (though just below the line of "super human")
⧗ Above average intelligence
⧗ Expert hacker (this likely will not matter in the setting, so expect it to be nerfed entirely)
⧗ Multilingual (Russian, English, French, German, Chinese, Italian, Vietnamese, Latin, Norwegian, Japanese, and others) - this will either be moot entirely in game beyond specific characters or be mostly irrelevant.

PERSONALITY:
At her current point in canon, Natasha has been through A Lot. She's long since been pulled out of her comfort zone as spy and assassin, into the lime light and geopoliticking of being an Avenger. She's embraced working on a team, come to see them as the closest thing she has to a family, stuck around long enough to see them fall to pieces, reunited with the second-closest thing she ever had to a family including her sister, and then had her and billions of other beings snatched about by evil Barney with a god complex (ok, he is a literal god). By the time we see her in Endgame, she's had five long years to think about what is really important to her, what really matters — and it comes to a head in her sacrifice for the Soul Stone on Vormir.

Natasha will do anything for her friends and found family - and she does try to understand others, even if she can't fully commit to their perspective. She's shown as a kind voice for the Avengers on numerous occasions including comforting Tony Stark the night of his birthday when he was dying of poisoning from his arc reactor (with not-so-great effect) and convincing Clint Barton not to blame himself for the death of SHIELD agents at his hands after his manipulation and possession by Loki. She genuinely mourns for Nick Fury after his "death" at the hands of the Winter Soldier, and frequently covers her friends during battle or goes to their aid if they're injured (Clint, often, and protecting Banner). During Age of Ultron, she stays behind with Steve Rogers to help him evacuate Novi Grad despite also trying to convince him to consider other options. During Endgame, she lobbies for trying to undo the Snap, insisting that they owe it to everyone who died to try. Her greatest act of compassion is sacrificing herself to retrieve the Soul Stone give the Avengers a chance of undoing the carnage of the Snap, with no guarantee that they would be successful.

That said, Natasha is still a practiced liar, assassin, and spy — manipulation comes with the territory. She has not hesitated to adopt certain identities or personas in order to meet her (or her employer's) needs, whatever those happen to be at the time. The ability to manipulate and trick others was taught to her at an extremely young age in the Red Room program. As a child, she went undercover as the child of Alexei Shostakov and Melina Vostokoff during their time in America in order to allow them to infiltrate and destroy the North Institute. In other canon appearances, she’s served as an admin assistant for Pepper Potts, pretended to get caught in order to interrogate a smuggling ring, and feigned hurt and fear in order to determine Loki’s true goal to provoke the Hulk. While she's (now) got a moral compass to match her manipulations, her motives are not always apparent to those around her and she leans heavily into the spy and assassin narrative when it suits her, all too happy to add to her untrustworthiness if it means meeting her own agenda.

She's also a highly logical person with an extreme ability to compartmentalize. Upon facing a Loki-brainwashed Clint Barton, she doesn’t show any sort of leniency, not even attempting to bargain with him, launching straight into physical confrontation. It’s shown in canon that during that time she was also extremely worried about Clint as her partner on Strike Team Delta, but she considers her emotions as a weakness and something to be put away and dealt with at a later date. This is a pattern repeated often in canon after Nick Fury's "death" at the hands of the Winter Soldier, the battle between the Avengers during Civil War, and upon finding out the Red Rooms are still active. When emotions are high, she tucks them away for the good of the mission... but they do eventually come back. At her current time in canon, this compartmentalization is breaking down and more and more of her true feelings leak through — she cries in front of Steve Rogers and shows obvious and clear concern for Clint when he tests the time machine. It's not all doom and gloom, though! Prior to her death we see her cracking a few jokes, laughing, and hugging her friends close.

Natasha may be able to compartmentalize her emotions, but she can't vanish them completely. She carries a lot of guilt for her past - whether it's her life as a child assassin working for the KGB, prior missions gone wrong, or even the wrongs that the Avengers have committed while trying to do right. The guilt becomes a distraction, and while it drives her often to do the "right" thing, it also has Natasha believing she's not entirely worthy of the affection or care of others, that she has a ledger she is permanently trying to balance (if it's even possible), and to prioritize the lives & well-fare of those around her. She's horrified to learn that the Red Rooms are still active, torn up by guilt that Antonia Dreykov is still alive and disfigured/disabled by the mission that failed to kill her. Repeatedly in canon she refers to herself as "unmade," "a monster," and untrustworthy. She doesn't see a life for herself outside of the Avengers, even when the original Avengers move on and disband after the Snap, and continues to atone for her misdeeds. This likely plays into her decision to sacrifice herself for the Soul Stone — in addition to Clint Barton being her best friend, the first person to trust her in SHIELD, and her partner, he also has a family and a life ahead of him, and more potential than Natasha could see in herself.

SAMPLE: (making an assumption of what the arrival scenario might be, just for the sake of a sample! feel free to disregard if i stomped on how things really work in game, i’ll rewrite fresh for an intro if accepted!)
( the last thing she concretely remembers is the fall. wind rushing past her body, the look of anguish on clint’s face, the lingering warmth of his hand in hers. she doesn’t remember the inevitable crash, the ground coming up to meet her — and that’s probably all for the better. it’s the right choice (isn’t it?); what’s one life in exchange for billions? she’s sorry clint had to see it happen, maybe. sorry that she won’t be able to see this through but…

whatever it takes. then there’s darkness.

when natasha comes to, she’s confused. there’s cool, hard ground underneath her; that makes sense. did she survive, somehow? impossible, no one could live through a fall like that, especially not a normal human. stranger still, there are voices close to her. vormir had been empty, desolate. she twitches an arm, to test that the limb still moves — it does. moves a toe in her boot, just to be sure. nothing big, nothing that could be noticeable by whoever it is nearby.

they’ll be waking up soon, a voice drawls, in a language she recognizes. natasha dares to open her eyes, just a peek through her lashes. she’s .. somewhere. a castle? tied up, her arms behind her back, body oddly fine for the fall she knew she took. there’s a group of men around a fire, looking at each other, talking with the same loud voice that all men use when they don’t think they can be or don’t care if they are overheard. this group seems stupider than the rest.

shifting minutely, slowly, carefully, she tries to survey some other lumps on the ground near her. other bodies, other people. she can tell by the rise and fall of their bodies that they’re alive, incapacitated in much the same way she is or was. natasha grits her teeth, letting her eyes fall shut again, forcing herself to think. if this is still vormir, there’s still a chance clint is on the planet. she can get back home, see this through…

she can’t think about the possibility that she’s somewhere else entirely.

natasha can feel a rock digging into her side. sharp enough to cut the ropes on her wrists? worth a try. whoever these men are, she’s not staying long enough to find out. once she’s free, she’ll have a short window of time to try and run; she’ll have to locate the door, knock down whoever it is who gets in her way, and then … who knew what was beyond the door? but if she didn’t try…

shifting, she works the rock into her hands, begin sawing away at the ropes, thankful that she’d been laid with her hands to the opposite side of the men. she keeps an eye on them through her lashes, waiting for one of them to glance her way, to notice she’s awake or moving.

she’s got to try this, got to get back. whatever it takes, right? )

INVENTORY:
⧗ Widow's Bite - bracelets that discharge electrical pulses and can electrocute others during hand-to-hand combat. (Potential downside: these could be difficult to repair or recharge in the game setting should anything happen to them)
⧗ Assorted knives on her person - one in each ankle sheath, one strapped to the inside of her left wrist.
⧗ Two Glock-26s - one with no ammunition, one with three shots left. (Nerf: I’m imagining it to be difficult to impossible to find bullets in the setting, and/or these can be confiscated/taken upon arrival).

NOTES: no particular accommodations! thank you!

IF ACCEPTED, WOULD YOU WANT A PLOT-LIGHT OR PLOT-HEAVY CUSTOM INTRO? plot-heavy, please!
perceptive: commissioned. dnt. (009.)

Charles Xavier | XMCU

[personal profile] perceptive 2023-03-26 07:27 am (UTC)(link)
Returning player and character coming in from the same canon point with no preference re: plot-light/plot-heavy custom intro. Would it be possible for Charles to only have vague recollections of his previous time in EB? c: If not, I'll just restart him from scratch.

The link to his app from before is here. Thank you!
pathologise: (pic#16342244)

[personal profile] pathologise 2023-03-26 09:09 pm (UTC)(link)
3point0: (92)

Evan "Buck" Buckley ‍🚒 911

[personal profile] 3point0 2023-03-27 06:17 pm (UTC)(link)
PLAYER NAME: Xy
CONTACT: [plurk.com profile] assemble
HOW DID YOU HEAR ABOUT THE GAME?: Rakel says I can be her +1!

CHARACTER: Evan "Buck" Buckley
CANON: 9-1-1
CANON POINT: Season 6, episode 12 in which Buck is recovering from a coma (I couldn't find a rule on new canons, if he needs to be from a canon point over a month old then s6 e9 is fine, he won't have been in a coma which is the only major change)

BACKGROUND:
The wiki only goes up through season 3 so some bullet point additions (spoilers beyond season 3):
-Buck's parents come to visit, which he actively hates as they were not good parents growing up. Maddie confesses that there's a secret, Evan was born specifically to save his brother Daniel, who died of childhood leukemia. His parents never even told him he had a brother.
-Maddie gives birth to Jee-yun, Buck's niece. Later, due to PPD, Maddie leaves Jee with her boyfriend (Chimney) and only Buck knows her whereabouts. Chimney punches him when he finds out, and leaves to go find Maddie.
-Buck joins a treasure hunt with the team and reunites with Taylor, though they have a platonic flirtationship. They eventually get together as a couple.
-Eddie gets shot and Buck regrets not being the one shot in his stead. Eddie tells him that if he dies, he's changed his will to appoint Buck as Chris's legal guardian.
-Eddie and Buck respond to a call in a prison and get held at gunpoint and kidnapped by an escaped prisoner dressed as a guard.
-Taylor moves in with Buck and he confesses to her that he cheated on her by drunkenly kissing another girl, she feels trapped but forgives him. (I really hate this storyline, sorry)
-Eddie leaves the 118 only to join the 911 call center, as Chris is worried for him. Later, he has a PTSD episode and Buck comes over to help him. Eddie gets therapy.
-Chimney returns with Maddie and Eddie returns to the 118.
-Chimney and Hen are put in danger when a paramedic with a hero complex attempts to kill Chimney in his jealousy over Hen. They enlist Taylor's help, and she promises to keep it off the record but then later prints the story. This upsets Buck, because it could have easily put his friends' lives at stake to release the story. They break up.

Season 6 spoilers:
-The Buckley parents come to visit Maddie in her new house.
-Buck is doing his thing again when he's struck by lightning and sent into a coma.
-He is sent into a coma dream whereupon he dreams that Daniel didn't die and that his parents love him. They insist that he can stay in this dream where everyone loves him and things are perfect, but that he didn't join the 118.
-He 'leaves' the coma dream and wakes up in real life, only to find that his parents have done a complete 180 and now profess to care for him.
-He's cleared to join work again, but has some lingering doubts with regard to his coma.

ABILITIES | POWERS:
Baseline human, but he is very physically fit, and has the following skills from his odd jobs:
-Bartender (went to mixology school)
-Surf instructor
-Trained for but did not become a Navy SEAL
-Ranch hand/literal cowboy
-Construction worker
-Trained firefighter
-The show alludes that he has had other random odd jobs and may add some to flesh out his backstory in the future.

And some from his personal life:
-Intermediate cook
-Excellent babysitter

PERSONALITY:
Buck is, in essence, a man with a good heart and good intentions, but who sometimes executes those intentions poorly. By the time the series starts, he's 24, and just finished his training as a firefighter, but before that, he'd spent the last six or so years traveling and taking various jobs throughout the United States and all the way to Peru. Listless and unsatisfied with any of them, he then trains to become a firefighter and he finds his place there, finds importance and meaning in this job.

Buck is always quick to action, and usually not to think. He's often the first to volunteer for anything, especially when it's dangerous. Initially when he's a newbie, he makes a lot of brash decisions. He still does, but he was much more thoughtless before, sometimes endangering others, one time beheading a snake. Though he's still reckless, now he only ever endangers himself. He is fearless, brave, and always ready and willing to sacrifice himself.

The main reason that he left his family home in Pennsylvania initially was that his parents were always neglectful or hostile to him. They instilled in him many insecurities and a constant need to prove himself and his own worth. One of his greatest desires is just for them to love him, and he is desperate for that relationship. It's revealed to him that his elder brother Daniel was diagnosed with childhood leukemia, and that Buck was conceived initially as a donor match for his brother. This has left him feeling that he and his life are expendable, which the other characters sometimes comment on.

A little bit desperate for approval and with a chip on his shoulder to try and prove himself, Buck is an absolute nightmare when given reins to act authoritatively. He is exceedingly lawful, follows rules to the letter, and is a general nuisance that his friends regret. He becomes upset over being passed over for interim captain in his captain's absence, despite being a firefighter for only five years. He is extremely confident in his abilities, usually bordering on overconfident.

He can be prideful, and boastful even of his adventures as a firefighter. But he is also not particularly humble in other aspects, such as his looks or in his love life.

Though his childhood was one marked by sadness and in his adult life he's gotten into many life-threatening accidents, he usually finds a way to stay positive. He's eager to smile and give a friendly ear or a helping hand, and he's generally quite easygoing. He values spending quality time with the people he loves, and he finds true happiness among his friends and found family.
3point0: (74)

2/2

[personal profile] 3point0 2023-03-27 06:18 pm (UTC)(link)
His firehouse, the 118, is his family, and he would do just about anything for them. This is a common recurring theme among the other members of the 118 as well. In addition to his team, he's also fiercely protective of his sister, and invites himself on a police mission to save her once she's kidnapped. He is determined, and stubborn, and the other characters know that once he has his mind set on something, it's set in stone.

However, sometimes the amount in which he loves can be damaging. Because of wanting to be on his team and his desire to work as a firefighter, he sues the department when he's forced into medical leave for his job back, not realizing that the lawsuit will cause him lots of interpersonal issues. He works well under pressure, but master tactician he is not. In fact, while being questioned by the police over a possible heist that the 118 might be involved in, he gets easily confused by the plot. He also tends to misjudge social situations from time to time, and generally isn't the best at reading a room.

Though he is not the wisest member of the team and often requires an accompanying, more rational team member by his side, he is very knowledgeable and likes to learn from a wide variety of topics. This mostly works well for random trivia, but he does love to share the odd fact with his teammates.

Buck tends to be kind of a goofball, and it really shows in particular when he babysits Christopher, who is his best friend Eddie's kid. They play videogames together, he helps build Chris a skateboard, plays with his dino toys and draws him cute pictures. Maybe it's because of his own missing pieces of childhood that he seems to be drawn to making kids in particular happy - he's also great with his niece, and is generally just comfortable being silly and hanging with kids.

A very open individual, Buck is not often hiding his feelings, his face is extremely emotive and he is both a terrible liar and also terrible at playing poker. When he does try to hide his feelings, he tends to space out, and the other characters usually know immediately that something is up with him. He's straightforward and honest for the most part, though there is the glaring exception where he got drunk, cheated on his girlfriend, and asked her to move in with him because he has copious abandonment issues. That is definitely the most unforgivable thing Buck has done.

Buck also is into self-improvement, which is actually the meaning behind his username. In the beginning of the show, he deems himself Buck 2.0 due to deciding that he was no longer going to be a playboy and pursue more lasting, meaningful romantic relationships. When he becomes Buck 3.0 he decides to be kinder, and gentler, and seeks therapy. Although there was a marked difference between 1.0 and 2.0, there hasn't been much of a difference in 3.0 in my opinion. However, 1.0 was hypersexual, and he even self-diagnosed as having a sex addiction. Although he is still a very sexual person, he did lose a lot of his frat-boy, player archetype that was displayed heavily in the first season.

Despite the bravado and emphasis on sexual aspects of a relationship, Buck is and has always been heavily romantic. At advice from his captain, he showers his girlfriend with the grand romantic gesture of taking her on an air balloon date. When she decides to leave the country, he stays in her apartment and considers her his girlfriend several months after she ghosts him completely. He also drops everything to fly halfway around the country to emotionally support another girlfriend. He can be a little over-the-top.

Although Buck always goes above and beyond for the 118 and his sister, he also is shown to be kind and compassionate to strangers. Again, often to excess. He has a soft heart, and he's easily moved to help someone or support them in a time of need.

SAMPLE: He's a bit of a new muse so I don't have any meaty introspective tags for him yet: this thread but if that's insufficient I've written up a sample in the setting of the last TDM:

He's pretty lost from the get-go, but he's also on a completely new planet in a completely different type of environment than he's used to, so honestly, he's just playing along in hopes that he wakes up soon. Things have been kind of weird for Buck lately, but he does have his anchoring points to which he moors himself. In his fever dream, there had been no nighttime, and so, he's waiting for the sun to go down and for the land to cool before he even starts to consider that any of this is real.

"Seven guilds? Look, that's impressive I guess, but uh, I'm actually just really not interested in fighting a war. Even back home. Not really cut out to be a soldier, but you know what," he tries, clapping Mazyar on the arm before he realizes that he might be royalty or something and seizing his hand up and dropping it to his side. "I, uh, appreciate the opportunity."

He tries to hand the pendant back, since he already has a phone and though he doesn't think he gets reception here, he doesn't really want whatever this is. He certainly doesn't want it as a form of payment, or a contractual agreement. "And no offense, but I just had to decide what the most important thing to me was, and that's being with my family and my team at home, so good luck with your war, but I really don't think I'm the right guy for the job."

Somehow, he doesn't think that the guy who kidnapped him to conscript him into battle is really going to take no for an answer, but he thought he'd at least try. And, well, this isn't his first kidnapping and he'll wait to see what sort of threats this guy has up his sleeve and whether or not Buck can square with them.


INVENTORY: Basically just phone/wallet/keys, watch, probably a picture Chris drew for him in his wallet.

NOTES: N/A

IF ACCEPTED, WOULD YOU WANT A PLOT-LIGHT OR PLOT-HEAVY CUSTOM INTRO? No strong preference/whichever is easier or more fun for the mods!
3point0: (Default)

[personal profile] 3point0 2023-03-28 12:29 pm (UTC)(link)
I'll just go with the alternative canon point! He can always be updated later, thank you!
cholesterol: 🇩‌🇴‌🇳‌'🇹‌ 🇹‌🇴‌🇺‌🇨‌🇭‌ (alc | after a night of drinking)

Dean Winchester | Supernatural

[personal profile] cholesterol 2023-03-29 05:51 am (UTC)(link)
PLAYER NAME: Brandon
CONTACT: [plurk.com profile] audacieux, cas 🗯#5461
HOW DID YOU HEAR ABOUT THE GAME?: I've seen it on friends' timelines and peeked in every now and then. Emily has graciously offered her invite slot.

CHARACTER: Dean Winchester
CANON: Supernatural
CANON POINT: Season 15, Episode 20 "Carry On" as he lays dying. Except, upon arrival, he can receive medical treatment. I am perfectly alright with playing out a realistic healing process to such a mortal wound should there not be a cleric or some such magic or alchemy involved or available. This both helps me because I wanted to apply but I'm going on a cruise shortly after, so it could give him reason to lay very low and recover or recover enough Should the means of transportation between arcs not have a sufficient way of keeping him alive, I can also take him from his fight with Sam and the vampires, but before he bites it, or after, in Heaven with Bobby. He's dead, but the dead in Supernatural are still -- you know, living their heaven lives. It's a thing.

BACKGROUND: Here!

ABILITIES | POWERS:

Dean was trained at a very young age in combat and marksmanship. He's an expert in hand to hand, a plethora of firearms, knives, swords, and most weaponry.

He has a wealth of supernatural knowledge (pertaining to his world), including wards and sigils (like devil traps) that keep demons and angels in or out and the incantation to force a demon out of a possessed vessel. . He knows basic Enochian by heart. Even though he wasn't chosen as Rowena's protege, he does have knowledge of very basic spells and can perform them.

He carries with him a wealth of semi-useless pop culture knowledge. (He would find this to be an ability, or else I wouldn't list it.)

He is quite the distinguished chef, having singlehandedly provided for a spa retreat while on a hunt.

He is also quite the functional alcoholic. Often fighting and driving after having a few. (I'm not encouraging this, just using it as an example...).

When Chuck removes his "god armor" he's lived with for the last who knows how long, he's still a better than average fighter who uses his environment to his advantage.


PERSONALITY:

Mentally, Dean Winchester perseveres. He is doggedly determined when he has a goal in mind. He very rarely gives up. And, when he does let himself, he always pulls himself back together. When he falls apart, he falls apart completely, but it's what happens after that counts. He moves forward. Always.

He is adaptive and good at adjusting to his circumstances. Even when he doesn't belong, he's good at joining the crowd. He's always been the brother with a role to play and a mission to fulfill.

He's the brother that carries out his orders. When he doesn't have doubts about the task at hand, he will complete it. Dean also has very strong morals that have greyed over the years - for the better. One of his friends is a werewolf, and she married a werewolf, and he sees past the 'monster' label now. As long as that monster isn't chowing down on the locals. He's disciplined, too. He will stick to the routine. He'll be the one cleaning his guns and doing the maintenance. He's become much more domestic.

Dean's humor is unmatched. His sarcasm is both a weapon and a masterclass in deflection. He will drop a pop culture reference at the top of the hat. While Dean may feign not being interested in something, Dean is actually a closet nerd. He's read every book on the shelf even if he doesn't advertise it, likewise his dad's journal. He has a very wide range of likes genre-wise and it gives him usable knowledge in his real world.

He is also very, very charming to the point of being flirtatious.

Dean is great at improvisation, often inserting himself into a town while on a case. He and his brother identify themselves as FBI agents often, in order to gain access.

On the flip-side from improvisation, when actually asked to act, Dean is stilted, does not have the talent, and is too focused on how he looks.

Mentally, he also has a very high pain tolerance. He's been tortured before. He's beaten to an inch of his life. On any given day he deals with ten more things than anyone else should plus guilt from any one thing in his head and he holds all that together. Dean makes it look effortless.

...It's anything but effortless.

Dean's emotional and mental weaknesses far outweigh his positive attributes. While he can be flirtatious, that flirtation can turn sexual and over the top on a dime. Dean can dip into the extra side. He's the himbo on Tinder you swiped right on, but that you won't meet again. Over the years, that side definitely hardened over in favor of being more of a "family man," and he's hardly had a single (arguable) love interest in years.

Dean shuts down very easily. He will hold a grudge. He will give someone the silent treatment. If he feels trust has been broken or like his broken moral code has been bent, he has to take time to process.

Dean's anger issues are borderline clinical. He will rage. He will go off, violently. He will destroy the hood of a car, he will punch a wall. He needs to put that energy somewhere else. He is a furious man. When everything hits the fan anything he holds in explodes. It's one of his constants. Recently, he believes Chuck (their God from their canon) messed with his anger management, but even without Chuck's meddling, Dean flies off the handle.

While Dean isn't naturally expressive, he does not have a good poker face if he's not trying. He will grumble, he will gripe, and he might even whine if he's not trying to conceal what he's thinking.

Dean represses years of trauma, disappointment and insecurity at all times. A lot of why Dean the way he is, is how his father treated him, and never believing he was enough for the guy. He always wanted to be his dad's favorite. He feels things deeply, but, expressing them is another issue entirely. It takes nearly dying one of the many times he did for him to say what's on his mind. Castiel gives him a declaration of love and Dean can barely process what's been said before it's too late. And, still, he focuses on 'the goodbye' part of it. Dean believes everyone leaves and everyone dies. He also believes that eventually, between his brother and him, he's the one who will die young. He also lives with the guilt of his actions, from not being there enough for Sammy, for things he did in Hell after dying, for failing Jack the first time.

Dean suffers from depression and PTSD. Often, he's the brother that will not hesitate to sacrifice himself. As far back as the second season, he has a suicidal streak and this never really breaks. Dean does not take care of himself. He's often seen eating burgers, fries, meats, and take out for almost every meal. Dean also has deep, deep issues with alcoholism, often drinking a whole six pack on his own, sometimes alone in his room. Whereas Sam goes for a run, Dean sleeps in. Dean uses alcohol, violence, and getting the job done as his crutches for ignoring everything else. One of his other vices, one night stands, has since decreased over the course of the series. Sex was a vice and a coping mechanism for him, but he's moved past that now. His eye is always on the end of the road, whether that ends bloody - or not. He's just now processing that maybe he has something to contribute, that's he's not as broken as he thinks. He's not daddy's blunt instrument. He loves. Dean does love, but he will express that love in different ways, more in a physical hug or gestures. Acts of kindness and physical touch would be his love languages. But, good luck with getting them. Despite that, he does not have a healthy view of himself and hasn't in a very long time.

A montage in the last episode does prove that Dean is capable of changing his habits, bettering himself, and making good choices. He's just too deep in the darkness for years to see what he's capable of. Even with Lisa by his side back in season 6, he's unable to live that life and have the normal job, because he doesn't feel like he deserves it. And, ultimately, because it puts Lisa and her kid, Ben in danger.

Finally, flip a coin on whether it's a negative or a positive, Dean is greatly self-sacrificing. He will sell his soul for his brother, erase the memories of his chosen family, or downright kill himself if it saves one person he loves. (Hell, one person he doesn't.) But, he will also fight tooth and nail to the death against insurmountable odds.


SAMPLE:

Sample 1
Sample 2
Sample 3

And for good measure, Sample 4

( They always come to with a gasp.

Maybe it's the drama of a near-death experience, or actually dying in Dean's case, that propels his chest upward as he comes to. His body's attempt at sitting up ends as abruptly as it began as a surge of pain travels up his spine and settles right where he remembers he was struck. He remembers it secondhand in pieces. He remembers the sweeping monologue, the vampire Jenny, the shittiest excuse for a pie festival and he swears to himself there was an underscore of music as he said his goodbye to Sam. As far as endings go, he went out poetically. But, he has a bone to pick with the 'how' and 'why.'

He doesn't get the luxury that other newcomers get. Answers from people in the same boat - or in this case, train - because he's in recovery sequestered away from whoever else is on board. He hurts himself on night one, passing out from the pain of an attempt at an escape. Night five he rips his stitches.

Having been to Hell itself with a capital H, he knows that's not what this is. But, having been to Heaven, he also knows this isn't that. If he were dead he'd be dead and if he were in Hell, he'd be tortured or doing the torturing. He deserves both.

He spends a day calling his caretaker Chuck, probably to their chagrin. But, he knows they depleted Chuck's magic. He knows Jack is now God. The next day, he's quiet, almost scared to call out to Jack or Cas.

Eventually, he has to accept his explanation at face value. He becomes a better patient. He makes progress within an acceptable time frame. He has something to live for, even if he doesn't know what it is.

In hindsight, it feels like the five stages of grief. He finally reaches acceptance. He wishes for Sam to find love. Dean can see it now: Sam settles down and doesn't devote his life to finding or resurrecting his brother. They've both been there and done that and had the literal book written about them. Dean knows Sam'll keep their hunter network going. He knows he'll take care of Miracle. He knows Sam will be okay.

Dean Winchester doesn't know what he is or how he feels. He knows there's a part of him that's at peace with his end, with his existence. Quips his caretaker doesn't understand fly as he clobbers his sense of humor back together brick by brick. He makes an inappropriate comment about being followed to the bathroom. He becomes the obnoxious but not impossible patient.

And then one day, he's up. He's maneuvering around. It hurts, but that just reminds him he can feel it hurt. Well, now. Time to meet the locals, isn't it?, he thinks. It can't get worse than being impaled on rebar.
)


INVENTORY:

| one bloody machete
| one bloody hand-print stained green jacket
| John Winchester's journal

NOTES: The above sample is only one scenario, I'm completely open to others.

IF ACCEPTED, WOULD YOU WANT A PLOT-LIGHT OR PLOT-HEAVY CUSTOM INTRO? So, normally, a plot heavy introduction would be my jam, but this has come around at a crazy time and I'm inching toward a vacation at the end of the week. That said, if he's accepted and he can recover, I wouldn't at all be opposed to a plot-heavy introduction once he's up and moving around. I am totally free to discuss up until Saturday. I am back on the 17th and will be around the 18th on.
1797: ani 🃏🚫 neutral (joker#16307168)

ren amamiya | persona 5

[personal profile] 1797 2023-03-29 06:31 am (UTC)(link)
PLAYER NAME: Nix
CONTACT: PM this journal
HOW DID YOU HEAR ABOUT THE GAME?: Carolyn 🐸

CHARACTER: Ren Amamiya
CANON: Persona 5
CANON POINT: Evening of 11/21, escaping police custody with Sae Niijima's assistance

BACKGROUND: wiki

ABILITIES | POWERS: I am so sorry about this Jungian JRPG nonsense.

PERSONA: Ren can summon a physical manifestation of his rebellion and rage, called a Persona. This grants him a few special properties, among them a fashion makeover (with a mask!) and a strong resistance to distorted perception. Also notable: most people can only summon a single Persona, since it's a reflection of their heart, but Ren is what his canon calls a "Wild Card", or someone who can summon and utilize multiple Personas.

To spare everyone from min-maxing hell, he'll only have an upgrade of his initial Persona, Raoul, with the following skills:
  • Maeigaon (deals heavy curse or dark magical damage to all enemies)
  • Megidolaon (deals severe almighty or nonelemental magical damage to all enemies)
  • Riot Gun (deals severe gunlike physical damage to all enemies)
  • Brave Blade (deals colossal standard physical damage to one enemy)
  • Phantom Show (high chance to put all enemies to sleep)
In canon, targets can have immunities to any or all of these skills (besides Megidolaon) and he just has to deal with it.

METAVERSE: But wait, there's more! Ren has a phone app (don't ask) that can access the Metaverse, a parallel dimension formed by the collective unconscious, where people's distorted perceptions or cognition of the world create locations called Palaces. This also gives him access to warped people's Shadows, or their darker and more dubious desires made flesh. Defeating a Shadow and stealing their treasure—a physical manifestation of those desires—creates a Change of Heart, which causes the Shadow to return to their real self and take accountability for their actions. Killing them, however (which Ren refuses to do), effectively kills their real self.

Unless the Metaverse has somehow merged with reality (long story), Ren can only access this dimension with the name of the person causing the distortion, the location itself, and a keyword describing the distorted area. He can also access a "shared" Palace of the local public, but he won't know what it's called in Akhuras, so sucks to be him. Also, Personas can only manifest in the Metaverse.

Since Ren's phone is going to die real fast, I'm going to say he can learn to use his Persona's skills outside of the Metaverse without actually summoning it because [vague interdimensional mumbling]. He can also change his stock of available Personas if he has access to the Metaverse (and especially a certain room in the Metaverse), but...vague interdimensional mumbling. I'm just going to pull this off the table without some external factor.

If an event seems to have a way to access the Metaverse or I get the sick idea he should acquire another Persona, I'll run it past the mod. Alternatively, if he has an opportunity to nab a different conduit for his Persona (currently, he tears a mask off his face, but the mask only materializes in the Metaverse) or find some other workaround, I'll cross that bridge when I come to it.

THIRD EYE: In canon, this highlights points of interest in various ways; in Akhuras, it'll be more of an abstract sixth sense. Ren can sense traps, "see" in complete darkness, and gain insight to whether someone will be an easy or difficult fight. He also has an uncanny predilection for items or people he should interact with and areas he can get into—in accordance to or against his better judgment—and can improve his skill in activities like fishing, darts, or baseball. Basically, he can expand his ability to use Third Eye if he gains a deeper understanding of a topic.

OTHER: He's athletic and acrobatic to boot; while his baseline is an active human teenager, the Metaverse boosts his physical abilities so he can leap ridiculous distances, achieve much greater feats of strength, and do wild tricks with a grappling hook. He's skilled with handguns and knives, and knows how to make a variety of infiltration tools, chief among them smoke bombs and lockpicks. He's dexterous enough to steal from an enemy midattack and can learn new activities at a frankly alarming rate. Also, he makes a mean curry and coffee, but the road to getting there was long enough that he probably can't make anything else lol.

PERSONALITY: Quiet and unobtrusive at first glance, Ren dresses neatly and makes an effort to maintain a socially acceptable facade. While it wouldn't be right to call it a lie—it's fairly superficial, like "his glasses are fake" superficial, because he really is a tidy person with poor posture—he's very aware of how the world perceives him. It's a side effect of being framed for assault, expelled from his hometown high school, and dumped on a stranger in Tokyo because only Shujin Academy would enroll him. And Ren is powerless to do anything about it, not only as a minor, but as someone who got on the bad side of a man far above him in status.

And so he's learned: Doing what's right doesn't protect you from other people's bad faith, especially when society favors those with influence. His mental image of his situation is of a prisoner, someone in shackles, even if he isn't always conscious of what, exactly, is tying him down. He's keenly aware of the injustice of his situation and what it is to be abandoned; no one helped or believed him when he needed it most and it derailed the course of his life.

Tale old as time, Ren gets power and uses it. He becomes a vigilante and leader of a group of teenagers who call themselves the Phantom Thieves of Heart, who see a change of heart as the only way to deal with people who are untouchable by the law or simply aren't important enough to be noticed by the law. Some might call it ego, that teenagers believe they know better than the adults around them, but mostly it's rage. Because Ren is angry that society is unfair and corrupt, that it would tell him it's a mistake to help someone because it puts him at risk. If the choice is standing by and watching or taking action, Ren takes action because he knows what it means to be failed by the world around him. His Persona awakens explicitly because of his desire to help people.

Which isn't to say his actions aren't morally dubious. It's right there in the title of vigilante, of thief, even if he takes the stance of someone who goes after the powerful to protect those less fortunate. While he's egalitarian in his leadership and gives all of his friends voice in their most important decisions—everyone has to agree before they pursue any target—being able to change someone's heart is a lot of power for a bunch of kids in high school. But while Ren is willing to break rules that don't benefit him or his cause, he does make an effort to draw the line. At one point, he and the other Thieves choose to leave a classmate's Shadow alone because the Phantom Thieves aren't meant to be an end-all solution to every problem. They aren't going to touch someone who is just being kind of shitty; they're there to pursue entities of active harm.

He likes to stay active and keep his hands busy, picking up odd jobs and often fidgeting with whatever he's holding. School bores him and he spends his days slumped at his desk and staring out the window, even if he's listening. And he is, frequently, listening. While he might not have natural genius like some of his friends, he's observant and capable of school smarts. Planning and coordination is simply not his priority, so he leaves it to his fellow Thieves instead. And when he does make plans, he has an unfortunate tendency to go sparse with details or omit them altogether. Depending on which route you take in the game, he might turn himself into the police behind everyone's backs. And, while he can't exactly ask permission without revealing himself as a Phantom Thief, he often intervenes without asking if his allies' have a problem that can be solved by a change of heart.

In this way, he's catlike; Ren slouches through life on his own terms, unwilling to bend to anyone's will but his own. He holds his own counsel and refuses to compromise his morals. He's obstinate to an almost unhealthy degree, especially once he makes a decision, and pursues his goals with a feline tenacity. This, coupled with his innate nosiness (he is constantly eavesdropping), can make him kind of pushy; Ren doesn't really know when to leave well-enough alone. He's drawn to people who have been ostracized like himself and tends to leap to their assistance, whether it's wanted or not. He's overprotective in that sense, but these connections are genuinely important to him; if given a chance to say whether he wants to stay or leave Tokyo at the end of his probation, he unquestionably wants to stay.

He also takes shit in stride to a bizarre degree. He hallucinates in the middle of Shibuya and casually dismisses it, gets dragged into wild situations by his friends and confidants, and sometimes has skewed priorities when observing his surroundings. After getting captured and thrown in a shoddy Palace cell, he idly notes the bed is in terrible condition, so he'd like to use it as little as possible. Which isn't to say he isn't awkward, or doesn't find himself out of his depth; he's overwhelmed at first by the sheer number of people on the Tokyo Metro and shies away from being put in the spotlight if it isn't on his own terms. When he gets ditched by two of his classmates during Operation Maid Watch (...where they hire a maid to clean so they can watch), he sweats his way through the interaction and won't even turn around to face her.

He is, put simply, kind of a dumbass. A reckless one; he takes some mystery medication that briefly puts him in a coma and goes along on a shady deal with a former yakuza. And his guise in the Metaverse, the thief who uses the code name Joker, is what happens when Ren is unfettered by society's niceties. Conjured up from his image of rebellion, Joker is cool the way a teenager thinks of cool: cocky to the point of arrogance, grossly disinterested in his own mortality, and clad in a lot of black. He's theatrical, lowering his voice and making broad, dramatic gestures. He is a showoff.

He cuts loose in the Metaverse because it's a world where society can't judge him, where his sense of alienation becomes a strength. He craves excitement, riding the high of adrenaline and the thrill of power. Even when the odds are stacked against him, he treats it as a challenge. If you solo a battle with him and emerge victorious, he's sheepish but pleased with himself. His initial Persona, Arsène, gives voice to his anger in the Metaverse, telling him, "Kill [your enemies] however you want. Run wild to your heart's content!"

That said, Ren isn't an inherently deceptive or negative person. While he absolutely will lie, especially to protect people he cares about, he prefers to reverse questions back on people or joke around. Otherwise, he opts for honesty, audacity, and practicality. His sense of humor is very deadpan; people can't always tell when he's joking.

He seems to like it that way.

SAMPLE: network | log

INVENTORY: The clothes on his back, a pair of hip glasses, and a smartphone.

NOTES: n/a

IF ACCEPTED, WOULD YOU WANT A PLOT-LIGHT OR PLOT-HEAVY CUSTOM INTRO? I'm good with either!
starlingroad: (MCU - Star)

America Chavez | MCU

[personal profile] starlingroad 2023-03-29 05:29 pm (UTC)(link)
PLAYER NAME: Jean
CONTACT: [plurk.com profile] metaljean | discord: midknightcat#8900
HOW DID YOU HEAR ABOUT THE GAME?: Ruxi, and Val [plurk.com profile] honeyfoot has offered an invite to me

CHARACTER: America Chavez
CANON: MCU flavor
CANON POINT: After Doctor Strange: Multiverse of Madness

BACKGROUND: MCU Wiki

ABILITIES | POWERS:
1. Dimensional Travel / Portal Creation: While she can still kick or punch star shaped holes into walls or floors/solid surfaces (super strength), her ability to make dimensional star shaped holes is gone, completely. She cannot cut through dimensions here. (Either because too far away from home, or because I said so and this will make traveling more interesting.) She will have a sling on her person, but it won't work to open dimensional rifts, either, just make sparks.
2. Superhuman Strength: Creates star shaped holes she punches and kicks through things/walls. I don't, of course, want her to just be able to kick and punch her way through everything in game, so easily will say this doesn't always work as it should here/as expected, for one reason or another, possibly dependent on scenario.
3. Superhuman Durability: Can allow her to survive through a lot of rough and tumble, long falls etc, experiences, but doesn't prevent all injury. I.E. Can easily be used as an excuse for why she doesn't die easily, but still ensures everything isn't easy for her.


PERSONALITY:
While it can be said America isn't as flighty as she started off in the beginning of Multiverse of Madness, she's still clearly just as impatient. Even in a setting where there's no sense of urgency, just training, she is flustered she can't get the sling to operate right away. She also might not need to steal any longer, but she's fairly good at it if need be. It's the fact she will do whatever it takes to survive, include steal, that matters most here.

Even when a different Stephen Strange told her the least risk way, the best thing to do, was to give up her life so her powers could go to him, rather than Wanda (even if she didn't know it was Wanda chasing her at the time), she refused, preferring to live. Her powers manifested a star portal out of necessity, even if she didn't do it consciously. Self-preservation is a huge motivator for her throughout most of the movie.

Due to everything she's been through, lack of parents for so long, and being chased through different universes, she clearly wants to trust people and puts her trust in a Doctor Strange that betrays her, but it is also hard for her to trust people on certain levels. Like when she felt the need to run off when Doctor Strange and Wong helped save her from the Gargantos.

Over time, she does see Stephen's point of view and thinks, yes, the best way might be her death and her powers going to someone more capable, and is willing to give up her life if it means saving a universe/another person, saving everyone from what damage Wanda might incur with that ability. It's not a decision she made lightly, or came too easily, which is more than fair for her age and the experiences she's had. The fact she came to that decision at all, and let go of her stubbornness speak to a will to help, to do the right thing (in the end), even at cost of her own life.

Also things that change over time are her view on 616!Stephen Strange. Despite her blunt, direct manner, she does have enough to distinguish him from the other Doctor Strange she knew, to see him as an individual, even before he surprises her by supporting her instead of taking her powers.

Perhaps due to age, or the events she's witnessed, and how she first came into her powers, her confidence in her abilities isn't the greatest. She distrusts her power, clearly, understandably, uncomfortable with them at first, and it takes Stephen telling her they worked on a subconscious level, always took them right where they needed to be, for her to own them. She ends the movie far more comfortable with them, and Stephen, but it is clear that original mishap with her mothers has left a large, nasty scar on her that isn't as easy to heal.


SAMPLE:
Sample 1 - cw: bad food, starvation mentions
Sample 2 - cw: attempt self-harm, was not done
Sample 3

INVENTORY:
A sling (non-working, she will be sad-annoyed)
Her regular clothes/jean jacket included (she arrives in Kamar-Taj student/training robes, has the others on her, if allowable?)

NOTES: Do want her to have a sling on her, but it won't work.

IF ACCEPTED, WOULD YOU WANT A PLOT-LIGHT OR PLOT-HEAVY CUSTOM INTRO? Do as thou wilt. As long as it's flashy and sparkles, I'm probably super down.
yeahmagnets: (Default)

comment 1 of 2

[personal profile] yeahmagnets 2023-03-30 03:27 am (UTC)(link)
PLAYER NAME: Rizzo
CONTACT: [plurk.com profile] rizzoto, itsmepinkman#5836, PM [personal profile] yeahmagnets
HOW DID YOU HEAR ABOUT THE GAME?: Amber (Nacho Varga in game)

CHARACTER: Jesse Pinkman
CANON: Breaking Bad
CANON POINT: Season 3, Episode 10 "Fly"

BACKGROUND: Character History

ABILITIES | POWERS: Jesse is a human without any extraordinary powers. He does have some abilities - street smarts, salesmanship, the ability to synthesize methamphetamine, some basic chemistry knowledge, how to make a homemade battery with simple ingredients, how to operate a low-level drug dealing operation, and a basic level of operating firearms. He's also good with kids, which may seem contradictory to most of his aforementioned skills.

PERSONALITY:
-LOYAL
Jesse is loyal to a fault. He protects Mr. White on several occasions, even though this man is the sole reason for him ending up in the worst actual situations. Jesse himself has said he's not a murderer. He doesn't do well with blood and guts and the darker visuals that often accompany a life of crime.

As hard as he portrays himself to be, Jesse isn't a tough guy and to him, murder is the ultimate sin. Jesse's more likely to talk his way out of a situation than try to fight his way out, which attests to the fact that he would prefer to stay away from committing violent acts if he's able to.

He spends days holed up in his apartment like a hermit after witnessing a junkie getting his head smashed by an ATM. Even though he wasn't the one who committed the act that time, it deeply affects Jesse and leaves him almost catatonic, hiding away in his apartment from his responsibilities and life in general, stuck in a cycle of smoking weed and keeping himself alive eating bag after bag of Funyuns.

Jesse's loyalties lie with the people he's closest to. He would do just about anything for his friends. He's a good guy to have on your side and, once he lets you in, he'll gladly lay his life on the line for you.

-HEART OF GOLD
Jesse is a good guy who has been caught up in a bad situation. In spite of being a drug dealer and regularly breaking the law, Jesse stands by a code of ethics. He has a particular soft spot for children, for example.

Early on in the show, Mr. White sends Jesse to get revenge on a couple of junkies who stole drugs from them. When Jesse arrives at the drug den, he finds the couple's obviously neglected child there. Jesse immediately falls into the role of a caretaker. He finds some marshmallow fluff and bread, and makes the kid a sandwich. He tries to find cartoons for the kid to watch, but discovers that only one channel on the television works. After the junkies return, Jesse chastises the woman for being a bad mother. The woman ends up killing the man with an ATM they were trying to break into, and Jesse plays peekaboo with the kid, shielding his eyes from the carnage as he wraps him in a blanket and takes him outside. At the risk of being found and arrested, Jesse calls the police to report the incident and makes sure the kid is safe before he leaves, telling him to 'have a good rest of your life, kid'.

Jesse's a man of his word. If he makes a deal with someone, he keeps it. Because in his head, that's the right thing to do. An example of this is when he returns to the junkyard that he stole his RV out of and gives the owner a stack of cash to pay his owed storage fees plus interest for the damage he caused when he rammed his way out of the place. He had told the guy he was a man of his word--that he would get him the money for storage fees after he made enough cash to do so. He doesn't have to return and make good on his word, but he does because Jesse has little else to offer when it comes to instilling faith in others that he's trustworthy. He knows that people instinctively don't trust him upon meeting him, and why should they? He's a criminal. But even as a criminal, he has a code that he stands by.

-ADDICT
Jesse is a hedonist through and through. He's drawn to whatever lights up his brain's pleasure centers. Drugs, alcohol, sex, you name it and he does it without question. He started off smoking pot in high school as a way to escape from the restraints of his parents' way-too-high expectations. It quickly spiraled to harder drugs and alcohol. His main reason for using drugs is to escape. Reality often gets just too real for him. The pressure of not being able to live up to expectations drags him down and he would rather get high and forget about it than do anything to change because he isn't sure changing is something that he has the capability to tackle. In his current canon-point, Jesse is trying to stay sober, but if he's put under enough stress he'll relapse. He does his best to stay away from meth, but he'll probably smoke pot if he can find any, and drinking is generally fair game. He's probably going to want something to take the edge off of arriving in an alternate universe.

-STREET-SMART
What Jesse lacks in conventional intelligence, he makes up for with his knowledge from the streets. He knows the ins and outs of running an illegal drug distribution business. He's a natural salesman, influencing people to buy his wares all over town.

Jesse's observant and, because of that, he has the natural ability to tell when someone's feeding him bullshit. Unless you have a great poker face, he's going to know if you're lying to him. Jesse has a habit of being suspicious of people's intentions, particularly if they're being nice to him. Used to being taken advantage of, he tends to think everyone runs on a tit-fot-tat mindset. If you're giving him something, he isn't likely to think it's for free.

Jesse knows his way around a gun. While he once struggled to even figure out how to open one, he has since learned enough to at least be able to safely operate a firearm.

Jesse has several abilities thanks to his life of petty crime. He can pick locks, climb gates, sneak around, and is hyper-aware of when he's being followed. Jesse isn't that easy to get the jump on.

As far as physical fights go, he can hold his own but he's pretty easily overpowered considering he just isn't that big of a guy. What he lacks in size, he makes up for in ferocity. There are no fair fights with this guy. He will bite, scratch, flail, try to trip you, and aim for where it hurts the most. He also has incredible endurance. If you don't knock him out or otherwise incapacitate him, he'll just keep getting back up to his feet. Jesse doesn't give up easily. All he has left is his pride, and he's determined to protect that at any cost.

-APPROVAL-SEEKING
Jesse constantly seeks approval from those he looks up to, or those who he views as of higher 'status' than himself. All the while, his sense of self-worth is practically non-existent. He gets his kicks from making other people proud or impressing them. He's constantly trying to prove that he's not the worthless junkie people think he is (himself included). Because of this, Jesse tends to latch onto anyone who shows him a little compassion. Anyone who's interested in what he has to say, anyone who seems to enjoy his company. Jesse will go to the ends of the earth for anyone who makes him feel important or cared for. It all stems from a deep sense of insecurity. He isn't sure of himself or his place in the world, so anyone who can stroke his ego is someone he won't stray far from.

-BIG KID
While he can be serious at times, Jesse isn't the most mature person. Mr. White refers to Jesse's hobbies as "smoking weed, eating Cheetos, and masturbating", and he probably isn't too far off. He's into playing video games. He still likes watching cartoons and silly slapstick comedy like The Three Stooges. He's seen swinging around a stick like a lightsaber more than once during the series. One of the scenes where his child-like personality is highlighted is when he's left to his own devices in Gus' super lab, bored to tears while he's awaiting his cook-partner's arrival. Jesse messes around and otherwise touches just about everything in the lab. He flings himself across the floor in a chair-on-wheels, he drums on the machinery, and most notably, he fills his hazmat suit with compressed air and dances around in the inflated outerwear. Don't leave him alone around anything he's not supposed to touch.

(continued)
yeahmagnets: (Default)

comment 2 of 2

[personal profile] yeahmagnets 2023-03-30 03:28 am (UTC)(link)
-SELF-LOATHING
Because of the things he's done, Jesse hates himself. He's a murderer, a drug dealer, and a bad student. Jesse's history of being hard on himself started as a teenager. He could never live up to his parents' expectations, and was constantly seen as a disappointment to them. Eventually, he gave up on trying to impress them and in turn, gave up on himself. Jesse does things that people expect him to do, which is to say that he doesn't feel like he should bother with trying in life when he expects people to think poorly of him no matter how hard he tries.


-ADDITIONAL INFO/HEAD CANON
Jesse's personality has a wide range. He's a chameleon of sorts, adjusting which parts of himself he allows others to see in order to best suit the situation. In the same vein, he tends to pick up the habits of those he spends the most time around. Like a sponge, he absorbs knowledge, mannerisms, and preferences, and uses those whenever advantageous for him to do so.

His sense of humor can be rather immature, a likely result of stunted emotional growth due to his history of drug abuse.

He throws on a tough-guy attitude in an attempt to push people away when he's feeling intimidated. It's a self-preservation instinct leftover from his days of working amongst heartless criminals in the underground world of illegal drug distribution. The people he had to be around on a regular basis could smell fear like a shark could smell blood. Appearing weak or vulnerable could get you robbed in his line of work, at the very least, if not killed.

Having to be on guard so often has made Jesse a very observant person, and he's become good at thinking on his feet if he ever finds himself in the middle of a difficult situation.
Jesse can be loud, brash, and obnoxious. He's sarcastic and more often than not people are tempted to beat his face in (which has happened to him more times than he can count).

His apparent attempts to ward people off come from a place of vulnerability, though. He's afraid to get close to people because whenever he does they either die or turn their back on him. His former girlfriend, Jane, died from a heroin overdose while he slept beside her. He blames himself for her death in spite of his counselor in rehab telling him over and over again that it wasn't his fault.

Jesse thinks of himself as a complete and utter failure. This low level of self-worth began with struggles at school. He was into art, skateboarding, BMX riding, cars, and comic books. He wasn’t into burying himself in studies, and his grades reflected that. A lot of his frustration with schooling came from the fact that he suffered from untreated ADHD and depression. The school psychologist had explained to his parents that he might need to see a psychiatrist for medication, but the idea that their son could be anything less than perfect horrified them, so they refused. His parents insisted that his poor grades were the result of laziness, not because he found it difficult to concentrate.

They rejected his pleas to enroll in a specialized art school, and as Jesse became more and more apathetic, his grades fell. He graduated high school by the skin of his teeth and only enrolled in college at DeVry because his parents threatened to kick him out of the house otherwise.

Unable to last through even one semester, Jesse left home and moved in with his Aunt Ginny, who welcomed him with open arms. Jesse’s aunt was the only person in his family who seemed to understand his different way of thinking and his desire to be an artist over something his parents would have preferred he aspire to be, like a doctor or lawyer.
Unfortunately for Jesse, his Aunt Ginny developed cancer, which subsequently ravaged her body and caused her death quicker than anyone had expected.

This is where Jesse’s fear of abandonment began, with losing who he felt was his only confidant at a relatively young age. Jesse had stuck by his aunt’s side during her entire illness, making sure she made it to her treatments and appointments, and making her lunch every day. His parents still wanted to keep their distance, so Ginny’s house was put into their name, but Jesse was given residential rights to remain living on the property. After his aunt’s death, Jesse was left reeling.

With no job to speak of, no desire to go back to school, and no financial support from his family, he was roped into becoming a small-time drug-dealer and meth cook by a couple of his childhood friends. They treated him more like their errand boy than a business partner, though, and Jesse stuck around because getting high and staying numb was easier than facing the reality of his various failures.

Jesse was eventually approached by his former high school chemistry teacher, Walter White, who blackmailed Jesse into helping him enter the business of manufacturing and distributing methamphetamine in an attempt to make money to leave behind for his family after he was diagnosed with terminal lung cancer. Jesse’s relationship with Mr. White is toxic and co-dependent. In spite of Mr. White constantly cutting him down by calling him a worthless junkie amongst other things, Jesse sees him as someone to look up to. At first, he’s impressed with Mr. White’s chemistry prowess. The guy cooks the purest meth he’s ever seen, and he’s enamored. It sparks his desire to actually learn something, and he finds himself asking more questions and retaining more information than he ever had in a classroom.

Jesse thrives on the encouragement that Mr. White gives him to figure out various problems that they encounter along the way, and he works hard to earn every bit of praise that he can from his old teacher, who becomes a sort of mentor to him. They make it through several life-threatening situations together which only serves to strengthen Jesse’s attachment to Mr. White. He’s so blinded by his own efforts to prove that he’s useful, that he can learn, that he isn’t just a dumbass junkie who barely graduated high school, that he doesn’t notice all the ways that Mr. White manipulates him.

Jesse is easily manipulated by the people around him. Whenever he feels inadequate around someone else, he strives to prove himself worthy of their presence, which sometimes reads as desperation and over-compensation.

Jesse suffers from an immense amount of guilt over the things he’s had to do ever since partnering up with Mr. White. Particularly his participation in the deaths of his childhood friends and business associates, Emilio and Krazy-8. He doesn't beat himself up over it anymore, considering it was a life-or-death situation, but he still holds on to some trauma, particularly from disposing of their bodies. One of the most life-altering events was when his girlfriend, Jane Margolis died of a heroin overdose in his bed. While Jesse has since worked through the trauma of that situation in rehab, he blamed himself for her relapse for a long time and still isn't entirely convinced that he's blameless in the situation, even if it no longer eats him alive on a daily basis.

In spite of his actions and in spite of how he views himself, Jesse has a heart of gold. He constantly proves himself as a guardian for those who are weaker than him, and he has a particular soft spot for children.

At one point, one of his street-level dealers gets robbed and he's tasked with recovering either the drugs or money in lieu of the stolen drugs. Upon entering the house of the two addicts that robbed his friend, he finds out that they have a son who is clearly being neglected. Jesse forgets what he’s there for and ends up feeding the kid and playing peekaboo with him, trying his best to take care of him with what little is available to him in the run-down house. In the end, Jesse risks everything by calling the police and he shields the kid from seeing the carnage inside the house by telling him to close his eyes like they had before during their game of peekaboo. Jesse wraps the kid in a blanket, sets him on the porch and tells the kid to ‘have a great rest of your life’, disappearing into the night as he hears the sirens approaching.

Jesse often has to act tougher than he is, so he can come off as confrontational and aggressive, but on the inside he’s just a sensitive, sweet guy looking for somewhere to plant all the love he has to give. He’s had to be tough to survive, but when he feels safe, he’s a big old softie.

Because of his tumultuous relationship with his parents, the police, his teachers, etc., Jesse has a lot of trouble with authority figures. He doesn’t like being forced to do anything and he’ll drag his feet and generally make things difficult for anyone who tries to make him listen. Gain his trust and show him he matters, though, and he’ll move mountains for you.

SAMPLE: sample one, sample two

INVENTORY: The clothes on his back, a lighter, and a pack of cigarettes.

NOTES: No additional notes/requests.

IF ACCEPTED, WOULD YOU WANT A PLOT-LIGHT OR PLOT-HEAVY CUSTOM INTRO? If you have something in mind, Jesse would thrive on having direction/things to do, so I'd be perfectly good with something plot-heavy, but I'm fine with either!
Edited 2023-03-30 03:30 (UTC)

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