modblob: (Default)
Mods ([personal profile] modblob) wrote2019-04-22 09:58 pm

applications.




Applications are currently: OPEN.


As of April 2021, Redshift is a sandbox game! We still have apps for some degree of quality control, but the form has been simplified to streamline the process for new players. Here's how it works:

▶ New Players joining us after April 2021 will need to submit an application for their first character coming into the game by using the appropriate form below. This is so we know who you are, and so we can make sure your character will be a good fit for our players!
▶ Returning/Current Players who have been with us since before April 2021 or are coming back to us only need to claim their character using the form below to bring in new characters. New players may do the same after two months.


Application Guide.


▶ Submission Format: All applications must be posted to this entry, and must fit within one comment with a subject line in the format of "CHARACTER NAME | CANON | RESERVED/NOT RESERVED." While applications should not be linked in the entry, players may link to an alternate source such as a wiki for the character's history and powers; for original characters, the world history may also be linked from an alternate source such as an entry on the character journal.

▶ Accepted Character Types: Fandom Characters, Original Characters; CRAU is welcome and encouraged. Please see the Rules & Game Standards page for more in-depth explanations of appable, non-appable, and case-by-case characters.

▶ Application Verdicts: Applications will receive a verdict of ACCEPTED, REVISIONS, or DECLINED. Revisions must be submitted within 48 hours of the revision request being sent out. If this is impossible due to extenuating circumstances, please contact the mod team. Declined applications can be reworked and resubmitted during the next application cycle. If an application is declined 3 times, it cannot be resubmitted.

▶ App Challenges & Reserves: Redshift will not have application challenges, but if you would like to apply for a character that is on reserve, please submit the application with "not reserved" noted in the subject line, and your application will be considered if the reserved application is declined or not turned in by the end of the application cycle. Applications will be processed on a first-come-first-served basis.

▶ Character Limits: Players may have a maximum of 3 characters in the game; the option to increase the number of character spaces may become available at a later date. A player may submit up to two applications at a time.

▶ Samples: Linked samples should be from a publicly accessible source, and no more than 1 year old. Screencaps or transcripts from locked sources are not acceptable as samples, unless the character is being apped as a CRAU from a locked game, and in these cases permission from the other participant(s) in the thread must be obtained and submitted as screencaps along with the sample. All samples should represent the character as they are being applied for; for example, samples cannot come from an AU setting or break the fourth wall (Dear Player, etc.) As long as they meet this criteria, samples from other games, museboxes, memes, other websites (Tumblr, Insanejournal, etc.) or any other source are acceptable. For CRAU samples a link from the character's original game would be preferable, in the form of a link to their tag on the relevant communities, or specific thread links.


Submit an Application.


To submit an application or claim a character, please fill out the information in the appropriate text box below, and paste it in a single comment in response to this entry. Applications should not be linked, though portions of them may be if a bulky history or world section would put them over the character limit for one comment.


new players

returning/current players





postpartor: (Default)

Shannon Descoteaux | Original Character (Gifted & Talented) | Not Reserved

[personal profile] postpartor 2019-06-01 08:36 pm (UTC)(link)

Player.

Name: Jae
Contact: [plurk.com profile] researchboner ; jaeled#0935 on discord
Current Characters: N/A - planning to app second character this round

Character.

Name: Shannon Descoteaux
Canon: Gifted & Talented
Canon Point: Current day; she's in the middle of a mission to Moscow to investigate possible connections between an anti-Gifted activist and Russian politicians.

World Description: Shannon comes from a world mostly like our own except for one thing. Magic is not only real, but is largely accepted at this point in history. It's also hereditary; about 12% of the population is born with magic, or "the Gift." Those with magic are officially called the "Gifted," and while magic is no secret, in some areas and with some people it does carry a heavy stigma, and those with it have to deal with some decidedly medieval attitudes. Fortunately, it's gotten a lot better over the last decade, and things continue to improve.

This world has an organization called the MIA, which is something like a cross between the CIA and FBI, in that it handles both domestic and international magical terrorism, and federal magic-based crimes. There's a great deal of suspicion surrounding the MIA, both from the Gifted it helps protect or punish and the general population. Shannon is an agent and asset working directly under one of the MIA's leading specialists, a man named Cameron Waltz.

An extremely thorough guide to the world can be found here, linked with permission from Ros/[personal profile] bardish

Character History: Shannon's young life was one big lie. Her magic manifested at around eight years old, and she opted herself out of early-life training by forging her parents' signatures. She didn't want her parents to know, because her mother was an active member and her father was the founder of an anti-Gifted group.

She stole several textbooks and taught herself a few basic magical principles, hiding the books in the woods behind her house. But as she taught herself and hid it, her father's group began to pull itself together into a more formal militia, with whispers about actions they could take against local Gifted organizations. Shannon caught wind of these whispers, and at age twelve she asked her dad if she could join the group. He was incredibly proud and welcomed his daughter in, showing her the ins and outs of their little militia, and told her about their burgeoning plans, which at that point were just violent mumblings.

It wasn't until almost a year later, when Shannon was thirteen, that the militia planned to make an actual move against a local Gifted charity. Shannon called the police with an anonymous tip, but they did nothing. She then called the MIA, trying to stay anonymous while simultaneously giving them the layout of the militia's compound, and the locations of their weapons and other evidence.

Her parents were arrested and she was removed to live with her grandmother, who wasn't anti-Gifted so much as Gift-confused, but Shannon was allowed to practice her magic openly and received special tutoring to help her catch up with other kids her age.

The rest is pretty straightforward. She went to college locally for all her basic classes, then transferred to a four-year university primarily paid for by scholarships. There she studied linguistics and political theory, and in her third year was scoped by someone in the MIA and offered a position as an agent post-graduation. She jumped on the opportunity.

It didn't take long for her to be assigned domestic infiltration and intelligence gathering, but her first handler almost got her killed on a botched assignment where she ran into one of her dad's old friends. She was promptly reassigned to one of the senior handlers, a man named Cameron Waltz, who took Shannon under his wing as his protege.


Personality:

Loyalty - When someone shows her kindness, or she deems them a good person, she'll protect them with life and limb. She knows she's messed up, and she considers most of the world to be messed up, so those who tip the scales toward goodness are particularly precious to her. She's fine being the one to get her hands dirty to protect the goodness and innocence of someone else. Her loyalty can sometimes border on the disturbing. She'll kill for people she cares about.

Intelligence - She's smart. She started teaching herself magical principles at age eight and kept that self-tutoring up until she was thirteen. Granted, she was a little behind those with formal teaching when she was finally allowed to learn openly, but she caught up and surpassed those around her in short order. She earned her way to college through academic and sports scholarships, and was brilliant enough in her classwork to catch the eye of an MIA recruiter.

Patience - She was "undercover" from age twelve to age thirteen, gathering information about her father's anti-Gifted militia. Her patience has only increased with time. It's one of the things that makes her such an effective agent. She never rushes in, always evaluates her options, the risks, the potential rewards, and forms the lowest-risk plan based on those factors. When she has to act fast, it's never without some kind of plan, even if it's one she has to adapt as the situation progresses.

Humor - In spite of all her more serious traits, she has a lively sense of humor, even if she's amusing no one but herself. That last factor can sometimes lead to jokes that make others uncomfortable, which she finds entertaining and will tease them about before walking back whatever she said that made them uncomfortable in the first place. Her humor is dry, ironic, with a heavy dose of self-awareness that presents itself as in-jokes with herself.

Selfishness - Ever since she was eight, she's looked out for number one. Granted, when she was young it was as much a matter of survival as selfishness, but she had very few qualms about turning her parents over to the authorities in order to protect her own life. As she grew up, the trend continued. She avoided emotional attachments in part because of the sociopathic tendencies described below, and in part because she wanted to protect herself from outside influences and the possibility of harm others might do to her. She didn't (and still doesn't, sometimes) go out of her way to help anyone.

Sociopathy - She's perceptive and shrewd and good at imitating the behavior of those around her, reacting to social cues without emotion behind them. She has difficulty forming emotional relationships with people, viewing others largely as objects to be controlled and moved around in her surroundings. She enjoys outwitting others, manipulating them, and stealing from them--oftentimes returning the items stolen and rearranging the spaces they were taken from just to leave the victim with an uneasy feeling when they look at the spot. She has very little shame or guilt and sees no real reason for it in 90% of what she does, and Cam is one of the few people able to talk her into recognizing and emotionally responding to her mistakes and misdeeds. She doesn't trust, except on very rare occasions, and she keeps her problems, fears, concerns, and illness to herself. She would far rather smile and deal with things by herself. She knows she's broken. She just doesn't care about fixing it.


Powers/Abilities: Shannon is Gifted, which means she has access to magic through a specific "ritual." The ritual is the means by which she casts spells. Shannon's ritual is art, which means everything from random doodles on the corner of a page or scratched into the dirt to complex paintings or sculpture and pottery. The more complex the spell she's trying to cast, the more complex her art has to be.

Telekinesis - A very basic talent for the Gifted. It's one of the first things they learn about when getting control of their abilities. As noted above, she can slide a glass across a table simple by making patterns on the table with a finger, but if she wanted to lift or move something heavy, she would need to create a more complex form of art to do so. She can only lift or move items that are close at hand, and nothing extremely heavy or complex. Lifting a person, for example, would be extremely difficult, because that person can squirm, flail, and otherwise fight her control.

Firestarting - Another very basic spell. See above regarding the power required to start small versus larger fires. These fires don't last unless there's something flammable to fuel them.

Pain infliction - She has a moderate ability to cause pain in others, mostly by using her telekinesis on a very small scale to put pressure on people's nerves. As she's not trying to move the person themselves, this is substantially easier than complex telekinesis. Of course, it's easier if the victim can't move.

Telepathic projection - Shannon's primary talent. This DOES NOT mean she can influence the thoughts or feelings of others; she can simply transmit her own thoughts, feelings, and images into someone else's mind. On the small/weak side of the scale, she can send single words, simple emotions, and still images. On the powerful side she can project whole one-sided conversations, complex feelings, and detailed film-like imagery. It all depends on the complexity of art being exercised at the time. While she CANNOT directly influence the thoughts or feelings of others, she has in the past used her abilities to get people to doubt their own feelings or question their sanity.

Inventory: High-heeled calf-high black leather boots, itty bitty red dress, black leather jacket, purse with typical feminine accessories and a small gun sewn into the bottom, an ipad loaded to the gills with nothing but books, and to her surprise, her cat, a squash-faced white Persian rescue with blue eyes.

samples
Network Sample: here!

Prose/Brackets Sample: here!
Edited 2019-06-01 22:02 (UTC)
therewillbeorder: (Default)

Armitage Hux | Star Wars | Reserved

[personal profile] therewillbeorder 2019-06-01 08:58 pm (UTC)(link)

Player.

Name: Hebe
Contact: [plurk.com profile] illuminations
Current Characters: N/A

Character.

Name: Armitage Hux
Canon: Star Wars
Canon Point: End of Episode VIII, when he's on Crait, in the rebel base
CRAU Timeline/Game(s): Hux spent about a year and half/two years in [community profile] hadriel.

World Description: N/A
Character History: here
CRAU History: Durning his time in Hadriel, he worked against the gods who were feeding off his emotions for power (whom he didn't believe were actual gods). He made a deal with the enemy of the gods, the Null, during his first stay in Hadriel. A year later, he returned to Hadriel ready to resume his efforts against the gods. He went on an expedition to find out more about the Null and found a weapon that could be used against the gods. He has no allegiance towards the Null but they also haven't been feeding off his emotions and manipulating him.

Personality: Young and ruthless for power, Hux sees the galaxy as his to take. While the First Order reveres Imperial figures such as Tarkin and Palpatine, Hux believes in the idea that the First Order will continue the traditions of the Empire built on a stronger, more enduring foundation.

Obsessive, passionate, and driven by his devotion to his beliefs, Hux will sacrifice anything. He gets little sleep and is consumed with plans for the future which keep him constantly restless. He is willing to take whatever measures he has to get what he wants including destroying an entire star system. When it came time to give the order to destroy the system where the Resistance was it was clear that he had no regrets about the steps he was about to take aside from practical matters. Loss of life, even on such a massive scale, is a price he's willing to accept in order to establish order in the galaxy once more.

He saw the galaxy in chaos at the end of the Galactic Empire which gave way to a corrupt, weak New Republic. He grew up among the remains of the Empire, taught by old Imperial officers, and was greatly influenced by them. While he was born just before the Battle of Yavin, in the final days of the Empire, he grew up hearing the stories of the stability the Empire brought to the galaxy after the Clone Wars ravaged many star systems while the Republic was crumbling.

Tradition is important to him but at the same time, Hux is practical and logical in how he goes about establishing a new version of the Empire. He has a strong hatred for the New Republic which he sees as weak and corrupt and is passionate about getting rid of the Senate once and for all.

Hux is young and so he has to ensure that no one questions his authority. Appearances are vital and the image he presents to others is the image of a strong military leader who is in absolute control. However, his facade isn't as perfect as he would like to think it is.

He gets angry when Kylo Ren questions his methods about his soldiers, snapping at him. He also is unsettled when he doesn't know what's going on. Hux is observant and logical, priding himself at being able to predict and understand others. However, when FN-2187 defected Hux was unsettled because there was simply no logical explanation. His world has to have order and when that order is disrupted it throws him off-balance.

His loyalty to the First Order and dedication to Imperial tradition is absolute. Though he has every ambition to one day to rule the galaxy, his commitment to that higher ideal never wavers. He defers to Snoke's orders, despite questioning them at times, and is even able to motivate others to dedicate themselves to the cause. However, he's able to keep the extent of his true ambitions from Kylo Ren and Snoke. He knows that Snoke is manipulating him- Snoke has been denying him the promotion to Grand Marshal that he deserves (and the job he's basically doing). The two of them compete for Snoke's favor and don't work well together. Kylo Ren knows full well that given even the smallest chance, Hux would take him down. When Kylo Ren is unconscious in the throne room, Hux doesn't hesitate to reach for his blaster. While Hux is willing to take responsibility for his own mistakes, he is always more than happy to tear Kylo Ren down at the same time.

CRAU Development: In the course of his stay in Hadriel, Hux had to face a lot about himself that he once repressed. He experienced emotions during events that brought out certain emotions. For example, he had to face the ghost of his father which shook him more than he cared to admit. He learned to make connections with others despite his initial weariness, learning that not everyone was going to exploit that. He's still learning who he is and how to live outside of the First Order, outside his life as a general.

Powers/Abilities: None

Inventory: Hadriel communicator, datapad from home, First Order uniform, clothes he was wearing in Hadriel, blaster, and a monomolecular blade

Anything Else? N/A

samples
Network Sample: here

Prose/Brackets Sample: here


kaballin: (Hookswords)

Kabal | Mortal Kombat | Not Reserved

[personal profile] kaballin 2019-06-06 04:15 pm (UTC)(link)

Player.

Name: Sydney
Contact: [plurk.com profile] filledwithstraw
Current Characters: n/a

Character.

Name: Kabal
Canon: Mortal Kombat
Canon Point: End of Mortal Kombat 11 after Liu Kang defeats Kronika and the sands of time rewind, but before he goes all the way back to the beginning of time.
CRAU Timeline/Game(s): n/a

World Description: n/a
Character History: MK Wiki. Note: Ignore the Biography section at the top of this page, as the two blurbs written there contradict each other. Mortal Kombat (2011) is the version I'm using.
CRAU History: n/a

Personality:
Kabal is selfish, greedy and lazy. He started out in the Black Dragon, a mercenary organization that sold weapons to both sides of a war and would do anything to make a profit no matter how illegal or amoral. Money is his main motivation, but he'd backstab anyone else if it benefited him in some way. The rest of the Black Dragon are people he works with in order to facilitate getting money, he doesn't actually like any of them, and particularly hates Kano, their leader. While he talks about wanting to take over the Black Dragon he's very much a follower and not a leader – he's too self-centered to have anyone obey him and long-term strategy is not his strong suit.

After a falling out with Kano, he joined the NY police force as a way to put his skills to use and go legit. He's shown protecting his partner Stryker, but he's antagonistic and sarcastic constantly. This wasn't a complete change of heart for him as he's still looking out for himself and doesn't act how a police officer is expected to. He'd rather avoid conflict and take the easy way out then charge into battle and risk injury to himself.

He curses, he's snarky, he makes smart-ass comments whenever he can and is very self-aware. After being burnt he makes jokes about looking like beef jerky and being the fastest chunk of bbq alive.

While he's definitely not a good person, he does have empathy and sometimes makes decent choices and can play at being the hero. But deep down he's still very selfish and could be easily convinced to do just about anything if the price was right.

Friendships aren't something he values, and instead has a bunch of acquaintances who he can get things out of, though sometimes he'll help them out in return.

Other warriors killed and revived as undead revenants have mental breakdowns or massive amounts of PTSD when reverted back to human. Kabal doesn't care. What he did as a revenant is unpleasant because Shinnok and Kronika aren't people he wants to be serving, but a fight is a fight and he got something out of it, so it's all the same to him. For being so selfish, he's also easy going and even tempered. He's never portrayed as angry because ultimately he simply doesn't care enough about anything to put forth the effort of being mad.

He's not a schemer nor does he plan ahead. None of his motivations are subtle and he will flat-out admit that he doesn't have a shred of decency or selflessness. His laziness is a big hindrance to him moving up the ranks but it's also the reason that he can be convinced into doing the 'right thing' by the good guys. Whatever is easiest is what he'll be doing. If he could get paid to fight all day instead of doing anything else he absolutely would. Other things involve work and planning and he hates both those things. Beating people up is way easier.

To sum up he is lazy, selfish, and amoral, but he's also charismatic, witty, and easy to get along with.

CRAU Development: N/A

Powers/Abilities:
Hooksword Fighting: He's adept at fighting with sharpened hook swords, and is incredibly agile and fast. Here's what they look like.

Speed: He has superhuman speed augmented by Outworld magic from when Shang Tsung healed him after being burnt to a crisp.

Teleportation: He can run so fast that he pops out the other side of the stage in MK. How this would work in a game setting is that he can start running, disappear for a few seconds and show back up a short distance away. It needs to be line of sight, and around 50ish feet at the most. He can't go through walls, but he could run through hindering terrain like boxes or fire. He does need a running start for this so he wouldn't really be able to do it in a normal indoor setting.

Inventory:

Hookswords, two masks (the half mask with teeth, and his default full mask), all the clothing he's wearing here, his Black Dragon jacket, a couple of filter canisters for his respirator, wallet with his police badge and a small pocketsized toolkit (screwdriver, pliers etc.) for working on the respirator.

Anything Else? Kabal's mask is part of a life-support respirator that keeps him alive, without it he'd be unable to breathe properly and would pass out after about ten minutes and eventually die. It helps him breathe and purifies the air, so it would give him moderate protection from airborne poisons or toxins, but it's not a proper filtration system nor is it airtight to his face.

Prior to the sands of time rewinding, Kabal was an undead revenant who was resurrected after his death by the sorcerer Quan Chi to serve the Elder God Shinnok. The revenant process strips them of their humanity and turns them into greedy monsters, but since that's how Kabal is normally, nothing much changed for him. The one headcanon change I'd like for him is that when the sands reverse at the end of the game he becomes human again – mostly because otherwise he wouldn't eat or sleep. Let me know if that's not okay and I can play him as a revenant.

samples
Network Sample:

Well this sucks. I know I'm just saying what everyone is thinking but it needed to be said. There. Took one for the team. You're welcome.

Anyway.

Who has more information than Mr. In-flight safety video man from when I showed up? Like you know.... food. Food would be good. There's a vending machine full of rotting junk and I didn't even know tortilla chips could mold so that's saying something.

Bar seems fine though. So I guess it's not all bad.

Back on point, if you know anything useful, now's the time. Sharing is caring.



Prose/Brackets Sample: TDM post
shouldstoptalking: https://swannee.dreamwidth.org/122296.html (Default)

Alex Kamal | The Expanse | Reserved

[personal profile] shouldstoptalking 2019-06-06 06:49 pm (UTC)(link)
Player.

Name: Tonje/Craftyviking
Contact: TDiscord: Craftyviking#1460 or Plurk un: Craftyviking
Current Characters: None

Character.

Name: Alex Kamal
Canon: The Expanse (TV series mostly.)
Canon Point: In the series they are inside the ring and the protomolocule have just reduced the speed it allows people to travel at. Alex was knocked unconscious by it.
CRAU Timeline/Game(s): N/A


World Description:N/A
Character History: wiki here
CRAU History: N/A


Personality: Alex was someone who didn't want to settle on Mars and dedicate his life to the terraforming project the way Martians are supposed to do, instead he became a pilot. For twenty years he served in the Martian military as a transport pilot and he left with a honorable discharge. But he couldn't settle when he was back on Mars, all he could think about was being a pilot. So he went back out and eventually ended up on the Roci. Flying a battle ship was a dream of his and as he gets used to her it is clear that he loves the ship. He is getting really into the adrenaline of a good fight. He struggles with the knowledge that he should have been a better father and husband to his son and wife and the fact that he views the family he has on the Roci as more of his family than them.


With the team of the Roci, Alex is in many ways the one that reminds them they are a family. He makes food, sharing of his martian traditions and worries about them when they are away. I believe he is also the first one on the show to use the term family about the group. He tries to be a mediator, talking things down when tempers starts to run wild, or reminding Holden (the captain) of the larger picture when he gets too focused on one thing. With that he also blames himself when something goes wrong on a mission, like the time he wasn't able to use the Roci to defend a landing team and 25 men died.


Alex talks a lot, often sometimes it seems like it is just to hear himself talk. He is comfortable in the middle of a crowd, bragging about something they've done. He is also shown not to be faithful, flirting even while wearing a wedding ring.


CRAU Development:N/A


Powers/Abilities: Human. Really good as a spaceship pilot and a good cook but it is all human stuff.
Inventory:His uniform from the Roci including a pair of magnetic boots for use in 0G. His datapad. A picture of his wife and son.


Anything Else? I will not be able to make any revisions until Tuesday 6/11 due to being away all weekend on a workshop


samples
Network Sample:
[Alex is in his pilot seat at the Rocinante, getting ready to take off from the small moon as soon as all the refugees are settled when he opens the comms to speak to everyone on board.]


Welcome on board the warship Rocinante, boys and girls. We will be taking of in a few minutes, setting a steady course for Tycho station. As you are all aware we will be checking for any illnesses as you get settled, the med bay is open if anyone feels any all sick.


[He gives a nod and then shuts off the feed. He looks over the feeds showing the people coming on board the ship. The pilot frowns and then he opens the crew's private channel.]
Amos, Jim, see those two guys over by the crates? I recognize one of them from back when I was in the MCRN. The tall guy. He's one of Mars' most wanted. Terroist, not OPA. We might not want to bring him on board. Also I am pretty sure I saw a gun on him.


Prose/Brackets Sample: From the TDM

benhargreeves: @iconned (>:| annoyed)

Ben Hargreeves | The Umbrella Academy | Reserved

[personal profile] benhargreeves 2019-06-06 10:32 pm (UTC)(link)

Player.

Name: Rose
Contact: platoapproved#9602 on discord
Current Characters: N/A

Character.

Name: Ben Hargreeves
Canon: The Umbrella Academy
Canon Point: Just after Five attempts to take them all back in time
CRAU Timeline/Game(s): N/A

World Description: N/A
Character History: Here.
CRAU History: N/A

Personality:

LOYAL: Though this is born somewhat out of the unhealthy isolation that the Umbrella Academy kids were raised in, Ben is nonetheless fiercely loyal to his family. Despite being a ghost, he does everything he can to protect his siblings and steer them along the right path, and believes that they are capable of good. When he was younger, Ben looked up to his father and to his other siblings (Luther in particular) and wanted to make them proud.

PASSIVE: Ben displays remarkable passivity, even before he is a ghost. He hates using his powers, but allows himself to be talked into it by his siblings. When there is conflict at home, he escapes into reading a book or into other kinds of silent non-reaction. Ben was never good at standing up for himself, either to his father or his siblings, and went along with them, which it is hinted may have led to his death at a young age. After his death, Ben's only method of influencing the world was through Klaus's actions, doomed to continue being a watcher rather than an active participant.

SARCASTIC: Everyone reacts to abuse in different ways; violence, narcissism, substance abuse - one of Ben's methods appears to be a rather dry and sarcastic way of responding even to very serious situations. His sarcasm can range from light and witty to biting and cruel. Though he is an inherently good person, who cares deeply for others, he is not above saying some very hurtful things.

NAIVE: Ben believes in the best in people. This is both a negative and positive trait - it means that he never gives up on Klaus, no matter how many relapses and poor life decisions he witnesses. But it also leads him to think better of some people (Reginald, Luther, etc) than is perhaps warranted. He shows, at moments, a kind of childish glee that cuts through his overall melancholy.

TRAUMATIZED: Not a lot of details are revealed about how Ben died, but canon does say that it was bad, and none of Ben's siblings seem able to really talk about it. Ben, also, doesn't discuss it as candidly as he does everything else. Like the other Hargreeves children, he was put through harsh and violent training for the whole of his childhood, grew up in an extremely emotionally abusive home, and was likely the subject of various tests and experiments like his other siblings. These things leave marks.

CARING: Ben has a big heart, particularly for his family. He tries to protect him and steer him along the right path, and expresses clear empathy when Klaus is suffering in front of him. Ben dislikes seeing others - particularly those he cares about - in pain, and seems a mature and emotionally-intelligent person, particularly for someone who died as a teenager.


CRAU Development: N/A

Powers/Abilities: Ben's powers allow him to open a portal in his stomach to another dimension inhabited by violent tentacled eldritch monsters. He can summon / control them enough to do massive amounts of bloody violence, though the process seems to be an extremely painful one. His superhero nickname is "The Horror" for a reason folks.

Inventory: Just the clothes on his back! Especially the hoodie we see him wearing throughout the series.

Anything Else? N/A

samples
Network Sample: Here.

Prose/Brackets Sample: Here.
Edited 2019-06-06 22:32 (UTC)
preseance: (pic#11768263)

eugene hicks | oc

[personal profile] preseance 2019-06-07 12:24 am (UTC)(link)

Player.

Name: Roy
Contact: journal PM
Current Characters: I have a reserve in for Steve Rogers because I can't contain my WW2 feelings ig.

Character.

Name: Eugene Hicks.
Canon: Original.
Canon Point: The year is 1947. Gene is 23 at this time.

World Description: WW2 is done and past, the war in Korea is just getting underway. Gene's world takes place in the financial boom immediately post-war and for the most part, his world looks very much like ours. With the small exception of Gene and his family, that is. All the males of his family line going back to time immemorial have seen ghosts. It's not a traumatic or terrible thing for them, it's just part of their family lore. Everything else — the world, the way of the war, the future up to our present is all the same. I like to think maybe Trump never became president, but. Wishful thinking!

Character History: Gene was born in 1924 to loving parents (and their +1, who was a fond fixture of his childhood he knew as 'Aunt Ysobel') as the oldest son of what would eventually be four boys. His childhood was an idyllic one — endless hours spent playing with his brothers, sitting at his father's knee (or his mother's, or his 'aunt's') to learn about the way of the world. He was bright and adventurous and absolutely fearless, the sort of kid that could break an arm jumping off a bridge and be right back out there the next day to do it all again. He was the hero to his younger siblings in every respect, all of them adored him and tried to emulate him as much as possible.

Seeing ghosts was never treated as an aberration or something to fear so he never really learned to see it that way. It was just a skill he had, like being good at baseball. His mother died when he was eleven and his father was injured in a mining accident shortly thereafter, which resulted in Gene leaving school to find work. Child labour laws of the time were... well, lax. Gene worked in an abattoir for several years at this time, though 'work' is sort of a loose definition. More like, he cleaned up the floors of a slaughter house for pennies and the occasional animal leavings that could be turned into sausage. His mother's ghost stayed around as well to make sure her boys were looked after, and her and her husband's lover Ysobel assisted as well on her meager teacher's salary. They had a few hard, lean years, but they survived, and by the time the nation was crawling out of its economic rut the Hicks' family was doing much the same.

At fifteen, Gene spent the summer in New York with Ysobel's brother doing an apprenticeship in carpentry. He didn't make any money doing this — it was hardship enough just to provide him room and board, but the skills were invaluable. It was here that he met Reggie Holiday, a boy who would become his lifelong friend. Reggie was the son of two affluent British doctors who'd come to New York to chase the American dream. There was a complete difference in class, but they clicked. When Reggie's parents died following a car accident, Reggie came to live with Gene and his family in Agathine for a time, though he eventually went back to Europe to stay with his grandfather. The two kept in touch via letters, sometimes several sent in a week. Gene was barely literate, but would toil over letter-writing for hours to send them off.

On December 7th, 1941, Pearl Harbour happened. And Gene, like so many other young men of his time, signed up just as soon as he was able, which followed shortly thereafter on his 18th birthday. He served in an airborne infantry unit, one of the first of its kind. Gene was selected to serve as a medic (in those days, an officer pretty much went down the line and went 'congratulations, you're a machine gunner, you're a rifleman, you're a medic') and underwent the requisite 2-3 weeks of first aid training in addition to the typical paratrooper infantry training. His unit was activated on July 6th, 1942.

Gene survived the war, nearly lost a leg at the Battle of the Bulge and later used the GI bill to go to Auburn Polytechnic, where he obtained a degree in veterinary medicine. Afterwards, he opened his own clinic in Agathine.

Personality: Gene is a polite, forthcoming man. He's of gentle character not because he is innately gentle but because he made the decision to be so, because he sees it as an attribute of value. He's quite sheltered (he'd never had alcohol before his enlistment, and he didn't have significant exposure to Humans Being Terrible at least in a personal sense, though he of course had access to ghosts and all their sundry stories) but not terribly naive in any which way. He tends to believe the best of people, which means he's easier than he'd probably like to be to manipulate.

Gene is soft-spoken but very stern, and he's very difficult to intimidate or fluster. Call it a side-effect of his upbringing, where his parents both taught him to stand up for himself and those who may be in need of protection, these teachings were later augmented by the War. Gene Does Not take other people's shit in any respect, but due to his being quiet and calm people are often lead to assume he's a pushover too. These people learn otherwise the hard way — Gene may be a peaceable man without much inclination towards violence, but he asserts himself with ease and confidence when necessary.

He looks out for those around him, occasionally to his own detriment. Gene has a meticulous and nurturing nature, and has no especial fear of death. When you've been surrounded by it all your life, it doesn't really amount to much in the long run.

He's friendly and genuinely cares for others, but he's not really friends with people by and large. Being a medic meant he had to hold himself apart from other men in the war, and he finds great satisfaction in his own company. It's a rare person that can get Gene to open up emotionally to the point where he considers them a friend. Reggie was his First and Only, and when he died in the War, Gene didn't feel the need to seek another soul out to replace him. As a result he can seem kind of remote and untouchable. There's not really any question that he cares about others, but it's also obvious that he doesn't really let them in.

Powers/Abilities: Gene can see ghosts! There's no big hurrah over this, it's not a point of angst or terror for him. It's just a Thing he can do. Occasionally, skin-to-skin contact with others can result in them seeing ghosts too. They're like a weird STD. I usually say he has no control over this part of the ability, and therefore tend to limit it to very close CR or use it for plot purposes rather than just willy-nilly throwing it out there. Happy to impose whatever limits on this the modship deems necessary.

He's a medic. Limited of course by the antiquity of his time, he's nevertheless very skilled at critical injury care. Spend a few years patching up bullet holes and you would be too! He may not have furthered his training in a human sense, but he's also completed his degree in veterinary medicine, which means he's capable of performing surgery on animals legally and ethically, and humans... in a pinch. He's literally had his hands inside men's chest cavities, okay. He knows his way around this business! He can also, you know, jump out of planes and not break both legs on landing.

He's a decently skilled carpenter, a fair hand with any of the half-dozen languages he'd have encountered in the War (French, German, some Dutch, the tiniest bit of Russian) and he makes a mean buttermilk pie.

Inventory: Honestly, all I want is a bag of ww2 medic gear. As well as his clothing (+ dress uniform maybe?) and a cane, since he walks with a bit of a limp especially in damp or cold weather.

Anything Else? Gene's best friend Reggie Holiday died in the war, a real Baker Street Irregular, and his ghost has been a near-constant presence in Gene's life ever since. He followed the 505th around, warning Gene of any impending ambushes and the like, and passing critical information along to better serve the war effort. If possible I'd like him to be Nebulously Around? I can play Gene without him, but he'd feel more comfortable/at home with Reggie around looking out for him. If you guys are cool with Gene keeping the whole 'I can share ghosts via skin contact' thing, other PCs would potentially then be able to see/interact with Reggie as long as they were in physical contact with Gene. Reggie is a very cavalier guy, bright and vivacious despite the whole 'dead' thing, but if he were to crop up in a thread in that way he'd be less than fifteen percent of the overall interaction. I have some examples of how I utilize Reggie in the linked sample threads.

samples
Network Sample:

( wow, is it clear he doesn't have a clue what he's doing or what? gene is holding the damn thing upside down, a slight frustrated furrow to his brow as he pokes at it. when he thinks he's got it mostly figured out (he doesn't) he clears his throat.

still upside down. screen auto orientation when? . he speaks it's in an even tone, soft and sure. ain't no bare hint of unease, and his accent is thickly southern. alabama, for those skilled at picking up on that manner of thing. )


Ah. Hey, all. Won't say it ain't weird to be transmittin' out into the ether and hopin' some other soul picks up on it, but — my name's Gene. Eugene Hicks. If'n anyone finds themselves needin' medical attention, please don't you hesitate to seek me out.

Prose/Brackets Sample: here.
forcer: (All you have is your fire)

Kylo Ren | Star Wars | Reserved

[personal profile] forcer 2019-06-07 03:57 am (UTC)(link)



Player.

Name: Kelly
Contact: [plurk.com profile] drummingmagpie
Current Characters: N/A

Character.

Name: Kylo Ren
Canon: Star Wars
Canon Point: Kylo will be from the end of The Force Awakens, after the destruction of Starkiller Base and having been defeated in battle against Rey.
CRAU Timeline/Game(s): Kylo has been out of his canon timeline for approximately 7 months and has been in Hadriel for that time.

Character History: I'll show you the dark side.
CRAU History: During his time in Hadriel, Kylo had the opportunity to bond with his grandfather as well as find out what happens to himself in the future through memories taken from the minds of Finn and Poe. He learned that his galaxy - and all of his family's business - is known to people in other galaxies, which was particularly difficult for him to stomach. As far as experiences are concerned, he went on an expedition with General Hux to find out more about the Null and discovered a weapon. Similar to Hux, he had no particular feelings on the Null, though he's fairly certain they had been feeding off of his emotions, particularly his anger and rage.

Personality:
To those who don't know him, Kylo Ren appears menacing, terrifying, a force to be reckoned with. And, in many aspects, he's exactly that. He's incredibly powerful and intelligent, he's known to torture people and known for his skills in combat. He boldly walks on to the battlefield, confident in his powers knowing that very little stands in his way. He wears a mask made to resemble the battle gear of the Knights of Ren in order to conceal his identity; there are few within the First Order and on board the Finalizer that know who he is with the exception of General Hux and Leader Snoke and none are permitted to utter his former name. He's very cut and dry when speaking, voice masked by a modulation device. He takes every measure necessary to be what his grandfather was as Darth Vader. He's passionate, yes, and that passion along with his anger has been honed to make him a weapon for use by the First Order.

With the Force also comes enhance combat skills and the ability to wield a lightsaber. Kylo Ren uses what he has learned from both the Light and the Dark Side of the Force to guide him in combat. His skills with a lightsaber in combat ultimately brought an end to the Jedi (with the exception of his uncle), earning him the nickname 'Jedikiller.'

Kylo Ren is quick to act on his emotions and doesn't really know how to control that. He struggles to control his temper, failing to do so in the face of criticism or in dealing with unexpected setbacks. This can be seen in the form of temper tantrums which are far more destructive than the average tantrum. He's seen several times destroying property with the use of his lightsaber or assaulting crew members using the Force; this happens frequent enough that stormtroopers don't even give it a second glance, continuing to walk past as if nothing were out of the ordinary. He has a severe lack of patience, which likely contributes to his emotional outbursts.

The fact that Kylo Ren is easily manipulated can be seen as far back as his childhood. He's the embodiment of conflict, hovering right between the darkness and the light and Snoke could easily exploit that. Kylo was looking for acceptance, love, and leadership and Snoke knew exactly what to say and do to get Kylo's full devotion.

Kylo's connection to his family is something he struggles with, something that weakens him, and something that he can never escape despite trying his hardest. He tried to bury his past, changing his name and removing himself from every part of his family with the exception of his grandfather, Darth Vader. He believed his mother and father abandoned him, lied to him, and failed as parents. However, despite what he may say and do, Kylo loves his family. He killed his father at Snoke's guidance and the act did nothing but weaken Kylo, leaving him even more emotionally damaged than before.

A summary: He's a Skywalker.

CRAU Development: His relationships with Poe, Finn, and Rey are exactly the same as one would expect: awful. He tortured both Poe and Finn during his stay in Hadriel. Being forced to live and cooperate with Hux far more than he ever had during their time serving the Supreme Leader found them actually getting along and not absolutely hating each other's company. They were led to believe they were soulmates for a month. The one thing that affected the way Kylo acted in Hadriel was the presence of his grandfather, somebody whose approval and guidance he'd been seeking since he knew his true identity. Having Anakin accept him and understand his motivations and the reasons behind his actions really helped him work past some of his issues with himself and his family.

Powers/Abilities:
Kylo Ren is strong in the Force, described by his master as having raw, untamed power.

With the Dark Side of the Force flowing through him, Kylo Ren is a proficient user of telekinesis. Making use of this ability during combat, Kylo Ren uses it to enhance his attacks and defenses as well as halting those attacking him. He's seen halting a blaster bolt using telekinesis alone.

He uses his telekinesis to harm others outside of combat, easily able to cut off their airway without laying a hand on them. He's also able to summon an object by concentrating on it, bringing it right into his hand without having to physically get up and get it. Though, if he's weakened by any means, whether it be physically or mentally, his telekinetic abilities aren't as strong and he may not be able to accomplish what was once considered simple.

As a Force user, Kylo Ren is able to use the Force to enhance the world around him as well as his own abilities. He can detect shifts in the Force as it's connected to other Force sensitive individuals and those he shares some sort of relationship or bond with. He's able to detect the ability to use the Force in others and he's able to detect the presence of somebody he is or was close to (an example would be the ability to know his father was present on the same planet he was on without having seen him).

With the Force also comes enhance combat skills and the ability to wield a lightsaber. Kylo Ren uses what he has learned from both the Light and the Dark Side of the Force to guide him in combat. His skills with a lightsaber in combat ultimately brought an end to the Jedi (with the exception of his uncle), earning him the nickname 'Jedikiller.'

Kylo Ren uses his telepathic ability to invade the minds of others whether willing or not. He specifically uses this one to invade the minds of prisoners as a form of psychological torture, a method to get information from them regardless of whether or not they were willing. Depending on how deeply he delves into the mind of another, it may or may not be felt by the person whose mind is being invaded. The deeper he has to look for the information he seeks, the more painful it becomes. If the thoughts or information being sought after are things on the surface, it's likely the other person wouldn't know their thoughts have been invaded by Kylo Ren.


Inventory: Clothes, his lightsaber, his helmet, cellphone from Hadriel

Anything Else? Pretty sure the main points were covered.

samples
volitaunt: (Default)

Poe Dameron || Star Wars || CRAU || Reserved

[personal profile] volitaunt 2019-06-09 03:17 am (UTC)(link)

Player.

Name: Jae
Contact: researchboner @ plurk
Current Characters: Shannon Descoteaux (OC)

Character.

Name: Poe Dameron
Canon: Star Wars
Canon Point: He's from right at the end of The Last Jedi, during the escape from Crait.
CRAU Timeline/Game(s): Riverview: November 2017 - November 2018; Hadriel: December 2018 - June 2019

Character History: Wookieepedia link

CRAU History: Poe came into Riverview fresh from seeing Rey off to Ahch-to and right before the Resistance evacuated its bas on D'qar, and was Mad About It. Purposeless and cut off from most of his friends and allies, he resisted adapting to his new environment, telling himself and everyone else that it was a temporary situation and he wasn't going to get comfortable. He started a casual relationship with fellow pilot John Sheppard in January, which helped settle him some, until Leia and Rey concocted a plan to bring Kylo into the fold and informed Poe and Finn that they would go ahead with it regardless of the two men's opinion. Poe walked out of that meeting and didn't speak to either Rey or Leia again, and since neither of them moved forward to mend the breach, this meant when they disappeared that Poe still hadn't spoken to them. He became convinced that the Leia was from a different world than his, which only made him feel more unsettled and eager to be home. That feeling intensified after he had a canon update, reliving the events of The Last Jedi.

In the wake of his canon update, Poe confronted Kylo Ren face-to-face while the man was drunk. They nearly killed each other, only stopped by the intervention of John Sheppard. Poe confessed to both of the people that he was falling for (Karen Page and John Sheppard) that he was in no position to love someone right now, not knowing that he could leave at any time, not with knowing how desperate his people were at home and how many of them had been lost.. Karen cut off contact, but Sheppard convinced Poe that he didn't have to stand alone. They had a brief, passionate relationship before Poe once again started thinking about the fact that he would have to leave Riverview, and he ended their relationship.

In March, just after the breakup, Poe went off the rails, picking fights in bars and regularly getting himself pummeled by everyone from brawlers to off-duty city guardsmen. When Finn confronted him about his behavior he broke down, admitting that he was afraid they were never going to get home, that they would be stuck in Riverview forever while their people needed them. He felt useless and like a coward, hiding in a small paradise while everyone else was at risk, even if the administrators of Riverview had told them all that they would be replaced exactly where they'd been taken from, at the very moment they had been taken. He spent several weeks in deep depression, only coaxed out of it by Finn and, ironically enough, John Sheppard.

Poe started to settle down after this point, at least for a while, retreating to think and collect himself. He only really talked to Finn, Cassian Andor, and Jyn Erso, in addition to messaging Sheppard more than once. While it was clear to outsiders that they still had feelings for each other, they both assumed the other wouldn't want things to take that path again. A few quiet months passed until Poe was kidnapped along with a number of other people from Riverview, imprisoned, and beaten, in preparation for sacrifice to the city's dead gods by a cult. Rescued by Finn and Sheppard, Poe had recovery time to consider his place in Riverview, the good things the place had to offer, the friends he'd made and the things he'd seen and done. Finn had gone from passionate acquaintance to best friend, and while his feelings about Sheppard were still ambiguous, he thought that they could at least be friends.

Poe settled into life in Riverview, and after nine months finally started to relax into the possibility of being there for a while, maybe even years. It didn't make him a traitor to enjoy life while he could. He finally saw past the fact that he was trapped to the fact that it was a second chance for some people, including Cassian and Jyn, two of his closest friends on the moon.

In October, on a mission gone wrong, he and Sheppard confessed continuing feelings for each other, neither one of them sure they'd make it out of the situation alive. They were just starting to figure things out again, taking it slow this time where before they'd started at third base and ran past home, when Poe realized he and Finn were coming up on a year in Riverview.

He threw a Finnday party, celebrating a year of Finn being Finn instead of a set of letters and numbers, and Finn reminded him that meant he'd had a birthday, too. For the first time Poe felt truly at home in Riverview, rested, and ready to return to fight and lead his people when the time was right. That's about when the Riverview administrators informed Poe and Finn they could return home through the portal. Which is when they ended up in Hadriel.

Drawn there by the gods who ruled the city, Poe discovered that the gods themselves needed to feed on the emotions of the people they kidnapped, in order to sustain themselves. These gods were fighting creatures called the Null, an emotionless robot hivemind that believed emotions were a disease to be eradicated.

Hadriel was hell. It was seven relentless months of emotional manipulation and helplessness, with the threat of annihilation by a vastly superior force hanging over his head. He couldn't fight, couldn't fly, and was constantly reminded of the torture he'd been through himself. The final battle between the gods, the Null, and the residents of Hadriel determined the fate of that galaxy--and opened the way home for Poe and the others there, supposedly.

Personality: He’s passionate, loyal, and has a love for creation that outstrips his sense of self-preservation. He’s turned his pilots back to fight a pirate fleet to save murderous convicts (Poe Dameron 6: Lockdown, Part III), runs out of hiding to try and save a man who’s already dead (The Force Awakens), and tells C-3PO no one is expendable when the droid offers to sacrifice himself to help Poe escape a bad situation (Poe Dameron 12: The Gathering Storm, Part V). He also values a person’s actions over their history. Finn, for example—a tool of the First Order, but also the embodiment of the possibility for goodness to survive in dark places.

Counter to what people seem to think, he’s humble in spite of his confidence. He regularly insists that every pilot he works with is his equal, particularly when they try to put him on a pedestal, and reinforces the necessity of having a good team at every opportunity (I’m not citing all the places this happens JUST TRUST ME). He has a sharp sense of humor, but one that’s kindly used, and he frequently turns it on himself. He’s a caretaker, which is part of what makes him such a good commander—he knows his people, and people in general, well enough to tell when they’re hurting or withdrawing, and will make his presence known as a confidant without pushing anyone to say what they’re not ready to. He’s incredibly patient with people, for all that he’s impatient in general, wanting to act as soon as the opportunity presents itself.

He’s getting better about that. Slowly. And he does have a strategic mind, in spite of projecting the attitude of Idiot Hotshot. He’s proven himself politically (Poe Dameron 13), and in terms of his operational planning skills and ability to adapt (Poe Dameron 6). As he puts it, “It’s all flying, and I can fly anything.”

He doesn’t think about life after victory. It could be said he lives for the moment, but the truth of it is simply that he can’t contextualize himself in a galaxy without war. That’s part of the reason he gets close to people fast, and calls his squadrons family, but avoids the commitment of a significant other. Connections are important - but the likelihood of losing those connections is high enough that it’s best to stick to people who face the same risks

He's impulsive to an almost dangerous degree, acting without always thinking through the personal consequences (see his reaction to watching Lor San Tekka get murdered by Kyle Ron at the beginning of TFA). Ninety-five percent of the time, his instincts are good — but when they’re bad, they’re really, really bad.

His dedication to the Resistance borders on the fanatical, a dedication that’s beginning to cause internal conflict with his passion for life. It’s hard to deal with “necessary sacrifices” when every sacrifice feels like a personal failing. The other side of that is the fact that he can find reason to pin almost every death, loss, or failure on the First Order (even while blaming himself), reinforcing his need to bring them down (Before the Awakening; Poe Dameron 13: The Gathering Storm, Part VI; The Last Jedi). His passion for justice has an unhealthy tendency to lapse into hate, which drives him to make decisions based on passion instead of good sense. A prime example being the bombing run he led at the beginning of The Last Jedi, which caused the death of numerous pilots and the loss of the Resistance's entire bombing fleet. He defended his decision at the time, but it still resulted in the deaths of dozens, and he carries that fact heavily.

CRAU Development: While Poe gained confidence and a sense of peace from his development in Riverview, Hadriel just about broke him. Months of inactivity in the face of a threat as great as the First Order left him restless, feeling useless, and the disorder and rivalries of the people in Hadriel made him miss the Resistance more than ever. Worse, the gods ground him down month by month, manipulating people's emotions to force the population to offer them sustenance. The worst blow came when Tranquility took the emotions of part of the population, including Poe's. The brief escape from everything was a blessing in the moment, but when everything came back, he wanted to die. It was too much to be hit with all at once. The fight against the Null brought back some fragments of hope and confidence, but he's still severely fucked up, and the passion he's so known for back home is almost extinguished.

Powers/Abilities: Poe is frequently called the best pilot in the Resistance, both in movie canon and in the comics. He's a proficient hand-to-hand fighter, though he's more of a brawler than anything else. That said, he did train at the New Republic Naval Academy, so he's required to have a certain degree of skill. He's a fantastic marksman in a cockpit and a good one outside of it, but really, give him wings and he's the best.

Inventory: The clothes on his back, the gun on his hip, and a small, magic-tech photo of himself and his mom. Also: his droid, an astromech that goes by the designation BB-8.

samples
Network Sample: Here!

Prose/Brackets Sample: Here!
Edited 2019-06-09 03:17 (UTC)
redwinekindofgirl: (092)

Julie Grigio | Warm Bodies (Hadriel CRAU) | Not Reserved

[personal profile] redwinekindofgirl 2019-06-09 06:39 pm (UTC)(link)

Player.

Name: Fiona
Contact: PM character account or at [plurk.com profile] hardtostarboard
Current Characters: n/a

Character.

Name: Julie Bastet Grigio
Canon: Warm Bodies
Canon Point: The Burning World, approx. ⅓ into the book. Julie’s entire life has been turned upside-down with the reappearance of a pre-apocalypse corporate militia.
CRAU Timeline/Game(s): 21 months in [plurk.com profile] hadriel

Character History: Warm Bodies | The Burning World (from canon update, there is no wiki for this book)
CRAU History: During her time in Hadriel, Julie mostly just worked to stay alive. She made some good friends, and lost some good friends, and went through a string of ill-fated romantic relationships that all ended in the person she was gaining affection for being taken away from her by the whims of whatever magic held the place together.

She was passionate in voicing her opposition to the Null, enough that they added her to a ‘hit-list’, and she searched for one defected Null with the intent of destroying it. Following a canon update, her attitude towards that particular Null shifted more towards sympathy, but she never stopped hating the race as a whole. She had several conversations with their ‘hosts’, even growing to somewhat understand a couple of them, but she never considered herself to be on their side.

Hadriel was a terrible place, and though it wasn’t as terrible as what could and did happen to her in her own home, she was still eager to get back to her own fight once the Door opened to let them leave.

Personality: At nineteen, Julie is vivacious and passionate, but a difficult childhood has taken its toll on her personality. Despite the constant oppressive presence of her father, Julie grew into a capable, confident adult who rarely takes no for an answer and dislikes admitting that she has any kind of limitations. Despite her position as the de facto leader's daughter, she still insisted on taking part in supply runs in full knowledge of the danger that leaving the safety of the settlement walls brought with it. When she knows that she wants something, she pushes for it, even to the point of pushing away the people around her. This runs into the good and bad, both decisive and incredibly stubborn with an assertive, almost abrasive streak when people try to stand in her way. Julie is of the firm opinion that no one knows what's better for her than herself, and she isn't afraid to let (most) people know.

Her fearlessness isn't without its limits. Any smart person is afraid of the Dead that roam the now abandoned streets and alleys of the city around the stadium that can claim to be the last bastion of the Living in the area. When a group of them burst in on her and the supply group she's with, she doesn't just watch, but she does freeze with terror when one of them approaches her and strangely saves her... because that is the sensible thing to do.

But even in the middle of a zombie hive, there isn't a lot that can dampen her independent spirit. She demands to be let go, certain she can make it, but reasonable enough to understand that she needs to wait. She soon grasps that the zombie who rescued her is different to the others, but it takes time for her to develop patience and her curiosity mounts not long after as she takes the new situation in stride. Though she is prone to hot-headed decisions, Julie is practical and rational at her core and very self-reliant, disliking leaning on others to make her decisions. As a result, she comes across as far more mature than her years and is always asking questions, always wondering why something must be a certain way when she can see a way that it could be different, or better. She challenges almost everyone around her, even her father. Much like her mother, Julie is a freethinking, conscientious person with a colourful imagination and a compassionate courage that sometimes leads her to strange places.

On the surface, atop the myriad of complicated emotions, Julie appears a clever, perceptive and enthusiastic young woman who is always outspoken and highly reactionary to her surroundings and to new situations. She doesn't like to sit still and seems to do everything with a sense of purpose. A side of her not too often seen by those around her, save for by her best friend Nora, is her romantic side. Julie is a dreamer like her mother was and hoped that she might have had a future with Perry before he was killed. Later, that wish to protect and feelings of affection move over to R.

Julie is genuine and often humble, and beneath her daring facade she is the kind of person who can take too much into themselves, particularly when it comes to self-blame. She can be somewhat irrational in the pursuit of trying to make things right. This is where her determination can become a fault - Julie doesn't know when to stop, and her strong will can turn in on itself to become something damaging.

CRAU Development: Even through the trials she suffered during her stay in Hadriel, Julie’s overall personality changed very little. She remains a sometimes hot-headed person who keeps her cards close to her chest save for those who know her best. What has changed, perhaps, is an increase in the way in which she will reach out for intimacy and closeness with others, even while knowing that in a place like that they can be gone the moment you turn you back.

Powers/Abilities: None.

Inventory: A crossbow and a few fire-enchanted bolts, an assault rifle (no ammo), clothes from Hadriel, a few joints.

Anything Else? n/a

samples
Network Sample: Link

Prose/Brackets Sample: Link

substances: (softest)

klaus hargreeves 👻 the umbrella academy (netflix) 👻 hadriel crau 👻 reserved

[personal profile] substances 2019-06-09 07:26 pm (UTC)(link)

Player.

Name: coffee
Contact: PM or coffee#6251 on Discord
Current Characters: n/a

Character.

Name: Klaus Hargreeves
Canon: The Umbrella Academy (Netflix)
Canon Point: End of S1E10; immediately as the siblings attempt to time travel after failing to save the world from the apocalypse.
CRAU Timeline/Game(s): Klaus has been in Hadriel for approximately two months, and will be coming from the end of Hadriel's endgame.

World Description: n/a
Character History: Klaus at Umbrella Academy Wiki. This link only has Klaus-specific synopses of the first four episodes, so I've listed out anything that was not covered in the Wiki and compiled it in this entry on Klaus' journal.

CRAU History: Klaus was only in Hadriel for a couple of months, but quite a bit happened. After being rescued from the coliseum where he arrived, he got settled in and made a few friends, and discovered that he'd arrived in Hadriel during the build up to a final war between the gods who run Hadriel and the Null, a robotic enemy race bent on killing them all. He was involved in an event where his fears were heightened and fought the ghosts of the Hosts that he could see, and this spurred him into asking whether anyone could help him train with his abilities so he can make a bigger difference during the final battle. When the Null arrive, he is participating in the guerrilla warfare taking place in the jungle, where he is using the knowledge he gained in Vietnam to help weaponize the terrain. He is going to be evoking two monster ghosts during the battle.

Personality: Klaus is a highly emotional and sensitive person who isn't afraid to express his fear or affection, and doesn't try to stop himself from crying. He also has a tendency to be very open about less appealing reactions, frequently pouting, becoming stubborn, and throwing tantrums. He can be a handful with his quickly changing and explosive emotions, but he can also be incredibly warm and soothing with his capacity to care and forgive.

Sensitive and compassionate (at least when he's sober), Klaus is always the first to comfort his siblings with a gentle touch or a hug or even by pressing a hand against their shoulders during times of stress. Both through his words and actions he shows a lot of empathy for the people he cares about, and has a very powerful capacity to forgive. Klaus is an addict, and with addiction comes a whole slew of terrible habits and traits - stealing from people you care about, being flaky and out of contact, relying too heavily on the kindness of family. Klaus has done bad things, and so he understands how people can do bad things, and is far more likely to overlook or forgive bad behaviour on the part of people around him. Klaus gets it, how people can mess up spectacularly and still not be bad people.

Klaus takes a lickin' and keeps on tickin' both mentally and physically - during the show, he's kidnapped and tortured, goes through withdrawals twice, and survives 10 months in the Vietnam war. Despite all this, and despite a lot of complaining, whining, and often crying, he's on his feet, mobile, and ready to help save the world, even when his siblings don't necessarily think he's capable of helping them. Klaus might not be ambitious, but he's willing to try new things, and if they backfire, he's got a high tolerance for the fallout. He might want to quit, but he very rarely actually does.

Klaus is adaptable, but the other side of that coin is that he's also inconsistent and unreliable. He has a tendency to wander off when he's on lookout duty, to not show up, to change his mind and swing rapidly back and forth between opinions. Everything about him is built on this changeable base, and as a result, he tends to be unstable, flaky, and erratic. It's chaotic and not always enjoyable to either for Klaus himself or for the people around him. Also, while Klaus is intelligent enough, but he's always a little fried, a little frazzled, a little distracted, either by intoxicants or seeing the dead, being dope sick or grieving or in pain or any number of other things. He tends to live his life by impulse, driven by emotion, jumping into things full throttle, changing his mind on a whim and diving into things whenever he wants. Klaus isn't the type to move through life methodically, with a plan or any perception of actions and consequences, he just barrels forward, stumbles through life and goes with the flow.

Finally, while he is incredibly resilient and has a great capacity to survive, Klaus is not exactly an optimist. His default is to assume that things are going to turn out for the worst, and he frequently voices it in a sarcastic, slightly cynical way. Klaus plays it off as a joke, but he genuinely seems to think that life is inherently difficult, the future is not bright, and people are going to be assholes. As much as he likes being proven wrong, he doesn't ever really expect to.

CRAU Development: Not a lot has changed in Hadriel to alter Klaus' personality itself. He's gained a bit of confidence in himself and his abilities after spending two months alone in a strange alternate world - he's made his own friends, kept himself mostly sober, lived in an apartment by himself without burning it down, trained to use his ability, and used his knowledge to help fight a war. In canon, Klaus said that he wanted to be taken seriously, and some of the people in Hadriel have done so, which has given him the push he needed to advance himself a little. Still, he's only at the very beginning first few steps of that particular character arc and has a long way to go still.

Powers/Abilities: Klaus has the ability to see and interact with dead people. When he isn't inebriated or in an altered state of mind, Klaus can see people in the afterlife, and interact with them visually and verbally. The spirits take a variety of forms - most often semi-transparent horror visions of the dead that scream and whisper his name or apparitions that seem to interact with him verbally and visually as if they were actually present with him. Most of these apparitions show any visible signs of any injuries or conditions that led to their deaths and speak the languages that they spoke in life, which sometimes means that Klaus can't understand them. The exception to his is his brother, Ben, who he has been seeing whenever he was sober since shortly after Ben died. Ben appears perfectly normal with no outward sign of how he died, and seems to be solidly visible, audible, and present sooner after Klaus stops drugs than any of the other apparitions.

Klaus also has the ability to interact physically with the dead, and to conjure spirits and allow them to manifest into the physical world. He has, at several points, allowed Ben to interact with the physical world - Ben punched him in the face, he allowed Ben to drag Diego to safety, and in a fight where the siblings were badly outnumbered, Klaus pulled Ben into the physical world and allowed Ben to use his eldritch horror ability to save them. This physical use of Klaus' ability is rare, takes a lot of effort, and requires at least a day or two of solid sobriety to manage.

Having spent most of his life trying to dull his abilities, not train in them, he has very little control beyond the passive seeing of spirits that he can't 'turn off' without being intoxicated. It is stated by his father that he has barely scratched the surface of what he can do, but at this point he (and the audience) is unaware of what else he might be capable of.

Klaus trained a bit with his ability in Hadriel, but it was very short-term training and didn't advance his abilities much. It's slightly easier for him to physically manifest ghosts, and he managed two evocations of ghostly monsters in extremely desperate circumstances. If he was a level 1 before, he's now a level 1.5. Maybe 2, tops.

Inventory: Items currently on his person: grey V-neck T-shirt, Vietnam-era US Army jacket with sleeves torn off, dog tags belonging to his dead lover Dave, black leather pants that lace up the sides, floral-print Doc Marten boots, a small hand axe, several knives, a half-empty lighter, two and a half joints; a beat up black canvas backpack containing some extra clothing and items from home: his Walkman and headphones, a couple mix tapes of assorted music (mostly oldies), a pair of beaded womens sandals, a pair of off-brand Converse-style canvas shoes, a bottle of black nail polish, a pink cap-sleeve crop top with the word 'UGLY' in black text across the front, an oversized bright blue mesh tank top, a gothic style black mesh crop top, a black and grey striped long-sleeve T-shirt, a pair of knee-length pink sweatpants, a pair of distressed black skinny jeans, a few pairs of underwear and socks, his patchwork jacket with fur trim from home.

Anything Else? Klaus has a couple of issues that are worth mentioning but that aren't exactly personality aspects.

Addiction: For basically his entire life, Klaus has struggled with addiction. He's addicted to pretty much any substance you can be addicted to, and the moment the going gets tough he tends to default to a desperate scramble for drugs that overrides most other instincts he has. This is something he's been (moderately) successful in fighting, though it's still an ongoing problem. He managed 30 days of sobriety in Hadriel before he backslid into using pot on a semi-regular basis, but hasn't resumed alcohol or any harder drugs. Arguably, he hasn't had the temptation since there aren't harder drugs in Hadriel, but it's something.

PTSD: Whenever there are loud noises, flashing lights, or he's confined in a small dark place, Klaus starts getting flashbacks - visual, auditory, the whole works. These episodes can cause him to panic and completely lose the thread of whatever he's doing, generally rendering him incapable of standing or moving or doing anything but crouching down with his arms around the back of his neck crying.

samples
Network Sample: Klaus' tag on the Hadriel network comm.

Prose/Brackets Sample: Klaus' tag on the Hadriel logs comm.
bythehand: (i have been ATTACKED)

Finn | Star Wars | CRAU | Reserved

[personal profile] bythehand 2019-06-10 03:35 am (UTC)(link)

Player.

Name: dani
Contact: [plurk.com profile] comatoseroses
Current Characters: n/a

Character.

Name: Finn
Canon: Star wars
Canon Point: Post- 'The Last Jedi'; crammed onto the Falcon with the other 15 people left in the Resistance.
CRAU Timeline/Game(s): 1 year in [community profile] riverview (Nov. 2017 - Nov. 2018) + 6 months in [community profile] hadriel (December 2018 - June 2019)

Character History: finn's wiki page details it nicely! it bears noting that while i do incorporate the tie-in novel, before the awakening, as canon, i do not incorporate the star wars adventures comics content as canon. they don't quite mesh with the material the films provide.
CRAU History:
-Riverview: Of the two games Finn is bringing in CRAU from, Riverview's timeline is arguably the least (significantly) eventful. Riverview was a fairly well-maintained city isolated on a quarantined moon (with quite a bit of jungle containing dangerous creatures and ruins beyond the walls). Finn was offered a position with the Perimeter Guard (a relatively small militia aimed at protecting the city from various threats that might arise) on his arrival, and accepted that offer within his first two weeks in-game. He did the boot camp, went on some pretty standard perimeter-check missions with the Guard, and wound up ultimately joining John Sheppard's RR-1 unit, which was angled towards a lot more proactive recon missions, search and rescues, exploration, etc.

Apart from that he was mostly living his life? Going to parties/festivals, meeting new people, trying out new experiences he'd never gotten the chance to try back home, etc. There were some smatterings of your standard DWRP events and drama-- friends getting attacked and/or nearly dying, stepping back from a friendship he considered very important because of a bit of a "don't go where I can't follow" morality clash. Nanite viruses putting people into comas, a week-long span of ghosts appearing and walking among the living, huge wild hogs overrunning parts of the quarantine enclosure for unknown reasons. The most particularly notable game event was about a month-long run of people being abducted and held captive by essentially a cult, where a fair few people he cared about a lot were among those taken.

He canon updated from the end of The Force Awakens to the end of The Last Jedi about 3 months after his arrival, but it didn't have a very big impact on his day to day life or CR.

Finn spent his year in Riverview in that classic ping-pong between dramatic events and slice of life action, with the undercurrent of knowing that as soon as the scientists said they could fix the Portal to send him (and anyone from his world) home, he would have to go so he could take care of unfinished business and take care of his friends. When the Portal got lined up, he went through, and that was when he wound up in Hadriel.

-Hadriel: Hadriel made for a big initial change, as the game setting was more dilapidated and had a lot more of a modplot/event focus. Dive from slice of life right into survival, it's fine.

Hadriel's plot focused around a set of gods (who may or may not actually be gods) who fed on, and therefore tended to cause game events to directly create or inspire, specific emotions for power. On the other side of that coin were the Null, emotionless robots hell-bent on destroying pretty much any trace of emotion and humanity that they could come across, to a pretty successful degree of conquering multiple galaxies. There were events at least once per month that revolved around forcing characters to feel certain ways or deliberately doing things to incite those specific feelings.

Finn didn't really enmesh himself in the overarching plot while he was in this game. Based on the evidence exploration teams found, he generally fell to the side of deciding that the gods were a lesser of two evils, and zeroed a lot more of his focus in on trying to protect and take care of other people in-game who weren't so big on the soldiering/fighting. Just sort of trying to get by. Emotion-driven events tended to have a lot of emotional fallout, especially for Finn, who already had control issues of his own. The most heavily personally impacting thing in this timeline for Finn was the Predator vs. Prey event early in 2019: where he nearly killed and had his mind forcibly invaded by Kylo Ren. (Well, the almost-dying thing, while obviously not a good time, doesn't bother him nearly as much as the mind probing. But it's still relevant.)

The Null made their final endgame attack prior to Finn's departure, for the whole big fate of the galaxy and whether or not everyone got to use the Door home gambit. And that'll be about where Redshift comes in!


Personality: At heart, Finn is first and foremost a kind individual. The First Order viewed sympathy and empathy as weaknesses, but no amount of training could take those out of him. His instinct when seeing someone struggling is to try to help. He's a compassionate and genuine person, to say nothing for being especially expressive and easy to read. He finds himself getting attached to and relying on others without really thinking about it. And of course, once attached, Finn's devotion is ride or die. He cares fiercely for his friends, of which he's made very few, and would do just about anything for them. Hand in hand with that undying loyalty is dedication and follow-through, plain and simple.

When Finn makes up his mind to do something, he will do it. If he makes a promise or agrees to an exchange, he keeps up his end of the bargain. Loyalty and dedication can sort of boil down to the same root: stubbornness. Finn is as bullheaded as they come. He can be argumentative to a fault. Petty bickering and stressed yelling at people is one of his refined crafts, and he knows how to dig his heels in like you wouldn't believe.

Finn is also an incredibly brave person. Not just in terms of being willing to charge into battle for people he cares about or impulsively trying to help when he sees a person in trouble. He's willing to step back into the heart of the First Order to help others, and willing to use his extensive knowledge of how things work to give the Resistance the best chance of success. Many of his actions are directly driven by fear, but you can't have bravery without fear.

While fear isn't always a weakness, the way that it impacts Finn's choices through canon does tend to hold him back. From the second he decides to leave the First Order, fear of their retribution pushes his every action through most of The Force Awakens. His primary long-term concern is getting himself as far away as possible, and that doesn't change for a while (except to include Rey). Even when he's charging back into Order territory to save a friend, that fear remains. It takes a lot of personal growth for him to officially switch over from running to wanting to stand and fight.

Like a lot of the heroes of Star Wars, Finn has a running habit of acting without thinking things through. He's extremely goal-oriented, but he'll often only end up planning to a certain extent on how to achieve it. For example, he promised to get the shields lowered on Starkiller Base, but his only real plan in going there was finding Rey and saving her. Even if he had some vague ideas about how they might manage it, the part where he got the shields lowered was pretty much improvised. Finn tends to follow impulse and risk his life without a second thought; it's sort of second nature for him to consider himself disposable.

So basically, Finn is a pretty good dude. He's a smart, capable soldier. He's goal-oriented, and often seeks out short-term goals to hop between to keep himself active and occupied. He's stubborn, argumentative, and impulsive, with a lot of anger/trauma beneath the surface that he isn't very good at coping with. He's also kind and compassionate in a way that his upbringing was unable to quash. Finn seeks out common ground with others and, at the end of the day, is in search of a feeling of belonging.

CRAU Development:

- Riverview: At his core, Finn is still very much the same person written in the Star Wars sequel trilogy to date. He's expressive, stubborn, argumentative, brave, compassionate, and kind at heart. He's tense at a default and still not especially good at making himself relax. Always just a little on edge, always sort of terrified something horrible and deadly is about to happen. He still has a lot of issues that stem from how he was raised, and he deftly avoids addressing them by giving himself one goal after another to focus on achieving. He's a fast learner, a very good soldier, impulsive to a fault, and extremely loyal. There's a running trend of stressed yelling in his life.

Essentially, the entirety of his canon personality is intact as outlined in the appropriate section! Finn is definitely still Finn.

The only significant changes to Finn as a person came from having a year's worth of time to get to actually... be a person, instead of a disposable serial number. He had a lot more varied experiences, both good and bad, and was able to start relaxing into his own skin, so to speak. He got to connect with people, to make some real genuine friends/found family, outside of the relatively unbroken stretch of stressful near-death experiences that canon afforded him. While he still has a lot of issues as far as considering himself disposable, leaning towards pessimism, etc. (more or less anything that falls under the unfortunate umbrella of "20 years of conditioning is hard to bust out of entirely even after you've refused to murder people"), they've softened at the edges a bit with time.

By the time he left Riverview, he'd basically just got his living-like-a-normal-human sea legs under him, which makes talking to new people a slightly smoother road when things aren't exploding around them, and which has given him a broader set of life experiences to draw on when he's trying to adapt to something new. Also he learned what emojis are. He's only ever used one. And then after being assured that the Portal was calibrated to send him home when he stepped through, he wound up in...

- Hadriel: Being a lot more driven by an inevitable huge battle on the horizon as well as gods with a penchant for manipulating people to feel very specific emotions (to say nothing for being a much more dilapidated city), Hadriel was almost immediately a bit of a backslide for Finn in terms of stress/tension and broad paranoia. Kind of a shift from slice of life to survival horror.

I maintain that at the end of the day, he's still the same person in general. Empathetic, intense, serious, impulsive.

The noteworthy changes I can think of are that when it comes to the basic premise of not being able to get back to his own world once again, Finn is much more tired. He's made the shift from outright offense and frustration with it to feeling a bit more resigned than anything, regardless of the fact that he tries not to admit to it. He's burnt out on being optimistic about it, as optimism was never his strongest suit to begin with. If he gets into Redshift, he'll more likely than not start to operate under the assumption that actually getting home just... isn't gonna happen for him.

And, in the wake of the game event that capped off with Kylo Ren nearly murdering him and digging through his memories, Finn's taken a bit of a backslide into overdoing it on attempting to be cagey about himself and his past. He was already prone to some issues with control after his upbringing, but now he's a lot more determined to make sure people learn things about him on his terms whenever he can help it. A lot of bad memories and traumatic experiences that he spent over a year pushing back and calling them dealt with (not the healthiest of coping mechanisms) sort of wound up getting refreshed for him. He's been having problems figuring out how to work through that.

Powers/Abilities: The wiki outlines the bulk of Finn's canon abilities really well. He was trained to be a soldier from early childhood- strategy, firearms, hand-to-hand combat, melee weapons, small-unit tactics, etc.- and consistently scored in the top 1% of his tests and evaluations during that training. His performance was notable enough to earn him the position of team leader on his old fire-team. He learns and adapts to new situations relatively quickly, if he's in the right mindset.He's not infallible or perfect by any means (there are numerous points in canon where people get the better of him, particularly where hand-to-hand/melee combat are concerned), and he's exactly as vulnerable to getting killed as any other squishy human, but he's definitely known to be a skilled soldier. It's kind of the only thing he does know.

He learned some piloting during his time in [community profile] riverview, but he only really had time to get a grasp on the basics of the one type of shuttle they had. It's not super likely to come in handy.

Inventory:

+ a relatively beat-up holoprojector with a custom-fitted chain. it just displays a personnel photo of an old teammate.

+ a pendant that casts the DnD spell Fire Shield (or more or less its equivalent, limited to one use per day) on him when he says the relevant activation phrase! the phrase is sort of specific to prior cross-canon cr, and if anyone apps that character to the game I'll be sure to ask if it's still okay or if they'd like it changed, etc.

+ the clothes on his back

Anything Else? I don't think so!

samples
Network Sample: Here

Prose/Brackets Sample: Here
deadlycurves: (Default)

Diego Hargreeves 🔪 The Umbrella Academy (Netflix) 🔪 maskormenace CRAU 🔪 Reserved

[personal profile] deadlycurves 2019-06-13 12:15 am (UTC)(link)

Player.

Name: Kayla
Contact: HMD | [personal profile] loyalwolf on plurk | [personal profile] loyalwolf#3540 on discord
Current Characters: N/A

Character.

Name: Diego Hargreeves
Canon: The Umbrella Academy [Netflix]
Canon Point: 1x10, The White Violin; during the space-time-jump on the concert stage.
CRAU Timeline/Game(s): [community profile] maskormenace - May 2019-June 2019

World Description: N/A
Character History: Character Wiki | Series Wiki
CRAU History: [community profile] maskormenace
Upon arrival in this world, Diego woke to a debriefing by a government official, who really gave him almost no information about why or how he was here. But he has a new, digital tattoo on his wrist and nanites injected in his skin. He was handed a file that had information about powers he would have, the job he was assigned, and where his new, government-given housing was located.

The nanites are part of a techno-organic form of stabilization given to all of those displaced into this world, which grants them both the individual powers they're briefed on upon arrival, as well as adaptive healing and regenerative qualities from injury, up to and including death.

As he did not take the opportunity to swear his allegiance to the government that stole him from his home, Diego's tattoo reads UNSETTLED in thick, bold black letters on the inside of his right wrist.

He was first introduced to the weirdness of this new world by waking up in the middle of a dreamscape with two of his siblings, where all of their worst guilt-laced memories were laid on the table for witness. But it would be three days later before Diego found all his siblings and he's since had some up and down with all of them in various ways.

He worked the job he was given, even though he hated it and did everything he could not to really do anything shaped like "settling" there. He doesn't trust anything that's being handed to him because it's all too easy, and there are so few answers to the most important questions. He's made a handful of acquaintances, but has kept rather insular within his family for the most part.

One of the cities had what could only be called an infestation of the re-risen dead. Diego fought in the battle and was nearly drowned by one of them until Shaun and Georgia Mason saved him.

One of Diego's sisters disappeared a week and a half ago, which has only served to increase his distrust of the place. And even more recently, he mysteriously lost an entire day's worth of time-- only to find that when he came to, he had a new power, apparently handed him by the government who brought him here. The last full memory he has from his last world is passing out at work, due to an overload from this newly acquired power.

[Note: I am fine with, and honestly expect, the nanites being defunct here.]

Personality: Short-tempered, brash, and protective are the top three adjectives people might use to describe Diego Hargreeves, but he is a complex, multi-faceted person to navigate and get to know.

One thing Diego finds problematic about himself, is how much and how deeply he cares. Even the harshest-looking actions and sharpest words come from a place of love for those he cares about. His face shows every inch of what he feels, no matter how much he'd like to forever wear a stoic mask. If someone works their way into Diego's inner circle, he's going to protect them. Whether they like it or not. Hope you don't mind the defensive knife boy in your corner now.

Perhaps due to the rigorous training he went through as a child, Diego is incredibly observant and has a penchant for noticing small details. Even when it seems like he isn't paying attention, Diego is taking in every angle of a situation to analyze later.

While he's guarded and it takes a lot for him to let people in, Diego is also a die-hard loyal person when he cares about someone. He takes having trust broken very personally, and very badly because it's something he doesn't hand out freely or easily.

Diego has an immense capability to adapt and will roll with whatever life throws at him with the ease of someone who has never had any other choice. He has lived a life of complete unpredictability and it has afforded him a strong resilience.

Diego can come off very abrasive; it's the way he deals with and interacts with the world. Anger is easier to hold and wield as a weapon than anything else. More than likely, it isn't personal, it's just Diego, who is secretly more bark than bite than he would like people to think.

The big, intricate piece of Diego's personality that spills over and under everything and informs nearly everything he says or does, even in the slightest, vaguest, shadow of a way, is a massive level of insecurity. Having the idea he's second best drilled into his head from early on affected how he sees himself, how he views the world and the colors of it, how he interacts with people. The biggest parts of Diego's insecurity come from being pitted against and compared to his brother, Luther. It doesn't help that he grew up with a stutter that only managed to heighten those insecurities in the most basic of tasks. He's gotten it under control these days and it's only really an issue when he's overly-emotional, but it's a point of contention in him, and at himself, all the same.

Diego can be acutely critical, but people never have to wonder where they stand with him, because he'll tell them in no uncertain terms. He won't play long-games of manipulation, he doesn't have the patience.

He is competitive with the best of them and while this can be a lighter and friendlier trait at times, Diego takes it to the extreme. Everything is a competition, even if it seems like it shouldn't be. Reginald helped nurture this part of his personality into the sharp demand to always be the best (and subsequently always feel second rate).

Overall, Diego has a sharp view of the world and is even more cutting in the way he interacts with it, but behind the fierce persona, there is a good guy with a good heart who will do what he can to protect people who cannot protect themselves.

Powers/Abilities: Canon
Trajectory Curving: The ability to curve the trajectory of anything he throws, though his favorite is knives.

[community profile] maskormenace specific powers
Infinite Knives: Whenever Diego throws one of the vast array of knives he always has concealed on his person, it is auto-magically replaced by another identical one.

Empathy: Includes the following abilities/limitations:
Emotion Sensing: Taking in and feeling the emotions of other people [within a 30ft radius]
if he gets overwhelmed, he may suffer severe, debilitating migraines or in areas of a high volume of people [think a concert hall, moderately-sized movie theater, a mall] he may fall unconscious)

Emotional Projection: a "push" so-to-speak of Diego's own emotions into another person - the effect is temporary and [at affected party's player discretion] may last between 5mins-1hr

This may happen unexpectedly and unintentionally when he is feeling particularly strong emotions.

Emotional Manipulation: The ability to control other's emotions by increasing/decreasing already existing emotions in a target or inducing specific emotions in others, regardless of whether they are already feeling that emotion or not.
limit target number of 4 people at once

Other Notes: People with psychic abilities may be resistant
Beings with no emotions won't be affected
Control of this ability is impacted by mind-altering substances (alcohol, drugs of both recreational and prescription varieties; caffeine not included in this effect, however).
Players can opt-out of Diego's use of this power on their characters, as well. (found here!)

Inventory: Security guard uniform - pressed white shirt with obvious "Security" badge embossed on it, black tie, black slacks/socks/boots
Security guard tools - belt (with flashlight, two-way radio, pepper spray & a baton)
Hidden elsewhere - at least 3 different knives are hidden on his person.

Anything Else? N/A

samples
Network Sample: maskormenace network tag

Prose/Brackets Sample: maskormenace log tag
killedwithlove: (Default)

Cole | Dragon Age (Asunder, Inquisition) | Not Reserved

[personal profile] killedwithlove 2019-06-16 01:05 am (UTC)(link)

Player.

Name: Jemi
Contact: discord [personal profile] jemi#0582 or [plurk.com profile] jemisard
Current Characters: n/a

Character.

Name: Cole
Canon: Dragon Age (Asunder and Inquisition)
Canon Point: Post Adamant Fortress. Cole went into the fade with the Inquisitor, Greywall and Dorian Pavus.
CRAU Timeline/Game(s): Drift Fleet: Cole was in the Fleet for a little over a year. He would not be noticed missing in his home world during this time.

World Description: n/a
Character History: Dragon Age Wiki Link
CRAU History: Cole has a firm grasp on the nature of the multiverse and alternate realities due to his time in Drift Fleet. He also has a more advanced understanding of space and technology then would be typically possible in his native world. He has come to understand a bit more how frightening his powers are to others, especially those from worlds without magic or spirits or powers and does try to moderate himself.

Personality:
Compassionate: Cole is above everything else compassionate. He is Compassion personified (with human memories thrown on top) and he feels deeply and genuinely for every living creature he encounters. This does not mean he likes them, or agrees with them, but just that he understands and doesn't wish suffering upon them. If he can help people, he will, especially if they're hurting and he can help that.

Ruthless: Being Compassion does not make Cole a doormat or necessarily pacifistic. He has killed and will kill again if he feels the need. He attempts to cut the throat of a soldier suffering from terrible wounds to give him a quick release and he has killed several suicidal mages AND their tormentor to end the suffering of the tower.

Kind: Cole genuinely wants the best for people. If they hurt, he wants to heal them, or at least alleviate their suffering for a time. Cruelty is completely foreign to Cole and he shows gentleness towards most living things, from spiders and mice to people, even for those he fights, the tries to make their defeat quick and merciful. The only cruelty we see is Cole reminding those who have committed atrocities of them, refusing to let the actions be forgotten until they are confessed and amends made.

Bad at Peopling: Cole has memories of being a person, but that person was very deeply traumatised, depersonalised and died young. Cole can read the very memories and thoughts of a person, but does a terrible job of being one. He speaks in riddles and metaphor without meaning to, makes people forget him when he panics, watches things he should probably not because he doesn't realise he hasn't been noticed (he watches a pair of mages having sex with total disinterest outside 'what are they doing and why?') and blurts out embarrassing, traumatising things about people and doesn't understand why they don't want people knowing things. He's too open and overshares his secrets and everyone else's.

Depersonalised: Cole struggles with expressing his own emotions, when he'll even admit to them. While he can be very sweet and personable, he often speaks of himself like an object and will discomfort and sacrifice himself to help others, or even just avoid discomforting them. While he has all the memories of Cole's suffering, he only talks of them in the third person, 'he' not 'I'. He attributes his own worth to how much alleviation of suffering he can bring, despite having no troubles in seeing worth in every person just for who they are. He allows several party members in game to speak of him as 'it' and 'demon' because it makes them feel better, despite having voiced that he doesn't actually like it, since he isn't a demon.

CRAU Development: Cole became very close with Cullen Rutherford, an Inquisitor from a different world, Jove Lavellen (His own is a dwarf named Nadezhda Cadash) and Elize Lutus from Tales of Xillia, who had effectively become a little sister to him. Due to his powers, Cole does not confuse one person with a duplicate from a different world though. Having a new family had started opening up some of the old wounds of human Cole's life which have been buried, but not dealt with and he's a little more prone to admitting that he has his own feelings, not just other people's or Cole's. To this end, he is less likely to hide or make people forget him as he accepts that he's allowed to be a presence in the world for his own sake.

Powers/Abilities: Cole has only his canon powers, which are primarily based around his spirit nature as Compassion. He can read minds and emotions (telepathy and empathy), usually the more painful, the clearer it is, and with this he can nearly always intuit how to make someone feel better. He can read the history of an object by touching it (psychometry), and can use this to make locks undo themselves to let him through. It is unknown why he can only use this on locks and not manipulate other mechanisms in this way. He cannot project his emotions or thoughts onto others.

Cole can also make people not notice him, or forget that he was there at all. It often takes repeated exposure to Cole to remember who he is and what he looks like, though he's getting better about letting people see and remember him thanks to his time in Drift Fleet.

Lastly, Cole can teleport. Short distances, and not discreetly, as it is accompanied by curls of black green smoke. Cole usually teleports when his emotions are aggravated, be it fear, anger or excitement, and he forgets to move like people do.

As a spirit, Cole technically doesn't need to sleep or eat and generally won't.

Inventory: Cole's terrible civilian clothing (ratty shirt, worn backwards, jacket that is more patches that jacket, shoes with enough holes to be fishnet socks, fingerless gloves that are part glove and part wrappings, pants that don't fit well over surprisingly muscular legs, world's ugliest giant armour hat, corset wide leather belting with pouches full of random things like pebbles, crumbs of cheese), a pair of wickedly long and sharp combat knives and a small, single knife which is actually part of his spirit self (this knife can be manifested or put away at will, but almost exclusively is used to try and put people out of their suffering).

Anything Else? Cole will walk through a game leaving broken feelings everywhere. I'm not sorry.

samples
Network Sample: [The image is upside down.

Or Cole is. Either is just as likely, and it his hat jammed on his head, it's hard to say which of the possibilities is right.

He vanishes from the screen, which continue to broadcast for a while, showing a blank wall. Finally, it gets picked up and Cole is there, the right way up, looking as pallid and gaunt as ever.

He doesn't look at the screen, watching something behind the camera.]


It's too silent. There's words but they're just words, image on nothing, silent, secretive. Empty and eerie, echoing endlessly with voiceless-

[He blinks and looks at the screen finally.]

You can try leaving a message, but I don't really like them. If you need me, I'll know and be there.

[It's not meant to be a threat.

But the screen goes blank for a message to be left anyway.]



Prose/Brackets Sample: TDM Thread


itsnotaonesie: (Spiderling)

Peter Parker | MCU (Hadriel CRAU) | Reserved

[personal profile] itsnotaonesie 2019-06-22 05:07 pm (UTC)(link)

Player.

Name: Ryo
Contact: mummifiedsalarian@plurk
Current Characters: N/A

Character.

Name: Peter Parker
Canon: Marvel Cinematic Universe
Canon Point: Post Avengers: Infinity War, after Thanos did the thing and murdered half the universe including Peter RIP.
CRAU Timeline/Game(s): Peter has been away from home and stuck in Hadriel for around ten months.
World Description: One of them Marvel universes
Character History: Spidery history
CRAU History:
OK so Hadriel was set in a city that was run by gods who manipulated and fed off of people's emotions in order to power themselves. Sometimes they'd teleport the city to different planets because they were also on the run from alien robots called the Null that wanted to murder them. Peter was there for about a year. While he was there he got involved with a bunch of weird shit at the laboratory because he's a nerd, joined the city's defense Guard thing because he's a Spider-Man, and made friends with like half the city because he's a nice boy.

Eventually he got all caught up in THE PLOT, and was invited to go with a group of weirdos on a big arctic expedition to some abandoned bunkers on a shitty ice planet where he and the squad discovered ~some secrets~ about the killer robots. The secrets were all horrible and turns out the killer robots had been doing experiments on some aliens and it was all very traumatizing. Jump ahead a bit to endgame and the Null show up to murder everyone. After a few days of fighting he volunteered for a mission to go with a group of dudes back to the shitty ice planet to upload a virus into the Null's collective hivemind thing. The plan worked and the Null all died and Peter and the squad were stranded for a while on the ice planet before ultimately being rescued. Everyone was given the option to return home, but since Peter believed himself to be dead forever in his world (thanks Thanos), he opted to try tagging along with a friend to their world instead.

Also he stopped giving a fuck about keeping the Spider-Man thing a secret pretty early on. Wasn't really much of a point since half the city had weird powers and there was nobody else there from his world anyway, so. SHRUG?

Personality:
Surface level Peter Parker is about what you'd expect from a high school kid. He's generally pretty quiet, maybe a little awkward at times if he gets flustered, and tries to be polite to the people around him. He may drop the occasional smartass comments, but he's generally quick to apologize if his smartassery goes too far. Education is important to him and he takes it seriously, and tends to be a good student even if his mind does wander from his studies from time to time. As a massive nerd, Peter is a part of his school's academic decathlon team, and is considered to be the most intelligent member. Maybe he's not the most popular kid in school, but with the exception of one or two douchebags, he's generally amicable with his peers. In contrast to his more mild mannered attitude as Average High School Kid Peter Parker, Spider-Man is more outgoing and is considerably chattier. He always has some quip or smartass remark to toss into mix (much to the annoyance of opponents and allies alike), but he's really only a dick to people who deserve it.

Though he usually does his spider business solo, he's displayed on a few occasions that he's fully capable of being a team player. During the Civil War pissing contest and again during all that Infinity War horseshit, he's shown to be able to communicate adequately with his teammates and mesh effectively into whatever on the spot wacky strategy they decide to roll with. The strategies he comes up with usually consist of "HEY REMEMBER IN X MOVIE WHEN Y HAPPENS", but it totally still counts.

By the time he's introduced in the MCU, he's already become Spider-Man, so a lot of his backstory is left vague. In other incarnations, Peter Parker becomes Spider-Man after the death of his uncle, for which he's at least partially responsible. It's implied to be at least kind of a thing for this version of Spider-Man; Uncle Ben's totally dead, but it's never directly stated that any sense of guilt that would have occurred as a result of the Uncle Ben incident is the reason that Peter decided to become a masked vigilante. As far as we know now, his biggest motivator is just his desire to be a good dude and help people simply because he has powers that give him the ability to do so, and his belief that if something bad that he could have prevented happens, it's his fault The basic idea of Spider-Man being driven by a strong sense of personal responsibility is still fully in tact.

When he was first presented with the opportunity to do stuff with the Avengers, Peter was ecstatic. While helping the little guy was still a big driving force behind his actions, his primary focus temporarily became trying to impress the big shots and proving that he was capable of being an Avenger, but he was going about it all pretty recklessly. Wake up call time happened when his actions led to almost sinking a ferry and putting other people in danger, and Stark was all "Nah you're grounded ". After taking a break from spidering and getting his shit sorted out (and stopping a dude in a metal bird suit from stealing alien weapon junk) he realized that he wasn't really ready for Avengers level bullshit yet. He knew that still needed some time to grow, so to Tony Stark's surprise and approval, he turned down a chance to join the Avengers and went back to looking out for the little guy.

CRAU Development:
After a year in Hadriel, Peter's a little older, a little more mature, a lot more sarcastic, and maybe a little bit jaded when it comes to being stuck on weird alien planets and dealing with weird alien bullshit. Or just bullshit in general. Hadriel had this whole thing where there were these gods that manipulated and fed off the emotions of the people stuck there. At first it wasn't too hard to pick himself back up after the gods did their weird emotion shit, mostly because he knew that the gods were causing it and he was able to logically talk himself through it, but over time it became more difficult to cope with. As a result, a lot of the time Peter doesn't quite trust that what he's feeling is actually what he's feeling. In some ways he's tried to close himself off emotionally for that reason, in that "I'm totally fine in every way guys for real don't worry about it" sort of way.

He was apped originally after his death in Infinity War, and after being away from home for about a year he's at least outwardly come to terms with the fact that he's totally dead in his universe and will probably never see anyone he knew from home again. Internally it's something that still haunts him. On top of that he's harboring some pretty intense guilt thanks to his part in failing to stop Thanos, and more recently, thanks to the part he played in eliminating the Null in Hadriel. He isn't so sure if destroying a race of killer machines counts as genocide so his feelings on the whole incident are mixed, but knowing that he was able to help successfully pull it off and save people from horrible robo-death has been a huge confidence booster, especially after how south the Thanos incident went.

Despite his internal conflicts he was friendly and generally outgoing during his time in Hadriel, and maintained his strong sense of responsibility when it came time to keep other people safe. He became maybe a little more dependent on other people for emotional support than he'd been pre-Hadriel, but not to the point where he got weird and clingy about it or anything. He could make friends with pretty much anyone, tending to gravitate towards older dudes for guidance and girls who were just way cooler than him.

Powers/Abilities:

Peter's Fancy Spider-Man Abilities:
Superhuman Strength: Peter possesses superhuman strength, because that's what happens when you get bit by radioactive spiders. That whole proportionate strength of a spider thing. He was able to stop a 3,000 pound car from hitting a bus with ease, and lift a collapsed building off of himself which wasn't easy at all, but he managed it.

Superhuman Agility/Speed + Perfect Equilibrium: If this was D&D he'd have a 20 in Dexterity okay. He's capable of achieving perfect equilibrium in virtually any position, and can balance on almost any surface no matter how narrow. His enhanced speed and agility allow him to preform all manner of crazy gymnastic stunts that would put actual gymnasts to shame.

Healing Factor + Durability: Dude can take a beating, and what injuries he does get heal at an accelerated rate. He's had a building dropped on him, been smashed in the face by Captain America, splattered by a giant Ant-man, fallen down an elevator shaft, dude even crashed a plane, and he walked away from all of it with maybe a few cuts and bruises which all healed within a matter of hours.

Spider-Sense: The simple explanation is that he can sense when a Bad Thing is about to happen. It generally gives him enough warning to dodge or counter whatever the impending danger may be, but it doesn't tell him what exactly it is.

Enhanced-vision: I mean pretty self explanatory, his vision is way better than that of a normal human, making him an excellent marksman with his webs. Cool in theory, but it comes with a price. His eyes are too good, sometimes leaving him overwhelmed by sensory input. It doesn't seem to hamper his day to day life, but for his Spider-Man stuff it was bad enough that he had to invent a pair of goggles with adjustable lenses to limit just how much input he was receiving.

Super neato sticky-power: He can stick to pretty much whatever surface he wants to and just climb the hell out of that shit. Dude sticks to walls, ceilings, glass, probably the Hulk if he felt like it.

Peter's Normal-Ass But Still Pretty Fancy Human Abilities:
Peter has an above average knack for science and technology related junk. He's not at a Tony Stark was able to build this in a cave!! level of technological wizardry, but by the age of 15 he was able to design and build his original web shooters, create a mask with adjustable goggles to help him focus his vision better, and even fished an old-ass computer out of a dumpster and got that working once. The kid knows his way around some tech. He's also exceptionally skilled in the field of chemistry, having come up with the formula for his web goop without any outside assistance. I'm gonna never call it "web goop" again, because ew.

Despite his like complete lack of any sort of proper combat training, he's shown that he's able to adapt to different combat situations on the fly, more or less just making crafty shit up as he goes along and figuring out creative ways to incorporate his strength, agility and webs into any given combat situation. He's actually pretty good at coming up with weird yet functional combat strategies as well. Mostly it's just stuff he's seen in "really old movies" before, but so far he's been able to successfully incorporate his ideas into the battles he's taken part in. The kid's genre savvy, what can I say.

Inventory:
A backpack containing a change of clothes, a pair of web shooters, a few replacement web cartridges, his Spider-Man suit, his fancy metal iron spider suit (which is heavily battle damaged RIP), his phone from home that contains several photos, including like 300 photos of Nathan Drake (don't ask), a half empty box of little snack cakes, a notebook, a chunk of some kind of animal's shell.

samples
Network Sample: that happened

Prose/Brackets Sample: this also happened

writtendestiny: (012)

Poison | Poison (The Box & Hadriel CRAU) | No Reserve

[personal profile] writtendestiny 2019-06-29 08:41 pm (UTC)(link)

Player.

Name: Fiona
Contact: PM character account or at [plurk.com profile] hardtostarboard
Current Characters: Julie Grigio

Character.

Name: Poison
Canon: Poison (Chris Wooding YA novel)
Canon Point: After the conclusion of the book, when she has been made Hierophant and has written her own story.
CRAU Timeline/Game(s): Approx. two years in The Box, followed by one year in Hadriel

Character History: Here.
CRAU History: In The Box she learned to be extremely resourceful, and how to defend herself from attack in a way she had never known as she grew up at home. She underwent many different kinds of what can only be called torture, both physical and psychological, and came out of the place with several scars. Several months were spent as a vampire before someone killed her, she experienced what it is to drown, and dozens of other things she would have rather never had to know about.

Under the tutelage of one TJ, arguably one of her best friends, she learned the basics of tattoo artistry and managed to apply a couple while in the Box, including one on her own foot. A dandelion, to remind her of him after he was gone.

The Box did not allow any kindness of its own to the people who lived there and Poison experienced her own death not only once but three times, as well as having to repeatedly watch the people around her suffering the same fates. There was often nothing that could be done and it did go some way to instilling a sense of learned helplessness which was quickly overruled by her own anger at the injustice of it all. To be treated like playthings was no life at all, and she was often all too eager to speak poorly of the Technicians and thrown a metaphorical spanner into their plans if she could, even if she had to do it alone.

Hadriel, by comparison, was a haven. Although the premise of the place seemed to be psychological manipulation once again, it was far milder in its impact and she was able to take some time to recover from her experiences in the Box. However, that came with an emerging PTSD from said experiences, which she still hasn’t managed to overcome. Poison spent a good deal of time in Hadriel by herself, though she did manage to make a few unexpected friends. As the events of the place came to a close she was eager to go home and take anyone who was willing along with her, but it simply wasn’t to be. The multiverse isn’t finished with her yet.

Personality: From her earliest days Poison was a contrary child, and even her mother had often claimed that she would always do the opposite of what she was told. Simply to be contrary, Poison had thought of doing the complete opposite of that and following every instruction to the letter, but she reasoned quickly that she’d only confuse herself.

Poison can hold bitter grudges, and when she dislikes someone she will go out of her way to be contrary and push them to the limits of their tolerance. She hates it when she knows that someone is acting falsely to make themselves look better. Sometimes people are bad people, but it’s worse if they lie about it.

She can be headstrong to the point of putting herself and those around her into mortal danger with her actions. She often questions the motivations of those around her and was never able to 'settle' as the other people in her community did. An elderly man in the village once told her that she had some of the Old Blood, and it made her different. While the people of Gull idled away their days she was never satisfied with what she thought would be her lot in life – to marry, settle down and have a family.

She has a tendency to be dismissive of things that don't make sense to her right away, or things that seem to be nonsense. Though this part of her personality was tempered by her journey it remains, and Poison has a very no-nonsense view on life. When everyone else is falling apart she has the ability to remain calm - yet when she is the one falling apart it's very difficult to get through to her.

Despite the cold way in which she often seems to view the world, Poison is capable of caring, even about people she dislikes. She helped her stepmother to calm down after the abduction of her sister, and felt a near overwhelming grief over the loss. Her relationship with the young girl Peppercorn is one that progresses from threadbare patience to a near-sisterly bond, and she even showed concern for the fate of Lord Aelthar when he was found murdered, though it could be argued that her worry was more for herself than him.

Poison's bravery and determination is often undermined by a lack of tact. Though she is intelligent, her tendency to speak before thinking is only ever saved by uncanny luck that strikes when it's most needed. She can be easily taken aback by new things, but dislikes it intensely when her naivety or surprise is pointed out.

She's a tough girl who likes to put out the appearance that she always knows what she’s doing. Poison can evaluate a situation and know when to ask for help, even if she's reluctant to do so, but tends towards taking on more difficult or dangerous tasks alone. All but those who know her best have difficulty in pinning down what she might do next, which often gives her the element of surprise in conversation or unusual situations. Her quick wit makes her a keen bluffer, but she can easily put herself in over her head with such things.

If she becomes attached to someone she'll risk her life for them, but it's a task to earn her respect in such a way. All in all, Poison is a good-hearted, well-meaning girl who often gets herself into more trouble than she can handle.

CRAU Development: Poison's time in The Box was long and traumatic, and could have easily broken her were it not for the friends that she managed to make while she was there. Those relationships kept her head above water and gave her something to focus on that wasn't the pain or psychological torture that she was going through at the time. This went a long way towards instilling in her a strong sense of the value of friendship in a place that can offer you very few other comforts. It did not, however, go very far towards making the creation of those friendships any easier when they could be so easily broken at any time.

While she did not grow cold-hearted she did become harder in personality overall, even less likely to immediately trust and more likely to press that she had the right idea about things. She became bolder, with more of a tendency to forge on with her own plans at the expense of rejecting potentially good ideas from others (unless those people were her friends, and therefore trustworthy).

Though her general self hardened against the suffering she was being forced to endure, and to watch her friends endure on a weekly basis, there was also a softer side that did not disappear and was shown often to those people she had chosen to trust. From her unexpected friendships with the group of Cybertronians to her slow warming to individual like Rook who often showed her their worst sides as a first impression, she continued the journey she had begun in canon and found that making connections with other people was not actually all that bad at all. In addition to this she also had a few brief romantic encounters, though sadly, due to the nature of the place, none of them lasted very long at all.

Given that Hadriel didn’t push her too much there was little change in the time that she was there. She did regain some of her previous gentleness of nature, but also became slightly more private and reserved, not wanting to involve anyone else in the difficulties she was going through in trying to process her experiences of The Box.

Powers/Abilities: In her home world, Poison is what is known as the ‘Hierophant’. This position makes her the ‘author’ of the world, able to write the stories and laws of it as she sees fit. Essentially, she’s God. I don’t expect her to be able to keep that ability in-game, but she’s used to going without it by now.

Inventory:
The clothes on her back.
One water canteen.
One collapsible fishing rod.
Two first aid kits - one empty.
One bottle of excedrin.
One hunting knife, formerly belonging to her friend and crush Matt Miller.
Two short, light blades given to her by her friend Rook.
One small black cat, named Bat (short for Battery).
One small dark red “octocat”, a genetic experiment of the Box Technicians, named Anderson.

Anything Else? N/A

samples
Network Sample: Link

Prose/Brackets Sample: Link
Edited 2019-06-29 20:42 (UTC)
theweakhavepurpose: (In Your Head)

Deputy Pratt || Far Cry 5 || Hadriel CRAU || Not Reserved

[personal profile] theweakhavepurpose 2019-06-30 01:46 am (UTC)(link)

Player.

Name: Sydney
Contact: [plurk.com profile] filledwithstraw
Current Characters: Kabal

Character.

Name: Staci Pratt
Canon: Far Cry 5
Canon Point: After he helps the player character escape, but before he's rescued. Currently tied to a chair starving to death.
CRAU Timeline/Game(s): He spent a year in [community profile] hadriel.

World Description: N/A
Character History: Wiki
CRAU History: He's stopped being a panciky ball of nerves (for the most part) because several people have made the effort to befriend him. He's a lot more like the deputy he once was than Jacob Seed's pet. He set up a firing range, started teaching people to fight, and went on several player-driven plot excursions in order to help people. He's also slightly more outgoing meaning he isn't gonna stay in his house and never leave. Which for him is a pretty big change.

Personality:
Submissive - Pratt's entire canon revolves around being tortured and brainwashed by a man obsessed with the strong culling the weak and he's been thoroughly convinced that he's weak and only through training and hunting down Sinners will he be strong. He'll become submissive in the presence of anyone he thinks is stronger than him (which is kind of a lot of people) and will back down if threatened by them. He's also very much a follower and doesn't do well in a leadership position.

Nervous - To the casual observer Pratt acts like a skittish, abused dog. He's a tightly wound coil of stress which makes him jittery and jumpy and he acts like he's always being watched and judged. When stressed he's a nervous wreck, panicking and not knowing what to do. He has to make his own decisions again, and he can only assume what Jacob would want him to do which will cause him to freeze and be tentative. This usually leads to him doing nothing at all, just frozen and waiting for something to happen. He'll also babble about strength and culling and weakness because the words bring comfort to him now - even though he desperately wishes they didn't.

Helpful - He's genuinely trying to help people (even though he does say in game that he joined the police force to get laid) so he'll go out of his way to assist people or act selflessly. He also thinks because he's weak that he's worthless so he will put himself in dangerous situations to help out not caring that he might be killed. This is a little in contrast to his view of needing to cull the weak, but without Jacob's constant influence over him he's reverted mostly back to the deputy he once was.

Pessimistic & Depressive - After his time in the cult he's realized that people are capable of monstrous things and he sees the worst in people all the time. He always assumes that everything will go wrong, that people will betray and hurt each other, and that most people are horrible. This doesn't stop him from being helpful when he sees a need, but it does mean he can be a downer to be around.

CRAU Development: The longer he's away from Jacob the less of a mess he is. His year in Hadriel has made him significantly less jittery to the point where he actually made three whole jokes near the end of his stay there. He's also more talkative and while he's still pretty depressing to hang out with, he does have his moments where he's sorta the charismatic ladies' man he was prior to the cults interference. Hadriel helped him to understand a little bit more about who he's become and be more accepting of it. While he's very aware that he's not okay and actually views himself as a potential danger, he's gone a whole year now without doing anything completely crazy so maybe there's hope for him still.

Powers/Abilities:
Helicopter Pilot: He's a trained helicopter pilot and has decent knowledge of all aircraft
Police Force: As a deputy he's gone through Law Enforcement basic training which includes firearms training, deescalation, and knows all about applicable laws
Basic Human from Montana: while he doesn't have any special abilities he has basic knowledge of a lot of random outdoorsy activities: Hunting, fishing, riding horses, ATV's, wilderness survival, target shooting, location of all Staggering Ox restaurants, etc.
Survival: Not really an ability but he has lots of experience pushing himself far past exhaustion and starvation and still being somewhat functional.

Inventory:
-His deputy outfit
-A rock with a healing glyph (this was made for him by a close friend in [community profile] hadriel and is a minor healing stone)
-Metal canteen
-Hunting knife
-This very happy shovel

-CT-107 the Judge - She's a white wolf missing her tail. The judges are very bloody and gnarly looking but his first order of business will be giving her a bath so she'll just look like a wolf without a tail and with a chain and leather collar.

The Judges are wolves that Jacob tortured and drugged to turn them into very intelligent and obedient tools of death. She's incredibly smart for a wolf, but not as smart as a human. For example she could understand the commands "Bring me my gun." or "Take this bottle to Hudson." but not anything overly complex. He couldn't have her get things out of drawers or open doors or do anything more than a highly trained dog would. She's also obedient and will listen to her handler (Pratt) so she's not going to attack anyone without commands.

Anything Else?
Conditioning - While he's not exactly a sleeper agent, he's been tortured and clasically conditioned via a specific song that Jacob used to train his brainwashed killing machines. It won't turn Pratt into a mindless killer like it does the Player Character in the game, but will make him stop functioning normally and lash out at anyone close or anyone who touches him. It causes him physical pain and he'll do a whole lot of screaming if the song is played at him. The purpose is to make him return to Jacob, but since Jacob is in Montana and Pratt very much isn't, it would make him try to get to him by throwing himself out an airlock or something. His brain doesn't work when he's like that so he'd make all the worst choices, but not remember anything when he woke up from it.

samples
Network Sample: TDM Thread

Prose/Brackets Sample: Hadriel Network Post
braveoff: <user name="wonjae">; commissioned (11)

Drake Holloway | iZombie | Hadriel CRAU | Not Reserved

[personal profile] braveoff 2019-07-02 12:38 am (UTC)(link)

Player.

Name: Ana
Contact: [plurk.com profile] cuddlebug / Ana#1461
Current Characters: n/a

Character.

Name: Drake Holloway
Canon: iZombie
Canon Point: Season 2 Episode 19, Salivation Army. Drake has just sacrificed his life to buy the kidnapping victims/test subjects in the Max Rager lab more time to be rescued.
CRAU Timeline/Game(s): 23.5 months in [community profile] hadriel

Character History: Zombies are real. And some of them were made via a mix of a tainted drug called utopium and a drink called Max Rager during a boat party. Enter Liv Moore, an aspiring cardiologist in the wrong place at the wrong time, now a zombie. She goes to work in a morgue with the dead instead of the living, stealing brains to survive without hurting anyone. Her colleague Ravi finds her out and becomes an ally, working to "cure" her infection/mutation and return her to human status. To do so, however, he needs more of the drugs that caused the outbreak.

When we first meet Drake, he’s still human and dying of a gunshot wound. Blaine, the local drug-and-brain dealer Liv enlisted to find more tainted utopium, tracked him down as the last person who might know where to find the remaining stash... and got him shot. Blaine brings him to Liv near death and she deems him too far gone for conventional medicine, meaning her only choice to save Drake and subsequently humanity is to scratch him and turn him into a zombie as well. Upon waking he tells them what he knows and gets the “welcome to team Z” speech from Blaine, which he takes extraordinarily well. “Tell me what I need to do to get these brains,” he says, as much like Liv he doesn’t want to hurt anyone to survive. From then on he’s dependent on Blaine, made to spy on Mr Boss (a local crime lord he's "working" for) in exchange for brains.

Drake gives Blaine the information he demands but unfortunately for him Blaine has a deal going with the district attorney’s office and feeds too much of Drake’s intel to the DA, endangering him since he’s the rat. Not wanting to deal with Blaine anymore, Drake goes to Liv to thank her for saving his life and ask if he can get brains from her at the morgue instead. She turns him down, saying she doesn’t know him yet to give him brains, but she’d like to.

They start seeing each other but Drake has to bail and bluff all the time to cover the fact that he’s not actually a bouncer... or a criminal. He's an undercover cop placed in Mr Boss’ organization. The cops want him to break up with Liv but he says she’s the only good thing in his life and he won’t give her up. Still, to protect them both Drake is increasingly cagey about his activities when they’re not together -- Liv decides to confront him but that night Drake is kidnapped by Max Rager's zombie-killer, who isn't actually killing the zombies on his list but freezing them until a cure is made. Drake wound up next on the list because he stood up to Blaine, who's choosing who gets "hit" after one of his customers trapped the hitman and... you know, it’s a long complicated explanation that doesn’t really concern Drake. Fast forward!

Drake spends awhile in the freezer until the Max Rager team (who knew they were partially responsible for the outbreak and consider the hit list cleaning up a potential PR mess) find out their hitman wasn’t killing the zombies on their list but sticking them in a freezer. Additionally, the CEO's daughter has been infected, causing their focus to shift from zombie genocide to medical experimentation. They rekidnap the kidnappees and lock them up in their secret underground lab to test potential cure formulas on. They only make it worse, as the first few subjects taken from the cell come back full Romero, a mindless version of zombie that cannot be cured. To protect the others and buy them more time to be rescued, Drake volunteers to go next, and also comes back a Romero. Mindless, empty, starving.

The last thing he remembers before waking up in Hadriel is getting the injection that doomed him.

CRAU History: Despite only spending about two years there, Hadriel represented some of the best and worst times in Drake's life. The first thing he did was join the Guard, a PC organization that strove to protect the city inhabitants from both monsters and one another whenever necessary. He made fast friends with its leaders and ultimately became the head of recruitment and training, especially with its younger members. In fact, Hadriel was where he found some of the best friends he's ever had in his life, people willing to do absolutely anything for him. See, it didn't take long for Drake to figure out that his zombie nature was going to be a huge problem he needed to keep hidden, as the city had several zombie apocalypse survivors that would have killed him on principle. Thanks to a little help from his friends this never happened, despite the fact that Drake starved three times over the course of the game and each time had to be restrained and hidden -- in one case an already dying friend offered her brain to sustain him a little longer, in another he had to be frozen solid and watched over for a month and a half when the gods (who kept him fed) were missing from the city. His friends always had his back and accepted him as he was, including one who turned into something more, a partner who actively changed for the better because of their relationship.

Drake lived through the gods' emotional manipulations (which included antics such as dream walks, memory shares, hallucinating your worst fears, paranoia flu, and so on), the city nearly burning down, the first Null invasion, extreme setting changes and countless monster attacks, all as a zombie. After such antics as being burned alive, shot straight in the chest, and winding up the sole survivor of a god attack, he felt like he was more useful staying that way despite the fact that being a zombie objectively sucks, because of his increased strength and capacity for damage. Starving made him dangerous on occasion but if he were human, he couldn't play meat shield for the rest of the city anywhere near as effectively. It wasn't until right before the final invasion that Drake decided to take the gods up on their offer to make him human again, a deal that required him to die and be resurrected in a new body. He then fought in the final Null invasion as human, something incredibly risky, but he figured if they won he'd be free to go to any world he chose and if they lost it wouldn't matter anyway. Luckily, Hadriel won the war against the Null and Drake and his (also dead back home) now-fiancé decided to go to a different world and make a new life.

He's gonna be pretty upset that things didn't actually work out as planned for him.

Personality: Drake Holloway is a good man with a checkered past that he doesn’t let define him. As a young man he was hot-tempered and prone to snapping, finally letting his natural protectiveness take over when his mother’s boyfriend beat her (again) one night. Frank was one in a string of many abusers, including Drake's own father, and nineteen years of that bullshit was enough. He was left paralyzed in the ensuing fight and Drake was actually sent to prison for two years, the judge declaring he “went overboard.” He was left having to find a way to deal with his anger and violent tendencies, because his motivation is to protect people, not hurt them. He ultimately channeled that conviction into crime fighting. Whatever it took, whatever he could do, including going undercover beneath Seattle’s biggest crime lord.

In general, Drake is an incredibly caring, devoted person. He's nonjudgmental and supportive, the guy who plays therapist to all his friends, the guy you call when you're a drug dealer in the trunk of a car being driven to a kill spot. Drake's entire existence is based on doing his best at all times, being better than the person he was and trying to save as many people as he can, from whatever they need to be saved from. Criminals, addictions, bad relationships... he'll do whatever he can and as long as a person is trying he doesn't give up on them. He's also an excellent son, always there for his mother’s calls, rushing over if anything goes wrong at her place, and pretending to love her terrible gifts. With Liv, Drake is as honest as he can be without endangering both their lives, even going so far as to explain his violent history. The people he loves are Drake's highest priority, then anyone else who might need his help, then himself.

Drake has spent a long time dealing with the issues that nearly ruined his life in the first place. He now defuses situations with humor whenever possible, and is generally extremely chill. Although he experiences fear and anger he's very brave and very controlled, things roll off his back and he doesn’t rise to anyone’s taunts or threats -- he’s even able to fight off “full on zombie mode,” a fight response to danger, to keep from hurting humans. The whole zombie situation also shows his adaptability, how readily he accepts this new existence with almost no adjustment period, and the lengths to which he'll go to keep others safe. He's risking everything snitching to Blaine for brains because he's unwilling to hurt anyone else.

Being so self-sacrificing is Drake's downfall in more ways than one, though. He never wants to put anyone out, never wants to ask for help for himself, and can be seen as secretive or closed off because of that, exes telling him that he "puts up walls" in relationships. His self worth is very much based on what he is to other people, what he can do for them and how he behaves with them. For someone so devoted to others he has very few true connections, his relationships unbalanced because his priorities skew so dramatically in favor of everyone else. As much as he doesn't want to lose Liv, he doesn't let her in, either. Drake can be a difficult person to get to know, not just because of the double triple life, and is used to things going badly when he does do something for himself.

CRAU Development: The most significant change to Drake's characterization after his time in game is fairly subtle, and entirely CR driven. He's finally learning to let people in. Very quickly, Drake realized that to survive in Hadriel he had to admit certain things about himself to others. Things he wouldn't usually share, and although in some instances he was forced to do so, no one ever let him down. His instincts on who to trust were generally accurate and most people immediately wanted to help, offering protection and concern... that he slowly (very slowly) learned to accept. He had friends who had his back, that circumstances pushed him to rely on from time to time despite his discomfort with appearing vulnerable, with stepping outside the concept of himself he'd built up over the past decade. Although it's an ongoing process and he's still most comfortable in the protector-helper-shoulder to lean on role (especially with new people, it can still take him awhile to open up), for the first time in his life he's made several truly well-balanced connections. People who wanted him to lean on them in return, and Drake came to find these new, deeper relationships incredibly rewarding. Something he'd always acknowledged were great for other people, but hadn't been letting himself have. It's a process and he still has significant defenses, but people have gotten beyond the wall and he's gotten to a place where he likes having them there.

Powers/Abilities: Drake is human again now, totally normal.

Inventory: The clothes he's wearing, a handgun (no ammo), a small utility knife, a silver and black promise ring, a wrist-mounted light shield, and a duffel bag with some spare clothes, his Hadriel communication device, a family photo album, and several full sketchbooks.

Anything Else? I know convicts cannot go into law enforcement in the real world, so it’s possible this is part of his cover identity but the scar he says he got in that fight is real and something he'd been dodging talking about before, and Drake never once lies to Liv otherwise -- he merely omits certain details. Therefore I play it that he was in fact in prison and this reality allowed him to become a cop anyway. I suspect this was a mistake, a result of the writers changing his storyline late in the season, but how you interpret it (as the truth or a cover) could dramatically change his characterization, so I thought it necessary to discuss somewhere.

samples
Network Sample: inbox text thread

Prose/Brackets Sample: memory share event (though honestly nearly everything on his thread tracker is logs...)
tenuefarfalla: ** (Default)

Cho Takahashi | original character | eudio CRAU | not reserved

[personal profile] tenuefarfalla 2019-07-04 12:45 am (UTC)(link)

Player.

Name: Ophelia
Contact: PMs to the journal are fine
Current Characters: none

Character.

Name: Cho Takahashi
Canon: original character
Canon Point: She left her original world at 22 years of age. At that time, she was still living in New York, working toward getting her doctorate, still avoiding thinking about moving home to Japan.
CRAU Timeline/Game(s): She spent a year and a half in Eudio.

World Description: Cho’s world is 99.9% identical to our world. The changes are small and mostly won’t make the slightest bit of difference to anyone else. The companies her family own are actually owned by other people or don't exist, and NYU doesn’t actually have a marine biology program. When it comes down to brass tacks, the Japan she grew up in is essentially our modern Japan, and the New York she was living in is essentially our modern New York.
Character History: here
CRAU History: The super short and dirty rundown:
Cho turned up in Eudio after agreeing to help power the city with physical affection in exchange for the incentive of losing the negativity and pain associated with remembering her former best friend. She fell in love with him, feelings were not reciprocated, she was cut out of his life, it sucked a lot. She wouldn’t have wanted to make him love her, even if she could have, because it wouldn’t have been real. She didn’t want to forget him entirely, because he helped her shape so much of the person she became, and she likes who she became. She just wanted to be able to look back on it all fondly.

For her first few months, she was fairly sad, but she was determined to make the most of her time in the city. She attended lots of mixers, went exploring, got a job at the Aquarium, and decided to keep working on her doctorate. Even though a degree obviously would not transfer, she’d be able to take all the knowledge home with her, so it wouldn’t be a waste.

Her first incentive was earned pretty quickly, and once she was no longer hip deep in heartache, she really blossomed in Eudio. She got promoted, started really settling in and expanding her friend group, even had a few relatively innocent romantic attachments. She decided to stay on in the city, feeling a little guilty that her first incentive had been purely selfish. For her next, she chose something much bigger, something that would benefit everyone - the discovery of a way to end and reverse the ill effects of global warming. If it wouldn’t make sense for her to be a part of this discovery, she was all right with that. She just wanted to help the world heal itself a little. For the next year, she threw herself even more fully into her job, her studies, her friends, prepared to be in Eudio for a pretty long time, since her newest incentive was a big one, and she wasn’t having sex in order to produce the energy required.

When the Eudio officials told everyone that they the city was fully powered and wouldn’t need them any more, she chose to go home, even though the offer was made to continue to live in Eudio. She missed her family, her friends, and she was very eager to get back to the world now that the future was a little more hopeful.

Personality: Cho is a kind person, though she's not very good at dealing with new people in casual situations. She got more comfortable with them after living in New York for grad school, and is even more comfortable still after her time in Eudio. Still, she has to fight against an instinct to withdraw, and it’s difficult. She often doesn't know what people are talking about, and can be embarrassed by this, but tries not to let it show. In more formal situations, social training kicks in, and she knows how to behave, though she also seems to lose a lot of herself in these interactions. This didn’t bother her until she realized that she did actually have a personality and an opinion all her own. Cho started discovering at 19 what most people start figuring out at about 3. She’s behind on a lot of things, because she’s so far ahead on others.

She’s more likely to get mad or assertive for someone she cares about than she is for herself. She hasn’t really learned how to care for things just a little, so when she finds something she’s passionate about, she takes it to the extreme. Rather than mellowing her out, being in Eudio with people who supported and accepted her and her passions only magnified her intensity. She doesn’t always know how to switch off. She’s also not great at doing things in half measures.

Cho has recently discovered that she has a very curious nature. She wants to experience new things and catch up on her life now that she's realized just what it is she's been missing. That means she’s very likely to take on too much, get in over her head, make mad choices for her physical and mental well-being, and get very easily caught up in the plans and enthusiasm of others.

She can be naive to a fault. She trusts people easily, believes in the inherent good of humanity, and always sees the glass as half full. Always. This has gotten her into trouble more than once when the people she trusts aren't always worthy of it. She thinks people deserve second, third, fourth chances. She believes in God and true love and soul mates, and while she has the logic to understand that not everyone gets a happy ending, and sometimes there's nothing you can do about it, it doesn't stop her from being absolutely certain that some people do get to ride off into the sunset with everything they ever wanted. It’s a childish and innocent view to have of the world, but it’s hers, and not likely to change.

The further removed she becomes from the stifling influences of her family, the more of her natural bubbly personality re-surfaces, and the more that happens, the more she realizes that she likes this version of herself so much more than the one they were trying to shape her into. Get her happy an comfortable enough with herself and she might never be able to go back to the life they have planned for her. Of course, the reverse side of the coin is how easily that personality was suffocated once before, how easily it could potentially happen again. Cho is very heavily influenced by the moods and actions of those around her. Even if she realizes the extent of it some day, she’ll be unable to do anything about it. It’s the way she was molded from a very young age, it’s part of who she is now.

CRAU Development: I don’t think Cho is really different so much as just a little amplified. Her personal growth was sped up as a result of being in such a safe, accepting, stimulating environment. She had people who cared about her and believed in her, who wanted to help her achieve her goals and dreams. It let her believe that she might deserve it all, that she was worth enough to go after what she wanted, and not just try to help her family achieve the things that they wanted.

Powers/Abilities: She has an eidetic memory. I wouldn’t really consider that a power, but I like to err on the side of caution.

Inventory: She thinks she’s leaving Eudio to return home, so she has luggage. A lot of it is her wardrobe and mementos. I’m happy to break it down into each article of clothing if you’d like me to.
A pair of rolling suitcases of clothes/shoes/accessories and knick-knacks
Portfolio of the exhibits and enclosures she’s designed for the aquarium
A large photo album
Small Chinese style tea set
Memory book
Large-ish animal carrier with a ginger cat and a small and lazy caterpie in it.
Messenger bag
- water bottle
- laptop
- cell phone
- e-reader
- camera
- ipod
- tablet
- notebooks
- pens/pencils
- normal purse stuff (wallet, makeup, hair ties, mints, etc.)

Anything Else? not that I can think of

samples
Network Sample:
[ When her video feed opens, it’s of a slightly off center roof tile a bit of a dark blur at one edge as her bangs fall barely into the camera’s range. Her device is sitting in her hands, which are resting in her lap, and the front facing camera is capturing what’s directly above her. The only sound is of her slightly uneven breathing. She’s trying to work up the energy to say something, and grasping for anything worth saying. ]

Does anyone know what’s-- I don’t understand how… How did we get here?

[ The camera finally shifts, hands that shake slightly hold it up so that Cho can look into it. Her eyes are red-rimmed, her hair the kind of messy that hair only gets when someone has been running their hands through it for quite a while. She looks like she’s been crying for a very long time, because she’s been crying for a very long time. it’s subsided now, but it’s still written all over her face. ]

The man in the video. He didn’t say. Not really. I was supposed to go home.

[ She sure does look like she’s about to cry again, lip trembling and eyes glossing over with that bright sheen of un-shed tears. ]

I just don’t understand…

Prose/Brackets Sample: here
fishermansweater: (Default)

Finnick Odair | The Hunger Games | Reserved

[personal profile] fishermansweater 2019-07-04 10:35 am (UTC)(link)

Player.

Name: JK
Contact: [plurk.com profile] ashavah.
Current Characters: None

Character.

Name: Finnick Odair
Canon: The Hunger Games
Canon Point: Mockingjay, chapter 17. Finnick and Annie have recently been married in a nationally televised propaganda event, and preparations are underway for the rebels' invasion of the Capitol.
CRAU Timeline/Game(s): Fresh from canon.

World Description: N/A
Character History: Here
CRAU History: N/A

Personality:

Finnick Odair is one of the most beautiful and famous people in Panem and he knows it. As a victor, he grew up in the public eye, always aware of appearances and reputation. Victors are forced into a role chosen for them. Finnick's is that of a social darling, vain and promiscuous, enjoying the gifts and attention lavished on him by his many lovers until he gets bored and moves on.

Finnick is charming, flirtatious, cocky, self-assured, acutely aware of what his beauty can get him. He's sometimes overbearing and overwhelming, and flirts aggressively with Katniss when he first meets her. But the arrogant playboy is as much an act as truth. His lovers were never lovers, but patrons who had bought him from the President. Finnick's greatest weakness is his vulnerability to threats against the people he cares about, and that kept him seemingly subservient to the Capitol for years.

His only true love is Annie Cresta. Because he had to appear available for the Capitol, she was a secret from his adoring public. But despite appearances, Finnick loves Annie with everything he has. When she's taken by the Capitol, he falls into a deep depression and spends weeks in and out of hospital. He has trouble concentrating, he suffers from panic attacks, and it's strongly hinted that he's suicidal. It's implied that this is not the first time he's suffered from depression, and he shows some signs of post-traumatic stress. Annie is his support, and in many ways his wellbeing relies on her.

When he's reunited with her, Finnick is tender and loving towards Annie, and shows great patience with her emotional fragility. In the happiness of his marriage, Katniss notes that he seems to come alive, showing himself to be self-effacing, good-humoured, easygoing and easy to get along with.

This is the Finnick that exists beneath the persona he adopts for the Capitol, but it can be hard to get past the arrogant jerk to find the good-natured man underneath. He's spent so long having to be who the Capitol demanded of him and having to hide his true feelings that he can have trouble just being himself. He's aware that this makes him hard to like; in Catching Fire he openly admits that most of the other victors don't like him. This isn't helped by his the fact that he's often direct, even blunt, especially in practical situations such as in the arena, or when he forgets to lay on his charm and the subtlety that allowed him to survive in the Capitol.

Finnick is deeply passionate about the things he cares about. The most obvious is Annie, who he'd die for, but he's also a believer in the rebellion, even to the point of naivete. Even when he's hospitalised, he still wants to do whatever he can to help, recording propaganda videos and begging to accompany Katniss on a mission despite being too unwell to dress properly. He becomes an intensely loyal friend to Katniss, and he's utterly devoted to Annie.

Finnick can also be ruthless, even cruel. He collected blackmail material on his patrons for years, and released it all to help the rebellion rescue Annie. He openly discusses wanting to kill President Snow, and in the arena he shows no hesitation in killing to protect Katniss. He can be cunning and strategic in his thinking, but his self-assurance sometimes makes him reckless, and it's loyalty and recklessness that sees him insist on following Katniss on a mission into the Capitol that leads to his death.


CRAU Development: N/A

Powers/Abilities:
combat skills: Finnick was a Career tribute who trained for the Hunger Games before his victory at age 14. He's kept in training and is still very skilled in combat with knives, spears, and his weapon of choice, the trident. He's also recently been receiving military training including in marksmanship.
fishing and fish-related activities: Before he was a Career, Finnick was the son of fisherfolk. Born and raised in District Four, Finnick was originally meant to grow up to be a fisherman. Education in Panem focuses heavily on a district's industry, so Finnick learned about fishing, maintaining and managing fish populations, marine biology, and other fish related topics. He's also an excellent sailor.
survival: As a two-times survivor of the Hunger Games, Finnick has excellent survival skills. He knows how to find food and water, how to fashion containers, shelter, ropes and nets out of plants, and how to fight for his own protection.

Inventory: A short length of rope, a wedding ring, a gray military style uniform, combat boots, a military-issue assault rifle, and a high-tech custom-made trident.

Anything Else? As mentioned above, Finnick has some chronic mental health issues, particularly depression. I play these as primarily stemming from being forced into prostitution, with a side order of the heavy responsibility of being a mentor to other tributes from a young age and seeing so many tributes die. At his canon point, he's in a fairly good place emotionally, but he's also fragile because of the harm his involvement in the revolution has done to Annie.

samples
Network Sample: Network post

Prose/Brackets Sample: Test drive thread


Edited (html fail) 2019-07-04 10:35 (UTC)
bardish: 40s; SCD (scd311)

Jeff Calhoun | Original Character | Reserved

[personal profile] bardish 2019-07-05 01:32 am (UTC)(link)

Player.

Name: Ros
Contact: weeyotch#8200 (discord)
Current Characters: N/A

Character.

Name: Jeff Calhoun
Canon: Original
Canon Point: Fall 2018, early into the school year. Just enough time to get to know his students and their parents.
CRAU Timeline/Game(s): N/A

World Description: Jeff's from a modern fantasy universe, set in the present day, where magic is:
  • Real. It exists, and it's been around for ages.
  • Hereditary. Approximately 12% of the population is born with the ability to use magic at all.
  • Out in the open. Everybody knows about it.
For centuries, magic users did the whole "hiding in plain sight" thing, their "society" (such as it was) existing as a secret, underground subculture. That changed with modern shifts in mass media and globalization. By the 20th century, discovery seemed inevitable. In the late 1940s, magic users outed themselves and emerged on the international stage. There were rough times, and many places are still rife with tension and conflict. But nowadays, in a lot of the world, the magical is practically mundane.

Officially, magical abilities are known as Gifts, and those who possess them are Gifted. While Gifted people are generally understood as part of modern society, that doesn't mean they're universally loved or embraced. Stigma and prejudices still run deep, especially in more conservative communities. But by and large, being Gifted (or not) is just another facet of a person's identity.

(Go here for more World Info)

Character History: Jeff Calhoun is a nervous, gentle bard who refuses to do anything particularly bardly. Though Gifted, he rarely casts spells, and the thought of performing for an audience is likely to send him spiraling into anxiety. There was a time, though, when Jeff was wild and reckless, a total live-wire of a performer, with the makings of a rock star.

And then he accidentally summoned a demon that ruined his life and left his dreams in tatters. After a year of (metaphorical) hell, then a stint in treatment, Jeff turned his back on magic, music, and the whole sex/drugs/rock'n'roll lifestyle. Now in his 40s, Jeff's a suburban-dwelling high school history teacher and a doting single father to his teenage daughter. A quiet life isn't what he originally envisioned for himself, but after surviving addiction, instability, and a close brush with demonic possession, Jeff's happy to keep things as uneventful as possible.

(Go here for his Full History)

CRAU History: N/A

Personality: Jeff's a 6' golden retriever: friendly, enthusiastic, and gentle, with a soft heart and a sensitive nature. He may not be the strongest or brainiest guy (truthfully, he's a bit of a ditz), but he's perceptive and emotionally intelligent. He does his best to reach out to others and approach them with empathy. As a teacher, he engages with students without judgment, and he's patient with them. A former problem child, he gets where a lot of them are coming from. Jeff tries to help people to the best of his ability, and he likes to believe in the best of them.

An extrovert, Jeff thrives on being around and interacting with other people, and he'll happily strike up conversations with strangers and make that first move towards introductions. If anything, solitude makes him wilt. He can try a little too hard to befriend stand-offish or rude people, like a total social masochist, but he means well! Even though Jeff can be afraid of the spotlight, given his past, he's never going to be a wallflower.

Though friendly, Jeff isn't naive. He knows the world can be shit, that people can be shit, because he's experienced enough horror. But he's also had time to recover and come back from a dark place. Jeff may not be a fighter, but he's got a strong heart, and he's resilient. It takes strength to survive what he did with optimism and kindness intact. Jeff could easily be a cynic, and he isn't just some sweet, dumb, bumbling dad. He's kind and optimistic because he chooses to be, not out of naivety.

Jeff lives with a ton of nervousness and anxiety. Psychological torment and quality time with a demon will do that to a guy, even 20 years and loads of therapy later. He's not great at confrontation. While he isn't likely to back down from something he believes in, he is likely to stammer, get flustered, and fail to articulate himself. It can give the impression that he's a weak pushover (which he can be, admittedly). Currently, his go-to method of dealing with anxiety is self-medication with exercise and weed. He can over-rely on these things, and get stuck spinning his wheels in terror without them.

Jeff's an addict in recovery, and though he's got 20+ years of sobriety from his drug of choice, he isn't "cured" of his addictive tendencies. He's reluctant to face issues head-on, and he's always eager for diversions, which he'll dive right into if it means putting off the source of his stress/anxiety/conflict a little longer. Self-medication with weed aside, he's clean and sober. He won't touch other drugs, and he keeps his drinking to a minimum, but he does over-rely on fitness, routine, and cramming his schedule with so much stuff he doesn't have time to think about anything. Jeff takes healthy habits and uses them to hide from his problems, which is a vast improvement over using drugs/alcohol to cope, but points to some major unresolved issues he ought to work through.

For as cheerful as he seems, there's unfulfillment lurking beneath the surface. Jeff doesn't like himself much. Though he'll defend others, he's not as likely to defend himself. Sometimes he'll just go along with people assuming he's nothing more than a naive doofus, and take insults with a smile, almost like a shield. At heart, Jeff worries that no matter how far he's come over the years, it's just not enough, like he's just somebody who acts like a good person but has a rotten core.

CRAU Development: N/A

Powers/Abilities: Jeff is Gifted, which means he has the potential to make magic work through self-directed Ritual. Magic, in this universe, isn't some amazing superpower, nor is it something that's as simple as picking a spell out of a book. Its applications can be versatile, running the pretty typical fantasy gamut (clairvoyance, glamours, telekinesis, vague curses/blessings, etc), with the potential mixing, matching, customization, and so on. The principles of magic are universal, but the actual spellwork is based on the individual.

Spells and Rituals are unique to the caster. Rituals are tied into some aspect of who they are, what they're interested in, or what they're skilled at. As for spells, they have to be crafted/composed and cast by the individual. Think of them like a song that can only be played by one person. think of them like a song that can only be played by one person. They can cast the same spell over and over again, or remix it with something old and something new, or craft a new one. The bigger the effect you wish to have, the more difficult and complex the ritual spellwork must be.

Jeff's Ritual is music: singing, humming, whistling, playing the guitar, etc. Any spell he works has to be built on music, which makes him a bard. He's also pretty rusty when it comes to casting anything big, and he'd rather keep his spells to little, petty things, if he has to cast any at all.

As far as magical potential goes, Jeff could be powerful, if he applied himself. But these days, he's pretty middling in terms of what he's even willing to cast. Back when he was casting constantly (in those young, reckless days), his magic was the epitome of style over substance: flashy, potentially useful, but applied frivolously. What boosted him up and set him apart from your average Gifted person (and consequently: attracted a demon's attention) was the way he was amplified by other casters (his bandmates) and his spells were further fueled by his crowds' energy.

On his own, Jeff's magic has a very limited range and influence, and his spells tend to be small, personal, and borderline mundane-- when he casts at all, which is pretty rare these days. It should also be noted that his spells only work in person, and only when he's actively casting them. So a studio recording of one of his spells wouldn't have any effect on anybody listening, nor would a live broadcast.

Jeff doesn't compose new spells these days, and he hasn't tried expanding his repertoire in over 20 years. But he's got a ton of practice with his old go-to spells, so even though he's rusty, he could pick them up again pretty quickly if he tried. Typically, his range of magic includes:
  • Telekinesis: He can move objects (or small living creatures) provided 1) they're in his general vicinity (about a 10 foot radius), 2) he knows where they are, and 3) they're not all that heavy (~40 lbs or less). So Jeff could never lift a car with magic, but he could put it in park by manipulating the gearshift. Really, this kind of spell is mostly useful when his hands are full and he doesn't want to make the extra trip to carry something.

    (It was also great for pick pocketing and shoplifting when he was a teenager)

    In theory, he could use this kind of magic to do things like pick locks! But since he's likely unfamiliar with the lock's structure, it would be the magical equivalent of throwing shit at a wall to see what sticks.

  • Empathic Manipulation & Intoxication: One of his go-to party tricks as a young bard was to sway the moods of his audience. His spells can have an intoxicating effect on the listener, usually a temporary state of euphoria or lowered inhibition. Typically, effects wouldn't last for more than 30 minutes, and would be weaker/more diluted if cast over larger groups. On his own, Jeff could have a moderate effect on a handful of people. When amped up by other magic users (like his bandmates, in the past), he could work a crowd into a frenzy.

    Jeff never casts these spells anymore, and has no desire to ever try it again. The only time he might make an exception would be if he needed to induce a temporary soothing/calming state on somebody who's panicked or injured.

  • Pyrokinesis: Starting fires is Magic 101, and Jeff's no exception-- provided there's something flammable to actually ignite. He can light a candle, or start a campfire (y'know, that's already got kindling and kerosene or whatever), but nine times out of ten, he'd rather just grab a lighter to do the same thing. Jeff can snuff out small flames, but he can't stop an uncontrolled fire.

    Beyond lighting/snuffing out fires, Jeff can manipulate them a little with magic, but only in flashy, pointless ways. He can make them dance a little, or take shapes temporarily, but that's about it. Jeff can't change the size or intensity of fires.

  • Lights: Jeff can use magic to light up an area-- sparkling fairy lights, or creepy will-o-the-wisp looking things, or colorful lights, and so on. They're showy, pretty, and temporary. Mostly, this spell comes in handy if Jeff's stuck in the dark and nobody has a flashlight.

  • Locating: Sometimes, Jeff can use magic to find things. Like if he misplaces his keys, the right spell can give him a sense of where they might be. This can work on all sorts of objects, but he has to be familiar with the "essence" or "energy" (or whatever you want to call it) of the object's owner. So Jeff can find his own misplaced objects, but he couldn't find his student's dad's missing golf club. I mean, unless he spent some time with the guy first. During his misspent youth, Jeff would use this kind of magic to try to locate and steal test answers from his teachers.

  • Blight: He can kill plants, but it's rude and he tries not to. He also can't do the opposite-- nurture life-- with magic. Honestly, the only reason Jeff even learned how to blight plants was because he wanted to prank dickish neighbors and vandalize the school football field when he was a teenager.

There's also a range of magic that Jeff's absolutely not capable of: healing (that's kind of a one in a billion skill), telepathy, mind control, flying (NO BROOMSTICKS FOR THIS WITCHBRO), anything permanent, and anything that might have a larger scale influence than his immediate area.

Inventory: Jeans, t-shirt, plaid button-down, flip flops (please get this man some real shoes ASAP), wallet, phone loaded up with music and pictures, a somewhat stylish-but-obviously-bought-on-sale watch, a leather bracelet his daughter made for him, his Gibson guitar, and an amp. Oh and whatever small amount of weed was in his pocket, along with a lighter.

Anything Else? Not that I can think of!

samples
Network Sample: shenanigans

Prose/Brackets Sample: slides this in at just under a year
Edited 2019-07-05 01:42 (UTC)
treadswater: (Default)

Annie Cresta | The Hunger Games | Reserved

[personal profile] treadswater 2019-07-05 10:10 pm (UTC)(link)

Player.

Name: Ash
Contact: [plurk.com profile] ashenkey
Current Characters: None

Character.

Name: Annie Cresa
Canon: The Hunger Games
Canon Point: Mockingjay Chapter 17, soon after Annie and Finnick's wedding
CRAU Timeline/Game(s): N/A

Character History: HERE
CRAU History: N/A

Personality: Annie is frequently dismissed by those who don't know her. Upon hearing of her mental breakdown during her games, Katniss Everdeen immediately labels her a “poor, mad girl”. Later in canon President Alma Coin (who only knows of Annie via reputation) calls Annie the “the mad girl” before adding that Katniss' bargaining for clemency isn't necessary: “we don’t make a habit of punishing anyone that frail.” But Katniss, a harsh judge of people, changes her opinion once she spends a few hours alone with Annie: she's not mad, more unstable. Given this verdict is delivered after Annie's been tortured repeatedly, her reputation is vastly exaggerated.

Which isn’t to say that Annie’s perfectly well. She had a very public mental breakdown five years ago, triggered by an intensely traumatic experience. The way Finnick talks about her asking what's real and what's not implies that this is an issue she's had for years. Annie also has issues in concentration, laughs at the wrong places in the conversation. For RP purposes, I play her as having Generalised Anxiety rather than PTSD (See: the Anything Else section).

Annie is, of course, far more than the 'poor mad girl' her society likes to box her in as. In the face of highly traumatic experiences and a completely shattered reputation, she does more than just survive. She consistently reaches out to other people in canon or in her canon background, no matter her own circumstances. To Mags and Finnick after her games, to Peeta during their torture, presumably to Mrs Everdeen given Mrs Everdeen moves to District Four at the end of the books. At her core, underneath her nervousness, Annie is made of compassion – and steel.

She has drive and resilience enough not only to navigate a mental breakdown in an arena, to push her body past its limits to live, but also to survive the later cost. In becoming lovers with Finnick, not only does she show a compassionate understanding of the realities of his situation (it cannot be easy, having a secret relationship with a man forced to play the sexpot rake in the Capitol) but also that she knows how to enforce boundaries. To make herself a support for him as much as he's a support for her, shows that she knows what is needed, and that she can do it. How quickly Finnick falls apart without her is a testament to how much he relies on her and how much he can rely on her.

Her inner steel is also made up of her principles, seen in two apparently contradictory areas. In canon (after her game canon-point) the grieving Annie argues against retaliation against innocents. For such a shy, socially awkward woman, speaking up clearly and firmly, in a meeting against a leader of the revolution, shows just how strongly she feels on this.

The other area is in her being a Career. Careers are usually thought of in Panem as gloryhounds, and not without reason. But the truth it, most Careers die; yet they do it anyway. A district with a victor gets more food for a year. A victor goes into the Capitol, a victor has wealth. A victor can do an awful lot to protect their district. However, a dead Career has also protected someone – they have protected the other district children. While I have Annie has a washed-out Career, this is still how she’s been trained to think and what she believes in. Being a Career also makes her calculating underneath her shy sweetness, occasionally ruthless, and does nothing to help her anxiety’s paranoia.

CRAU Development: N/A

Powers/Abilities: Annie has been raised in a seaside fishery in Panem's fishing district. Panem’s education is focused on the district’s industry, so as well as learning about fishing, fishing equipment and boats, Annie has studied maintaining and managing fish populations, marine biology, and farming-related ecology. She also knows how to make nets, traps and fishhooks.

As a Career victor, she's been trained in small-group tactics and the Games, putting together patterns and analysing them. She can analyse groups and group-behaviour, and try and piece together the motivations/intent of Gamemakers. She can also fight, and has learned some basic survival training.

Inventory: 1 x black boots, 1 x grey socks, 1 x set of plain underwear, 1 x grey trousers, 1 x grey shirt, 1 x grey jacket, 1 x pair of black fingerless gloves, 1 x black hair tie, 1 x plain gold wedding ring.

Anything Else? For RP purposes, I play Annie as having Generalised Anxiety rather than PTSD. Anxiety makes her rewrite the past and present until she has to ask a trusted person to tell her what is actually going on, without it actually being an issue of delusion or ongoing psychosis. Anxiety also explains her issues in concentration and her odd laughter, and helps fuel her social shyness and awkwardness. I also play her as having the occasional issue with stress-induced hallucinations, but more often, she has problems with intrusive thoughts.

Each Victor has a ‘talent’ they are supposed to develop: I’ve headcanoned that Annie chose glassmaking. Random, but potentially useful in the setting.

samples
Network Sample: [Not seen: how long this video has taken to make. There's been multiple attempts. Annie doesn't have the best experience with screens, or broadcasting, or with making announcements to strangers. And at least for her past appearances as a victor, she'd been able to have some wickedly sharp eyeliner. Here, her bare face is feeling very bare.

(She's taken the time to braid her hair. It's all she can do. It's made her feel a little better.)]


So. Um. Hi.

[Then she stops because her voice was a tiny squeak and she's not doing this again, this is ridiculous. She could ask Finnick to do this, but she can do it. She can.]

Hi. So, uh. I'm Annie. Finnick and I, we're from District Four. Panem? Panem. But no one else has, or, or um, seems to have heard of it. So.

Where's everyone from?

Prose/Brackets Sample: HERE
nonscriptum: to a non-believer? (Default)

Nathan Drake | Uncharted | Not Reserved

[personal profile] nonscriptum 2019-07-06 01:59 am (UTC)(link)

Player.

Name: Alex
Contact: PM / [plurk.com profile] uncalendula
Current Characters: N/A

Character.

Name: Nathan Drake
Canon: Uncharted
Canon Point: Chapter 15: The Thieves of Libertalia
CRAU Timeline/Game(s): Hadriel, April 11, 2017 - June 31, 2019

Character History: [x]
CRAU History: Nate arrived alone and did not see anyone else from his world for several months into his stay. During his time there he explored various worlds, fought various monsters, and kept a somewhat haphazard record of things in his sketchbook. In addition to this, his curiosity exploring yielded critical information about Hadriel's history and former residents. Nate frequently updated maps for the city, helped newcomers get adjusted, and organized expeditionary and tactical efforts for intelligence and defensive purposes, respectably.

With his spare time and arguably sketchy past he was asked to keep tabs on some of the shadier characters in the city, like some kind of criminal honeypot spy (while initially reticent, he adapted pretty well to it). Unfortunately for Nate he was killed, somewhat horribly, by one of the people he had been charged with spying on, no thanks to an event that required blunt honesty of Hadriel's residents. In the weeks preceding the final battle for the city, Nate led a guerrilla warfare-style offensive in an alien jungle environment and helped arrange evacuation for civilians as well as the sabotage of enemy weaponry and resources.

Personality:

-abandoned at the tender age of five, Nate's foremost fear is to be alone - which, almost paradoxically, has made it almost impossible for him to form lasting relationships.

- Uncharted 3: Drake's Deception Official Guide


For reasons tied to the loss of his family, Nate suffers from extreme commitment issues. His history of social attachments and romantic entanglements is pocked with failed relationships, mostly due to his own cold feet, lack of communicating, self-sabotage, and congenital allergy to Assuming Personal Responsibility. It is surprising that Nate has friends at all: those he is in possession of are a small, close group of trusted allies, as a way of finding his own family. Very often when absorbed in the minutiae of a job, he becomes short-sighted and neglectful, caught up in the fire that only discovery can stoke. With all pistons firing Nate is an unstoppable force of creative problem-solving and ingenuity, leaping to impossible conclusions that have left friends rolling their eyes for his "Beautiful Mind shit." This tendency to become easily distracted, however, has screwed him royally in the past. Nate is trusting of his working partners, and has been easily manipulated into lending his expertise in return for Brutus' knife in his back.

For Nate, selecting lost cities to find is an all-consuming drive. Like an engine that tears itself to pieces without aim, he is in a constant state of movement and enjoys the freedom of being able to fit everything he has into a single bag, leaving for a change of scenery whenever he wants. This semi-neurotic desire to pack up and avoid intimacy is contrasted by his abject friendliness - much like a large dog that doesn't know its own strength, he has the tendency to be endearing while simultaneously tripping over a historical artifact and breaking everything in the room.

Nate strikes most people as a genuinely easygoing, wisecracking and even mildly charming person, frequently lamenting his ill-fated run-ins with people who want to kill him and making light of otherwise dire circumstances. He attracts people, but never intentionally - Nate is the sort of person to write someone's phone number down and either lose it in the laundry or forget about it until it resurfaces three weeks later. It isn't that he's thoughtless, he just has too much keeping him preoccupied. In his own words Nate refers to himself as "adaptable," which goes hand in hand with his thrill-seeking and the dangers inherent.

Nate has the looks of Action Guy No. 4 without coming across as a gruff, overly-masculine stereotype: for all his emotional parkour with regards to conveying his feelings, he is fairly open and honest with those he cares about. However, while he feels very strongly, he almost always has no concept of how to express those emotions in a healthy, constructive way. This leads to suppression and denial, making mistakes and wanting to protect people who don't need it. Nate is overprotective of others for his own safety, not for theirs, perfectly conscious of the fact that most of the people he is affectionate toward can handle themselves in any given situation - he is terrified of losing them.

Throughout his adventures, Nate learns (the hard way) that obsession does not equal satisfaction, and that achievement does not equal personal fulfillment. In constructing a narrative to suit his assumed identity Nate realizes that the large majority of his discoveries leave him feeling hollow, a sensation antithetical to the very intent behind his chosen line of work. What is the point of finding something if you are alone at the threshold of greatness? Without irony, the real treasure that Nate comes to appreciate is arguably the friends he has made along the way - what makes a discovery worthwhile is the people with whom you discover it.

CRAU Development: With his time in Hadriel, Nate has grown into a more responsible and open person - this is not to say that he doesn't achieve similar milestones in his own canon, but that circumstances within the game allowed for much more organic, drawn-out progress in terms of development.

The isolation he experienced for his first six months there - being the only person from his world - forced Nate to break out of his comfort zone in socializing, making friends in unlikely places with unlikely people. In the process he has learned to share and talk more honestly about himself and his past, as well as making clearer resolutions with his wife regarding their future together and how they intend to move forward as a team.

In heading up several projects in and around Hadriel Nate inadvertently became something of a mentor figure for several other residents, which he believed himself vastly unqualified for but assisted when he was able to do so, having a wealth of weird and complicated experiences from which to draw advice. At the same time, he took leadership positions on several occasions for an exploratory dive, a weeks-long expedition leading a team of a dozen people into a tundra, and a guerrilla-style offensive strategy in the month before a city-wide battle.

While he originally began these kinds of efforts out of personal curiosity his approach shifted to more altruistic intentions as friends and residents got involved and began to rely on him for answers in a way Nate wasn't accustomed to - up until this point, Nate's canonical adventures were generally pet projects that he satisfied with one or two other people, if he brought other people along at all. He acquired leadership skills he didn't think he was capable of having, and has become a considerably more proactive person for it. After his violent and painful death at the hands of a demon he was spying on for the Hadriel Guard, Nate began to utilize more caution with regards to safety and the people who looked to him for guidance. Turns out every lucky bastard has his unlucky day.

Powers/Abilities: Professional thief and treasure hunter with an annoyingly intimate knowledge of historical minutiae and esoterica. A career criminal, Nate is preternaturally skilled at running away from his problems, rock-climbing, scuba diving, picking fights, and not dying in spite of the multitude of dangerous scenarios in which he finds himself. Stealth is not his forte. He has inscrutably good luck, to a nigh-unbelievable extent,1 and a brief flirtation with stage magic in his youth lends itself well to his excellent sleight-of-hand, useful for picking the pockets of unsuspecting marks.

Highly talented with firearms and not too shabby at back-alley brawling, Nate's greatest talents are taking a beating and his inability to keep from making terrible puns at inopportune times. Fluent in Spanish, Latin, and Morse Code with a fair knowledge of Tibetan, Indonesian, Greek, Enochian and Mongolian script. Otherwise, a totally normal guy who happens to be really good at drawing and keeping notes. More than anything Nate is an adaptable but regular human, quick to evolve to drastic changes in situations as they happen.

1 It is suggested by Uncharted developers that his "health" is actually his "luck," and that Nate tends to wander through firefights and bullets just miss him until he pushes it too far. Ol' Nathan "Human Cockroach" Drake.

In Hadriel, Nate spent approximately six months training with Taako Taaco the wizard, learning magical skills, spells and cantrips. He is effectively a Level 1 Wizard, which should terrify anyone and everyone in proximity.

Cantrips
◆ Mage Hand [x]
◆ Shocking Grasp [x]
◆ Prestidigitation [x]

Spells
◆ Feather Fall [x]
◆ Expeditious Retreat [x]
◆ Comprehend Languages [x]
◆ Shield [x]
◆ Disguise Self [x]
◆ Magic Missile [x]


Inventory:
❖ Titanium wedding band
❖ DOXA Sharkhunter diving watch
❖ One (1) Mettler M-30 scoped rifle [x]
❖ Leather shoulder holsters + One (1) Beretta 93 Raffica Pistol [x]
❖ Grappling hook
❖ Climbing piton
❖ Gold pirate coin obtained in Libertalia [x]
❖ Weatherbeaten sketchbook and pencils
❖ Wallet with assorted currency, largely U.S. dollars, Euros, and British pounds
❖ American passport
❖ Side-satchel for carrying most of the above

Anything Else?

¯\_(ツ)_/¯

samples

Network Sample: [x]
Prose/Brackets Sample: [x]
eudorapatch: from <user name="easystreet"> (Default)

Eudora Patch | The Umbrella Academy | Reserved

[personal profile] eudorapatch 2019-07-06 07:35 am (UTC)(link)

Player.

Name: Ophelia
Contact: PMs to the journal are fine
Current Characters: Cho Takahashi

Character.

Name: Detective Eudora Patch
Canon: The Umbrella Academy
Canon Point: S1E4
CRAU Timeline/Game(s): n/a

World Description: n/a

Character History: here
CRAU History: n/a

Personality: Patch is the eternal optimist. Even Diego, who has super ridiculous levels of difficulty dealing with feelings or any sort of complex emotion is drawn to that in her, saying that the thing he likes most about her is her ability to see the good in people. Some might think that spending years as a police officer would diminish that. Far from it. It's the driving force behind her career choice. She wants to be the one cleaning up the streets because she wants the chance to help criminals rehabilitate themselves when possible, instead of throwing their whole lives away on stupid mistakes.

She's also incredibly stubbourn, which is in part what allows her to keep that optimism. When she decides she's going to do something, she does it. he sticks with thing, she follows through, no matter what it is or how hard it may be, no matter what unexpected challenges get thrown in her path, she does not relent. Even when she maybe should. Though, the flip side of that is that she's one of the most determined people you will ever meet. There is no problem that she can't overcome, given enough time. She truly believes this. It's been her experience in life that she can do anything she sets her mind to. She is smart and driven and utterly relentless. Good luck trying to keep her down with anything less than a bullet.

She has a very clearly defined moral compass. She knows what she thinks is right and what she thinks is wrong, and she's not willing to cross the line. It's too deeply ingrained in who and what she is. She can't separate herself from it, and even if she could, she would not want to.

Her confidence extends to every area of her life. It's what allowed her to deal with Diego and his emotional shortcomings for such a long time. Whatever he was going through, whatever poor decisions he made when it came to handling his feelings, it couldn't shake her sense of self. She knows she is smart, capable, beautiful, strong, and kind. No one will convince her otherwise. Her parents raised her to know who she is and what she's worth, and she does them proud on both counts. This can make her almost painfully blunt if she's not careful. It's taken a lot of work for her to soften her demeanour enough to be able to get people to trust her, and to deal with more sensitive individuals. It's not easy. It's something she works at every day. She knows it's important, though. Just because you aren't sure of yourself, that doesn't mean you deserve anything less than her best. Considering that she works so often with victims and traumatized witnesses, it's something she's constantly attempting to improve. She wants to be able to relate to everyone, no matter how much work it takes.

CRAU Development: n/a

Powers/Abilities: Is putting up with Diego's shit for as long as she did a superpower? Cause it seriously should be.

Inventory: The clothes on her back, badge, gun, wallet, and the normal crap that a person has in their pockets. She's didn't die with much on her.

Anything Else?

samples
Network Sample:
[ The satellite phone feels like a radio in her hand, which is strangely comforting. It's also why she sticks with the audio broadcast option. ]

This is Detective Eudora Patch. I'm sure I'm not the only one with questions. This must be very confusing and a little bit scary for a lot of us. The important thing to remember is that we're not here alone, we're not going through this alone. We can make it through this, together. We just need to take care of one another.

if anyone needs someone to talk to, or wants to explore but is afraid to do it on their own, I'm at--

[ She looks around, finds the name of what looks like a bar one storefront down, and repeats it, along with her best guess of how one would find the place. ]

I'll be here for a while. If you need something, please reach out. Don't try to deal with what's happening on your own. You don't have to.


Prose/Brackets Sample: here - The first thread is from several years before her canon point, so that might not be acceptable. The second one is an accurate representation of her canon point, and the only deviation from canon in that one is her surviving the gunshot, which means that every moment up until her death remains the same.


Page 1 of 4