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

massrez: (Default)

anduin wrynn | warcraft

[personal profile] massrez 2023-08-09 09:42 pm (UTC)(link)
PLAYER NAME: Diya
CONTACT: [plurk.com profile] isadiya
HOW DID YOU HEAR ABOUT THE GAME?: Jack, who plays Wrathion ([personal profile] blackscales)

CHARACTER: Anduin Wrynn
CANON: Warcraft
CANON POINT: Post Battle for Azeroth, Pre-Shadowlands

BACKGROUND: Here!

ABILITIES | POWERS: Anduin's abilities as a priest are many and varied. His most powerful connection being with the Light, his specialty remains being a healer and protector above all else. This strong connection and his faith allow him to repair even mortal wounds and revive his allies, as well as provide shielding and barriers against blows that may fall against them. Of course, when all other opportunities exhaust themselves, the Light is a mighty weapon as well, particularly effective against undead or demonic opponents.

(He's also canonically managed to bring someone back from the dead a couple of times now, but we're just. Gonna nerf that for the game. Since it would be pretty game-breaky.)

He's also able to use Shadow magic as well, the other side of the Priest coin. While he avoids using those abilities where possible, he has managed to Mind Control his guards into looking the other way when he needed to get past despite his father's orders, and he's able to use Psychic Scream to disorient his enemies and send them fleeing in fear for a few seconds.

Throughout his life Anduin has trained and become proficient with a number of martial weapons, including swords, bows, guns, and throwing weapons.

This power doesn't really have a name (and I refuse to call it Bone-sense), but when Anduin was near mortally wounded in Pandaria by Garrosh, the intense healing he underwent to save his life and repair his broken body seemed to have a side effect. Now that Light magic lies residually in his bones themselves, which will ache in warning when Anduin is being cruel, thoughtless, or courting danger.

A list of the abilities he’s used thus far in-game can be found here, if helpful!

PERSONALITY: Anduin's greatest strengths are easily embodied in the principles of the most influential part of his life -- his training as a priest of the Church of the Holy Light. The Church believes in The Three Virtues: respect, compassion, and tenacity. No three principles could better embody the King of Stormwind. Anduin believes in honor, the power in one's word and that even an enemy may be found worthy of respect and dignity. His willingness to do so has earned him allies across factions, including notable members of the Horde such as High Overlord Saurfang and Baine Bloodhoof. Consequently, if a person ever proves dishonorable beyond the pale, or breaks their word, Anduin tends to pass judgment as final and treat them accordingly.

Compassion is one of his more notable qualities as well, though some of his allies see his gentler side as a weakness, or naivety that must be grown out of. His father once believed this as well, though Anduin gradually convinced him over time of its importance, especially in wartime. He seeks to understand those who stand in opposition to him in the hopes that they may find common ground, and bridge the divides between them. He also feels strongly for the plight of the common people who suffer most during the war, and for the soldiers who give their lives to the cause. Any loss of life is a painful one, and though some principles must be fought for, it is a last resort as far as he is concerned.

His tenacity might not be immediately apparent, considering. But Anduin was a precocious and curious child, constantly seeking to learn more about the world around him despite his father's protective stance. This would often result in him sneaking out from under his father's watch -- or those of the guard assigned to him -- or outright refusing to listen to his father when his mind had been made about a certain matter. The two notoriously had a falling out when Anduin chose to take up the path of the priest rather than that of a warrior, and though they did reconcile years later it was clear that Anduin was committed to doing what he felt was right over anything else. Some might consider that stubbornness and more of a failing than a virtue, and it's telling that most of his enemies don't just want him dead, but want to find a way to break his will.

Alas since the death of his father, the weight of ruling the kingdom and also commanding the various factions of the Alliance has fallen quite heavily on his shoulders. While Varian ruled mainly through respect earned in battle and a reputation as a valorous but tenacious warrior, Anduin struggles to follow in his footsteps while still striving for more peaceful solutions. He's aware his people like him, even respect him, but they don't believe in him quite as much as they did the former king. Anduin's insecurity lingers well into the Fourth War as the potential for a bloodless solution grows scarcer by the day. He is aware that all eyes are on him, waiting to see what sort of leader he will turn out to be, and that some of his allies are unhappy with the fact that he is not as quick to aggressive action as his father before him. Far more a diplomat than a warrior, he still finds himself desperately trying to live up to the legacy left by his father, grandfather, and so on, even donning armor and wielding his father's sword in the front lines of the battlefield, despite clearly not being as well-suited to that style of battle.

Considering that he still hasn't fully recovered from the trauma of losing his father and suddenly shouldering a responsibility to half the world, he is somewhat prone to melancholy as he struggles to find the balance from the way he wants to rule. It's clear he's suffering from depression, but unable to take time to deal with it when so much is still urgently at stake. In the most recent novel, Anduin has been taking more and more time to slip out of the castle in disguise to go among his people unnoticed. He admits to a family friend that he needs those few hours to himself, to not be King for a time, because he feels like he's about to crack under the mounting pressure. Though still fearless in the face of his enemies, Anduin feels some of that resolve slipping from him as the complexity of ruling settles in. He's become more aware of how sheltered he's been during his childhood, the fears and struggles of the common people under his rule, and there's a measure of guilt for not recognizing the suffering just outside the keep walls. Every failure is felt more keenly, and ties in to that feeling of somehow failing his father's legacy.

SAMPLE: Here!

INVENTORY:

1. Shalamayne, a two-handed sword that once belonged to Anduin's father. It can split into two one-handed swords, Shalla'tor and Ellemayne.
2. Suit of battle armor
3. A brass compass.
4. A letter from Varian to Anduin, written just prior his death
5. A small carved box containing a set of rings that belonged to his mother, Tiffin

SUITABILITY: Anduin will actually be grateful for a mystery to solve and things that can be done to progress the situation. He's a very pro-active and curious character who is helpful by nature, and he thrives off encouraging collaboration and cooperation. Depending on who all he has to work with, I feel he'll thrive here.

NOTES: Nope, all good.

IF ACCEPTED, WOULD YOU WANT PLOT INVOLVEMENT OFF THE GROUND OR A SETTLING-IN PERIOD? Let's hit the ground running with the plot, go go go!
Edited 2023-08-09 21:42 (UTC)
justreckless: (Default)

lucy carlyle — lockwood & co

[personal profile] justreckless 2023-08-10 10:15 pm (UTC)(link)
PLAYER NAME: emma
CONTACT: baleinette @ plurk, dostoevskyish @ disco
HOW DID YOU HEAR ABOUT THE GAME?: emily ([personal profile] iluvroadrunner6), in time i will follow her anywhere

CHARACTER: lucy carlyle
CANON: lockwood & co
CANON POINT: 1.08, after the battle

BACKGROUND: WIKI | i choose to abide by the books over the show only in that i want lucy to have six sisters and only her mother is mentioned in the show. this changes her personality or the narrative trajectory of her arc in no way, it just gives her sad background a little more depth that is important to me.

ABILITIES | POWERS: because lucy is a child still, she can see and hear ghosts and her talent is actually quite good.
  • listening: lucy is an incredible listener and one of two people to ever talk to a type three ghost (her best frenemy the skull,) her power is strong enough that ghosts are attracted to her because they know she will hear them
  • touch: she also has a strong sense of touch and can read objects well and learn about the history of the object or the ghosts related to it
  • sight: look, a ghost has to be literally on top of her to see them and it's really tragic, her sight is still better than an adult's sight — which is none.

  • PERSONALITY:
  • brave: lucy has been in training to be an agent since she was eight years old, she was an agent and had her rapier by the time she was eleven, she is constantly staring down ghosts and living to tell the tale and she keeps doing it. day in, day out, she risks her life to do her job and keeps a calm head (most of the time) in the face of it all.

  • empathetic: despite her judgmental nature (lucy tends to make snap judgments and then stubbornly refuse to back down from them and she finds it difficult to make friends, especially with other girls,) lucy has an endless well of empathy. maybe it's a byproduct of her listening or her neglected childhood, but she feels so much. it can be dangerous, like when she grows attached to the ghost of annabel ward, but often it is seen in how she knows when her friends need comfort they won't ask for — reminding george that they need him, that he is part of portland row and they would all be useless without him, giving lockwood every second chance he asks for

  • self-worth of a satsuma gone off: like many a teenager, lucy has a lot of issues with body image, helped along in part by her mother telling her often as a kid that she isn't pretty. good thing she's got a talent, because she didn't pretty. not only that but lucy was relatively neglected by her mother and often left to her own devices or the care of her older sisters. at first chance, her mother farmed her out to apprentice at an agency, taking all of lucy's pay in the process. a lot of lucy's worth is tied up in her skill at her profession so failure is gutting. unfortunately, when lucy was 14, she and half a dozen other agents were attacked on the job, lucy had tried to warn them and get them out but no one listened and she ended up being the only survivor, to say she has survivor's guilt is an understatement, she was crushed by the event and ran away to london in an attempt to escape the memories

  • reckless: ya girl runs on instinct alone and those instincts have no time for safety lectures. she steals a source and wears it, she communes with a ghost in a bath where she could fully down, she repeatedly cusses out a type three source because she doesn't like his attitude. while lockwood may be the more suicidal of the duo, lucy is a dab hand at willful self-endangerment, falls asleep with a source in her hand, smh, the audacity of youth

  • SAMPLE: TDM top level; also a thread with lockwood where he smiles at her and her higher brain function shuts down and a thread with nanaue which is just adorable ngl

    INVENTORY: clothes — blue and black leather jacket, blue fuzzy sweater, blue shorts, black tights, black boots, there is a pattern here; a diamond necklace that belongs to lockwood she simply has not returned; sprig of lavender and a lighter in her pocket, a belt for her rapier but no rapier, a torch. at her canon point she has the skull in a backpack, but that seems insane so that can stay home with georgie.

    SUITABILITY: i would like to meet the bear. in all honesty, the kids in lockwood & co are literally made for this. their job is to hunt ghosts in the uk and adults can't so they bear the brunt of saving the entire stupid island all on their own. this might be a refreshing turn around where other people help and adults aren't uselesS? wild.

    NOTES: lucy has a bandaged hand and wrist!

    IF ACCEPTED, WOULD YOU WANT PLOT INVOLVEMENT OFF THE GROUND OR A SETTLING-IN PERIOD? probs settling in period because school starts soon and that's a whole THING
    Edited 2023-08-10 22:15 (UTC)
    thewarder: (Default)

    Lan Mandragoran | Wheel of Time

    [personal profile] thewarder 2023-08-11 03:29 am (UTC)(link)
    PLAYER NAME: Three
    CONTACT: [plurk.com profile] endtransmission
    HOW DID YOU HEAR ABOUT THE GAME?: Jean!

    CHARACTER: Lan Mandragoran
    CANON: Wheel of Time (TV)
    CANON POINT: Post season 1 episode 5

    BACKGROUND: wiki link here

    ABILITIES | POWERS: Lan is an expert swordsman and a master with a bow and arrow after all of his years of training.

    His powers given to him by his Warder bond and training include increases stamina, greater capacity to resist evil, the ability to detect evil at a distance, and increased resistance to injuries from physical weapons.

    PERSONALITY: The saying "still waters run deep" is a saying that sums up Lan's personality well. He's trained heavily as a Warder, the perfect companion to protect and assist an Aes Sedai. Because of the bond, and the ability for his bond mate to feel his emotions whenever they run powerfully, he tempers them and can use his excellent poker face when need be. He is so calm under pressure with regards to this that it has lead some to accuse him of being Moiraine's lapdog.

    Only when things are safe, do we see him let down his guards and let his emotions flow. In Episode 4, we see Lan tease his fellow Warders and take it, showing a good range of humor when they spend the evening by the fire. We also sees it when he teases Moiraine about her tendency to get emotional when he drinks, brushing off any of his own emotion that might be tied there in one quick teasing comment.

    When it comes to even stronger emotions yet, when he finds Stepin dead and his funeral following. His tears during the funeral are strong enough to bring those to Moraine in turn. It's one of the rare times through this canon point that we see their bond.

    He loves those that he cares about deeply. He lost his family as an infant when the Kingdom of Malkier fell to the blight. He was saved by one of his fathers guardsman, Zahir, who then raised him in Fal Dara. Though they raised him as family, it was a complex relationship as Zahir still considered him the uncrowned king of Malkier.

    So when he meets Moiraine and becomes her Warder it's his first true love, even though it's non-romantic. He shows there that he would go to the end of the world for those he love and continues to do so for twenty years. Quickly though, upon meeting the kids from the Two Rivers we see him develop a flirtatious relationship with Nynaeve even though he insists that there is nothing there repeatedly when asked, you see his reactions to the rest of the Ta'veren change as a reaction to that.

    He cares about Nynaeve, she cares about the rest of the Ta'veren so suddenly they are more then just the dragon that they were hunting for after all those years. His priorities continue to shift based on his relationships and love for others.


    SAMPLE: TDM here!

    INVENTORY: His set of grey cloaks with his hadori. His sword.

    SUITABILITY: Lan has spent the last 20 years assisting Moiraine on an adventure across his world to find and fulfill a prophecy looking for the next dragon. He's up for adventure, the most interesting thing for him to navigate will be not having a partner here to make the decisions on how to be navigational himself. Using his own judgement and not just automatically differing to someone else as to what the best call is will be the most challenging part for him.

    NOTES: We haven't really gotten into a lot of the depth of what Warders do in the show yet so a few things are unknown. In the books all warders have a color-shifting cloak which I think it would be cool for him to have if you're open to it?

    My suggestion for what to do with the bond is to have it feel masked / think that it's broken due to not feeling it thanks to being on another world, but then be confused when the powers are still in tact. But if you'd rather severe the bond completely based on plot and have him lose his powers I'm down for it!

    IF ACCEPTED, WOULD YOU WANT PLOT INVOLVEMENT OFF THE GROUND OR A SETTLING-IN PERIOD? Settling-in please!
    Edited (I cannot remember subject lines to save my life. ) 2023-08-11 03:30 (UTC)
    companionsgrasp: (011)

    Benedict Fox | The Last Case of Benedict Fox

    [personal profile] companionsgrasp 2023-08-11 04:18 am (UTC)(link)
    PLAYER NAME: Aisu
    CONTACT: aisuyoukai @ literally everywhere. PMs to journal are best bet tho
    HOW DID YOU HEAR ABOUT THE GAME?: Lae is a Good and invited me. <3

    CHARACTER: Benedict Fox
    CANON: The Last Case of Benedict Fox
    CANON POINT: post full canon

    BACKGROUND:
    This game has been out for a few months now but in case anyone wants to play it for the first time without knowing the outcome you have been warned that below here there are some spoilers including the end of the game. Noted where most relevant.

    Benedict was born in 1892 after an ancient, dark ritual was performed on his unborn life. This did two things: permanently bound an Eldritch Voidling to Benedict, and killed his mother in childbirth. With the death of his beloved wife, Benedict's father gave up the newborn child and never saw him again. The orphaned Benedict was given to the Ordo Ira Dei and raised as part of their specialized fighting unit, the ORG, meant to watch over the First Circle members that were viewed as sinners and dark occultists that were committing atrocities to the detriment of all mankind. There he was trained in combat, basic knowledge of occult practices and how to counter it, and given the name Fox. At some point in his youth his protective mask was damaged while in the void where the air is noxious and surely he should have died--only he didn't, and it came to light that he had the Eldritch Being attached to him. Thought of as a traitor for making a deal with a demon, Benedict was ostracized by the very organization that raised him.

    Instead of sticking around to either be tortured, experimented on, or put to death, perhaps all three in good time, Benedict escaped and went to live a life on his own. It was shortly after this moment in his life that Benedict met the famed Harry Houdini and befriended him by selling him an artifact known as the Book of Shadows. He may have lied about it's significance just a little in order to sell it to Houdini, but the interaction was the first in a long line of them to come. Benedict professed himself a detective and began to survive by solving cases with his unique abilities. He continued to sell various strange paraphernalia that he found along the way to Houdini and formed a familial bond with the older man. Thus Houdini became the closest thing to kin Benedict ever had.

    ///SPOILERS:
    Years later, Benedict finally got a lead on his own case: to solve the mystery behind his lack of blood relatives and to find a way to undo the binding between him and the Eldritch Being. He stole into an Orda Ira Dei office and retrieved files about himself that gave him a name for his father and an address where to find him. Unfortunately, his amplificator was damaged in the escape. He called Harry to ask for a replacement and then headed to the address in the file. Even more unfortunately, Benedict found his father in the basement, dead upon his arrival. In order to solve the circumstances of the very recent death, Benedict dove into Limbo with the help of his Eldritch Companion. Benedict navigated the twisted, spooky dimension with the help of the demon in his head and slowly began to unravel the mystery and find the pages to the ancient ritual that created him in the hopes that he could undo what was done. Along the way he got help from Houdini, was introduced to a Weaponsmith that upgraded his instruments, faced monstrous eldritch creatures and hordes of demons, rescued the Tattooist from the mirror realm, gained more power from artifacts and tattoos picked up along the way, discovered the dead body of his father's second wife, navigated the labyrinthine dimension of Limbo, fought off the ORG members sent to hunt him down, formed a reluctant alliance with the Inquisitor Tomás that was later broken, had a distinguishing moment of self-discovery as he learned a whole lot about himself and his emotions and those of his Companion along the way, and relived the memories and felt the earth-shattering emotions of the deceased as he uncovered the truth.

    In the end, Benedict was told that he could not undo the dark ritual that bound him and his Companion together. That it would instead kill them. Believing this to be their end, Benedict almost dove into despair. However, he was asked by the Tattooist to save the life of another. Of a child dubbed the Pure Being. It was a demon created by the strong emotions of the family that wanted to have a child and had too much hardship against them to do so on their own. The strong connections to the void that the family and house held formed the Pure Being into being. Benedict took this as his last case. Once he solved the mystery of how to find it's hidden form, he helped save the life of the Pure Being by sacrificing himself in order to prevent Inquisitor Tomás from killing the infant in order to open a portal to a new realm. Benedict died. The Companion took over and killed Tomás in revenge. They both fell to their death. Except...Benedict opened his eyes in the end and bade his Companion to wake as they had "a long journey ahead of [them]."
    END SPOILERS\\\


    ABILITIES | POWERS:
    • detective's intuition and observation
    • trained physical fighter and firearm operator
    • trained to fight demons and users of dark arts (occultism, Cthulhu mythos, etc)
    • ability to open portals that travel to Limbo/the Void (essentially nulled unless a plot comes up to make it useful/fun to play with, will ask ahead of time before playing with it)
    • ability to pick up emotions and memories from objects, places, and people (case-by-case basis for playability, only with permission of other PCs, and very easily passed by because sometimes it just doesn't work/give useful information)
    • supernatural physical abilities which include: forming a shield that negates physical harm to himself, a "triple jump" ability, a "dive" attack, a "power slide" maneuver, and various grappling techniques via tentacle projection. yes, i'm not sorry, this boy has tentacles. only visible when he uses the abilities. these all require energy to perform and drain him if used consecutively for too long a time.


    PERSONALITY:
    INQUISITIVE: Benedict has always been an inquisitive soul. It's what led him to become a detective once he struck out on his own. He asks questions instead of holding back and rummages through everything he can get his hands on. He collects a lot of random and sometimes useless junk this way but also uses it to piece together full pictures of a story waiting to be uncovered. He's not afraid to obtain information illegally either such as committing a little B&E to snatch up files from the Organization that raised him and is trying to hunt him down.

    COMPASSIONATE: Even while seeking the mysteries behind his own past, Benedict goes out of his way to help others. When he ran across the Mysterious Lady stuck in the mirrors of Limbo he followed the trail to the end so that he could get her out. At the time, he had no idea who she was or what might happen if he did the deed but he still did it anyway. He also often expresses his sympathy for others as he discovers what motivates them and what sorrows befell them. And he feels bad whenever he doesn't feel much for the dead because he didn't know them--and then goes out of his way to solve the mystery behind their death. And when asked to save someone right after he learned he was doomed to die despite all he had tried to prevent it and was spiraling into despair? He decided to do it because what else did he have to lose. At least he could help someone else out in the end.

    DETERMINED: Benedict starts off his personal case determined to discover the means to free himself from his demon. Despite the odds that stack against him, he continues to move forward and does not give up. He's willing to fight demons, literal and metaphorical, to solve a case. He'll traverse unforgiving landscapes, stumble his way through labyrinths, and solve complex puzzles to get what he wants all without hesitation. Even once he learns the truth of his own fate, he then becomes determined to finish his last case and doesn't quit until he's solved the mystery and even plays along with the enemy until he can figure out what to do to save the life he promised to help.

    CLEVER: Another aspect that led Benedict to becoming a a detective. He's quite clever. He solves complex puzzles with nothing more than bits of papers with scribbled notes on them and puts together clues with impressive speed. Sometimes his demon helps with vague hints or gains him access to certain evidence but typically Benedict solves the mystery on his own merit by asking questions and coming up with the answers. In his youth this aptitude earned him the name 'Fox' along with his red hair and inquisitive nature, and he was constantly put on trial for it. He was more than happy to put his smarts to good use and escape the clutches of the Organization whenever they discovered his demon and turned on him.

    REBELLIOUS: From the time of his childhood, Benedict has always been more deviant than the other orphans around him. It probably never helped that he had a demon watching over him from the time he was born, but perhaps even beyond that he would always have been destined to have a rebel's soul. The beginning narration not-so-subtly states that he is not the type of person who is willing to be controlled. And the first thing the audience sees is Benedict breaking into the main archive of an Organization office and stealing classified files. Even his first meeting with Houdini is to sell the entrepreneur items that are, essentially, junk proving that he isn't above swindling in order to survive. Sometimes this rebellious nature can get him into trouble as he acts impulsively (following a damsel in distress despite knowing nothing about the situation) and recklessly (in his impatience to get to the house to investigate he drives dangerously fast along a serpentine cliffside road). His adventures are bold and he shows no fear in the face of great adversaries. There is a cocky assuredness to his physical bearing and demeanor whenever he moves, and he can be eager to quip if given the opportunity. Even when confronted by other Order members he stands up defiantly to them and fights his way to be free. Including the Inquisitor that frightens him. He's cautious then but still speaks his mind whenever Tomás talks about wild theories and murderous intentions. In the end, it is his deviance that allows him to overcome his enemy and save the life of another despite the consequences.

    ORPHANED: This may seem like a dubious descriptor but hear me out. It sums up a majority of Benedict's negative traits by virtue of what causes them. Although Benedict typically exudes confidence in his abilities and demeanor, there's enough lingering self-doubt that causes him to hesitate when confronted by a higher authority figure. Even when trying to act defiant he automatically honors and defers to an older or more experienced person in the room as seen when he cautiously approaches the Inquisitor. He can go from cocksure detective to meek orphan child in a matter of seconds. There is also something intrinsically naive about Benedict despite both his age and experience in life. It's as if he were sheltered from a lot of normal things and somehow retained his childlike wonder for the world even though he was trained as a soldier and participated in the first world war. It can be a positive thing, but it can come off as awkward and sheepish at times. Benedict has a deep-seated desire to please other people and be of use to them. If he can accomplish this, if he can please other people then he can be loved by them and feel validated for living. Otherwise, he thinks he is a mistake and a horrible waste of life due to the nature of his birth and orphaned state. He fears the day that the people in his life turn their backs on him and shun him for realizing what a freak of nature he is. Generally, these are all things deep down in the psyche of Benedict Fox but they do subtly play a role in his nuanced behavior sometimes.


    SAMPLE:
    One: tdm link

    Two: meme link --warning for gruesomeness, fighting, killing, and vague lovecraftian descriptions

    Three: a thing i wrote --prose in canon scenario, introspective.


    INVENTORY:
    • bayonet
    • flare gun
    • journal
    • flashlight
    • amplificator which amplifies his connection to his demon
    • kogai pin that acts as a lockpick and a throwing dagger
    • conundrum device and key (completely useless here unless you want to play a game of cyphers)
    • his clothes, belts, and pouches that carry all his stuff


    SUITABILITY:
    Benedict loves a good mystery to solve and he's used to dealing with action and the...dead. Undead will be a bit new to him but it's not any more weird than demons and golems, right? Right. If he can handle Limbo, he can handle whatever dimension this is. He'll get along fine and help the team out best he can with his various skills, detective's intuition, and supernatural abilities.


    NOTES:
    I have a question about Benedict and his Eldritch Companion, but my app is bordering on too long so I will shoot it at the mod contact. Fufufu...


    IF ACCEPTED, WOULD YOU WANT PLOT INVOLVEMENT OFF THE GROUND OR A SETTLING-IN PERIOD?
    Settle-in period if only because I am moving to a new apartment this month and hooboy I'm not ready.
    Edited (now with convenient link to the question orz) 2023-08-11 05:03 (UTC)
    pepsifree: (Default)

    Marty McFly | Back to the Future

    [personal profile] pepsifree 2023-08-11 03:46 pm (UTC)(link)
    PLAYER NAME: Lance
    CONTACT: PM this journal
    HOW DID YOU HEAR ABOUT THE GAME?: Someone on my Plurk list posted a link to the TDM, so I started poking around it. I graciously received an invite from [personal profile] starlingroad later on! Here's my EMP comment.

    CHARACTER: Martin Seamus McFly, A.K.A. "Marty"
    CANON: Back to the Future
    CANON POINT: After Back to the Future: The Game - Episode 5: "OUTATIME"

    BACKGROUND: Wiki for film trilogy events up until Reunion with Doc. Game canon can be seen here.

    ABILITIES | POWERS: Marty has no special powers, unless you count shredding his axe like a rock 'n' roll legend as a power. (He certainly does.) Otherwise, he's got some proficiencies, such as:

    • Music, considering he's a skilled guitarist and singer
    • Acrobatics and athletics, in the sense that he's great at moving around and using his surroundings to his advantage
    • Basic survival, but in an "I go camping sometimes" kind of way
    • Sharpshooting, as seen in his adventures in the Old West
    • Engineering, both of the electrical and mechanical types, which he's improved after being a local inventor's research assistant for four years
    • Fistfighting, and he's got a killer right hook to prove it
    • Improvisation, because Marty's inability to think ahead is usually compensated for in his quick-thinking
    If asked, he'll also say he's a great kisser. This is subjective.

    PERSONALITY:
    One of the very first scenes in Back to the Future has Marty pulled aside by the principal of his school. To his face, the man says, "Why bother? [...] No McFly ever amounted to anything in the history of Hill Valley." And Marty's reply is quick in turn: "Yeah, well, history is gonna change."

    This set-up summarises Marty's entire life story. In the beginning of his canon, he's established as a loser of the 1980s: a boy whose only meaningful friend besides his girlfriend is the dangerous, kooky inventor the whole town regards with disdain. It isn't the first time Marty's had a terrible connection, either-- his father, George, is a spineless man abused by his supervisor; his mother, Lorraine, is an alcoholic unhealthily obsessed with purity; his older brother, Dave, is a long-time fastfood part-timer with no passions of his own; and his older sister, Linda, is obsessed with finding a boyfriend without working on herself. This is his family, and ignoring the fact that he has hobbies and interests he thinks are cool-- skateboarding and making his own rock 'n' roll music, for example-- by the unspoken laws of Hill Valley's small-minded gossip mongering, it's been decided by everyone around that Marty McFly has no hopes, either. Naturally, Marty has always resented this.

    Each time someone compares him to his father, Marty dies a little inside. If you ask him, he likes to think he takes after his best friend more than anyone in his family, and this is something he can proudly say. Said best friend, Dr. Emmett "Doc" Brown, is as much a social pariah as any McFly, but unlike them has never cared that it was part of his public identity. And after meeting him, and seeing that these two things could co-exist, Marty finally began thinking of breaking the cycle his family's been trapped in for himself. Since working for Doc, Marty's tried to adopt what he believes are his best traits and philosophies: his unwavering passion for his dreams, his belief in all that is good and kind, and his bravery in the face of every issue that comes his way. Naturally, he isn't nearly as innately good or altruistic as Doc is, but spending plenty of time with a man of so much kindness changed Marty for the better.

    "If you put your mind to it," Doc's often told him, "you can accomplish anything." And because of Doc's influence, Marty became the first McFly not just to have a goal, but to actually work towards it. This is evident not just in his hopes that someday he'll be a rock star, but in the efforts he's made to start a band and actually make audition tapes too. He's also the first McFly to boldly stand up for himself as well as the little guy, as seen when he stares his father's abusive supervisor down without hesitation (and when he downright decks the guy when he travels back in time and sees him bullying his teenage parents). Despite his father's insistence throughout his life that Marty keep his head down and avoid confrontation, Marty's headstrong nature makes it impossible for him to listen. He isn't the sort of person to "grin and bear it", whether for himself or others, and he's always ready to fight for what he thinks is right. Hell, he's so dedicated that he takes a bonafide murdering outlaw down when he travels back in time to 1885 simply because he's terrorising everybody around.

    As an impulsive, quick-thinking person, the best way to stop Marty from doing anything foolish when he gets excited is having someone he trusts providing a voice of reason. Most days that someone tends to be Doc, but recent developments have had him learning how to be "better" about taking care of himself, too. In the past, he was so bad at holding back that the simple implication of being weak in any way had him becoming needlessly reckless (in one timeline, this recklessness led to an accident that left him unable to play guitar for the rest of his life). These days, however, Marty's become mature enough to learn to pick his battles with more discretion. Sure, meeting jerks who hurt others for no good reason is usually enough for Marty to start throwing punches, but at least he does his best to be clever about it instead of going in guns blazing. He knows he's not the biggest or the strongest guy in any room, but it doesn't stop him from having the creativity and the guts to be great at fighting, especially if a little violence is necessary for the greater good. Just because Marty knows about the high road doesn't mean he always takes it; he's not afraid of cheating here and there if he has to, so long as no-one is hurt too badly.

    Despite the larger than life circumstances of Marty's experiences, he's a typical teenager in many ways. He cares what people think of him even if he shouldn't (he couldn't tell his parents about his girlfriend out of fear of what they'd think), he suffers from uncertainty and a lack of self-esteem (one rejection for Battle of the Bands almost had Marty give up on sending tapes to record companies altogether), and he hasn't got nearly enough wisdom to even pretend he has anything under control (he flies by the seat of his pants through the whole Back to the Future series, and is decidedly awful at pretending to fit in other timelines). What goals he has are less realistic and more idealistic-- wanting a new truck or ending up on MTV, for example-- and he still carries the naive hope that everything will just work itself out. He's young in his mind and his heart and is ready to live life the way he wants to, and having recently turned eighteen, he's prone to all the trappings of "wanting freedom" that number presents as well.

    At least Marty doesn't live under any delusions that he knows better than anybody. Being best friends with a genius in his 70s means he's always had someone to turn to if he ever failed to understand anything, and he's well aware that he doesn't understand a lot about the world. Occasionally this leads to a high susceptibility to being manipulated without his knowledge, and we see this in a potential timeline where a Marty in his 40s loses his job because of it. Mostly, though, accepting his limitations makes Marty more down to earth, and reminds him to always try to be kind to others if he can manage it. Sometimes this kindness leads to changes in the space-time continuum, but after all the trips through time that Marty's made, changing the course of history is only par for the course. As far as he knows, he's changing these things for the better, and having a mild saviour complex is a small price to pay if it's for what he perceives to be good. His terrible foresight in these matters is another matter entirely, but he's often so unaware of it that it tends to go on the back burner, anyway.

    After all his adventures, history did change as Marty said, but not out of nowhere. History changed because he took charge with his own two hands and made it happen. Unlike everyone else he grew up surrounded by (Doc most certainly not included), Marty doesn't want to be afraid to actively make a difference, and whether he does so for deep, meaningful reasons or to make someone smile isn't important. Though he still struggles with self-esteem issues (he's quoted as saying, "Jesus, I'm starting to sound like my old man!"), he never wants to become the version of his father that he grew up with, and he never wants to be someone who just dies having never accomplished anything.

    Marty has a lot of growing to do, and as a fresh high school graduate he's only just begun his journey into adulthood. Fortunately, he's more optimistic for the future now than he's ever been, because as far as he knows, "your future is whatever you make it, so make it a good one."

    SAMPLE: one, two

    INVENTORY:

    • His classic outfit, Nikes included
    • A picture of his father
    • His Walkman and headphones, with Bon Jovi's Slippery When Wet inside
    • His wallet, including his school ID, driver's license, and a picture of him and his siblings
    • The keys to his Toyota 1985 SR5 Xtra Cab
    SUITABILITY: Marty's whole deal in canon is getting into adventures, shenanigans, and all other manners of hooliganism. Being transported to a world he's utterly unfamiliar with isn't new at all, nor is trying to cope with these new surroundings, even if he may not go about it in the smartest way. He's not the best at subtlety, and chances are he'll accidentally throw pop culture references that give his time period and universe away constantly, but just because he's not the best at fitting in doesn't mean he'll do nothing.

    Sure, outside time travel and its potential consequences, he's as normal as normal can be. But after screaming his head off at the fact horror tropes are real in this world, in the end he knows there's work to be done. Just because the hairs on the back of his neck are all standing up doesn't mean he's useless-- Marty's a man of action, even if his foresight leaves a lot to be desired. He's done all kinds of crazy things, has teamed up with all kinds of crazy people, and at this point has accepted that "normalcy" simply isn't in the cards for him. He's going to be fine (or so he'll continue to tell himself all throughout this venture).

    NOTES: N/A

    IF ACCEPTED, WOULD YOU WANT PLOT INVOLVEMENT OFF THE GROUND OR A SETTLING-IN PERIOD? Plot involvement works for me!
    mustact: (Default)

    Ratonhnhaké:ton | Assassin's Creed

    [personal profile] mustact 2023-08-11 04:31 pm (UTC)(link)
    PLAYER NAME: Tossino
    CONTACT: [plurk.com profile] Tossino
    HOW DID YOU HEAR ABOUT THE GAME?: Invited by Gee!

    CHARACTER: Ratonhnhaké:ton / Connor (Kenway)
    CANON: Assassin’s Creed
    CANON POINT: After the Boston Tea Party

    BACKGROUND: Link

    ABILITIES | POWERS: For the most part Connor is just a regular human, but many who have fought him would be able to vouch for the fact that he’s more durable than any human should be. Not only can he take a beating, he can walk away from being very near cannon fire and still hold his own in a fight against the most skilled warriors. It’s pretty ridiculous.

    So he’s good at fighting, obviously. Swords, axes, daggers, pistols, bows – he’s very good at using all of these, and likes to wield two weapons at once, like an axe and a dagger. He’s ambidextrous. He’s also a skilled hunter and tracker.

    One of the reasons he’s a good tracker is the skill called Eagle Vision, which is a sort of enhanced sight that comes from having genes of the people who came before humans (the precursor race, also known as Isu). Eagle Vision means that tracks and other signs of people or animals having been somewhere, like broken branches and blood, appear brighter to him when he uses it. Basically, it enables him to find clues, and it also enables him to mentally reconstruct what happened and where someone went based on those clues.

    Eagle Vision also marks hiding spots, enemies, targets and allies with different colours, such as red for enemies and blue for allies. It’s helpful in showing who you can trust, but it’s not always completely reliable, as it could for example show enemies as allies, possibly because of the user’s own perceptions of a person.

    PERSONALITY: Upon first meeting Connor, you’d probably get the impression that he’s a quiet, contemplative and stoic person. He doesn’t speak much, usually because he doesn’t see the need, and doesn’t mind letting others take the room or lead the conversation. When he does speak, it’s likely that he’s not saying the first thing that came to mind. In that way, he is contemplative. He’s also very careful about showing what he’s really thinking or feeling, most of the time.

    On the other hand, he’s often many things that are the opposite of that: Brash, quick to anger, obsessive, and honest to a fault. Although he’s an assassin, it’s to his mentor’s chagrin that he prefers to take on problems head-on instead of sneak around or deceive. You might describe him as a bull in a China shop. This doesn’t mean he’s incapable of sneaking or being subtle, he’s just pretty picky about which situations he opts for that option.

    To take an example: When a Templar by the name of William Johnson arranged to buy the land his people lived in, he at first set out to kill Johnson, despite his mentor warning him that Johnson was a powerful man. However, when a different way of stopping the sale presented itself, he opted to take that instead. Johnson was funding the purchase through taxes on tea, so Samual Adams presented Connor with the option of getting rid of the tea. In a way, this was a perhaps less rash option than immediately going for the kill, but it’s not a particularly subtle way. At the end of what came to be known as the Boston Tea Party, Johnson arrived to see the damages. Connor took a box of tea, walked over to the side of the ship facing Johnson, and looked him in the eyes as he dropped the box in the sea. Up until then, he’d been just about unknown to the Templars, so showing his face like that was perhaps not his wisest move. Even so, he could approach the issue with Johnson with a relatively level head.

    His attitude toward another Templar, Charles Lee, is considerably different from that. Because Charles Lee was the man who assaulted him as a child before he woke to find his village on fire and had to watch his mother die, even seeing Lee sends him into an almost uncontrollable rage. This occurs after the canon point he’s taken from, but it’s the best example of this and still applies: When he attends Washington’s induction as Commander-in-Chief of the Continental army, and he’s surrounded by people in a very formal setting, the moment he hears Lee’s voice, he stands up from his seat and has to be held back by Adams before he, from the looks of it, tries to punch Charles in the face. His need to get revenge on Lee is obsessive and almost all-consuming.

    Perhaps most importantly, however, he is kind and compassionate. At the time of his canon point, the Davenport Homestead is still in its infancy, but he has given a place to live to two loggers that were out of work, a wife and husband who needed somewhere else to build their farm, and a woman hunter who was injured by poachers on his land. Over time, he will help more and more people in need, building a close-knit community that protect and look after each other. They become a second family to him. Much of what he does is driven by his compassion for both the people he cares about and by strangers in need. He seeks out the Assassin Brotherhood out of concern for the Kanien’kehá:ka and his village, he recruits new assassins from people who are either victims of oppression themselves or trying to help those who are, and the homestead consists entirely of people who didn’t have anywhere to go.

    Despite his pretty traumatic and awful past, Connor deep down believes in the goodness of people and the possibility for everyone to live in peace. That is what he seeks to foster within the Davenport Homestead and the branch of the Assassin Brotherhood that he eventually builds. And he has taken it upon himself to try to make that happen, even though he wishes he didn’t have to fight for it.

    SAMPLE: TDM top-level
    TDM tag-in to Anduin

    INVENTORY: Weapons, and lots of them:
    Bow and arrows
    A pistol
    A dagger
    A tomahawk
    Poison darts
    Rope darts
    Smoke bombs
    Trip mines
    A pivot blade concealed on the inside of his wrist

    Other than that, he carries snares and bait primarily for hunting, and some useless old American currency.

    SUITABILITY: Connor is a capable fighter and tracker who doesn’t flinch in the face of danger. I’d say this makes him pretty much perfect for the game. Maybe there’s a risk he might at some point lose his temper and screw something up by being rash, but we can’t all be perfect.

    NOTES: N/A

    IF ACCEPTED, WOULD YOU WANT PLOT INVOLVEMENT OFF THE GROUND OR A SETTLING-IN PERIOD? Bring it on.
    mustact: (→42)

    [personal profile] mustact 2023-08-11 04:44 pm (UTC)(link)
    I'm very sorry.
    nothinglikefather: made by peaked (Default)

    [personal profile] nothinglikefather 2023-08-11 04:59 pm (UTC)(link)
    PLAYER NAME: Jon
    CONTACT: nileflood on discord
    HOW DID YOU HEAR ABOUT THE GAME?: Sel has invited me :)

    CHARACTER: Jacob Frye
    CANON: Assassin's Creed Syndicate
    CANON POINT: Jacob arrives just after the events of Sequence 6, after he's accidentally crashed the British Economy. (ooops?)

    BACKGROUND: History

    ABILITIES | POWERS: Jacob has been trained since the age of six to follow his parents footsteps, becoming a capable assassin and skilled in stealth, fighting with various weaponry, parkour, and has a sharp wit. He's also (even if he doesn't know it) decended from the Isu, and has better healing abilities than normal humans, as well as a power called Eagle Vision, which allows him to see through walls, ground surfaces, chests and other containers. It also helps him identify three types of people: allies, targets, and enemies.

    PERSONALITY: Jacob is a rash, violent, stubborn but passionate young man from Victorian England, trained from the age of six to be an assassin by his father. Jacob could not be any less like his father and his twin sister, who are studious and logical. Jacob acts first and thinks later. He lives in the moment and has brilliant ideas, but can't deal with real future planning.

    For instance, knowing that the head of the Bank of England was a Templar, Jacob hastily put together a plan to assassinate him. He found a way into the Bank, incapacitating the thugs hired to protect his target, and then finished off his target with a blade to the throat. He didn't consider the repercussions of his actions- the first being that the British economy would go into turmoil because of the sudden death, nor that in the immediate chaos that followed enterprising criminals would flood London with counterfeit money, further worsening the economic crisis. His sister then had to step in to help restore order, blaming his lack of foresight.

    Unfortunately because of this personality clash between Jacob and his father, he's never felt a real love or respect for the Creed, personified by his father and his stifling presence. He'll follow it when he has to, but it's not through love or devotion. Where his sister is the letter of the Creed, he himself is the spirit of it, if far more unbridled. He wants to help people and will do so, even if it does involve rolling his eyes or a sarcastic comment.

    Jacob's sarcasm and stubbornness often causes conflict between the siblings. When they butt heads, neither of them will back down. Jacob doesn't realise his mistakes - focusing on the ends rather than the means, and therefore does not admit when he is wrong or apologise for it. He doesn't even back down when his relationship with his twin almost completely breaks down and they agree to finish the job at hand and stop working together.

    Jacob first and foremost fights in the here and now, with the problems that are in front of him, and is clearly considered a loose canon. He wants to get in and get the job done and doesn't care if he has to kill a lot of guilty people to do it. His interest in being an Assassin really lies in battling evil in society, whether in the form of the Templar Order or other corruption, and he has no interest in the First Civilisation and their Artefacts. While some would say their purpose was to stop the Templars obtaining and controlling humanity through those objects, he considers it far more important to help people in the here-and-now, rather than perpetuate a war that's lasted countless hundreds of years.

    SAMPLE: test drive meme link

    INVENTORY: Jacob arrives with the clothes he stands up in: his top-hat, his coat, and his weapons, which are always tucked about his person, either in pockets or in his belts. He carries:
    Knuckle dusters,
    His hidden blade,
    A half-full hip flask

    SUITABILITY: Jacob is well suited for this world- he's a sneaky bastard by nature and nurture, and inquisitive. He wants to put the world, any world, to rights and will throw himself into danger, or at a bear, to protect others.

    NOTES: Nope!

    IF ACCEPTED, WOULD YOU WANT PLOT INVOLVEMENT OFF THE GROUND OR A SETTLING-IN PERIOD? Off the ground would be great!
    nothinglikefather: made by peaked (Default)

    [personal profile] nothinglikefather 2023-08-11 05:00 pm (UTC)(link)
    I appreciate it's literally an app at the last minute, my apologies. My home internet has been a bit unreliable this week but I am getting new stuff installed next week :)
    nothinglikefather: made by peaked (shit)

    [personal profile] nothinglikefather 2023-08-11 05:05 pm (UTC)(link)
    I heard about that, I'm so sorry.

    You can have mine?
    nochnaya: (Default)

    [personal profile] nochnaya 2023-08-11 08:35 pm (UTC)(link)
    thank you!! i would absolutely love a punny name, if you got one.

    also omg thank you sister karsa 🥹 women in STEM (sorcery, thaumaturgy, enchantments, magic) gotta stick together.

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