Phantasmal Rift Mods (
phantasmods) wrote2018-01-17 08:32 am
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APPLICATIONS
Applications are currently closed and will open at 12:01 AM PST on February 22nd.
Post your applications to this entry in the following format: First comment should contain the OOC information section only. Successive comments should be posted in reply to that comment, as many as you need. Moderator responses will be appended to the last comment of the application.
A reserve is not required to app! Please note that while the total cap for characters per player is four, you can apply a maximum of two characters per application cycle.
APPLICATION TEMPLATE:
Please note that apps are processed in batches at the end of the application period!
IMPORTANT: Be sure to post your app with the journal you intend to use for the game!
Post your applications to this entry in the following format: First comment should contain the OOC information section only. Successive comments should be posted in reply to that comment, as many as you need. Moderator responses will be appended to the last comment of the application.
A reserve is not required to app! Please note that while the total cap for characters per player is four, you can apply a maximum of two characters per application cycle.
APPLICATION TEMPLATE:
- OOC Information
Player name: [Your preferred name or handle here]
Player age and gender: [18+ folks only. Preferred pronouns go here, though please include one least one of he/she/they for the sanity of your mods and fellow players]
Player Contact: [Plurk, Discord, what have you]
Any other characters in game?
[THIS IS THE END OF YOUR FIRST COMMENT. EVERYTHING AFTER THIS GOES IN REPLIES TO THE FIRST COMMENT.]
IC Information
Character name: [Western order, please. Also if your character is a AU with a different name than the one they had in canon, please let us know!]
Character canon: [If your canon has multiple adaptations and you pull from one in specific, please note that. If your character is a CRAU, please note game they came from here!]
Canon point: [If your character is an AU, please include both their ORIGINAL CANONPOINT and their AU canonpoint. In the case of a CRAU, please note their canonpoint at their PREVIOUS GAME.]
Physical Description: [Image links are fine! Please also include your character's relative height and age!]
About the Character: [Tell us about your character! This is a freeform section for both history and personality, and we're looking for 500-2000 words. Please don't go too far under or overboard!]
Character abilities: [Include both supernatural abilities and more mundane ones, please! Details are good.]
Inventory: [What's on your character's person when they arrive, magically or otherwise?]
Samples: [Threads from the test drive are strongly preferred, but any thread of at least eight comments from your character will do.]
Please note that apps are processed in batches at the end of the application period!
IMPORTANT: Be sure to post your app with the journal you intend to use for the game!
no subject
Character name: Marie Cooper
Character canon: Hexapath Travellers
Canon point: Directly post-Travellers
Physical Description: Marie is a wiry ranger of average height, with light brown skin, grey eyes, a beauty mark under one eye, and an aura of being mostly competent and extremely Done. She tends to wear greens and browns, often with hoods and/or gloves, and her most common equip is a small wrist-mounted bow. Her hair is dark brown and often mistaken for being short, but that's just her chin-length forelocks; the rest is in a braid that's tucked up under itself and pinned.
About the Character: There's a reason Marie's name is a lot more normal than the rest of the Hexaparty: she belonged to a completely unremarkable family of barrel-makers in a small town. However, her parents hadn't given up on their failed ambitions to "make it" in life and started projecting them onto their child, and when Marie turned ten, they shipped her off to military school in the capital. Marie herself was not too into this, but tried her best to make her parents proud. As time went on, though, the culture of military school kept wearing down on her, and she started to scorn and question the strict discipline, dehumanizing the enemy, and religious environment (not completely, but at least to the point of "why does everything warrant a lecture about Caleigh?").
This came to a head when Elfrieda Silvermond, the Legendary General (or Ælfþryð, but the joke is that the game software can't handle special characters), gave a speech at the school when Marie was 17. While most of the other students ate it up, something rubbed Marie the wrong way, and she recoiled at Elfrieda's declaration that life and happiness should always be forfeit for the good of what the Church of Light said. On her next visit home, Marie tried to plead her case with her parents that this really wasn't for her and she'd never been happy in military school. They... did not react well. It ended in a huge fight about how selfish Marie was for still wanting to go do her own thing after all these years, that military school should have drummed it out of her, and how her joining the military and rising through the ranks was her parents' last hope of becoming rich, influential pillars of society.
Marie Cooper realized that day that the only reason she was born was to be used by people who wanted her to discard individuality and serve them blindly, and if she was going to get out of that, she'd have to abandon the path intended for her whether her parents and the military liked it or not. As soon as she returned to the capital, she packed her things, sent her parents a letter with no return address, formally dropped out of the military academy, and ran. She had no plan, no safety nets anywhere, but she had knowledge from military school of surviving in the wild, so rather than take the road to a different city or town or stay in the capital, Marie went into the woods. For years afterward, she lived in a shack she built in the forest, hunting for food and selling foraged alchemy supplies in town. This is also when she started to explore some ancient ruins in the forest that she found fascinating, which bore an unfamiliar symbol and included a piece of what Marie would later learn was a scattered set of armour, powerful artifacts that would later be sought by the Legendary Heroes.
Until some bandits came into Marie's territory and stole the piece of armour, escaping before she could track them down. By this time, Marie was 21 and established as the weird forest hermit who sells things in town. In a conversation with Sophie Summerhelm, one of her regular customers, Marie mentioned seeing some quest assignments for adventurers that could help in Sophie's ambition to prove her achievements to her mentor. The two began occasionally travelling together and they formed a party with two other adventurers, Lulu and Edward, and started to gather ancient treasures for the Church. However, Marie noticed that these artifacts were also pieces of armour matching the one stolen from the ruins, and after some quests where the rest of the party had painful revelations about everything they thought they knew, the Hexaparty discovered that the Church of Light and the Legendary Heroes were con artists whose true goal was to summon Caleigh into the body of their leader, Ulrich, and undo the entire timeline.
From there, the Hexaparty started to gather the artifacts for themselves instead, keeping up with the Church's efforts, until Alice, the mysterious healer they'd promised to protect, was outed as Ulrich's child and forced to hand the artifacts over. While the group got Alice back, they lost the artifacts, and they planned a strike against where they were being held to steal them back. It wouldn't be easy, as they were currently being guarded by the Church's elite guard, led by the Legendary General herself. Alice pleaded to be allowed to help with the plan, but Marie still didn't trust her fully after the fight with Ulrich, and she thought she knew Elfrieda's tactics well enough to get them in. What followed was a stealth mission in the fortress where Marie's knowledge served them well enough to avoid the guards -- until suddenly it didn't. Elfrieda had anticipated their arrival and lured them in with basic tactics someone who'd dropped out in the last year of military school would have known enough to come up with ways to get around them.
Once again, Marie had been used by the military and done exactly as she was expected to do. This enraged her, but she and the Hexaparty kept cool long enough to fight and escape. They didn't get the artifacts back, but they did find out information about the Legendary Heroes and the true goddess of order, Leta, who had blessed the Heroes before they turned on her. Which means at least the dungeon wasn't a total waste of time. At this point, remembering how her own parents had also treated her like a tool for their own advancement, Marie reconciled with Alice and admitted she was wrong to treat her with suspicion when they'd been in the same boat. The party headed to seek out a blessing from Leta to help them stop Ulrich and Caleigh, defeated the other Legendary Heroes, fought Ulrich even as he possessed Caleigh's power, and summoned Leta to defeat Caleigh with a six-way multitech.
Personality-wise, Marie is the sensible, slightly sardonic one of the Hexaparty. She relies a lot on practical knowledge, particularly of nature, weapons, and strategy; even if all that knowledge came from the worst eight years of her life, it's something she excels at and has applied to a life that makes her happy. She puts on an air of not having time for nonsense, but will let silly things happen and people be aggressively themselves as she just sips her tea and waits for it to blow over; not getting involved isn't the same as hating it, and she does find the antics charming sometimes, even if she does get a little annoyed.
She does sometimes get judgmental, even if it's over things anyone would be; if Marie lived in modern times, you'd probably find her reblogging "cancel X creator" posts once a day. But the events of Hexapath have taught her more about relating to others and not judging people who did one bad thing under duress (sorry, Alice), while still keeping firm against those who actively work to hurt others for their own gain. Marie also tends to rely on herself a little much and not recognize when she needs help; she will encourage others to do their best, of course, and always wants to help people when she can, but if she thinks She Can Handle Something, she goes ahead and doesn't always listen to others' input. This doesn't always work well.
Marie's goal in life is just to live the way she wants to. Sure, she went off to live in the woods, but it was better than being cannon fodder or a puppet to help her parents be social climbers. That's really why she grew to love the Hexaparty and stick with them when the stakes continued to rise. They cared about her and each other, she could apply her skills to good use, and they wanted to protect a world of freedom rather than let it be undone and recreated into something ruled by strength alone.
She has a few vestigial habits from military school aside from the ranger skills and strategy. Some, like using curse words as commas, Marie has mostly drummed out of herself, though you'll still hear her swearing a blue streak under her breath when there aren't any impressionable ears around. Others, like knowing all the tricks people use to hide their relationships and teaching people dirty songs, she will happily do (again, not around innocent ears). And still more she intentionally and constantly discards out of spite (she's never making a bed again, much less perfectly).
Character abilities: Marie has no magical ability, but has a lot of ranger skills, such as archery, throwing knives, foraging, hunting, and knowledge of military strategy. Her Desperation Attack, Rain of Arrows, sends arrows all across the enemy side of the screen and can break shields both magical and physical 1/4 of the time. She also has the option to equip trick arrows. Her stat page is here.
Inventory: Small wrist-mounted crossbow, silver armour (endgame stats), regular arrows, trick arrows, a bag for gathering things.
Samples: Got enough bites on the testdrive!
no subject
Additionally, if you use a secondary journal for icon space or other purposes, please respond to this comment with it so that we can get it included!
For your participation in the Test Drive, your character also receives the following items of loot;
Tarot Collection: A worn book, full of beautifully illustrated cards, covering the major and minor arcana. They look handmade.
QuickFries: A pack of microwavable fries. They're a little dry, but they're not bad.