spoofer: (piano)
Xistentia: Mod ([personal profile] spoofer) wrote2017-05-13 09:52 pm
Entry tags:

Application

Applications
Join the Game

PLEASE READ:
ALLOWED CHARACTERS

APPLICATIONS ARE OPEN!
Notes:
  • We now operate ROLLING APPLICATIONS that are always open. You can submit 1 character anytime in a month!

  • Our application process has become simplified due to staffing changes, please take note!

  • As apps are always open, reserves are NO LONGER REQUIRED. Please simply complete the application below and post when you are ready.

  • If two people apply for the same character, the first to post their application will be assessed. The second application will only be considered if the first is declined.

  • However, we do allow UP TO TWO versions of each character in game. The second applicant would therefore be permitted to apply for an AU version of that character if they so choose.

  • Agents of D.E.S.T.I.N.Y. or antagonist applications will open on November 4. These characters are either brainwashed (quick resolution) or coerced (slow-play resolution, long-term espionage) to help usher in the apocalypse. More information here!
Please do not link from your journal, make sure all the content is pasted into the comment(s).

OOC:

Player Name: Provide your handle
Age: Indicate you are 18+; players less than 18 years-of-age are not permitted
Contact: One or more of Plurk, PM, or Discord are needed

IC:

Character Name: Mrs. Handsome
Canon: Indicate which version if there are multiple (e.g., book to movie)
CANON POINT: Briefly describe in a sentence.
CRAU: Yes/No, please link the game/musebox the character is from
Age: Note that characters below 16 years of age should be apped with caution, as self-sufficiency/autonomy are extremely important. Heavy interdependency and neglect risks should be OOCly opt-in.
AGENT OF DESTINY: Yes/No, "Brainwashed" or "Coerced." Brainwash agents will be captured in-game and start to remember themselves within 1-2 months of play; coerced agents are knowingly helping the other side but under duress. Antagonists cannot begin gameplay until November 4, 2017, but you may feel free to apply and plot before then!
Background: Brief summary as possible, Wiki links preferred. If you wish to write your own, please us bullet points and be concise, 250-800 words. Please avoid over-describing the world or any jargon, focus more on key points in personality development (see above), changes wrought by CRAU and important CRAU relationships, and events that are likely to be regarded as offensive or sensitive material.
Powers/Abilities: Bullet list preferred. 1-400 words. Include non-human weaknesses/limits and superlative skills. Estimate numerical limits (weight, distance, speed, etc.). At the mods' discretion, destructive capacity may be scaled down based on a maximum lift of 5 tons (~2 full-sized cars).
Starting Equipment: Name your daemon, describe its form (max 50 words), and list any other items the character will be arriving with. Note highly destructive items will be controlled by metaplot. If you have critters that have powers or special abilities, please describe them briefly.
Samples: 1 required, may be from any meme, game, or setting; however, it should have been written within the last year. They should also be written from your preferred canon point.

In-Universe:

Exit Strategy: Maximum of 200 words. If your character is an agent of D.E.S.T.I.N.Y./antagonist, describe what D.E.S.T.I.N.Y. agents did to them (e.g., torture/magical brainwashing, or family held hostage/apocalypse postponed).

For non-antagonists, tell us how the D.E.S.T.I.N.Y. apocalypse and the enemy appeared in their world, then describe the technology or magic the character used to escape their world. Note any characters they are arriving with (i.e., 'group app') including usernames. This may be used for future plot, but don't worry too much about perfect consistency with your group mate/castmates/etc.— adjustments can be made later. We just want you to be thinking about it. All characters start on the beach.


Applications
Who's Allowed?


ALLOWED

✔ CRAU, or characters who have experienced life in other games/museboxes. 'Partial CRAU' is not allowed, but if you apply in fresh, you will be able to obtain memories of CRAU during special events.
✔ Original characters
✔ Canon characters who must personally appear and preferably have a speaking role in the material of the canon point (specific episodes, books, films, etc.). You cannot app a minor/supporting character and headcanon the substance of their personality, or extrapolate a character's off-screen activities from material that only their canonmates were seen in
✔ Child characters (see Age warning in the Application section; note that self-sufficiency is important and other characters and players will not be forced to face consequences for failing to take on a dependent without careful OOC plotting)
Multiple iterations of the same canon character are allowed. The two versions must be at least one with CRAU. The current maximum is 2 of each character. This may be raised by 1 if the character exists in another form of media and is determined to be sufficiently different.
✔ Non-human characters (greatest height in all directions is 30 feet; weird genitalia is fine as long as no one has to deal with it if they don't want to)
Agents of D.E.S.T.I.N.Y., allowed as of November 4

PLEASE NO

Agents of D.E.S.T.I.N.Y., those secretly affiliated with the virus
✘ Characters who must kill sentient beings (compulsion, physical appetites/dependence, etc.); there are limited NPCs and escalating ICC may render your character unplayable

Players should consider introducing themselves to players of close canon CR before they app. However, this is only required in the case of a group application (castmates arriving together from the same version and canon point of their world), or if you are apping the second version of an existing canon character. The purpose of this is not to mandate approval, but to initiate and encourage intra-cast communication.


BACK



bangitybang: (down)

Application - Janus (OC)

[personal profile] bangitybang 2017-08-01 03:42 am (UTC)(link)
OOC:

PLAYER NAME: Chinatown
AGE: 30+ years
CONTACT: [plurk.com profile] amaebi

IC:

CHARACTER NAME: Janus Lefevre
CANON: Original based on Mythian universe created by Shari
CANON POINT: N/A, but 8 years after current game timeline
CRAU: Yes
AGE: 24 years
BACKGROUND:
Janus comes from a world where myths and legends are true. Greek gods walk the Earth, either in their togaed bodies or in reincarnated high schooler bodies; trees talk and think, angels visit from Heaven, and Cthulhoid beings hail the coming void. Humans live among them too, with contemporary technology and a variety of attitudes. Coexistance between the mundane and the supernatural is fraught with conflict, but moments of great harmony as well.

Janus is a member of a race called Hunters, artificially created by witches to keep the peace, protect humans, and punish wrongdoing myths who get out of hand. Hunters themselves are a heterogenous group, produced out of trees linked to leyline energy, and each one shaped by Fate to mimic their "daimon," another myth somewhere in the world, and each Hunter is bound to their daimon in inscrutable ways. For example, if a daimon is killed, the Hunter always dies; if a daimon loses an arm, the Hunter will lose theirs within a month. In this way, Hunters are enforced by magic law to be selfless and dedicated to their creed. Daimons may be any creature, from enormous trolls to immortal vampires. Janus' daimon is a harpy, generally regarded with derision.

This stigma characterized most of Janus' childhood. Upon creation in Florida, they were adopted by two very old and very powerful Hunters. One of them had the daimon of the First Tree of an ancient European forest, who was slowly dying due to pollution; the other a Phoenix, truly immortal. Training started very early, and Janus' daimon connection was soon exposed thanks to the fact they appeared like an adult human by the age of 7, consistent with harpy physiology. They were soon shunned by the other children in their clan. Their mothers never turned against them, but Janus could tell that Phoenix was silently heartbroken by the realization she would soon be alone, her wife dying slowly of poisons, and harpies limited to human lifespan and mediocre potency. Their home was a strange place, not quite right for a child-- if any Hunter home could be, but filled with love in its own way.

Janus threw themself into their training, replacing all hope of a normal childhood and ordinary relationships with the determination to be the best they could possibly be. Fortunately, they did have one friend: Jana, a Hunter from a traveling Clan based in Australia. She was a few years older than them, and taught them to channel their anger and disappointment into cleverness, to use their smaller frame and greater quickness against hunters stronger than them. Janus' hard work and diligence gradually paid off. Other Hunters in their generation faltered, succumbing and growing distracted with the call of the human world and other temptations: sex, money, art, petty in-clan rivalry, the desires for adopting families of their own. Janus, on the other hand, excelled. They had their first kill at eleven, and were shot for the first time by twelve.

The only thing Janus lagged behind in was social skills... and everything associated with that. Infiltration techniques, learning to adopt false identities to live in the human world and safeguard humanity, were not their forte at all-- they were terribly polite, but also tremendously awkward. The whole Clan knew it, and allowed Janus to play exclusively to their strengths.

This changed when they turned 16. They were sent to Mythian Academy, a high school off the coast of Portugal for myths, the first of their kind allowed at the institution. It was a great honor. This was their first long-term assignment, and their objective was to protect the school from hostiles, especially an infamous selkie who sought to raise the sea level and drown the world. It seemed straightforward and tactical, and they had always liked academia. However, Janus soon found themself struggling with friendships and crushes, learning to let down their guard and competitiveness long enough to accept other hunters, to accept help in their mission. Jana came to the Academy too, offering guidance that they were ready to accept. It wasn't long before they were in love for the first time, broke other people's hearts, before having their heart broken themself.

Janus had fallen for their roommate, a handsome wizard by the name of Arel, who turned out not to be a wizard after all. Instead, he was a hunter, who accidentally exposed himself when he almost died during an ancient ritual to save another lover. Polyamory, Janus had gotten quite accustomed to. What they could not tolerate, was the realization that love had dulled their hunter instincts, blinded them, not only to the simple facts of Arel's deceit, but also to the risk of pain, foolishness, compromised judgment. They had watched dozens of other Hunters make the same mistake. Enraged at first, Janus' temper turned quickly to humiliation. They concluded their assignment after seven months without further sign from Sylwia, signing over their post to another Hunter, and returned home to their Clan in Florida.

Eight years passed. They never forgot the lessons they learned at Mythian, about how to be comfortable with their body and gender identity, how to recognize and even keep friendships overseas, how to sit with terrible personal regret and pain. But they had also learned to protect themself from harm and be ever aware of their true values and priorities. They have taken mission after mission and risen up the ranks of their Clan, ever the dedicated Hunter.

POWERS:
  • Hunter physiology:
    1. Sync: Hunters are physically 'synchronized' with their daimon in many ways. On the upside, this means regeneration include recreation of severed limbs, taking a month (presumably their daimon Jay is "frozen in time" sound of body). Additionally, Janus experiences "heat"/aphrodisiac symptoms several times a year, though they have good self-control.
    2. Sword: Hunters can create swords out of the energy of their own being. These swords tend to glow and be very strong. Once damaged or destroyed, they can be regenerated easily.
    3. Rituals: This is an open-ended category based on manipulating ley energy. The only established ritual is about restoring the memories of other Hunters if their energy signature has been "corrupted." These rituals may be high-risk depending on the nature of them. This player will submit a plot request any time a ritual is used or invented; they are not ICly utilized lightly.
    4. Talismans: Hunters can create talisman objects from the bodies of other supernatural beings that allows them to copy make inferior, one-time (i.e., one thread) "spells" based on the target's abilities. For example, vampire blood can lead to 30 minutes of superstrength, a lock of elf hair may grant a single healing spell. This power requires OOC opt-in.
  • Harpy connection: Janus has several Harpy abilities. They can fly, and optionally shapeshift into a form with a beak and feathery wings (not required for flight). They are unusually strong and fast (dead lift 1 ton, flight at 80 MPH, running at 30 MPH). Janus also has a "harpy screech," which can knock beings unconscious at full strength or cause injury to eardrums. It requires good aim.
  • Training: Some of these abilities are enhanced by rigorous tactical training. They are an expert murderer with a variety of weapons.

STARTING EQUIPMENT:
  1. Daemon: Sword, named "Janad." This sword looks identical to their normal Hunter weapon, but is not actually indestructible. And you know. Talks.
  2. Semi-automatic pistol .45, full cartridge of ammunition (12 rounds)
  3. Assorted knives. 1 butterfly knife, 1 bowie knife, 3 throwing knives.
  4. The following talisman spells: 1 medium healing spell, 1 resurrection spell, 1 fireball spell, 1 telepathy spell (can be fended off with willpower), 3 forcefield spells (max 30 minutes duration); they also have 1 world-hopping, teleportation spell drawn as a "rune" on their hand, which cannot be used without mod permission. In general, these will not be rechargeable unless they obtain more in-game.
  5. Clothes on their back
    SAMPLES: Log and Prompts including network

    In-Universe:

    EXIT STRATEGY: Janus' homeworld literally caught on catastrophic fire, terrifying burning storms that ripped apart forests and people alike. It started in Europe and then began to cross the sea. Half of Janus' Clan was decimated trying to fight the effects but they were at home with their mother, the Tree, who drew a rune on their hand to save them. Unexpectedly, they were sucked out into the Prison World.
    MORALITY: Honor and killing go hand in hand for Janus, who lives by an extremely rigid code of conduct. They protect humans first and foremost, followed by myths or other supernatural beings who are not harmful to humans (e.g., only feed upon them with consent or not at all, etc.). For beings that proactively hurt and kill humans, and to a lesser extent other supernaturals, Janus acts with great prejudice. Murderous prejudice! The extenuating circumstances of F.A.T.E.S. will allow them to make some exceptions in-game. However, their default attitude is to research then destroy beings that violate this code, essentially the Morality Police of the mythological world. As Hunters go, Janus is more black-and-white and a stickler than most, judgemental even if they do not receive a kill or capture assignment. All that aside, they are almost always honest to the point of bluntness, polite, forthright, and considerate. With the exception that: all bets are off on the mission. Additionally, when they lose their temper or sustain injury to their pride, they can be an over-emotional asshole.
    WAR ATTITUDES: As above, Janus was raised to hunt and kill, but not out of any bloodthirsty malice-- they are motivated by honor, the ideal of sacrifice in the interest of protecting other beings. Paradoxically, they both idealize their calling and are completely clear about the reality of it. They are aware that their creed means they would (at this stage) not raise a hand against a human even to protect themself, and they're aware too that humans themselves are often violent and terrible beings. This fight against D.E.S.T.I.N.Y. lends itself very well to Janus' code, as D.E.S.T.I.N.Y. and its agents seem anything but human, and they are accustomed to risking their life on behalf of people they will never meet.
    INTIMATE RELATIONSHIPS: Physical and sexual intimacy come easily to Janus. They can be hilariously awkward, but have studied the ritual of bar-hopping and one night stands very closely and they enjoy such activities. They are also fairly skilled with friendships and camraderie, to the extent that that is exactly how they think about it-- a skill, with navigable procedures, expectations of reciprocity, etc. When it comes to falling in love, Janus is considerably pickier and more paranoid, fearful of reliving old heartache. They might catch romantic feelings unwittingly, and be extremely reluctant to act on them. But that isn't to say they're incapable of love and intimacy. They are willing with plenty of that, interested in sacrifice and beneficence; they just happen to have hard-learned limits.
    COMMUNITY CONTRIBUTIONS: Janus isn't much of a builder, they're more of a fighter and adventurer and explorer. However, they secretly love flowers and have a bit of a green thumb, which could benefit from some cultivation.
Edited (forgot a sync element) 2017-08-01 19:05 (UTC)