phantasmods: (Default)
Phantasmal Rift Mods ([personal profile] phantasmods) wrote2018-01-17 08:32 am

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:

    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!
bulletnews: (editor in chief)

[personal profile] bulletnews 2018-02-01 04:50 pm (UTC)(link)
OOC Information

Player name: Awe

Player age and gender: 18 / he

Any other characters in game? Not yet
bulletnews: (it's a hit!!!)

[personal profile] bulletnews 2018-02-01 04:51 pm (UTC)(link)
IC Information

Character name: Aya Shameimaru

Character canon: Touhou Project

Canon point: After Hidden Star in Four Seasons' extra scenario

Physical Description: Here's a picture. While Aya appears to be in her early-to-mid-20s, she is at least 1000 years old. She is about 180 cm tall (slightly shorter than 6 ft 0 in).

About the Character: The history of Gensokyo is, at once, only tangentially relevant to Aya's character and essential to it - Gensokyo is an isolated pocket dimension hidden in rural Japan for the continued existence of youkai, Japan's native monsters, in the face of science and other inquiries making it more difficult for them to live. By doing so, the youkai detached themselves from the collective human imagination and became able to grow and develop on their own.

As of late, Gensokyo has been beset by a number of "incidents" typically resolved by a local shrine maiden (Reimu) or a black-and-white magician (Marisa), of which Aya generally knows the details or was otherwise directly involved. She takes extensive notes of anyone she interviews whether in connection to these incidents or not, but because she does her memory is somewhat inconsistent. Recent incidents include:

- The time the whole region was covered in extremely thick red fog, and then Reimu and Marisa beat up some vampires
- The time winter hadn't subsided at all until like May, and then Reimu and Marisa and Sakuya (a maid in the employ of the aforementioned vampires) went to the Netherworld to get spring back
- The time when everyone was throwing too many parties because a hidden oni was increasing the party density
- The time the moon was replaced with a fake, so one of four pairs of characters (details unclear) artificially extended the night to get the real moon back before permanent damage could be done
- The time all the flowers everywhere started blooming without regard for what season it was, which as it turns out just kinda happens once every sixty years or so but also there were too many ghosts around because a local shinigami wasn't doing her job
- The time a couple of gods from the outside moved an entire shrine and lake into Gensokyo, on top of the mountain where Aya lives, and then struck some kind of deal with at least the Great Tengu that he apparently didn't tell anyone about
- The time the weather went haywire around everyone, and Reimu's shrine was destroyed in an earthquake twice, because a celestial got bored
- The time a geyser full of evil spirits suddenly erupted in Reimu's backyard because one of the aforementioned outside gods wanted to make a nuclear fusion reactor
- The time UFOs showed up, and then a Buddhist temple ship parked outside the village
- The time Prince Shotoku, who was secretly a Taoist and also female-identifying, got angry because her mausoleum was landed on top of by the aforementioned Buddhist temple ship
- The time when all the humans started losing hope, so all three religious leaders simultaneously go for a "please try this religion" tactic
- The time everyone's magical items went haywire and there was a big storm and an upside-down castle
- The time urban legends and other rumors spread like wildfire, and everyone is really concerned about balls
- The time the moon people launched a full-scale invasion of Gensokyo
- The time where people started taking over each other for no apparent reason
- The time different regions of Gensokyo were in completely different seasons, and it was because a couple of servants of a secret god were dancing behind people to draw out their hidden powers so that said secret god could hire their replacements

And, on a level much more specific than this, Aya knows about all this stuff, because she is, first and foremost, a reporter. Gathering material is generally close to the top her of mind in just about all situations; during an incident in which Reimu's shrine was destroyed, her response to hearing about it (from Reimu herself) is that it sounds like it would make a good news story and that she's going to investigate immediately just as soon as she's done chasing Reimu off the mountain, which is generally off-limits to humans. Her fixation on the next story is at times so severe that she can do things such as break into houses without even thinking about it. On at least one occasion when big news was happening underground, she volunteered to be a remote support for Reimu while she resolved the incident mostly just to hear everything as it was happening so she could write about it later.

The actual composition of an issue of her Bunbunmaru Newspaper is relatively straightforward. When writing it, Aya is concerned with whether or not she knows the facts of what is going on first and foremost but, consciously or not, can’t help from injecting her own view of the situation into her writing. Interviews are generally reproduced verbatim, however, and the one time she tried writing a more tabloid-style publication she accepted advertisements and outside columns, including several that were extremely morbid and didn’t seem to have a point. The tabloid was cancelled after an interview that would have appeared in it caused Aya to suspect that a Lunarian goddess with the power to invert a situation just by talking about it might abuse her writing as some sort of offensive maneuver against Gensokyo. It also includes a number of sections towards the end in which she de-embellishes and re-checks the facts of some of the articles that had been written therein, including one that looks like a scathing teardown of Prince Shotoku lifted from the coverage of Donald Trump’s presidential campaign. In short, she can and does let her own biases show in her writing, even though her reporting is for the most part accurate.

As for more direct offensive maneuvers, she prefers to avoid using them. However, her general attitude about information gathering occasionally leads to confrontations. The only known time she deliberately started a fight was with someone that had used a trap to kick her out of a duel that was already in progress between them. Said rematch is also one of the few cases Aya is genuinely outmatched by her opponent even despite said opponent holding back, who surrenders in the face of Aya's tenacity anyway. It takes a few moments for Aya to accept that she wins the duel, after which she immediately starts launching into the interview she'd asked for just before it began.

Aya's personal life is largely unknown; she is on the job pretty much every time she shows up in canon, but culturally as a whole the tengu are pretty well-off and have food sources and lots of alcohol and everything. She enjoys drinking a lot, like most tengu, but she knows there's no way she could win in a drinking contest against either of Gensokyo's two resident oni, Suika (never not drunk, has a literally infinite supply of super-alcohol) and Yuugi (constantly balancing a plate of the stuff, could punch you straight to the moon if she were so inclined).


Character abilities: Aya, as a crow tengu, is an inherently magical being. She is longer-lived, stronger, and faster than a human, and in fact faster than other tengu. Supposedly, even her signature spell that involves her moving really fast, Illusionary Dominance, is still just a fraction of her top speed, not to mention her ability to maneuver effectively at that kind of speed. Her specialty in terms of magic is wind manipulation, which she uses to assist her already superhuman speed, create small tornadoes and other projectiles made of air, and, in a more esoteric use of the wind, "listen" to it to pick up rumors. Many of her attack spells have names, due to the nature of magical duels in Gensokyo; a list of these is on her Touhou Wiki page. (The "Skills" section above it is instead a list of her shot types and special moves from the fighting games she appeared in (Spell Cards themselves are supermoves)).

Spell Card dueling is always non-lethal, and she is able to hold back as much raw power as necessary to ensure this is the case. She can also supplement her wind attacks with generic magic energy bullets.

All this physical and magical strength does come with a fairly significant drawback, which is that she is especially vulnerable to mind-altering effects and possession not in terms of susceptibility but in terms of results; if something like that gets used on her it's extremely hard to recover from and might even be permanent.

More niche magical skills she has include the ability to hide and show her wings at will and the ability to make regular non-magic crows do what she wants generally (one at a time);
In terms of more mundane skills, her primary skillsets are journalism and photography. Also she holds liquor really well.

Inventory: Writing instruments, feather fan, camera, the Bunkachou (her notebook, full of ridiculous amounts of photos and notes. Her handwriting is apparently actually pretty cute.)

Samples: here are two threads
Edited 2018-02-02 04:45 (UTC)
riderofcharlemagne: (Default)

[personal profile] riderofcharlemagne 2018-02-01 06:35 pm (UTC)(link)
OOC Information

Player name: Jefferson

Player age and gender: 20, he/she

Any other characters in game? No
riderofcharlemagne: (CARROLL CARROLL)

[personal profile] riderofcharlemagne 2018-02-01 06:38 pm (UTC)(link)
IC Information

Character name: Astolfo

Character canon: Fate/Apocrypha

Canon point: S02 E01, after Celenike’s death.

Physical Description: [Image link] he’s 5’3”, has no definite age but is an adult.

About the Character: In life, Astolfo was one of the 12 Paladins of Charlemagne, and in this time he went on many adventures, collecting various treasures and weapons such as his lance, horn, and prized hippogriff, even venturing to the moon in order to restore reason and sanity to his fellow paladin Roland. With a competitive streak,he participated in many jousting tournaments, often losing until he “borrowed” (stole) the Trap of Argalia, which won him many battles due to its ability to cause anyone who touched its golden tip to fall. Famed in his legends as “weak”, he was subject to many failures and defeats, but he never faltered in spite of this.

After his death, he became a heroic spirit and was summoned in the Great Holy Grail War, to a master, Celenike, whom he disliked and that grew to detest his tendency to follow his heart and do as he pleases- regardless of whether it would benefit his side or not. He betrayed his master in assisting a homunculus boy to escape his fate of being used as a living, magical battery and encouraged him to go out and live his life, believing that this was the right thing for him to do. Astolfo watched as his comrade Siegfried sacrificed himself to save the homunculus, and took responsibility for the affair, proud of his actions. Celenike tortures Astolfo for his disobedience, and he continues to fight for her until he encounters the homunculus, now calling himself Sieg, on the battlefield. Celenike orders Astolfo to kill Sieg, using magic to force his actions despite his protests against it. He only avoids killing Sieg by the intervention of a third party, who decapitates Celenike. Without a master, Astolfo has limited time left of being alive, and this is where his canonpoint picks him up.

Astolfo himself is eternally optimistic, almost infectiously so. He takes his (many) failures in stride (barely recognising them as such), and approaches problems head on without much prior thought, acting impulsively because he places value in what his heart decides. As a result, he has little in the way of regrets. He follows his own path, and it is one that goes in whatever direction he decides on the spot. Famously lacking in sense, he can be careless especially in matters of secrecy; he’s a huge blabbermouth and loves to talk (mostly about himself). He can be very dramatic, always giving himself a grand introduction to new people, delivering speeches whilst posturing before a fight. Despite this, he’s not overly fond of combat. He will fight if he needs to but doesn’t seek it out, or enjoy it as anything more than a show to put on.

When out of combat, Astolfo loves to wander about and enjoy the pleasures of life with a curious nature about everything. Even though he doesn’t need to eat he enjoys indulging in sweet treats just for the enjoyment of the taste. He loves cute things, which is reflected in his fashion sense. He lives wholly in the moment with little thought for the future, so he is most motivated when working to help out someone he cares about no matter how fruitless it may be (an example is when helping out Sieg, not knowing how much he can realistically do for him he states “I’ll keep helping him until I stop”). He doesn’t get along well with people who are arrogant, selfish, and callous.

He admittedly lacks restraint (something he seems to be proud of, if anything) and can easily be annoying to the wrong people (another thing he takes in stride, claiming to be pretty good at annoying people). He has little regard for personal space or privacy, which means his conversations have the tendency to veer into awkwardness.

Astolfo is one to stubbornly hold onto the values he holds dear to his heart, and will refuse to do things that conflict with them regardless of the consequences of such. His alignment falls under “Chaotic Good”.


Character abilities: As a servant he has higher stamina/strength than a regular human, and relies on magical energy for survival/strength rather than food & drink.

He can manifest his noble phantasms (weapons & hippogriff) from a spiritual form so that they needn’t be carried around constantly. His horn emits a sound that slams enemies with the force of it, and his grimoire has anti-magic capabilities (that he can only use when the moon is out, because he forgets its true name without it). His hippogriff unsettles reality, which allows him to phase through space/attacks in very short bursts (I’d imagine the summoning/use of his hippogriff would probably be nerfed/removed, or just incredibly unwise to use in the setting.)

He can detect magic users & other servants, and they likewise would be able to detect him.

He has the ability to shift into a spirit form where he is invisible & intangible to conserve energy, but he greatly dislikes doing this because he likes assuming a human form.

Inventory: His outfit/armor, a hunting horn “La Black Luna”, a golden lance “Trap of Argalia”, a grimoire “Casseur De Logistille”.

Samples: https://phantasmemes.dreamwidth.org/340.html?thread=72788#cmt72788
https://phantasmemes.dreamwidth.org/340.html?thread=86356#cmt86356
https://phantasmemes.dreamwidth.org/340.html?thread=119380#cmt119380
photoshooter: (HAND 📷 So I says to him...)

[personal profile] photoshooter 2018-02-02 01:12 am (UTC)(link)
OOC Information

Player name: Asher

Player age and gender: 28, he/him/his

Any other characters in game? N/A
photoshooter: (MACHINE 📷 BURNINATING THE PEASANTS)

[personal profile] photoshooter 2018-02-02 01:12 am (UTC)(link)
IC Information

Character name: Prompto Argentum

Character canon: Final Fantasy XV

Canon point: End of Chapter 13, just after Noctis gets sucked into the Crystal and he got to shoot Ardyn in the back.

Physical Description: He freckle | But first, let me take a selfie | The boy in motion | Puzzle and Dragons because look, it's cute
Age: 20
Height: 5'8" (173 cm)

About the Character: 'I mean, when you look at me, you wouldn't think that I'm anything but a fun-loving, happy-go-lucky joker. But that isn't the real me. Behind all the quips and laughs, I'm a mess of hang-ups.'

Prompto's history on the Final Fantasy Wikia

Prompto's obviously FFXV's cheerful comic relief character from the get-go. He's goofy, clumsy, whiny, doesn't know what to do with himself during the game's heavy moments, chipper to a fault, exaggeratedly reactive, sometimes annoying, and has hair like a chocobo's butt. He's the quintessential sidekick: the party's mood-maker, a nice guy ready with a laugh whenever it's needed, even at his own expense.

But all of this is the persona Prompto's constructed so that he could have and keep friends. Beneath what he apparently thinks is a convincing front of jokes and good times, he hosts an inferiority complex the size of the sun, a deep-seated fear that his friends will leave him, and a need to give the people what they want. He's not naturally good with social interaction. He's uncertain of himself and has trouble relating to others. And a huge part of that was growing up lonely, as his adoptive parents were hardly home in his childhood. Their absence left Prompto an emotional chasm that, as a child, he was too awkward and inexperienced to fill. That loneliness has left him terrified that the 'real him' wouldn't be worth anyone's time, that he's meant to live with that hole forever.

Once given the impetus to fill it, though--that is, a letter from the Oracle, so it wasn't even a resolution of his own making--he goes all-out. Sheer bloody dedication to the idea of being Prince Noctis's friend sees him through a multi-year transformation. He refashions himself from shy, stodgy loner to an affectionate loudmouth who can't sit still, who maintains a well-regulated diet and exercise regimen though he's long since reached his (admittedly shallow) goal. And that goes to show that Prompto's determination, for all his complaining, is never to be underestimated--particularly when it comes to his friends.

Running deeper than his insecurity and more true than his charming goofball persona is a streak of loyalty and compassion greater than Prompto himself understands. He's always the first to a downed friend's side and the quickest to notice something's wrong. He goes out of his way for children and injured animals--an affinity, perhaps, for those as weak as he perceives himself to be. A lifetime of observing others and adjusting his presentation to match the mood lets him see when his friends are hurting, and his own lack of pride--what, after all, does a loser like him have to be proud of?--lets him offer help so easily, so naturally, his prouder, more macho friends maybe feel less of a sting. Everything Prompto does, he does to earn his place among the people he's lucky enough to call friends. Everything he does, he does to help.

Because of that, he lacks a certain kind of initiative on his own. His greatest struggle is to figure out what he wants, not what the people around him want of him. Before he figures that out, he's always looking to others for guidance and hiding behind them when he believes a situation beyond his ability--which happens real darn often. But once he realizes all he wants is to be with the others whether or not he 'deserves' that place--when he sets out to take that spot for himself with all the honesty and courage he has--he learns he has the resolve to stand on his own.

His whole life, Prompto's wrestled with the idea that he doesn't belong. For twenty years, he hid the barcode on his wrist despite not knowing what it meant beyond 'you're not one of them.' He knew he was from the enemy empire. He knew he was awkward, ungainly, without anything to offer that would make his friendship worth the trouble. But he knew he wanted friends more than anything. When he finds an opportunity to have them, Prompto does everything he can not only to keep them, but to keep them well. He wants his friends to be happy. He'll do whatever it takes to make it so.

When the chips are down, when everything is falling apart around them, it's wimpy, awkward, bad-jokes Prompto who steps up to fill the cracks and ease the burdens of those around him. It's Prompto who sticks up for Ignis's right to choose his destiny after an attack leaves him blind. It's Prompto who jokes with Noctis and forgives him as easily as the others can't, rather than piling guilt and responsibility upon him.

He is that fun-loving, happy-go-lucky joker, here to groan about minor inconveniences and lighten the mood. He's also that mess of insecurities, constantly groping for validation, begging the world for a reason to exist. But Prompto's capable of growth beyond expectation, most of all his own.

Whatever his friends need, he'll become.

Character abilities:

Combat: Prompto's a seasoned gunner, used both to hunting animals and daemons and waging battle against more human (or human-directed) forces. While he has the weakest constitution of his friends, he's fast on his feet and on the draw and can use any kind of firearm, including heavy machine weaponry and sniper rifles. He's also capable of stealth kills from behind.
Photographer's eye: The keen eye that makes him a good gunman serves him even better as a photographer. Prompto documents everything from cute animals to dramatic scenes to candid shots of his friends, and he likes no opportunity better than that for a selfie.
Athletics: He's a speedy runner and a generally nimble, springy young man.
Tech and vehicles: From the ease with which he adjusts to such disparate creations as Imperial Speeders, snowmobiles, and heavy weaponry, it appears Prompto has something of a knack for understanding and utilizing machines. Who knows? Maybe it's genetic.

Crownsguard/Kingsglaive Techniques (LOCKED, FOR NOW):
Magic: As a member of Noctis's guard, when Noct is there, Prompto can draw on his magic to use special techniques that can weaken enemies or induce certain status effects. These techniques include Starshell, Gravisphere, Shock Drop, the healing buttpat, and so on.
Armiger access: He can also materialize or dismiss his weapons (or other items) rather than carry them around; this seems to grant him unlimited ammunition for his firearms as well. Unfortunately, without Noct, this... doesn't work.



Inventory:
Crownsguard Fatigues: (Leftmost outfit) The battle garb of the Crownsguard. Designed to protect the wearer and increase their health. They're all black and custom-made for each wearer; this one includes a sleeveless jacket, a sleeveless shirt with an angular, silvery design, slim-fit pants with a subtle leopard-print pattern, and boots. Also leather wristbands, fingerless gloves, and a bandanna.
Lion Heart: A large handgun with a distinctive blue stripe. A high-performance prototype firearm developed exclusively for high-ranking officials. Deals more damage when HP is low. After the January TDM, he's down to a single bullet for it.
LOKTON-X30: A digital SLR with a shoulder strap and what's probably a couple hundred pictures of dirty boys and chocobos on it.
Smartphone: Standard-issue silver-backed smartphone. He doesn't seem to have many contacts, but at least he's got a pretty high score in King's Knight!
Friendship Band: An accessory that can be worn by Noctis's friends. Wearers can unleash link strikes even over great distances.


Samples: TDM toplevel and a tagout
Edited (Used the same image for his outfit and his gun, my bad) 2018-02-02 10:40 (UTC)
founderinglight: (Default)

[personal profile] founderinglight 2018-02-02 05:29 am (UTC)(link)
OOC Information

Player name: Nai

Player age and gender: 25 + he/him blob

Any other characters in game? I'M HEAD MOD I DO WHAT I WANT (some NPCs)
founderinglight: (Default)

[personal profile] founderinglight 2018-02-02 05:32 am (UTC)(link)
IC Information

Character name: Izunia Lucis Caelum

Character canon: Final Fantasy XV [NOTE: Due to uh, the state of the canon, may become AU at any time thanks Episode Ardyn]

Canon point: Post-game, via Shenanigans

Physical Description: He looks like his brother but dresses better, what more needs to be said? (Oh yeah he's a fucking 6'5 beanpole.)

About the Character: Okay so here's the thing: Izunia existing in the first place was only even confirmed in Episode Ignis, and we have approximately fuck to go on besides lines from a pair of very unreliable narrators. Bahamut is slightly more reliable in painting a picture of Ardyn and Izunia's mutual backstory, meanwhile Ardyn himself has quite a few comments about his brother - a supposedly jealous king, who stole not only the throne but Ardyn's entire identity and place in history as the Founder King.

This would seem to create a rather unsympathetic character, but as Ardyn's been cooking as a literal incarnation of a hateplague for two thousand years and FFXV is at its heart a tragedy, I've gone full hog on headcanon that there was a Horrible Fucking Miscommunication there and Izunia is, you know, not such a shitty guy.

So, for our purposes, a rough timeline of events in Izunia's actual life;

-> Born twins (FITE ME IN THE PIT TABATA), Ardyn the elder, near the end of the Astral War
-> Father was a hero of the war granted the power of the gods, specifically the Lucian magic/Armiger, which carried unexpectedly to his children
-> The two grew up close and were likely going to end up in research positions rebuilding their world before Ardyn was unexpectedly pointed at by the gods
-> Who declared that he would be a healer of the Starscourge (evilnasty magic plague) and that the Chosen King would relieve the world of it
-> Ardyn, believing himself to be said Chosen King, sets out to heal the world, picks up a Shield named Gilgamesh somewhere along the way
-> Eventually Ardyn realizes, but never lets on to anyone else, that he's not so much healing the plague as collecting it into his body
-> This state of things continues from ~20 to ~35, with Ardyn occasionally coming home and Izunia taking up most of the work of establishing the kingdom
-> Izunia caught the scourge, was barely hanging on when Ardyn arrived home in a panic and healed him
-> Izunia wakes up from the fever/delusions, sees the fuckface
-> Stabs first, asks questions never
-> Ardyn "dies"/discorporates for the first time
-> Izunia, distraught, goes to the crystal/Bahamut for "what the fuck do I do now"
-> Bahamut is like "lol your brother's a daemon now, there's nothing left of him but the accursed, good job, go be king in his stead"
-> Izunia proceeds to go full fucking yandere on the "daemon" that is Ardyn in a stunning series of executions, ending in Ardyn getting thrown in Angelgard
-> Afterwards, Izunia takes up Ardyn's name out of the belief that Ardyn is the one who deserves to be remembered as the Founder King
-> Gilgamesh grudgingly helps for a while but eventually, when Izunia can handle the deception on his own, fucks off to Taelpar Crag
-> Izunia has two children (a daughter who inherited the crown and a son who researched the Armiger) and dies in his mid-70s

From there we have two thousand years of chilling in a ring passed down through the generations until Kingsglaive, at which point Ardyn walks into the throne room in the Citadel like he owns the place, because he should. That was just a little bit of a wakeup call. Then Regis bites it and various people outside the family put on the ring with varying degrees of success due to their extremely varying degrees of worthiness.

After Kingsglaive and the fall of Insomnia, the ring passes into the keeping of Oracle Lunafreya, and nobody puts it on until Ignis in Altissia. [Salt and Pepper Diner voice] And that's when Izunia's mental state went from 'bad' to 'utterly destroyed' [/voice], because when faced with this punk-ass advisor with the power of kings, Ardyn's reaction is to warp straight into his face.

Because what's the only thing worse than turning your brother into the Ultimate Daemon? Realizing that the Accursed is still your brother, because daemons can't warp.

(and then later Noctis puts on the ring properly and follows the prophecy to actually put Ardyn down, which is why he's the favorite of all Izunia's descendants.)

End result: One Founder King with some seriously collapsing sanity due to guilt issues on top of the fact that he has played the role of his brother since he was 35, roughly 2000 years ago. There are also some identity issues, in the sense that Izunia consciously remember that he was the (relatively) straight-laced one to his brother's ridiculous habits, but he doesn't really remember which personality traits are from the original Izunia and which are from 'Ardyn.'

On top of this, Izunia doesn't relate to others particularly well, and is honestly quite a coward when it comes to social consequences. He's almost too loyal, but never had many friends in the first place, and the problems connecting with others only grew with so long keeping his entire identity a secret. While he can wear the authority of the Founder King, his usual outward act is more similar to Ardyn's - casual, affable - with a blending in of Izunia's own more serious, academic-leaning traits. He's friendly and curious and obviously has some deeper issues, but exactly how deep they go is left a mystery by keeping people at arm's length.

Underneath that, it's a trainwreck waiting to happen. The only reason Izunia doesn't blame himself utterly for destroying his brother's life was the revelation at Altissia that he'd been every bit as lied to and manipulated by the gods as Ardyn. He's a mess who doesn't believe he deserves forgiveness or redemption, but continues to wish for the impossible anyway: a world where his relationship with his brother isn't a tattered, blackened thread.

For right now, though, he'll start with trying to live as himself for the first time in two millennia, because that won't be hard at all.


Character abilities: LET'S TAKE IT IN SECTIONS. Being a king of the Lucis Caelum line, Izunia's got a lot of the goddamn broken shit associated with his bloodline.

WARPING/PHASING: Short-range teleportation type abilities. Warping is teleportation by moving to a thrown weapon or object, and does not seem to have a distance limit except via one's ability to hurl shit for any given distance. Phasing is a defensive ability, much shorter in range, that allows one to sidestep attacks by briefly being Not There. Both leave trails in the color of the user's Armiger (blue, in Izunia's case) and a skilled user can choose to leave afterimages to distract enemies. The energy of warping isn't infinite, but is much easier to manage by jumping in and out of combat.

THE ARMIGER, PART ONE: Personal royal hammerspace. Primarily used for weapons, but there's no observed limit to what can be stuffed in there (beyond a typical JRPG 99 item cap). For sanity's sake I'm saving that no single object larger than the owner can lift, but otherwise there's no real limit. Objects in the Armiger are kept in stasis - that is, time doesn't pass for them, a cold drink will remain cold and perishables will not spoil. Live animals cannot be put in the Armiger. Items summoned from or dismissed to the Armiger appear in a flash of light and crystal shards (again, Izunia's is blue).

ROYAL ARMS: The personal magical arms of each of the Lucian Kings, the Royal Arms have the unique quality of being able to exist in multiple places at once (as they're bound to the Armigers of those who wield them rather than being purely physical items). They are extremely powerful, but cost some of the wielder's strength to manifest (represented as an HP cost in game). Izunia currently possesses only two due to his position so early in the line, but could obtain others in the future.

THE ARMIGER, PART TWO: Those with more than four Royal Arms to call upon can enter the Armiger state, which is their personal Super Mode. All of the user's Royal Arms are summoned at once, formed out of light in the user's Armiger color, and can be used freely for a dizzyingly varied combat style. (HP cost doesn't apply in Armiger state.) Normally the Armiger state only lasts a brief time, but under certain circumstances there's a further super mode (possibly Ardyn and Noctis exclusive? What the fuck who cares anymore) that summons the Armiger without a time limit and also... enables a levitating flight and infinite warping energy.

ELEMANCY: Aka the royal family's form of black magic. Works primarily by drawing energy from the surroundings and/or enemies and/or energy deposits and/or etc etc users can store a limited amount of energy in their own bodies, but normally have to transfer that energy into containers of some sort to cast spells. Works with fire, lightning, or ice elements.

RETAINERS: And except for the Royal Arms and by extension the Armiger State, he can potentially share all of this with other people, including a single common Armiger space.

ILLUSIONS: We have no idea how they work but apparently full sensory illusions are a thing that can be done in this universe because tabata explains n o t h i n g. But let's go with "minor alterations to own appearance, can't fully turn into another person, that's Ardyn's trick after two thousand years of practice" to be on the safe side.

RING MEMORIES: Although most of it was like a dream, Izunia retains a decent sense of what transpired while anyone was wearing the Ring of the Lucii (and only those times), due to having been inside it. This means that he's significantly less mystified by modern technology and so on than people would probably expect of a two-thousand-year-old dead king. Also, it means he's hax at royal arms and can use just about any weapon you hand him, hypothetically, because at least one of his descendants has probably used it at some point.

RING MAGIC: Technically can't do this without the actual Ring of the Lucii, yet, but this is a set of three spells - Holy (light element counter attack nuke), Death (drainy type... draining spell), and Alterna (more commonly known as warp, warps all enemies in range FUCKING ELSEWHERE, GOODBYE).

LIGHT MAGIC: Izunia's personal specialty because I had to give him something. Conjures blades of light and nyooms them at the target (as the XIV red mage abilities Fleche and Contra Sixte).

EVERYTHING FUCKING ELSE: Career politician. Successfully fooled everyone into thinking he was Ardyn for two thousand years = fucking incredible actor. Good head for numbers and theory, especially theoretical magic. Full kit of royal manners and skills, including a decent hand at sketching and killing it on violin. Local liar with great hair, basically.

Inventory: I would apologize to the mods but I am one.
WORN: clothes (minus the cross necklace obvs he's from a JRPG), scarf
IN THE ARMIGER:
Royal Arms: Blade of the Mystic (Ardyn's personal arms), Blades of the Secret-Keeper (his personal arms)
Other weapons: additional rapier and dagger pair (nonmagical), five elemancy flasks (one ice, one fire, three empty)
Clothes: black dress shirt, two changes of underwear, change of pants, change of socks, black leather riding gloves (with white lace lining - matches his main outfit), Three Ridiculous Hats (black tricorn w/ feathers and birdskull, Void Ark Hat of Casting, wide-brimmed black with thorn band), wedding ring
Food and drink: Two bottles of top-shelf brandy, one bottle of decent wine, a dozen chocolate-covered biscuits, half of a club sandwich, pound of grapes, handful of mixed nuts, raw trout fillet, chocobo treats
Office supplies: 3 large notebooks (black leather covers, one lined, one half-full of notes), thick file full of other files of loose paperwork, 6 fountain pens (3 black ink, 1 blue ink, 2 sepia ink), palm-sized scribble pad, map of Lucis circa the Founding, wooden lapdesk, 2 charcoal pencils, 2 sealing stamps for wax (Lucian sigil, personal sigil) + two sticks of black sealing wax
Violin and violin accessories: violin in canvas and leather case, horsehair bow, two sets of extra strings, rosin (for bow). no chin rest, we fiddle like men.
Everything else: 2 blankets (wool, travel-worn), 1 pillow (chocobo-down), straight razor, large chocobo feather tied to a string, sewing kit, framed sketches of his wife + children + grandson, magitek desk lamp, small denomination Solheim pocket change

Samples: great googly moogly it's a prompto also top level
have_hat_will_travel: (Chibi Smile)

[personal profile] have_hat_will_travel 2018-02-02 09:38 pm (UTC)(link)
OOC Information

Player name: Incardine

Player age and gender: 31, He

Any other characters in game? Not Yet!
have_hat_will_travel: (^_^)

[personal profile] have_hat_will_travel 2018-02-02 09:39 pm (UTC)(link)
IC Information

Character name: Pidonus Marasia

Character canon: Original Character

Canon point: Post-canon; the primary villain defeated,  and Pidonus is now epic level (and still useless)!

Physical Description: (Reference image: https://imgur.com/PnmH3qJ - picbase is the Succubus from Mabinogi)
Pidonus is 5'7" (5'11" with her usual high-heeled boots) and appears to be in her early 20s at most. While she would like to hope her general hotness and sizable bust would be the first things noticed about her, her wings probably stand out a fair bit more. Fluttering off of her back, they're usually very small, but can expand out to functional scale (or disappear if she's trying to pass for human). Notably, she does not have any sort of tail.


Her outfit is probably the next most noticeable thing about her. She usually dresses in what she refers to as her uniform, designed by her queen to highlight a Succubus' charms without being so crass as just going around naked. Not that she's much better than that in some places - like her skirt.

Unfortunately, her Queen's outfit tastes include a hat that is supposed to resemble devilish horns, but mostly just looks a little silly. Pidonus refuses to accept the fact that the hat sort of ruins the effect of her outfit (though it does match somewhat to her short haircut and distinct red eyes).

Pidonus's outfit doesn't really allow for a proper backpack - she has a single sword at her belt, but no other pockets or anything. (She will probably adjust that soon enough...)


About the Character: Pidonus comes from a rules-aware Pathfinder-rules planar sphere - large dragons, demonic threats, and the like abound. Unfortunately for her, she's not the hero - she's one of the villains.
 
Pidonus Marasia can't remember her human life much. She knows she was an innocent girl from a village that was invaded by an Orcish army, servants of the mighty Demon Lord of Wrath; that everyone she ever loved or even considered a friend was killed, with her only escaping thanks to an artifact that invoked the aid of the Demon Lord of Lust - and that she chose vengeance, selling her innocent soul, the artifact, and even her name to the Demon Lord of Lust to gain the power of a Succubus and the game-changing potential of getting to level in two classes (on top of the Succubus racial class) at once, and the promise of a chance to destroy the Lord of Wrath and get her revenge.
 
Granted a new name and severely inadequate training, Pidonus had to quickly learn to combine her existing talents as a Bard with her inherent magical power as a Succubus - enhanced by the dark pact she had undertaken to transform in the first place - to get to work manipulating potential enemies of the Lord of Wrath and his earthly domain into the right direction to fulfill her wish.
 
Unfortunately for Pidonus, her "Queen" didn't give her much of practicable advice on how to make effective use of her powers, nor how to run a decent scheme. This was actually intentional, in part to guide the actual heroes - including the other remaining survivor of Pidonus' former hometown - in the right direction, and in part because seeing Pidonus constantly get defeated, beat up, and humiliated was hilarious in her view. (It really was.)
 
Ultimately, the heroes were successful in defeating the Demon Lord of Wrath - Pidonus even actively aiding them for the last few encounters.  But very little time has passed since then, and the Succubus is now aimless. What a convenient time to be pulled out of the only situation she can remember and forced into a situation where she has to be a hero - which she definitely does not like.
 
With no memory of her past, no training for her present, and no plan for her future  - indeed, she hasn't even had the time to develop any proper hobbies beyond her music  - the succubus known as Pidonus is, in one word, lost. She knows it is her kind's nature to be Chaotic and Evil, but her sense of those words borders on being abstract - a disrespect for law and order, putting oneself over others (except her generous and wise Queen, who is absolutely not letting her bumble through everything for useful-ish amusement!), and lacking qualms for using her powers to her advantage all make sense to her - but true malice tends to fail her, as does trying to come up with any plan of significant scale, or even trying to be deeply perverse and depraved. She's the kind of person who would sincerely decide a volcano lair is a good idea, and has inspired out-and-out pity from people she's enspelled to her ends more than once.
 
Frankly, Pidonus is a dweeb who somehow managed to survive despite being totally out of her league through a combination of awareness of narrative structures, occasional bouts of cleverness, and her admittedly-strong array of abilities. She's the Diet Coke of Evil, and with no higher objective, very little self-esteem, and almost none of her stuff, she's going to at least kind of try this whole 'being a hero in a multiversal crossover' thing - at least halfheartedly. Her best hope of progressing as an individual is escaping from under the Demon Queen of Lust's thumb - an opportunity she does not realize she has now, thanks to some 'extra' orders her Queen has placed in her mind to keep her loyal even as she realizes that her Queen might kill her for excessive consorting with heroically-inclined individuals.
 
She's secretly hoping for a very good magic item shop, the money to get items from it (she's pretty sure trying to steal stuff would go badly), maybe a girlfriend or harem, and preferably a way to ensure that any heroism she does while out here doesn't get her horribly murdered by her Queen. (Maybe she'll realize said Queen has never exactly had her best interests in mind someday, if someone can help her get past those mental blocks!)
 

Character Abilities:
The speed version for those who play Pathfinder is this: Pidonus is a Succubus//Bard/Sublime Chord//Avowed. She's using an expanded, 20-level Succubus progression, a third-party class, and a straight conversion from the previous edition that was houseruled into reality. (She's a couple of levels into Epic, but she hasn't done a lot of examining on the details of that yet.)
 
Pidonus comes from a rules-aware world, and thus thinks in the defined numbers and mechanics of Pathfinder as much as anything else… Which of course, makes things difficult when dealing with people who aren't from such worlds, which is basically everyone. The power of being able to progress in multiple classes at once was granted to her by her corrupt deal with the Demon Queen of Lust - though that only specifically granted her the Succubus racial class and the Avowed class, meaning her primary source of skill development has remained Bard.
 
Pidonus' extended Succubus progression comes with the standard Succubus powers - including basic flight, teleportation to places she is familiar with, damage resistance, and of course magic for influencing the minds of others - and allows her some additional tricks, including claiming the souls of those she has deals with, and even charm insufficiently-strong-willed people who so much as look at her. (She'll be leaving that last one off usually.)
 
As a Bard, Pidonus has a knack for many weapons, some lighter forms of armor, and most importantly, magical music. She has also thoroughly trained in the Sublime Chord Prestige class, allowing her to cast a small number of upper-level spells beyond what a normal Bard can manage, and use some magic songs with more dramatic effects. Pidonus has also specifically learned a special technique that lets her channel lightning into her allies' weapons ("Abyssal Lightning Inspiration", an adaptation of the Dragonfire Inspiration based on her kind's innate resistance to electricity). However, the most important power she has (or at least she'd say so) is a strong sense of narrative structures and tropes, occasionally bordering on being able to prod the metaphorical fourth wall. Normally, Pidonus favors a lute for her music… But she is a good enough singer in a pinch to use her powers that way.
 
Finally, as an Avowed, Pidonus has access to aetheric combat techniques. Unlike her bardic training, these techniques are reusable with little limit, being formed from a psychic potential unlocked by her deal with her dark Queen. She views them - not entirely accurately - as a mere extension of her Succubus powers. The most essential techniques she can use with this are blasts of red energy that can take an array of chosen shapes, known as Aether pulses, along with some selected other spell-like abilities known as clauses. The biggest advantage of these abilities over her Bardic magic is simply that they are reliable - not requiring any limited resource to cast, nor having a use limit per day. That said, they also tend to not be as powerful, and some come with their own limits.
 
Outside of Pidonus' class abilities and the predictable requisite skills, she… Honestly doesn't have much. Like basic social skills not centered around manipulating people towards a dark end. Or a developed sense of morality. Or one of immorality even. She knows how to use all her abilities and what they do from a mechanical standpoint, but she's rather poor at turning them into a larger scheme.
 

Inventory:
-Pidonus' outfit is a design of her Queen's - not particularly magical, but able to shift with her shapeshifting powers, or even be transformed into other outfits (though only of cloth and leather, with a small amount of metal and no higher technology.)
-Other than that, Pidonus only has one magic item she was toying with when the Rift took her: A Ring of Magnificent Mansion, providing six hundred square feet of slightly organized, prefurnished lair (complete with food and water, but no semireal maid staff), and the ability to place the portal leading in or out of the lair anywhere she pleases - and specify who's allowed in or not.
She intended to put all of her stuff inside this lair in case of an incident like this! She hadn't done so yet.
-She managed to grab a basic sword - a silvered, high-quality rapier with no magical properties other than being good at hurting werewolves and devils, and also good at being very shiny.
 

Samples: Sample 1, a thread
Sample 2, a tagout!
Edited 2018-02-09 03:15 (UTC)
scarsolderthanyou: (Default)

[personal profile] scarsolderthanyou 2018-02-02 11:25 pm (UTC)(link)
OOC Information

Player name: Gail

Player age and gender: 36, she/her

Any other characters in game? Not yet!
Edited 2018-02-02 23:25 (UTC)
scarsolderthanyou: (Default)

[personal profile] scarsolderthanyou 2018-02-02 11:26 pm (UTC)(link)

IC Information


Character name: Stone of Indigo Cloud Court

Character canon: Books of the Raksura, CRAU from Last Eden

Canon point: One year after the end of the last book, 6 months after being kidnapped to Last Eden


Physical Description:

The big one is Stone. Normally he’s obscured a little around the edges by a blurring effect, some artifact of his age combining with his power and the peculiar nature of Raksura shapeshifting. He has wings, protective scales and ridges along his body, a lot of spines and long, soft scales called “frills” in a mane down his back, and he is comfortable moving both on two legs (making him very tall) or on all fours (making him only slightly less tall). He can’t talk in this form, but he can growl and communicate some with his spines. He’s lighter than he looks, with nearly hollow bones like a bird, and his wingspan in canon is sixty “paces” from tip to tip, which might translate into anywhere between 70 and 80 feet. Also, his tail is semi-prehensile and he could, if he found anything big enough, hang upside-down from it.

In groundling form, Stone looks basically human, aside from the fact that his skin is dull gray, like his shaggy hair. His canine teeth and the teeth right next to them and some of his molars are sharper than a human’s would be, capable of tearing meat off of bones, and his tongue is longer and thinner than a human’s tongue, but otherwise, he pretty much looks human. He’s very tall and lean, weathered and lined as much by travel as by age, and one blue eye is clouded over and partially blind.

Played by: Jeremy Irons (in grayscale)


About the Character:

Consorts, as the most valuable breeding Aeriat (or winged-form) Raksura, are typically delicate, sheltered, and gentle, maybe even a little flighty. They’re fond of children and good at sussing out the motivations and feelings of others, are often shy and moody, and are considered some of the more graceful and polite of the Aeriat, and of the Raksura as a whole. Stone, however, is so old and well-traveled that the only two of those that still apply are his parental nature and his ability to see to the heart of things, though “shy” and “flighty” never even applied to him as a fledgling. Instead, these days, he is grumpy and snide, showing affection more through light cuffs and casual insults (“idiot” is his favorite) than the smiles and kind words of a younger consort-- though even then, he’s more ready with a hug and a comforting lap to sit in than any human would be if someone seems to need it. The Arbora, in particular-- flightless Raksura, made for climbing-- are very demonstrative with their affection and often find him a safe target for it, so he’s very used to being clung to and climbed on.

Most consorts only leave their homes if they are being traded to another court to share out their bloodline or for a tame diplomatic mission to forge an alliance, but even then young Stone’s experiences were different. The court left the Reaches (the jungle homeland of their people) to find a new location to settle when he was still an adolescent, spending about two generations (between 60 and 80 “turns”, or years) traveling before finding and staying at an old groundling ruin. At the time, Stone considered the trek an adventure, learning to hunt while they traveled, and developing stronger and more wild than sheltered consorts in the Reaches ever got to be. Later on, once chosen by his queen Azure, she and he would be sent on various diplomatic missions for the court.

The court lived away from their ancestral grounds for about eight generations, or a little over three hundred turns. Raksuran consorts live to perhaps a hundred and twenty turns or a little less, with the exception of “line-grandfathers”, or consorts who live many times a Raksura’s standard lifespan and grow well past their standard size, as Raksura don’t ever stop growing over their lives. As the turns passed, it became clear that Stone was to become one of those, as first Stone’s queen Azure and then his children began to fade and die-- Raksura show their age by losing their coloring, fading to gray and then white-- while he remained strong and healthy, and only grew larger and stronger as time went by. When Azure finally died, he started spending more and more time away, exploring the surrounding areas and bringing back stories of his travels. Even after his eventual return, his size, strength, and experience with the world outside meant any adventures outside the court that had to be partaken in (and there were several, after their return to the Reaches) included him.

Between all of those things, Stone has spent more time away from his court than within it. He’s talked to a lot of non-Raksura, killed a number of non-Raksura, and even had sexual relations with a handful non-Raksura-- the latter of which scandalizes his court a little bit when they think about it, even though the Raksura are generally very open-minded and straight-forward about sex. Stone knows enough to be suspicious of strangers, particularly those who smell off or who seem shifty to him, but it doesn’t stop him from engaging with them. Instead, he has a quiet sort of curiosity for new things, enjoying traveling through the various groundling territories and learning about their history-- and especially their food. He does, in fact, tend to have a lot of skill at putting other species at ease, being more polite with them than his own people.

It helps that he is also very confident in himself. He grew up protected and valued, allowed to express himself and put himself forward as he wished-- or not, as he often kept to himself more than Raksura usually do-- and that plus his age and experience have bolstered his confidence and given him a strong base to interact with the rest of the world. He’s used to being deferred to, respected, and obeyed the way a stern but affectionate parent would be, and it shows in nearly all of his interactions with others, familiar or otherwise. Even in unfamiliar or difficult situations, it helps him keep steady that he knows his own worth and the exact extent of his own abilities. He might growl about it, but he keeps his head, accepting that any trouble that comes up will be dealt with. The only time he’s ever really shown as losing his self-control in panic is when his whole species was at risk of being wiped out by an ancient weapon, and they were blocked from getting to it to stop it.

Some of Stone’s confidence also comes from competence. Stone has had a long lifetime to learn new skills, and discover the best ways to do things, so usually when he sets his mind to something, he does it well. It also comes from quite literally being a parent many times over, of several clutches of five bitty Raksura each, watching them grow and assume responsibility and make him grandbabies-- then great-grandbabies, and now they’re on to great-great grandbabies. Because of his age and the responsibility of consorts to breed with Arbora to create mentors (Arbora with additional magical abilities), he’s related to a sizeable portion of both halves of the court, so he sees the rest of the extended court as his responsibility, as well. He has never actually met anyone as old as he is, so he’s used to being the most experienced one in the room. The singular person in the previous panfandom rp game he was in who claimed to be older than he is he didn’t particularly trust, so he has yet to really grapple with the idea of true immortals.

Over the course of his long life, Stone has lost a lot of people he’s cared about. It’s admittedly part of what makes him grumpy-- though most of that is just that he’s lost patience with trivial things and is dismissive with what he considers to be stupidity, and some of that has always been there even as a young consort-- but it’s also part of what makes him protective of those he has currently. While many things annoy him, the only thing that really makes him lose his temper is a threat to people he cares for. He’ll lose them soon enough, by his standards, but he doesn’t want to lose them sooner than he has to. Loss doesn’t keep him from loving; it has made him, instead, love more fiercely and with more wisdom.

Unlike most of his people, Stone is aware that there are other worlds out there beyond the Three Worlds the Raksura call home (ground, sea, and sky respectively). He was kidnapped magically to a traveling moon where he learned that not only was his world not the only one, but most of them out there appeared to be populated by groundlings called “humans” with strange magical powers. He’s been since returned, after helping the moon reach its destination… but only for a month or two before the rift ate him and spat him back out in this new other world. Stone blames the annoying gods of that traveling moon for apparently making him tasty prey for magic-kidnappers.



Character abilities:

; Shapeshifting: Stone has a human-like “groundling” form, and a dragon-like winged form. The shapeshift itself looks like disappearing in a cloud of dark mist.
; Blurring effect: In his winged form, Stone is a little hard to see clearly. There’s some sort of mental power he exudes without conscious control, blurring his face, claws, and the edges of his form. He can stop it if he really focuses, and it stops when he’s too injured to hold it up or asleep, but mostly it’s an automatic power, related to his age and how the Raksura shift.
; Shapeshift stowing: Due to the nature of shapeshifting in his species-- though they don’t understand it, the series creator has stated they exist in both forms at once, only swapping the dimension each form is in-- when shifting from groundling to winged form, Stone takes his clothes with him, into some nether space, as well as anything he was carrying with him. They return exactly the way he left them when he shifts back to groundling. He can in fact hold onto an object and shift with it, hiding it wherever his clothes go it until he shifts back into groundling form. The object can’t really be very big, but it can be anything not alive.
; Magical mass: Again due to the odd nature of Raksuran shifting, in groundling form, Stone can be as immovable as if he were still dragon-sized, though if weighed he wouldn’t have the same weight as his winged form; it’s a magical effect rather than a physical one. Also, when he growls in groundling form, it can reverberate as if it were coming from a much larger body. And yes, he still growls (and hisses) in groundling form.
; Slow aging: No one’s entirely sure exactly how old Stone is, not even Stone. He’s at least several centuries old at this point, many times over the typical lifespan of a Raksura, and has only in the past couple of decades started showing signs of aging: the graying out of his hair and skin in groundling form, and the fading of the black of his scales in winged form.
; Sharp senses: Raksura are predators, and rather more animalistic than humans whose development hinged less on ambush hunting and more on tools and persistence, and as such their senses are more powerful than your average human’s senses. As Raksura get older, they get more powerful, and that applies to their senses as well, so Stone’s hearing, sense of smell (more through his tongue, like a lizard, than through his nose), and distance vision are very powerful. His vision is hampered on his right side by partial blindness in that eye, though, which results in him turning his head more often than he otherwise might to get a clearer view, and by being a dive-bombing predator making him slightly far-sighted, so seeing small details close up can be difficult (this will make text posts on the communicator fun). His different forms also have different sensory abilities-- touch and taste are stronger as a groundling, while vision, hearing, and smell are stronger in his winged form.
; Fighting: More mundanely, he’s big, he’s scaled, he’s fast, and he’s surprisingly hard to see-- plus he has claws and teeth that are even sharper than they look. After several lifetimes of wandering and killing the Fell, he’s learned more than a few things about defending himself and others.
; Politics: Politics are everywhere, including in Raksuran courts. Politics is what keeps a race of haughty predators from killing each other over every little insult. Consorts, in particular, are raised to be closely aware of the political situation in a court, and to manipulate it as needed for the good of the court. Stone may be a century or two removed from when he had to really use his consort role in such a fashion, but he’s been well-trained, and he has a good eye for things of that nature.
; Tea: Stone makes a great cup of tea, and can pour it with great decorum. Not that he bothers with the decorum much lately, but still. He can.


Inventory:

; Stone comes through the rift with nothing but the clothes on his back, and a single bracelet tucked up under his sleeve, gold and designed like Aeriat flying entwined.


Samples:
Test drive sample
Sample thread from his CRAU game
dubiouslychthonic: (Default)

[personal profile] dubiouslychthonic 2018-02-03 03:11 am (UTC)(link)
OOC Information

Player name: Bramble

Player age and gender: 28 / Nonbinary / they/them/their pronouns

Any other characters in game? none
dubiouslychthonic: (Default)

1/2

[personal profile] dubiouslychthonic 2018-02-03 03:18 am (UTC)(link)
IC Information

Character name: Sawbones Jetshard

Character canon: Homestuck Fancharacter (in continuity with the AU fanfiction Miracle Child, although she has not actually appeared in the story).

Canon point: Shortly after Miracle Child Ch. 36

Physical Description: Jetshard is a physically mature jadeblooded troll - humanoid, but with slate-grey skin and horns that shade from deep orange at the base to golden yellow at the tip. Horn shape varies from individual to individual; Jetshard's are symmetrical, gently curved, and forked near the tips. She's about 75 years of age (35 solar sweeps, by Alternian reckoning), although as troll lifespans vary dramatically by blood-caste, she would appear to be in approximately her early thirties by human standards.

Jetshard stands a little over six feet tall, not including her horns, and has an athletic build. Like all adult trolls, her eyes have golden sclerae and irises that reflect the color of her blood, although Jetshard habitually wears glasses, goggles, or visors with tinted lenses that make it difficult to pick out exactly what shade of green her eyes are. She wears her black hair in an undercut with enough length on top that, if not intentionally slicked back, it falls into her face. Her voice is a somewhat rough alto.

Her makeup is typically simple, lipstick and eyeliner both in stark black; she never wears her blood color in cosmetics, and sometimes she does not bother with cosmetics at all. She favors close-fitting, androgynous clothing worn in multiple overlapping layers of different materials and opacities - usually shades of black and dark grey, with occasional accents of bright red or, more rarely, a brighter tint of her blood color. Her sign - one of several astrological symbols for Pluto - is generally visible somewhere on her person, although it's often rendered in grey or black rather than her blood color. The overall effect is generally a kind of grungy cyberpunk - although it should be noted it's grungy in the sense of hard-worn and mismatched, not in the sense of dirty, as Jetshard is meticulous about her personal hygiene and the cleanliness of her effects.


About the Character: Jetshard's early life was unremarkable, as troll childhoods go - she made it through the brooding caverns as a grub, was adopted by a large non-troll animal (in Jetshard's case, her lusus was a large, mothlike creature she called Mothmom, which may be recognizable to human cryptozoologists). The cavern attendants named her Lithah Melane, based loosely on the vocalizations of her lusus. She pupated and settled down on the outskirts of an urban area populated entirely by other juveniles to grow up. As a child, she had an interest in medicine that was as much practical as it was academic. On a less practical note, she also had an avid, if skeptical, interest in conspiracy theories, and from a young age her taste in media tended toward spacefaring action-adventure thrillers.

When the time came for Lithah to join adult society, she and the other jadeblooded adolescents were separated out from the general population; although she was not one of the very rare individuals given into the care of a virgin Mother Grub as a child, Lithah was nonetheless a member of the caste entrusted with the running and maintenance of the brooding caverns. As is the Alternian norm, she took a new name as she entered adulthood: along with the rest of her cohort, she was given the title of Prentice; personally, she claimed the name Jetshard.

Of course, the newly-named Jetshard had always known that this was the role the Empire had in store for her, but she still was restless and resentful of being sequestered beneath the surface of her natal planet while most of her peers were instead taken away to join the interstellar ships of the Imperial fleet. Her superiors in the caverns were not entirely unsympathetic, but neither were they able or inclined to offer her any real option other than to get over it. Her early interest in emergency medicine segued naturally into high achievement in the medical training offered in the caverns. And if she had a reputation for being somewhat suspicious and sullen, it didn't significantly impact her ability to socialize with the other jadebloods in the caverns. Most of her interpersonal relationships from this time are inconsequential to her later life; she made casual friends, and had the kind of vaguely overwrought romantic affairs one might reasonably expect of a young person. The one relationship worth mentioning was a deeply dysfunctional kismessitude with a young woman a couple of sweeps her senior. Dayflame was a vampire, and hiding it poorly, feeding exclusively off her immediate social circle and paranoid about the news spreading, a paranoia which Jetshard intentionally stoked. Although Jetshard survived the relationship, in the short term it took a heavy toll on her physical health – and one of Dayflame’s friends was not so lucky.

A cautious rainbow drinker is tolerated in the brooding caverns; the condition is not unheard of among jadebloods. A rainbow drinker responsible for the death of a living troll is another matter. Jetshard’s kismessitude ended when Dayflame was culled.

As Jetshard gained seniority in the caverns, she became increasingly discontent with life there. She managed to work her way up to one of the few off-planet postings available to Auxilliatrices, overseeing the operation of the Filial Drones which collect samples of genetic material from trolls in the fleet for use in the brooding caverns.

At the first opportunity, she abandoned her post.

Jetshard affected tinted lenses that obfuscated her exact caste and a title, Sawbones, which indicated skills as a field medic, relying on the usefulness of the latter to outweigh the suspicion of the former in the empire’s criminal underworld. The gamble paid off. Jetshard spent the next dozen sweeps employed on a series of vessels engaged in business of varying degrees of illegality – everything from salvage to smuggling to outright piracy.

She was working on a particularly poorly run smuggling operation when a barely-adult ceruleanblooded girl with a distinctive ocular mutation approached her and several of her crewmates in a drinking establishment on a disreputable station. The smugglers were only too willing to allow Marquise Mindfang the Younger (later, Marquise Lightweb, once someone convinced her lifting her ancestor’s name was tacky) to attempt a coup against their deeply unpopular captain, figuring that the dumb kid would get herself killed but might do some damage in the process. What they didn’t account for was the girl (secretly having escaped, along with the rest of the team, from a doomed SGRUB timeline via some handy universe-hacking, and therefore a God-Tier Thief of Light) actually succeeding and then claiming the ship in the name of her friends’ revolutionary movement.

Not everyone on board, was, well, on board with this. Jetshard, while not having any particularly strong rebel leanings, also bore no real good will toward the empire at this point, and furthermore was not keen to directly oppose the eight-sweep-old who had just executed most of the ship’s command with improbably precise rolls of a dice-based quantum weapon. She was a little surprised to find that, when the smoke cleared and they’d joined up with the rebels, she was entirely at home with the politics of the rebellion’s leaders, a mutant with semireligious connections who called himself the Unsigned, and a remarkably independent reformer of an Imperial Heiress operating under the title of Heritrix Lifetide.

Jetshard is still, fundamentally, more interested in making life difficult for the authorities than she is convinced that this particular rebellion has a real chance of succeeding, but over the past several perigees she’s grown attached to the young rebels, and comfortable in a setting which values her for her medical expertise and doesn’t make a fuss about her tendency to obfuscate her true blood color (although most of the rebels are aware by now). Maybe she’s a little lonesome for real adult company; the rebellion skews very young, with most of them under the age of ten sweeps. And her attitude toward the several flavors of pacifist and egalitarian cults that are represented in the rebellion can best be described as “indulgent amusement.” But on the balance, she likes the other rebels. They’re good kids.
dubiouslychthonic: (Default)

2/2

[personal profile] dubiouslychthonic 2018-02-03 03:19 am (UTC)(link)

Character abilities: Physiology: Jetshard is, in most respects, an unremarkable adult member of her species in relative good health. Broadly speaking, her physical capabilities are within human norms, with a few exceptions:
- Sturdy: She's less prone to a shock response to physical trauma than a human would be; trolls in canon frequently survive major blood loss or the removal of one or more limbs with only minor medical attention.
- Night vision: Trolls are, as a species, nocturnal; although Jetshard can comfortably operate under the kind of lighting conditions that most humans prefer, she also has much better night vision than a human, including color vision that functions well in low-light conditions.
- Psychic stuff: Although Jetshard has none of the active psychic abilities that trolls can potentially have, she both is more naturally psychically receptive than most humans, and has better developed awareness of her own psychic boundaries and defenses. Other characters with psychic abilities that involve projecting or transmitting information to others will find her easy to clearly send information to, but difficult to "sneak up" on, as she has little difficulty recognizing when cognitive or emotional activity is coming from outside her own mind even when she can't block it out.
- Sopor dependence: Like most trolls, Jetshard has slept in a solution of topical sopor daily for her entire post-pupal life. Without sopor slime, she will sleep poorly (although she will adjust eventually), and will be dramatically more vulnerable to psychic incursion by other people while asleep.
- Jadeblood Sun Tolerance: Alternia's sun is much harsher than Earth's, giving off more intense radiation across the spectrum. As a jadeblood, Jetshard is able to safely operate under lighting conditions that would seriously damage most trolls' vision, and has moderate resistance to both the short- and long-term effects of UV radiation exposure (she will burn after several hours of consistent, direct exposure to sunlight equivalent to earth's, but takes longer to burn that most humans or trolls, heals from the burns more quickly, and suffers less long-term aging and damage from the exposure). She is still most comfortable in cool, dim conditions. Extended sun exposure causes her to develop dark green freckles.
- Latant Vampirism: Remember that rainbow drinker hategirlfriend she had while working in the brooding caverns? As a result of repeated feedings, Jetshard is currently an asymptomatic carrier of the pathogen which causes vampirism in trolls. This does not alter her current quality of life, and is not contagious except in the case of direct blood-to-blood contact with another troll. In the event that she suffered otherwise fatal wounds which caused massive bloodloss but did not seriously damage either the heart or brain, and also her core temperature was allowed to fall by at least seven degrees Celsius, the disease would rapidly progress: she would gain significant regenerative capabilities (including the ability to heal massive damage in most organ systems), develop the ability to express a bioluminescent glow in her skin and eyes, and develop the dietary requirement of drinking the blood of other trolls.

Training:
- Combat: Although by Alternian standards, Jetshard is essentially a noncombatant, she is reasonably adept at hand-to-hand combat, especially techniques for holding or grappling an opponent. When she uses weapons, it's generally knives of some description; she's as handy with kitchen knives or medical scalpels as she is with more traditional fighting knives.
- Medical: Jetshard is proficient in emergency field medicine and basic surgical techniques; she has a comprehensive understanding of antiseptic and germ theories and is intimately familiar with troll biological function. With some degree of self-directed study, she will also be willing to extend her skills to non-troll patients, although initially she will be too unsure of alien physiology to openly offer her skills in anything other than an emergency situation. In general, she has a tendency to take greater risks than many human doctors would be, and has a willingness to pursue heroic measures that modern human medicine would probably consider irresponsible; the death of the patient is, of course, something she seeks to avoid if at all possible, but by troll reasoning a treatment that may kill or may cure is almost always preferable to a treatment that is less likely to kill but also provides only partial correction of the issue. She understands on a basic level the care and maintenance of the physical health of Helmsmen, psionic trolls slaved to the interstellar drives of the empire's spaceships, but is not trained in the use or function of the biotech devices that harvest the psionic power and control the Helmsmen. She's also trained, although somewhat out of practice, in the care and treatment of larval and pupal trolls.
- Auxilliatrix Skills: Again, somewhat out of practice, but Jetshard is trained in the care of the Mother Grubs and in the screening procedures by which lusii are selected to care for young trolls. She is familiar with the name, color, and likely physical and metaphysical attributes of a much greater number of identifying signs than most trolls.

Technology:
- Sylladex: Jetshard depends on a technologically-based personal hammerspace system to store those belongings she wants to have at hand. Each item is stored within its own "captchalogue card" which may be selected and physically manipulated but are of relatively little use in this form without the use of devices and materials which have not been developed outside of the context of Sgrub. She uses an array fetch modus like a chump reasonable adult who wants to be able to access her property in a timely fashion and not accidentally launch anything across the room. Each card represents an extradimensional space of up to one cubic meter, although each holds only a single kind of item at a time (one card can hold multiple items of the same type, and sometimes sets of associated items can be grouped together but it's a little unpredictable what will work). The card holds the contents in stasis, although living things may suffer tissue damage if carried in the sylladex for more than a few minutes at a time. Jetshard carries a total of thirty cards, some of which are currently empty.
- Strife Deck: A subset of the sylladex, specialized to carry weapons. Each Kind Abtratus card indexes weapons of a similar type, and allows the user to draw those weapons directly from the strife deck rather than going through the main fetch modus interface. Weapons indexed by the strife deck still use capchalogue cards. Jetshard owns three Abstrata: knifekind, needlekind, and woodwindkind.


Inventory:
Wearing: Shirt, jacket, pants, belt, boots, tinted glasses (green lenses) with clip-on double loupe, underthings.

Sylladex contents:
- Three complete changes of clothes - another set of hard-wearing work clothes, a more casual sweater and leggings ensemble, and a formal dress. Four sets of clean underthings.
- A pair of glasses with blue lenses, a pair of protective goggles for high-intensity light conditions (dark red lenses), and a pair of protective goggles against chemical splashes or fumes (light gold lenses).
- An insulated, calf-length coat.
- A dual-function gas mask/short term oxygen supply, similar to a plague doctor mask in design.
- Tablet-style mobile computer (includes word processor/spreadsheet applications, internet browser, communications software (current-gen Trollian client & proprietary rebel chat program), rudimentary image editing application, audio player application and modest music library) with wireless data-readout eyepiece.
- Medical kit with emergency and first-aid supplies.
- 1L canteen of potable water.
- 150 ml vial of mind honey (confiscated from 7-sweep-old rebel Boreas Auraro, don't put the mind honey in your mouth).
- Martinet Wishgore the Motorized Scourcontraption, a low-lying circular cleaning robot, about ten inches in diameter, with a large knife taped to the top and its name written on the case in gold marker (confiscated from 8-sweep-old rebels Ammond Raidie and Chanry Deimos, after Jetshard got tired of people coming to her with graze wounds to the ankle).
- Three pulpy adventure novels in paperback.
- Playing card deck, with decidedly risque illustrations on the court cards, each suit featuring the associated quadrant. I mean, it's still a perfectly playable deck. Just maybe don't use it while playing cards with minors.
- Seven empty capchalogue cards

Strife Deck contents: Although the Strife Deck and its associated Kind Abstrata are intended for combat usage, Jetshard finds the interface useful to keep medical sharps on hand, especially in triage situations. Not that she won't shank you with a scapel in a fight.
- Knifekind Abstratus: Accepts small cutting implements, except where those items are unambiguously another form of weapon and not a knife. We know what knives are, right.
-- Ceramic-bladed scalpel with curved cutting edge.
-- Ceramic-bladed scalpel with narrow, triangular blade.
-- Large folding pocket knife; three blades, largest is just shy of five inches long.
- Needlekind Abstratus: Accepts slender piercing instruments without a sharpened edge.
-- Hypodermic syringe containing medical epinephrine.
-- Hypodermic syringe containing a rapid acting sedative & anesthetic.
- Woodwindkind Abstratus: Accepts... woodwind instruments... look she won it off a guy in a card game last sweep, ok.
-- Clarinet, which Jetshard has no idea how to play, let alone use in a fight.


Samples: beep beep it's a test drive thread.
thekingssnake: ([35])

[personal profile] thekingssnake 2018-02-03 04:18 am (UTC)(link)
OOC Information

Player name: Lin

Player age and gender: 23 | “She”

Any other characters in game? N/A
thekingssnake: ([65])

[personal profile] thekingssnake 2018-02-03 04:18 am (UTC)(link)
IC Information

Character name: Ja’far

Character canon: Magi

Canon point: Chapter 320

Physical Description: Here! | Height: 5’7 ½ , Age: 30

About the Character:

Ja’far can typically be described as a serious individual, a far cry from how he was as a child, who was a foulmouthed brat with a rude temper. However, that temper of his had been reined in after being given lessons by Rurumu, an Imuchakk who had practically adopted Ja’far as her son. Along with Rurumu, the other person in his life who greatly influenced him was also the same man who saved him from falling into depravity: Sinbad. Sinbad will remain to be the one person Ja’far had remained steadfastly loyal to over the years, eventually becoming the man’s chief advisor after he had founded his own kingdom and became King. Due to their closeness with one another, Ja’far can usually be seen by Sinbad’s side, usually acting as his voice of reason and calling him out on his actions, such as when he scolded Sinbad for blaming himself for using underhanded tricks such as manipulating slave children to start a rebellion to free himself or for lesser actions such as potentially sleeping with the Kou princess, Kougyoku Ren. He even admitted to his King that when it concerned his drinking, he does not have any faith in him concerning how Sinbad can become when under the influence.

On the other hand, despite Ja’far’s fierce loyalty to Sinbad, there had been evidence in which he cannot wholly agree with his methods. One example was when Sinbad was manipulating Alibaba, Aladdin, Morgiana, Hakuryuu, and Kougyoku; in which while he assured his King that while it was necessary to take those steps, he had called Sinbad out for being devious all the same for even thinking about using them. Unseen by others, Ja’far demonstrated showing doubts about his King’s actions after hearing Sinbad agree to help Hakuryuu with taking down the Kou Empire and knowing what Zepar’s true abilities on Kougyoku, even commenting to himself how he “would never get used to this. Chaining down someone’s life for the sake of the country.” Another example of his uncertainty was when Sinbad announced to Ja’far how he would be able to make the world a better place, at the cost of his own life of course, and Ja’far had yelled at the man to “stop running away from the past”, calling him out once more for not being able to accept how the world was changing and how people wanted how life was before Sinbad abdicated the throne.

Due to Rurumu’s influence, Ja’far had shown to be kind and caring - almost motherly - towards children, such as Aladdin and Alibaba. When Aladdin had lost Ugo during the time they were in Balbadd, Ja’far had been doing his best to cheer him up, though this meant spoiling the young Magi with food. This motherlike nature Ja’far adopted also usually made him be seen as the ‘responsible’ adult by the other generals; for example, Sharrkan and Masrur would usually go to him to settle any disputes, and he was usually the one the other generals would turn to for guidance. He had a kind nature that he was forced to hide away after killing his parents at the age of six and after he was brought into Sinbad’s company, he was able to slowly have that nature come out more. Ja’far can be fiercely protective of his friends and his country, willing to lay down his life for them; one example can be seen when conquering Zepar’s dungeon in the past where he had sacrificed his life to spare Masrur’s after the Sound Djinn made them fight to the death, and another example was when he fought to protect Sindria after it was invaded by Partevia soldiers and members of Sham-Lash - the assassination organization Ja’far once belonged to. Despite his kind nature, Ja’far would often be a realist instead of an optimist, jaded by past experiences that he had to remember to maintain a level head.

However, beneath his kind and stern facade, Ja’far still possessed a temper that he never managed to get rid of. This temper can easily be sparked by threatening his home or Sinbad; either choice can easily have Ja’far attack without much provocation. One person in particular that Ja’far truly detest would be the fallen magi known as Judar; in fact, Judar may be the only person Ja’far truly had a grudge against given the fallen magi’s role in what happened to the Sindra Kingdom during its founding days. In reaction to being angered, Ja’far’s pupils will turn into slits (much like a snake’s) and without even thinking about it, he will attack first unless stopped by Sinbad. Two examples of his temper can be seen when in the city of Balbadd, Cassim insulted Sinbad in front of Ja’far, having the former assassin almost kill the young man, and the second time was when Judar broke the shield around Sindria.


Character abilities:
Physical Abilities: While he isn’t the best in strength, Jafar is still powerful in his own way. As a former assassin, he is quick and nimble, usually moving to strike hard and fast. He is also a master of stealth and it has been noted by Morgiana that Jafar also possesses no scent. Due to his time working in Sham Lash, he is a master of a particular kind of assassination that requires the usage of rope darts connected to red wires that he usually wraps around his forearms and legs. Jafar is capable of remotely controlling these darts to trap and kill his opponents.

Balalark Sei: This is Jafar’s household vessel. By drawing on the power of Baal, Sinbad’s lightning Djinn, Jafar’s darts and wires becomes encased in electricity, taking on the form of snakes. This is a power he only has access to so long as Sinbad remains in possession of Baal.

Inventory: A pair of daggers/darts attached to red wires that he wears around his arms. The clothes on his back. The jewel that he wears around his head.

Samples:
One
Two
springlocking: (Default)

[personal profile] springlocking 2018-02-03 09:50 pm (UTC)(link)
OOC Information

Player name: Delphi

Player age and gender: 30 and female

Any other characters in game? Nope.
springlocking: (haunted still)

[personal profile] springlocking 2018-02-03 09:52 pm (UTC)(link)
IC Information

Character name: Charlie [Surname omitted because Scott's a troll who has not given her a surname]

Character canon: Five Nights at Freddy's (books)

Canon point: Right after getting locked into Twisted Freddy for the last time, right before (possibly) dying of springlock failure.

Physical Description: thank you Freddy Files for the official image! She's 18, but as for height, I'm not so sure. Probably whatever the average is? 5'4", maybe? It should also be noted that as of the books, she has three noticeable scars: one on her face, one on an arm, and one on the back of a leg. Her face is also not that expressive, meaning the one in the picture? That's her default expression. Even when she's feeling kinda down. :(

About the Character: Charlie's life is basically shit. Her dad, Henry, was a mechanic/robotics dude who decided it'd be a great idea to go into business with his best buddy and make a diner with animatronic mascots. The diner bots could even be converted into mascot suits for live performances, etc. thanks to these nifty springlocks he apparently invented! Unfortunately, her dad's buddy (one William Afton) was secretly a total asshole and kidnapped Charlie's younger twin brother Sammy when they were but toddlers, while wearing one of the mascot suits no less. In the wake of this tragedy, her mother divorced her father, Charlie blocked out all memory of her twin due to trauma, and what was left of the family (and one homicidal hanger-on) moved to Hurricane, Utah. They started over there, this time creating Freddy Fazbear's Pizzeria.

When Charlie was seven, things went straight to hell again, and her friend Michael was among the missing children. William Afton was not caught or even suspected as the culprit; instead, Henry was suspected of being the kidnapper/murderer. Henry did not take this suspicion well and killed himself using one of his own animatronics, leaving his daughter in the care of her Aunt Jen for the next ten years. Charlie pretty much drifted through life during this time, staying quiet and having to think her way through social interaction due to just Not Getting It. Unsurprisingly, she's just plain bad at dealing with emotional stuff, though having a naturally happy-looking face helped.

Anyway, ten years after the murders, she wound up going back to Hurricane for Michael's memorial service. She met up with her old friends from Hurricane and they decided that it'd be a wonderful idea to go back to what remained of Freddy's. Shockingly, this turned out to be a terrible idea, and led to them running into the night guard Dave a few nights in. He refused to let them into the ruins of the pizzeria this time - and yes, he'd known about them being there previously. He's awful like that.

Now, Charlie is not a good people person and says she often can't get a read on folks, but she was able to get a partial read on Dave, and came up with a compromise: they'd all go in together, and that way Dave would know they weren't causing trouble. He accepted this, though he started acting even weirder after they got in. He made the animatronics kick up a fuss, giving him the cover he needed to disappear, taking Charlie's pal Carlton with him. To the surprise of no one, Dave was William Afton under a different name, and during the final confrontation, he tried to use Charlie as a hostage so he could get away. He was also wearing one of the old springlock-controlled mascot suits.

Did I mention that Henry was, for all his failings, a Good Dad and taught his kids how the springlocks worked? Bam, dead jackass.

The possessed animatronics carted his corpse off, and Charlie attempted to come to terms with her past, having been forced to remember Sammy while learning more about this entire tangled web of plot. (Yes, the animatronics were possessed this whole time. The murder victims wanted revenge!)

One year later... Charlie's at college, studying robotics! Yay! She's also had to run away from home due to Aunt Jen not being okay with it, and she's sharing a room with her friend Jessica. Aunt Jen might have been right about this being a bad idea, since Charlie's gotten...eccentric during her studies. As in she decided it'd be a great idea to take apart a the plush/robotic toy rabbit her dad made for her and use the parts to create her own AIs. They're actually turning out pretty well, but taking apart a toy rabbit and cannibalizing its parts is still weird! She also can't keep her side of the room clean to save her life.

Of course, this uneasy idyll is disturbed when murder victims start showing up...murder victims with wounds that sure do look a lot like death by springlock failure, and who almost always look a hell of a lot like her. Being a generally savvy person, Charlie decided to go back to Freddy's (and duped Jessica into going with) to make sure Afton hadn't faked his death somehow. His corpse was right where it should have been, so they basically shrugged and let it be.

Charlie, in a fit of misplaced heroism, decided to hand herself over to the Twisted Ones (aka the creepy-as-hell new animatronics wandering around causing these new springlock murders) in order to end the killing. She nearly got buried alive for her trouble, and was carried inside one of the Twisted Ones all the way to a certain location.

To make a very long story short: Afton became an evil zombie and only answered to the name Springtrap because he's an edgelord. He was also controlling the Twisted Ones. The animatronics from Freddy's stormed his lair upon hearing that he was still active and that Charlie was in danger, and the rest of the human group followed them. Afton proceeded to be super creepy at Charlie and got his ass kicked again for his trouble. The escape route the group found from the now-collapsing lair lead straight to Charlie's old home in Hurricane, which also proceeded to start collapsing on the group. Regrettably, Charlie was caught and swallowed by one of Afton's animatronics, which proceeded to have springlock failure, apparently killing her...

...

Except she wound up here at the Rift just before the thing snapped shut on her, grievously injured but alive. Medic!


Character abilities: Supernatural abilities - none. Unless you believe that a certain murder victim in the game timeline is her, but that technically hasn't been confirmed yet.
Mundane abilities - can hear very high/odd pitches, some knowledge of AI programming and mechanics. Can repair a car and generally take care of herself.

Inventory: Clothing and a necklace with her old house's key on it.

Samples: here and here.
Edited 2018-02-03 22:59 (UTC)
foolishjustice: (Delicious caffeine.)

[personal profile] foolishjustice 2018-02-04 03:49 am (UTC)(link)
OOC Information

Player name: Jess

Player age and gender: 26 she/her

Any other characters in game? Nope
foolishjustice: (This better not be decaf...)

[personal profile] foolishjustice 2018-02-04 03:50 am (UTC)(link)
IC Information

Character name: Goro Akechi

Character canon: Persona 5/15 Strangers CRAU

Canon point: After securing the infiltration route in the casino Palace, two weeks before the calling car/five days after returning to his own world from the mall

Physical Description:
Usual outfit
standard Persona outfit
Loki outfit
Age: 18
Height: 5'10”
Can manifest pure white crow wings at will, or take on a pure white appearance that makes distinguishing features difficult to identify.

About the Character: Goro's life went according to canon, up until two weeks before he would have tried to kill Akira. Having been used, mistreated, and generally trampled upon by everyone around him for most of his life, he had developed a resentful outlook on life, generally hidden behind a pleasant mask meant to earn the respect of those around him. His sense of self-worth had become heavily tied to the opinions of the public, leaving him constantly shaping his image for broad but shallow appeal. Because of his fear of showing his true self, he only had two real friends...one of whom he had recently been ordered to kill. This loneliness translated to a nearly desperate desire for personal connections, even as his habitual deception and lack of trust pushed people away.

Things changed when he was tricked into participating in a deadly game. When he woke up in a strange mall, with Akira the only familiar face and no memories of his orders to betray his friend, the two quickly formed a tight team. Though baffled by his profile's claim that he was a Phantom Thief, he quickly figured out everyone present was missing memories, and in the process began to bond with his fellow captives.

The first real turning point, however, was after discussion of the first motive toward murder helped him realize that he was isolated from Shido's power here, and could ask for help without fear of punishment. He confided in private to Akira about the less incriminating parts of his situation back home, leaving out his role in the mental shutdowns and psychotic breakdowns, along with admitting he'd known all along that the other young man was one of the Phantom Thieves. After the stressful conversation, he made one more confession: he'd been harboring romantic feelings for Akira, keeping them hidden out of fear of being judged for his orientation.

Now secretly a couple, the pair went on to enjoy the first minigame meant to let them earn money to spend in the mall: a scavenger hunt. In his natural element, Goro claimed the largest prize for the game, along with endearing himself to others and finding a chance to feel useful due to the scavenger list's emphasis on cooperation. He got a taste of genuine happiness...just in time for the reality of their situation to hit home in the form of the first murder. Cooperating with “Shuuichi Minamino”, he took the lead in the investigation, and the group was able to solve the case...but his budding trust in the group was shaken when the subject of a traitor faking evidence led some to claim that a villain's lackeys deserved the same as their boss.

Noticing Goro's discomfort at the idea, Akira pressed him for details, and got the full truth of his history. Though Goro feared the worst, the newfound honesty between them only strengthened their relationship...especially as Goro remembered a snippet of his time as a Phantom Thief. He was able to convince himself that he'd joined entirely to help their current target, and settled back into his role as the emerging leader of the mall victims...until the second motive threatened to reveal his true identity and crimes to both his world and his new friends. A truth serum minigame helped him become more comfortable in showing his true nature, finding acceptance for his childish and theatrical side as much as for his mature competence, but it wasn't enough to overcome his destroyed trust from the previous trial.

As the timer neared zero, he found one of his fellow captives out late at night and capitalized on a moment of vulnerability. Caught in the act of finishing his victim off, unwilling to let him suffer a slow death, he was forced to kill a second person as well. But when it came to the trial, he was faced with the absolute trust and belief the others had in him, and his own guilt led him to guide them to the right answer. He confessed to both the murder and his own secret, and was shocked to be met not with hostility, but sympathy and regret for the words that had convinced him he couldn't trust them. Though he attempted to push people away, they insisted on showing him how much he meant to them...to the point of Akira and “Shuuichi” – now admitting to his real name of Kurama – trying to prevent his execution.

Despite people's best efforts, however, he died fighting helplessly against the executioner's backup. On the other side, he became a part of the Reaper's Game, with a promise that he could leave the mall if he earned enough points. However, between his recent actions, regaining his full memories, and his entry fee of the emotions that had driven his crimes back home, he fell deeper into guilt and despair, despite the forgiveness of his initial victim. He worked only to help the living he still cared about, though a few conversations through a Ouiji Board like game helped remind him that they still believed in him.

When Kurama turned out to be the third and final culprit, Goro broke down into tears for the first time in far too long. Their reunion was painful, but ended in mutual support and the formation of a Pact, leading Goro to become more fully involved in the Game. Between hearing the full story of what was happening in his own world and further conversations with the living, he managed to pull himself out of his depression enough to accept the position of his world's first Composer to protect it from Noise, and went home to check on his timeline's version of Akira...after a reunion with the living led to him, the mall Akira, and Kurama finally settling a love triangle by agreeing they all shared the same feelings for each other.

Back home, he found that the Akira native to his timeline also shared those feelings for him, but had been aggressively preyed on by Noise. He began the process of protecting him so he could recover, while also learning to use his Wildcard ability to more of its full potential...gaining four new Personas from a trip into Mementos with both Akiras and Kurama.

Though he still has difficulties with morality, he's overall making an effort to be a better person...and to embrace his second chance and the people who want to give it to him, despite his guilt and regrets.
foolishjustice: (Did you say decaf?)

[personal profile] foolishjustice 2018-02-04 03:51 am (UTC)(link)
Character abilities:

Mundane:

Detective skills – Though most of Goro's success has come from using the Metaverse to his advantage, he does show sharp observational skills and a knack for profiling. Though he didn't know for sure until he caught them entering the Metaverse, he noted that Akira's group of friends matched his suspected profile for the Phantom Thieves and that it was made up entirely of people with connections to the Thieves' targets the first time he saw the first five human members together.
Acting – Goro's most used skill is putting on different faces for different situations. Though his act breaks down when caught off guard, he's otherwise very good at keeping his own thoughts to himself and only letting people see what he wants them to.
Emotional suppression – Both an ability and psychological damage, he is very good at setting his own emotions aside to do what he needs to...sometimes to the point of even convincing himself he doesn't have them.
Athletic ability – As a hobby cyclist and rock climber, Goro is in good physical shape, with high endurance and good dexterity.
Swordsmanship – Though far from a master, Goro has been using a sword of some sort or another in the Metaverse for nearly three years, and has gotten a good handle on its use.
Marksmanship – Not exactly a sharpshooter, but he knows his way around a pistol well enough to hit a target despite being exhausted and in pain.
Stealth – As Shido's assassin, Goro is skilled at staying out of sight, to the point of being able to hide from or sneak up on the Phantom Thieves and their Navigator.
Tool making – As part of preparations for work in the Metaverse, he has learned how to make both lockpicks and bombs out of common objects.
Lockpicking – Working alone in the Metaverse and coming across many locked chests has given him extensive experience in picking tumbler locks.
Odd skills – Curiosity has led him to pick up several mundane but mostly useless skills, such as cutting vinyl stencils for decorating metal.

Persona:

Metaverse Nav – Goro's smartphone has a supernatural app on it, allowing entry into a world based in the cognition of sapient beings. With the full name, a location, and what a person's distorted cognition sees that location as, he (or anyone else with his phone) can enter their Palace, a representation of their warped desires, and meet their Shadow. Talking to a Shadow can get information the person would ordinarily keep as a closely guarded secret, while killing it will cause psychic feedback that renders the person comatose, or even kill them if they're in poor health to begin with. The Palace also contains a Treasure, which is the physical manifestation of a person's distortion. Making them aware it can be stolen and then taking it will cause the Palace to collapse and force a shift in the Palace owner's cognition, causing them to view their actions from a healthier, more normal perspective.

If someone enters the Metaverse and overcomes their hesitation to display the spirit of a rebel, it's possible for them to form a contract with their own Shadow and gain a Persona. The same thing can be accomplished through entering their own Palace and reaching an agreement with their Shadow directly.
Wildcard Persona user – As a Persona user, Goro is able to use a tamed Shadow as something similar to a summon. This gives him a general boost in his physical abilities, but more importantly, it gives him access to a variety of physical and magical attacks. As a Wildcard, he has the unusual ability to carry and use multiple Personas, and could learn to obtain more by negotiating with generic Shadows not attached to any specific individual. His potential increases as he forms bonds, and as such he has a general sense for how close a bond he shares with someone. Though he could potentially unlock up to twelve slots, he currently only has room for six Personas:
* Loki: Goro's most powerful Persona, Loki specializes in dark and powerful non-elemental spells, as well as strong physical attacks, plus a single, mid-tier, multi-target fire spell. It can also buff all of a single target's abilities, negate buffs and debuffs, and erect walls that reflect one physical or one magical attack. One of his physical attacks also carries the chance to overwhelm a target with despair, rendering them helpless and, eventually, killing them. Just having Loki as his active Persona cuts the effect of damaging light and dark based spells in half.

Loki also has one unique ability: breaking the bonds on a target's heart and causing them to go berserk. While this ability is referred to in the English version as causing psychotic breakdowns, a more accurate translation is 'berserk incidents'. This ability, called Call of Chaos, suppresses the target's inhibiting factors, including concern for the well being of others or the consequences of their actions. They become, temporarily, completely unfettered, and act based on their repressed desires. The results can range from acts of extreme violence, such as a disgruntled conductor driving his train straight into a station at full speed, to awkward and unsanitary, but ultimately harmless, incidents like a chef taking nude selfies in the kitchen of a restaurant. In combat, it also causes a target to fight without restraint, increasing their offensive abilities but making them more open to attack. When used on someone through their Shadow, the victim loses all memories of their actions while under its effect. However, when Goro used it on himself directly, he remembered everything, so unusual circumstances could lead to varying levels of awareness.
* Robin Hood: Not as powerful as Loki but more useful in a team situation, Robin Hood uses light and non-elemental magic, as well as a single, fairly powerful physical attack that he can more than double the effect of by casting a self-only spell in advance. While using Robin Hood, Goro is automatically less susceptible to status ailments, and beginning a hostile encounter with Robin Hood as his active Persona will automatically boost his offensive abilities for a short period. In an emergency, he can use this Persona to revive an unconscious and dying target and fully heal them, although this spell has no effect unless the target is already incapacitated.

As a less used Persona, Robin Hood still has room to grow. With practice, it has the potential to develop multi-target instant death attacks of both light and dark elements, a more powerful non-elemental spell, and the ability to temporarily debuff all of a single target's capabilities. Due to the limits of all Personas but Loki, any of these skills would have to replace an existing one.
* Queen Mab: As an acquired Persona, Queen Mab is overall weaker than Loki or Robin Hood, and only has a relative few potential abilities. She can cause all targets to temporarily forget how to use their special abilities with a moderate chance of failure or briefly reduce their attack and magic attack power, use a mid-tier lightning attack that targets all enemies, and cast a single target shield that halves the effect of wind damage for a short duration. With further training, she could also learn to remove barriers that reflect magic, as well as cast a powerful, but single target, fire spell.

With Queen Mab set as his active Persona, he is immune to fire and resistant to electricity, but takes extra damage from and is stunned by wind attacks.
* Valkyrie: Valkyrie is a primarily physical Persona, rendering her user resistant to gunfire and immune to light or holy based damage. Starting a fight with her equipped boosts his attack and magical attack for a short time, as well as giving him a 15% chance to reflect any sort of physical attack. She allows him to use a powerful, single target physical attack that is even stronger if he uses it after being granted an extra turn by an ally. Her only magical attack is a mid-tier, multi target wind spell. With more training, she could develop a physical attack that strikes all targets up to twice, as well as the ability to briefly boost all allies' attack and magical attack. Her final potential ability would automatically double Goro's ability to dodge physical attacks.
* Kushinada-Hime: Kushinada-Hime is Goro's support Persona. Just from having her equipped, he reflects light or holy based attacks, but takes extra damage and is stunned from radiation. She has a single-target physical attack that deals moderate damage and has a chance of enraging a target, as well as a multi-target, mid-tier ice attack and a mid-level healing spell that targets all allies. With training, she could learn to temporarily boost all allies' attack and magical attack, render Goro immune to supernatural sleep effects, create a wall around a single target that halves damage from wind attacks, and cure the common status ailments of all allies.
* Rangda: Rangda is Goro's best defensive Persona, reflecting both short range physical attacks and gunfire, as well as rendering him immune to fire and dark or unholy based magic, though she leaves him weak to electricity and light or holy based magic, and even with her resistances nullified she would have a 15% chance of reflecting any sort of physical attack. She has one physical attack that deals heavy damage to all targets and has a low chance of inflicting supernatural fear, as well as a rapid-fire attack that trades weaker individual strikes for more hits. She could potentially learn a severely damaging, single-target darkness spell, as well as a spell of the same element with a moderate chance of instantly killing its target, along with the ability to weaken all enemies' attack and magical attack for a short period.

Regardless of which Persona he uses, physical attacks drain his own stamina, and magical attacks draw from a limited pool of spiritual energy. If he's too physically injured or exhausted, he can't use a Persona's physical attacks, and running out of spiritual energy renders him incapable of using magic with either Persona. Taking a hit while he's drained from using too many physical attacks will also knock him out as readily as taking several hits while at full. However, due to his extensive experience, he has a large amount of both physical and magical stamina to draw from.

Metaverse tricks: Time spent in the Metaverse has taught Goro how to reflexively bend reality in ways that match common ideas in public cognition. These range from purely aesthetic to incredibly useful.

Hide in plain sight: As long as he has even a slight amount of cover, such as a patch of shadows or something to stand behind, he can hide himself incredibly thoroughly, almost seeming to fade partially from sight.
Super parkour: When drawing on Metaverse logic, his acrobatics are bound more by rule of cool than actual physics.
Inventory space: His carrying capacity functions as it would in a JRPG, limited by number of similar objects rather than weight or mass.
Weapon use: He can use toy weapons or other realistic looking props as if they were real, as long as he believes they should work.
Sparkling: In suitably theatrical moments, he can generate blue sparkles and similarly dramatic lighting effects.
Baton Pass: If he knocks an enemy off balance, he can allow someone else with this ability to follow up on it in his stead, or take someone else's chance to press an advantage. If he does, the person taking the extra attack will have increased power.
Harisen Recovery: By hitting someone over the head with a giant paper fan, or just slapping them, he can cure any normal status effect.
Endure: Through sheer force of will, he can keep going through one attack that should have knocked him out per fight.

Composer abilities:

Flight: What it says on the tin. While he has wings, his flight is actually levitation based and not limited by normal physics of winged flight.
Scanning: By focusing his senses, he can hear the surface thoughts of others in his vicinity. This power can also be used to insert a short thought into someone's head, as if it were their own. If he so wishes, he can use this ability to implant memories into others' minds.
Composer beams: His one ability unique to Composers that won't be nullified by removing him from his territory, he can create pale golden pillars of light that do varying amounts of damage to anyone caught in them depending on how much time he has to build them up.
Cure Drink: Three times every twenty minutes, he can conjure any liquid he can imagine in a suitable container. The liquid will lose any harmful properties it might have had, and will either heal minor injuries on consumption, cure poison on consumption, or weaken special abilities on contact. Each use creates a single serving's worth.
Shockwave: A simple energy attack that he can use to fight spiritual enemies, it deals minor damage and can be used several times before it needs a short recharge.
Spiritual form: Because he's no longer a physical being, purely physical attacks don't hurt him. In order to damage him, an attack needs some sort of magical or psychic backing, even if just a supernaturally enhanced weapon. The closer an ability is to a psychic attack, the more effect it will have.
Vibe shifting: As part of the Reaper's Game, he has the ability to adjust his Soul's wavelength, shifting between the physical and spiritual planes at will.
Pacts: As long as someone has some connection to the Reaper's Game, Goro can form a Pact with them. This allows them to share vitality, splitting injuries evenly between them, and lets them pass a light puck. The light puck, if passed by alternating attacks, boosts the power of the one holding it in increasing amounts, but fades if not passed quickly. Ordinarily, a Pact must be formed by mutual agreement, but a Composer is capable of forming one without the other party's input.
Fusion: As long as he has a special Pin, Goro can combine his power with at least one other person to unleash a special attack. It requires preparation to sync up with the other parties, and the details vary between attacks, but all Fusion attacks fully heal the participants. The strength of the attack depends on the level of trust and coordination between the participants, with three tiers of power.

Inventory:
A plastic laser sword with a light up blade
A fancy looking plastic raygun
A red, serrated sword that's too soft to hold an edge
3x filthy shirts that will become some form of mildly protective clothing once washed
A medicated patch that slowly restores a Persona user's SP
A semi-realistic, plush crow
A collection of vending machine snacks and canned soda, lawyer friendly
Many sheets of thick parchment
Several rolls of silk yarn
Jars of some sort of plant balm
A few small boxes full of red phosphorus
A handful of lenses that focus light, could theoretically start a fire on a sunny day
A couple bags of cork bark
Several small jars of iron sand
A box full of tin clasps
A few small sheets of aluminum
A few small vials of mercury
A first aid kit including rolls of bandages, gauze, and medicated ointment
5x cheap lockpicks
A bag full of Devil Fruit (not the One Piece version)
Cell phone with Metanav and data for using Cure Drink, Shockwave, and scanning
6x Life Stones (minor/moderate healing)
2x Beads (full healing)
A switchknife, about the size of a table knife
A blank, white pin

Samples: TDM top level and threads
Edited 2018-02-09 01:52 (UTC)
stormkingofshepherds: (And breathed my last of clean sweet air)

[personal profile] stormkingofshepherds 2018-02-07 02:49 am (UTC)(link)
OOC Information

Player name: Gray

Player age and gender: 24, she/they

Any other characters in game? None, apping Cori this round as well
stormkingofshepherds: (Default)

[personal profile] stormkingofshepherds 2018-02-07 02:56 am (UTC)(link)
Character name: Nathaniel Berger

Character canon: Legendaries Lost (Pokemon Tabletop United campaign)

Canon point: Shortly after the final battle

Physical Description: Here's a link to a full-body drawing of him. He's 20 years old, and somewhat short for his age. Under the many layers of clothes, he has severe burn scars covering the left side of his body and his legs, along with several scars indicating bites or clawmarks on both legs.

About the Character: When Nathaniel was just 10 and on his journey, the God-Hunter rose to power, determined to kill all the legendaries and prove his superiority against them. He succeeded at killing many, driving the world into chaos. As a naive child, Nathaniel tried to fight him, which ended with him nearly killed in a battle against one of the God-Hunter's followers, mauled and burned badly by a Houndoom, and only saved when Ninda the Mareep and Brian the Hoothoot both sacrificed their lives so that Macy could carry him to safety. For a long time after that, Nathaniel fell into a deep depression, secluding himself and responding to no one as he mourned his lost Pokemon. It was Macy who finally snapped him out of the worst of it, and he managed to start taking care of himself again, but he had lost his appetite for adventure. At the same time, he didn't want to return to his parents, so he ended up drifting from place to place, doing odd jobs. And so it went, for ten long years.

However, rumors of the God-Hunters returning made him start wondering if he should stand up once more. At Macy's urging, he contacted Quan, a disciple of Arceus and the leader of a group hoping to bring back the legendaries and strike against the Hunters, and was accepted into her confidence. The group's first mission was simply to beat the two gyms on the island of Reio, one of the last places still holding steady after the God-Hunter attack.

Nathaniel accomplished this, as well as capturing several Pokemon on the island and discovering a Rocket operation. Furthermore, another of their associates managed to discover a secret cave in the mountains, and together the group awakened what seemed to be a new legendary, the spirit of Reio itself. She was happy to join them in their quest, as well as help defeat the Rockets.

After the group had earned both badges, they had the authority to go wherever they wished, and were sent to investigate rumors of Mew having appeared near Kanto's Victory Road. Unfortunately, it turned out that it was not Mew, but rather a Ditto with the unique ability to imitate Legendary Pokemon. The Ditto, named Warp, also revealed that contrary to public belief, Mew had died trying to save Mewtwo instead of the other way around. While they discussed what to do with this information, there came a commotion from nearby, revealing a group of trainers with strange Pokemon none of the team recognized, who immediately attacked without any fanfare. Despite the many strange abilities they pulled out, including black crystals and giant Pokemon, the team was victorious in the end. They brought Warp to Quan as well, to share this new information.

The team went on to help out a group of scientists trying to revive Zapdos from a fossil. After a harrowing fight against a ghost Zapdos that spawned from the equipment, Zapdos was successfully brought back as a baby. Nathaniel, reminded strongly of Brian and Ninda both, bonded strongly with the baby Zapdos and became their caretaker, vowing to do a better job of protection this time. After that came a fight with and a tipoff from Team Rocket, who revealed that Plasma might have captured Genesect and be behind several Pokemon abductions. After some resting and challenging of gyms, Quan joined the team in an attack on Plasma. While there was some fighting against the Plasma grunts, in the end it was revealed that Ghetsis had been replaced by a cyborg Mewtwo, working with a puppet behind a screen. Furthermore, Genesect was there willingly and the "abducted" Pokemon were working as part of a new Mew Corps that would eventually supplant Plasma. Before they could talk more, they were interrupted by another attack by corrupted trainers and strange giant Pokemon. While they fought them off again, it was starting to become a worrying pattern.

And then it was revealed that the hospital where Ho-oh was healing was under attack. They hurried there, and while Ho-oh was technically killed, the unique abilities of Gideon's Dusclops, who was a Darumaka in his past life, allowed Ho-oh to be brought back as a Ghost/Fire type. Thus revitalized, he was able to fight back, with Brinda coming back into their full legendary splendor at this point as well. After that, another report took them towards traveling the far reaches of Unova, where they encountered an ice palace that turned out to be built by Kyurem. He wanted to claim the body of Kimber, an Ice Elementalist who had connected with him briefly, but the rest of the team refused, and after a serious argument he compromised and fused with her arm instead.

Now that all three members of the team had connections to a Legendary, they were declared official representatives of said legends. And not too long after that, Lugia himself came looking for them, to investigate a strange shrine. It was revealed to be the domain of "The Smith," a legendary being who had become "activated" when Arceus was incapacitated. He was able to create new Pokemon, and was creating his own variants that would help bring balance back to the fractured world. However, all his attempts to send Pokemon to Kalos had been blocked, and thus he asked for their help.

After going through several "tests" and defeating a psychic gestalt of all the psychic Pokemon in Kalos, it was revealed that Zygarde, the Devourer, was the one behind it. He had eaten his fellow legendaries and erased the public's memory of Kalos by taking control of all those Pokemon and fusing their minds. So naturally, Arceus himself came forth to battle him.
Although Nathaniel and his companions were seemingly killed, they managed to fight their way back to the world of the living, with Brian and Ninda coming back from the afterlife to help.

After the defeat of Zygarde, things seemed to have settled for a bit, but then Kyurem revealed that he had knowledge of another powerful force. The group traveled out to meet it, and it was revealed to be Missingno, the one powering the God-Hunters. The fight was desperate and vicious, but in the end Quan's Hope triumphed, ending one of the largest threats to the world.
There was still much to be done to fix things, but most of the fighting was done.

Nathaniel has slowly been recovering ever since he first reached out to Quan's Hope. Still, he will never go back to the innocent, cheerful child he used to be. Even now, he's mostly quiet and contemplative, not speaking much to other people except when prompted. Most of the time, it's his Pokemon who can get him to actually laugh or smile. His trauma with fire still exists-even though he's better at dealing with flames from allied Pokemon or trainers now, he's definitely less prepared against enemy Fire-types, and the Houndour line still scares him deeply. Still, he's more at ease about his lost Pokemon now, after having met them in between the afterlife and the living world.

He takes on a strong sense of responsibility for those under his care, and tends to worry a lot when his Pokemon get badly injured, feeling he could have prevented it. While he will battle in non-life-and-death situations on occasion, such as when challenging Gyms, he's not the type to go around challenging random people to battles. He prefers to have his Pokemon train among themselves, especially since teamwork is an important part of their strategy.

After his terrible experience with trying to fight an evil team as a kid, Nathaniel is much less approving of the idea of kids as trainers. He tends to worry when he sees kids on their own, and is definitely protective of them. One of his goals in the future is to change the legislation to raise the minimum age for trainers.

Character abilities:
Intimidation: Nathaniel is pretty good at scaring people off, or frightening them into listening. with just a glare.
Survivalist: Nathaniel is extremely good at wilderness survival, both in the knowledge sense and the endurance sense.
Stealth: Nathaniel is fairly good at not being seen if he doesn't want to.
Shepherding: Nathaniel comes from a shepherding family. Despite not having watched a flock for a while, it's still in his blood. He's pretty good at commanding herd animals, or predicting the future movements of a herd. It's also given him some minor resistance to electric shocks.
King of Shepherds: Nathaniel's determination to protect his "flock" has granted him this title, which gives him a degree of authority over herd Pokemon and Electric-types, allowing him to command or intimidate them more effectively.
Curve Ball: Nathaniel can throw a Pokeball hard enough to deal damage equivalent to a Struggle attack, and either send out a Pokemon or make a capture attempt at the same time. A Pokemon sent out thus can also activate their Pack Hunt ability. He can spend 1 AP to throw a Pokeball as a Priority action as well, and he has 7 total AP. He has a +4 Accuracy Bonus to throwing Pokeballs as well, and throwing a Pokeball is usually an AC 6 Status attack. He has several spare empty Pokeballs he can use as weapons as well, in case all his Pokemon are out.
Hunter: Once per Scene/Battle, Nathaniel can designate a foe as his Quarry as a Swift Action. He and his Pokemon have a +1 Accuracy Bonus and a +2 Skill Bonus when targeting or acting against the Quarry. If the Quarry is fainted or captured, he may designate a new one. He also gains a +5 damage bonus against Fainted, Flinched, Sleeping, Stuck, Slowed, Trapped, or Tripped targets, and is always considered adjacent to foes for purposes of activating Pack Hunt. Last, as a Swift action, he can spend 1 AP before throwing a Pokeball as an attack against an unsuspecting foe. If he would miss, he hits, and if he would hit, the foe is Flinched as well.
Moves: Nathaniel knows these Pokemon moves. (See "Shepherd's Crown" under "Inventory" for details about his Detect move.)

Inventory:
Clothes: Shown in the rightmost image linked in his description. The red jacket is a Ranger jacket, signifying his assistance to the group and providing a +5 bonus to physical defense. Generally, his clothes are long and thick enough to conceal most of his body.
Walking Stick: An old, weathered shepherd's staff that Nathaniel treasures dearly. No supernatural abilities, but it works well as a walking stick.
Shepherd's Crown: A necklace that Nathaniel wears around his neck, which seems to have some of the properties of a King's Rock as well, allowing him a 10% chance to flinch an opponent he hits with a physical attack. His position as King of Shepherds means that it extends the 10% flinch chance to all his Pokemon as well, and also gives him access to a unique form of the move Detect-he can use it twice per Scene instead of once, and can use it in response to an attack on his allies as well as himself. In addition, if used on a multi-target attack, all allies caught in the attack will not be hit by it.
Neutral Powder: A special gift from Whitney for beating her gym. It can be held by a Pokemon, and once per Scene allows the holder to make one of their moves Typeless, although it loses STAB unless the holder is Normal-type.

(Note: For all Pokemon linked below, the effect of Pack Hunt is this:
At-Will – Free Action
Trigger: An adjacent foe is damaged by an ally’s Melee Attack
Effect: The user may make a Physical Attack Roll with an AC of 5 against the triggering foe. If the attack hits, the foe loses 1/10th of its Max HP.)

Macy: A Carnivine, and Nathaniel's starter. She is quite knowledgable about medicine, having looked after him for all these years and helped him with his various injuries, and is very protective of him. Her moves and abilities are shown here.
Rinn: A cheerful, dancing Ludicolo, who's been with Nathaniel since he was a Lotad. He's very loyal to Nathaniel, and does his best to cheer the man up when he's feeling down. His moves and abilities are shown here.
Memo and Fran: Memo was a Litwick captured by Nathaniel on the island of Reio, as part of his attempt to get over his fear of Fire-types. It was partly successful, although Nathaniel still hasn't allowed him to evolve into a Lampent. He later met and courted a female Lampent during the attack on Plasma, and the two of them have become close enough that they share a flame and Pokeball, and fight together. Mechanically, they are represented as one Pokemon with extra stat boosts. Memo's rather playful and a bit of a clown, while Fran is quieter and more shy. Their moves and abilities are shown here
Kate: A somewhat devious Arbok, formerly the leader of an Ekans pack until she was captured by Nathaniel. This earned him her respect, and she's one of the members of his team who's best at noticing when he might be about to collapse and catching him, second only to Macy. She's also the one who's encouraged the team to work as a pack, granting them all the ability Pack Hunt. Her moves and abilities are shown here.
Belle: A unique Crustle with a rounded instead of square shell. She was given to Nathaniel from an adoption agency, as a gift for capturing Kate and her pack. She also has a surprisingly in-depth knowledge on computers and how they work, simply from having observed her former keepers using theirs. Her moves and abilities are shown here.

Samples: Here!
rhododendronhoney: (Default)

[personal profile] rhododendronhoney 2018-02-07 03:45 am (UTC)(link)
OOC Information

Player name: Gray

Player age and gender: 24, she/they

Any other characters in game? Nope, planning to app Nathaniel this round as well

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