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



kaz brekker / six of crows

[personal profile] ex_stony881 2017-08-30 01:58 am (UTC)(link)
Your Name: Amber
Your Plurk/DW/Discord Contact: fsociety/amber/amber#6253
Reserved Character/Canon: Kaz Brekker / Six of Crows
Edited (i forgot the effing subject didn't i) 2017-08-30 03:48 (UTC)

kaz brekker / six of crows

[personal profile] ex_stony881 2017-08-30 03:50 am (UTC)(link)
OOC:

PLAYER NAME: amber
AGE: 29.91
CONTACT: carve runes on a mushroom cap and bury it beneath a rose bush on the new moon. or: [plurk.com profile] fsociety

IC:

CHARACTER NAME: Kaz Rietveld Brekker.
CANON: Six of Crows duology by Leah Bardugo.
CANON POINT: Post-series.
CRAU: No
AGE: 17. Though he's 17 over the course of two whole books so 18 wouldn't be a stretch, if there are American lines in the sand regarding age of consent at play.
BACKGROUND: hey cw for violence and dead kids and, basically, it's unpleasant.
Kaz Brekker pulled himself out of the filthy water of the Ketterdam harbor and ascended, step by terrible step, to a miniature crime baron. Fearless, respected, deadly. Known as "Dirtyhands" for his mysterious gloves, he cultivated and maintained a reputation for being willing to do even the vilest of deeds. He had one weakness: a poorly healed broken bone left him with a limp he uses a cane for. But being a cripple just caused people to underestimate him — to their inevitable detriment.

That's the mythology, anyway. Kaz Rietfeld came to the big city with his older brother. They were orphaned farmboys looking for work, and they were naive. One of the Ketterdam gang leaders, Pekka Rollins, duped them using a confidence trick that had Jordie Rietfeld sign over a large sum of money, withdrawn with the family farm as collateral, in the belief that he was making a clever investment in trade goods. Rollins and the money vanished, and the Rietfeld boys were left to survive penniless in a merciless city. When the plague hit they, like many impoverished, succumbed. Jordie died, but Kaz awoke from his fever on the body barge, piled with hundreds of corpses waiting to be burnt offshore. He used his brother's dead body as a flotation device in order to survive the long, icy swim back to shore.

From then on his life became devoted to hunting down and ruining Pekka Rollin's life, out of furious grief and a desire for revenge. As the man was a crime boss, Kaz began to work his own way up through the ranks, discovering an uncanny ability for sleight of hand, an eidetic memory for cards, a nose for money and a near sociopathic ability to detach himself from atrocity. The sensation of skin to skin contact triggers his PTSD and gives him visceral flashbacks to being surrounded and suffocated by dead flesh, and so he wears gloves constantly, but his Dirtyhands reputation wasn't exactly unearned.

After forging an alliance with Per Haskell, the leader of the Dregs, by promising to make him rich, Kaz built up the ugly industrial territory around the docks that the Dregs called their own, implementing a casino and a bar and generally cleaning up the town enough that new arrivals to Ketterdam by boat began to frequent it. This stream of potential marks and the access to pilferable trade barges brought the Dregs up in the world, enough that Kaz was noticed by a wealthy member of the Ketterdam merchant ruling class.

The merch, Jan Van Eck, offered thirty million kruge (dollars) for the recovery of a chemist from a prison in another country. The chemist had developed a drug that amplified the supernatural powers of 'Grisha' (who were often persecuted or lived in indentured slavery to merches). It had massive political implications as well as potentially being incredibly profitable, but it was in the heart of the Ice Court, the incredibly secure prison of the zealous Fjerdans, who dedicated their lives to hunting the "unnatural" Grisha.

Kaz began to recruit a band of misfits to help him in pulling off the heist. Inej and Jesper were both members of the Dregs whose skills and talents he already relied upon. Nina was a Grisha heartrender he knew, and her lover Matthais was an imprisoned Fjerdan who would know the Ice Court once he was released. Finally Wylan Van Eck was the son of the merch himself, recruited to ensure that once the heist was accomplished Kaz would receive his money.

Unfortunately Jan Van Eck had no love for his son, so though the team managed to successfully pull off the heist, thanks to Kaz's ability to plan for absolutely every possible scenario, there was no money forthcoming. Kaz made plans for that, too, but spiriting away the rescued Kuwei Yul-Bo put him at war with Van Eck, who drew in the city guard and rival guilds and Pekka Rollins and even managed to partially turn the Dregs against Kaz.

Eventually, Kaz managed to outwit him, and the team finally received the payment for the job that they had been promised. But Kaz came out of it a changed man. For one thing, his interest in his silent assassin, Inej, had begun a terrible conflict within him as he tried to overcome his PTSD and touch phobia. For another thing, finally triumphing over Pekka Rollins, while still a victory among many victories, left him thinking too much about his brother and the choices he had made. And finally, his found family broke apart - one dead, the rest leaving the city with their money, each of them also changed. Kaz chose to stay in Ketterdam, even knowing he might have finally grown beyond "Dirtyhands", but not sure who else he could be.

POWERS: Kaz has no Grisha power or magical abilities, but he is skilled beyond the point of ordinary believability at lock-picking, card tricks, and sleight of hand. Basically: he's an ordinary human, but he has some absurdly proficient skills for a teenager.
STARTING EQUIPMENT: His inventory is his clothes, including his tailored three piece black suit, black leather gloves, and custom sword-cane with a crow's head. He has a few lockpicks, a knife, and a roll of kruge bills, and not much else.

Kaz's daemon is a black crow made entirely from metals and jewels, though it has every appearance of being a blood-and-feathers animal. He deleted its default name, and now it is just " d".

SAMPLES:
log;
[ Patience, Kaz tells himself, an internal word of warning that has a familiar, comforting cadence to it. He's always been too fast to spark to anger, but he can ease the inner scrape of flint that is panic — wet, wet, chaos, sand in his shoes, knife in his hand, no. Patience.

It would be easier if he shed his jacket and shoes. Stripped, even, down to his undershirt: it's warm. But Kaz adjusts his collar and brushes down his double-breasted jacket like a knight lowers the visor on his armor. With intent. He knows better than to let anyone see him sweat.

So the young man with dark shark-sharp eyes walks as easily up the path to the city gates as someone taking an idle turn around the garden. And he doesn't catch his breath when he sees the city, shining and polished and verdant. Such a stark contrast from Ketterdam and her greasy docks, heavy factories and sloping narrow cobbled lanes, everything dank and dinge with leaking, or smoke, or the use of a hundred hands and feet. Ketterdam is a lived in city: this looks like a display model.

He doesn't trust it.

But he still isn't sure he even trusts the idea of the multiverse or the preservation of F.A.T.E.S. — technology is as foreign to him as the icy Fjerdan prison complex. What he needs is a map, clearly outlined. Insider knowledge. Every last shred of detail he can wring out of this place. Starting, perhaps, with the bird that continues to follow him no matter how much he ignores it.

His hand snaps out. The crow is sharp against his palm.
]

I think it's time we talked.


network;

Good evening.

[ the voice is smooth, if young, the accent londonish. ]

I don't usually like to admit my ignorance of anything, but I'll admit that some of the concepts being discussed are a little over my head. For instance, the idea that all the worlds consist of some intangible "dataset" seems about a ludicrous to me as the people who think existence is an act of god.

[ in general, computers aren't... really something he understands yet. but kaz brekker likes information. he prefers to collect as much of it as possible. ]

Can I ask - if this is all some simulacrum rather than real existence, how do I know which of you are real? When you speak of taking missions in other worlds, what's to say you aren't just a roundabout way of ensuring my assistance?

[ solipsistic. maybe even narcissistic, but there's always been a trace of something cold and hard like that in kaz's inner life. at least communicating without being face to face means he can seem slightly more charming, when people can't see it in his eyes.

slightly.
]

Assistance which is already assured, I should note.


bonus;
And because I am writing these from scratch, I'm providing some supplementary links to demonstrate my RP abilities in a more collaborative environment, take em or leave em.
Here is a sample for a different character on the Xist TDM.
Here is a bunch of text threads with different characters.

In-Universe:

EXIT STRATEGY: Kaz's self-preservation instinct kicked in early. It was perhaps also implied to him that he could meet up with the others somewhere safer than the apocalyptic hellscape he found himself facing, and so rather than simply flee Ketterdam to try and find them in other cities, he agreed to ride the great strange beast, a winding feathered snake as long and wide as a river.
MORALITY: It would be easiest just to say "none". Kaz's heart of gold is buried pretty deep: he's willing to do nearly anything to achieve his goals, however hideous or amoral. However he does seem to have distaste for slavery and situations like Inej's, where she was forced into prostitution, and he would rather imply he harmed a child than actually harm one. He doesn't like rich men who take advantage of others, even as he seems determined to rise to their ranks. Overall it's complex — he does have some leftover moral code and he sort of wants to be a good person, but he doesn't want anyone to know he's a good person in case they see him as weak, and he finds committing minor atrocities is often a much more efficient way to reach his goals.
WAR ATTITUDES: Kaz is coldly practical and his goals are generally self-interest. In this case what behooves him most is saving or getting in contact with the people he cared about, so until they show up or he moves past this, he will be willing to assist in whatever way gets him the most credit and respect. He is quite willing to do all sorts of nasty things, so while he isn't exactly soldier material he is very well suited to team or solo missions. This will also perhaps give him an excuse to avoid 'playing house'.
INTIMATE RELATIONSHIPS: Because, to carry on from the last point, Kaz is absolutely going to start out with no interest in romantic relationships and with an absolute aversive fear of being touched. Whether this changes (I would like it to, albeit with difficulty!) will depend on RP. That isn't to say he isn't capable of building deep complex CR: allies and pawns can easily become friends, especially those who remind him of his little gang back home. And it's been made clear that relationships come in many shades: Kaz is very good at pissing people off, getting on their bad side, and provoking animosity, so it's highly possible that a lot of his initial relationships will be conflict driven. He is more than capable of emotions like anger and resentment, after all.
COMMUNITY CONTRIBUTIONS: Kaz is always up for a cold slice of revenge, but I can also see him getting interested in community infrastructure. He is generally pretty against capitalism (without strictly calling it that, but he sees bankers and merches as the same type of thief as him but lying to themselves about it.) Still, he has proven he can start and run businesses, even if they're more for drinking or gambling or sex than more on the level work. So while he might be tempted by exploration and willing to participate in missions, especially if they allow him to plan and direct a team, he's a city boy at heart.