ateratmods: (Default)
Aterat Mod Account ([personal profile] ateratmods) wrote2020-06-08 10:10 pm
Entry tags:

applications

Applications
→ Please post your application in one comment in this entry.
→ If the written history is long, you are welcome to post a link to it in a separate post on your journal.
→ Players may app up to 2 characters every 30 days. → Applications may receive a verdict of Accepted, Declined, or Revisions

Declined applications may be reworked and resubmitted within 2 weeks. An app that has been declined three times will no longer be reviewed.

Revisions should be submitted within 48 hours of the request. If you are unable to do so, please contact the Mod Account.

→ The Cast Cap is 8. There are 0 casts near cap.
When near character cap, only reserved applications will be reviewed until cap is reached or until all reserved applications have been submitted and reviewed. All apps will then be placed in a reserve queue and reviewed once a slot opens up.
Application Guide

Player Information
Name: Or online Handle
Age: Approximation is fine
Contact: Any contact is fine (Plurk, Discord, PM)
Other Characters: Remove in not applicable

Character Information
Name: In western order, please.
Canon: Please specify which if there are multiple versions.
Canon Point: Please be as specific as possible.
Age: Please specify whether they are canonly physically or mentally older or younger than they appear as well.

(canon) background: A brief summary of the character's place in canon and their history. Bullet points are acceptable, as are links to wikis.
(original) world & history: A brief (bullet points accepted) description of the original character's world, their place in it, and their personal history.
(CRAU) background: A brief synopsis of how the character changed from their original canon version including any new abilities or skills they learned, personality changes, etc. Bullet points accepted.

abilities: Please list any abilities the character possesses, powers-based or otherwise, and specify any that would require being nerfed. These abilities would also include any specialist, non-supernatural abilities as well.

Personality: Please illustrate the character's strengths and weaknesses. 300 words is a good target length, and it need not be exhaustive, but we should come away with a solid understanding of who they are as a person.

Inventory: Characters come in with whatever they may have had on them at the time of transportation. This includes the contents of any packs. Note: backs of infinite holding will be nerfed and their contents limited to 10 things upon arrival. Armor and weapons need to be listed separately.

Which of the following would they most like to have in abundance: limitless good luck, the freedom to act without restraint, the ability to teach and to learn, or for everyone to just relax? Try not to overthink this one. Just with which one fits your character the most!

Writing sample(s): This can be anything as long as it is from within the last year and doesn't break the 4th wall (such as dear_mun or dear_player or a handy link to one of our Test Drive Meme threads)

Submit an Application

Please copy the form below and use it for your application, which should be submitted in one comment below. If need be, histories for original characters can be linked to posts on their journals. Please remove any lines that are not applicable.

skyward_eyes: Harry Shum Jr as Magnus Bane (Had It To Here With Dogs (Exasperated))

Nida | Final Fantasy 8 CRAU (Dualis/6i)

[personal profile] skyward_eyes 2020-07-01 03:13 am (UTC)(link)
Player Information
Name: Churby
Age: 30+
Contact: Discord: Churby#4290 | [plurk.com profile] churbooseanon
Other Characters: N/A
Invited by: Heather

Character Information
Name: Nida
Canon: Final Fantasy 8
Canon Point: 2 & 1/2 years post game
Age: 22

(Canon) Background (See full on journal)
World Info here

Nida was the only child of former members of the Galbadian army who had settled down outside of the town of Timber. After the war Nida’s parents could not stand for the way that Timber was annexed and oppressed by the increasingly militant Galbadian government, and ended up joining one of many rebel groups associated with the city. This choice found their end in front of a firing squad with an eight year old Nida watching. Nida ended up repressing this knowledge for a very long time, and he was shuffled off to the place that orphaned children go to: a Garden. Luckily this was Balamb Garden, a relief considering most students of Galbadia Garden ended up shuffled into the Galbadian military upon graduation. At the same time it proved a problem because Gardens worked with Guardian Forces, also known as GFs. These GFs would later be confirmed to wear away at memories at an insane speed, leaving Nida's parents nothing more than a dull ache of loss in the back of his mind.

Nida was a hard working and dedicated student at Balamb, because really what else was there to be? For nine years he studied combat, magic, and other skills for the prospect of someday finding purpose through skills. By the time he hit fifteen and became eligible to start taking the SeeD Qualification Exam he had realized that his use to the program wasn't how he fought or the spells he could fling, but rather in how he didn't stand out much. Being a quiet kid who didn't raise too much attention, who blended in, fit a niche that not as many did at Garden and Nida refocused himself infiltration. There were always clients who needed someone who could get into places to retrieve information or military forces could need scouts, and Nida could be the ears and eyes clients wanted.

At seventeen Nida was the fourth SeeD Graduate in his year after a mission to a Galbadian occupied city of Dollet. When a mission was assigned to his fellow graduates the next day to his hometown of Timber, Nida found himself left out. Those three would serve as the hand of one of the last surviving rebel factions, and Nida found himself going to the Headmaster to demand to know why he wasn't there. Unlike them he could fit in as a local and while he hadn't been there in nearly a decade he thought he could trade in on his family's name for recon. The issue came down to how emotionally invested he was in the situation. Cid said those sent should be detached from the situation and thus be better able to serve the needs of the client. Realistically he could turn into more of a liability to the situation than an asset, especially since the rebels themselves could provide much of what he would. When it was explained he knew it was the right choice.

Not long after the team was dispatched things started going wrong. There was concern over the newly rising Sorceress Edea, and at Garden a 'Garden Master' had raised their head at Balamb Garden, trying to take over the facility. This Master wanted to sacrifice Nida's fellow graduates to the Sorceress to be put to death. Nida and many others refused to side with someone who would betray those who were just following the SeeD contract. He found the only realistic choice was to stand with the Headmaster and during the ensuing riots Nida found himself as one of the SeeDs there to help try and hold order. Resolution finally came when Squall Leonhart and his team returned with help to put down the so-called Garden Master, managing to save the Garden from a missile strike as well, and suddenly their Garden was floating into the sea. When Garden crashed into Fisherman's Horizon Nida immediately offered himself as the new pilot of the mobile base. At last he he found himself finally serving a role in the conflict.

CRAU background (See full on journal) [cw: ref self-harm and attempted suicide]

6I
A year after the end of the war is where Nida's story changed. He awoke in a fountain in the middle of a strange place called the Village, in its Sixth Iteration. In this place Nida lived a relatively peaceful life. Finding a place to fit in wasn't easy, he was a spy, not a settler. But in his time there he found himself moving more and more away from the life he'd lived as a SeeD, mercenary, and spy, and more into exploration of life as a 'real person' as he put it. While there he made a number of friendships, loyalties, and even found a pseudo-family and a relationship he came to depend on. Of course there were a number of 'misadventures' as it was in that strange place and time. For instance, Nida came to lead the village dojo and also worked with the village guard, ensuring the place was as safe from all potential threats external to it. While he grew more open and friendly, some things also made him scared of the powers of these worlds. For instance, he was kidnapped from his bed and forced to view the repressed memory of his parent’s public execution, and to share it with strangers.

Still, life was mostly welcome and a growth experience until one day he just disappeared from the village and was home, with no memory of his experiences. Instead he spent almost a year and a half back in his world, time that changed him deeply. In addition to finally making A-Rank and finding a long term replacement for his roles as a pilot, Nida rededicated himself to his spy work, which ultimately culminated in an eight-month long under-cover operation in Deling City. The two man operation took place with another SeeD (though not one of the heroes of the most recent Sorceress War). Unfortunately this individual turned out to be a traitor to the Garden, and Nida was forced to kill him. While he ultimately recovered physically from the event, mentally coming back was harder. Traumatized by his own actions and how would be seen as a positive fulfillment of his job, Nida broke a mirror in his room and with the pieces and in a fit of despair and pain, attempted to end his own life. And that, of course, was when he woke back up in the village fountain not two days since he'd been there last, shaken, certain he had died, and emotionally drained. Readjusting was hard, but with time and care from his friends, brother, and lover, Nida was able to more or less get back on his feet. Which, of course, meant it was perfect time for something new.

Dualis
This was a world where the AI in charge wanted to study their health and use it to develop a vaccine to a terrible disease that had nearly killed the entirety of the original population of the world. Unfortunately The Head, the AI in charge of everything, was lying. The greatest lie being that people would return home after their year in the city. In fact, the AI was developing androids to replace all individuals brought there, perhaps even killing them on the way. One night, after a freak storm, unfinished androids were released, with the objective of killing their original to replace them. Nida survived this attack but grew distrustful of the power structure of the world.

Soon people Nida cared for started to get taken away from him. Those people would still linger in the city it seemed, replaced perhaps, or without memories of those they had cared for. At last his resolve was set to work with other residents to bring down the Head, just as the AI in charge raided a Heart meeting, arresting and slaughtering many before a very public, very televised execution of the leaders of the resistance. Instead swept away once again, spared the horrors and loss of that world and brought, instead, here. The problem? Something in the chip in his head, implanted by The Head, or perhaps something about the transit itself, went wrong. While he still remembers his past, still remembers the important events and the shape of things, Nida doesn't remember the faces and names to go with it.

Ultimately this means Nida finds himself distrusting of the establishment, and afraid to start living again. But it's okay. Nida isn't about to give up. Because what was it Cid had said? Oh right.

Do your best, even if you don't stand out.

Abilities
-Experienced pilot of large airborne crafts
-Combat specialist with polearms and tanbo, moderate skill in hand-to-hand self defense
-Moderately skilled acrobat
-Mechanic
-SeeD Training Specialization: Nida is trained in recon/intel gathering, basically a spy for hire. Capable of sleight of hand, low to mid-level lockpicking, and other spy related skills.
-Parkour, climbing, and free-running skills.
-Magical aptitude when junctioned with Siren (see below). Spell charges are consumed with each use. Replenishment of them, or addition of others, will be dependent upon mod approval. The spells he has with him currently are: 43 Aero, 25 Tornado, 37 Water, 15 Protect, 15 Shell, 32 Cure
-Possession of a Guardian Force named Siren. GFs are spirits from his world with their own personalities and elemental affinities that specially trained individuals in SeeD can use by 'junctioning'. Siren will be able to communicate in the form of vague impressions to Nida over time, perhaps even simple conversations, but is completely unable to converse with others. Siren's abilities include:
  • Silent Voice Summon. Can silence enemies for 30 seconds. Water elemental damage.
  • L-Magic Refinement. Allows Nida to convert mundane medical objects or magical baubles into healing spells. Nida can only make cure spells, which are treat superficial wounds and alleviate some fatigue.
  • Status Medicine Refinement. Allows magically distillation of medical herbs into healing potions. This can make 'antidotes' for poisons, or 'remedies' which can flush the system of alcohol, drugs, sedatives.
  • Magic Stat Junction. Shortest summary, Nida can equip spells he has his spell casting stronger for attacking/healing spells. If he uses the spells he has junctioned to this 'stat', then the stat drops in relation to it, making the spells weaker by extension.
  • Move Find Ability. Siren has a particular sense for natural fonts of magic common in Nida's world. For Aterat it will present as slightly enhanced hearing (draw points make sounds) and a sixth-sense for locating magic sources.
  • Magic Drawing. When junctioned, Siren allows drawing magic from the wellsprings in nature and in other people. This would only be used on other players with permission, and I'd okay with mod before determining what spells people may have naturally within them. This would be one spell per person and be based on their personality. Could also be used to draw from natural sources (i.e. water spells from a flowing river). Theoretically also allows Nida to draw other GFs from monsters and people, though it is likely Aterat does not have any. Willing to remove this ability entirely if desired, or run as an aspect of the Curio shop, where Nida acquires magic in trade, as messages from the curio dealer of when and where a limited use font will occur.
  • Long-Term Memory Erosion. The downside of junctions. To facilitate a place for themselves in the heads of those that use GFs, they will slowly over time wear down at the oldest memories an individual has. The damage is not complete, and some memories can be recovered with interactions with others who remember the circumstances, but over time Siren will slowly wear away at Nida's childhood memories, and possibly his memories of circumstances of previous games he has been in.


Personality

Garden instilled into Nida a sense of devotion that he's never going to be anything but proud to have. He will give a hundred and ten percent to any task set before him, ranging from learning new skills, refining old ones, or just being there to support people. There is a reason that Nida was told, upon graduating to SeeD and becoming one of the elite warriors of Garden, 'Do your best, even if no one notices.' It's good advice that Nida has tried to live by since Cid gave it to him. Recognition shouldn't be the reward for hard work. Hard work should be its own reward. Serve others, help others, protect others. There's no need for a pat on the back or a monetary bonus or recognition, just for working hard and getting the job done.

None of this, though, absolves Nida of his faults. When it comes down to it, Nida can stress over the small details. This manifests with a sometimes overly cautious nature when faced with a situation taking an unexpected turn or is completely new. While he doesn't freeze up this happens he may be found triple checking supplies before heading out into the wild, keeping tight inventories of vital supplies in general, and staying quiet at first when he should speak up or speak out. At his core, Nida is a nice guy who wants to do the right thing and do it well. On the other hand he finds it a bit harder to swallow the bad taste in his mouth when he feels that what he isn't on the right side of a situation, or feels that doing his best won't be enough to resolve things in a positive way. That doesn't mean he won't still act, won't still do what he feels is his duty even if he might morally see it as a bit questionable.

Arriving at Aterat he's dealing with a serious case of PTSD, survivor's guilt, and a certainty that he isn't good enough for normal people interactions. What's worse, the loss of his support network and friendships is leading to a fatalistic shift in his personality, a thought that maybe he shouldn't try and connect because in the end, everyone just gets taken away. This is something he could be pulled out of with time and effort, but for now he finds himself in a position where he stays distant emotionally, while still trying to show enough investment in others to get information from them. When he does warm up, though, he finds himself smiling easily and has learned to be a very physical person, even though this was not natural to him at first. Learning balance between his paranoia, concern and loss, and the warmth and openness he was guided toward with others in his recent years will be an ongoing battle, one he hopes to win.

Inventory
-Dark green leather coat with a dragon-scale pattern, gray button-up, black jeans, combat boots, leather gloves
-Two leather holsters for tanbo strapped to his forearms under his shirt and two Metal Tambo
-Bracelets: leather cuffs, silver charm bracelet, silver bracelet with heart locket
-Two Triple Triad decks in boxes on belt
-Set of broken dog-tags
-Leather bound notebook

Which of the following would they most like to have in abundance: limitless good luck, the freedom to act without restraint, the ability to teach and to learn, or for everyone to just relax? The Freedom to Act without Restraint

Writing sample
Aterat TDM
asthecroweflies: (Default)

Jagger Crowe | Original Character | Reserved

[personal profile] asthecroweflies 2020-07-01 03:19 am (UTC)(link)
Player Information
Name: Heather
Age: 36
Contact: discord: vikael#0221
Other Characters: n/a
Invited by: Heather!ception

Character Information
Name: Jagger Crowe
Canon: Original Character
Canon Point: Just prior to landing in Seattle, WA
Age: 25

world & history:
World Information
The time is current, 2017. Jagger's world is much like our own. It's loud, over-populated. Modern. It's the Cycle of Man, and that is what some of the "Other" elements, Hidden from the eyes of the mortal world want to change. The Earth is home to roughly 6.5 billion people, most of which are completely normal. Nothing specifically special about them, they have no knowledge of magic outside their superstitious histories and fiction novels. But there exists a world hidden from their eyes, a world older than modern society, a world that is dying out, whose dwindling numbers were forced into hiding centuries ago, and who are, unbeknownst to the outside world, locked in a war between maintaining the status quo and bringing about a New World in which the Hidden need no longer fear the light. This war is very real to the pockets of Hidden, the werewolves, the vampires, the mages, and the witches, the Septians and the Fae. At least...the ones blessed with being raised by their own...

History
Jag's story starts out a pretty sad one, even before he was born. His mommy was a Septian, a type of Hidden that is technically a sub-species of humanity, which is why they're able to interbreed with them. Her powers, which Jagger inherited part of due to his mixed heredity, were that of clairvoyance and psychometry (touching an object and reading psychic imprints from it). Normally, Septians are taught from a very young age how to control their powers. That was not the case here.

Jagger's mother, Peyton, fled south from the Isle of Man after her clan was slaughtered by an unnamed enemy. She took refuge in the huge human city of London, East End, and met Jagger's father, Harrison Crowe, who ran a bed and breakfast there. She never told him what she was, but they fell in love quickly enough. They married, and two years later, little Jagger was born, which put even more strain on Peyton's already fragile mind. As the war escalated, Peyton's sanity eroded away, by night terrors, visions of death, warnings she couldn't effect. She'd never been a completely stable person, but her sanity quickly forced Harrison to put her in a home...or at least, that was the intention.

Pesky powers like clairvoyance make it hard to spring things on people, and one night, when Jagger was just past his second birthday, Peyton awoke from a vision most foul. She'd always been aware of the fragility of her own mind. Recently, she'd been feeling herself slipping into the abyss her mind was so often forced to peer into, but she was certain of one thing in particular: something was coming for her and her son, and it would continue to come unless she did something to stop it. She spent more and more time forcing herself to use her abilities to look into the future, into the past, at the different threads of time, trying to determine which course of events would lead her Jagger's ultimate safety. Eventually, she painstakingly plotted a course of events that would see it his safety, left a list of very detailed instructions for Harrison, and saw to the first item on her list: her death.

Harrison sort of fell apart after that. He used the last of his savings, which was a modest sum to begin with, to relocate himself and his son to the US as a means to separate himself from the tragedy, but it never quite worked after that. Between immigration issues and trouble at work, Harrison found it difficult to hold down a job. Jagger grew up taking care of things around the house and taking care of school work, got his first job at 16 and moved out when he was 18. He met his current partner in crime in college when he was studying criminology and Charles (Chuck) was a parapsychology grad student. Chuck's Masters Thesis was on the existence of psychic abilities and Jagger responded to a flyer requesting anyone who thought themselves to be "gifted" for a clinical evaluation. Jagger went because he was going to be paid and he needed that 50 dollars to finish his rent for the month.

At Chuck's urging, he and Jagger entered into a partnership that involved exploring seemingly 'haunted' locations to determine their validity, which led eventually, after the next 6 years, to meeting various members of clergy etc. and specialists that dealt with different 'occult' issues. They both garnered attention from nay-sayers and believers alike, Chuck (and sometimes Jagger too) have appeared of a few local access TV shows to talk about one high-profile case or another. A network approached them about doing a "Ghosthunting show" but Jagger vehemently declined. He received a coin from a nightclub recently which was a trap, he was sure of it, because now that he's touched it and knows that its owner isn't human, he can't ignore it. Apparently, he's going to Seattle...

abilities:
Psychometry; He has the ability to touch an object or person and get a reading from them. This is also related to the past, present, or future. With a person, he can glimpse who they truly are, hear sounds that hint at it, get random smells, etc. With objects, the most commonly gets an impression of who handled it last, and what their intention.
Research; He studied to become a private investigator and did get his license. He's also pretty good at reading between the lines.
Stealth; Nothing fantastic, but he's practiced at looking like he belongs somewhere because he acts as he does, and generally not acting suspiciously, though not garnering undo attention. He's not a ninja or anything, though.
Artistic ability; Jagger's one talent he never really explored beyond hobbyist until he started using it for work is his ability to sketch things from memory. It's nothing worthy of an art gallery, but he can sketch a face with enough accuracy as to be recognizable, and a scene enough for reference.
Lockpicking Skills; Self-taught, but he can get into most locked buildings, cabinets, etc that aren't alarmed.

Personality:

Originally an adapted trait to remove himself from a situation and look at it subjectively, his ability to analyze has become something of a talent of his. No matter how incomprehensible a situation in which he finds himself seems, he's able to pull back and view it as one would the figures on a game board. This is partially due to his tendency to withdraw himself emotionally from a situation. On the flip-side of this, because of how analytical he is, he sometimes misses emotional responses to things, such as being completely oblivious to someone flirting with him. Because of his attention to detail, few things escape Jagger's view. The visions and impressions he receives from objects are often flashes and this ability to quickly identify and analyze things he sees briefly have made or broken several cases for himself and Chuck. Even in conversations, he tends to listen as much to things people don't say to things they do in order to discern what they may actually mean. Jagger has always been curious about the world around him. This is partially due to a need to understand where his powers have come from, but also just a part of him. He's one who would explore an abandoned silo to glean what it may have been used to store or to call a random number scrawled on a wall to see whom it may have belonged to.

Partially due to his aversion to touching things lest he accidentally experiences some form of vision and partially due to his upbringing, Jagger has a hard time connecting with others. His short temper also plays a part, but he also has an aversion to closeness. From a very young age, he was the only person he really had to rely on and he's very hesitant to trust new people in his life. It took Chuck three years to get Jagger to open up about his mother's death and his father's neglect. His sense of humor is a mix of deadpan and sarcastic bordering on fatalistic at the best of times. Having no fighting skill, his thick shell of barbed retorts has been his only armor against a harsh and often unfeeling world. It's also a handy way to keep people from getting too close and its a kneejerk reaction to annoyances like a lack of common sense. Jagger inherited his father's temper, which manifests in increased irritation, sarcasm, and shutting down. He's quick to anger when people are difficult or invasive and ask stupid questions that he feels the answers to are obvious at the very least. He has little tolerance for processes he feels are redundant or for wasting his time on trivialities. There's a reason Chuck insists on doing most of the talking.

While not quick to form relationships with anyone, once he has allowed someone to become close, he is protective of them with a fierceness that borders on mania. He feels loneliness profoundly, so much so it almost feels like another part of him, but the few people he cares for alleviate that solitude and he cherishes them because of it. That isn't to say he's only caring because he feels lonely otherwise. To spite his loner nature, he does care deeply about those around him, it's almost impossible not to when a casual brush of a shoulder could share more thoughts and feelings than the person would have done openly, and he has a desire to use those abilities to help others. At first having thought they were a curse, in the course of working with Chuck and actually using his powers to bring peace to others, he feels not only that he can make them useful in the aid of others, but that he should.

Inventory:
• 5inx3in unlined notepad, 1/3 used
• Mechanical pencil
• Clothing: socks, briefs, undershirt, black t-shirt, black leisure jacket, black leather driving gloves
• Wallet containing 1 debit card, 1 credit card, Michigan Driver's License, 20 US dollars
• A set of lockpicks

Which of the following would they most like to have in abundance: Limitless good luck

Writing sample(s): TDM Link, Baby!
faithfulsupport: (And your next question was?)

Ignis Scientia | Final Fantasy XV | Reserved

[personal profile] faithfulsupport 2020-07-01 03:20 am (UTC)(link)
Player Information
Name: Lynn
Age: Over 25
Contact: [plurk.com profile] raistlynn
Other Characters:
Invited by: Heather

Character Information
Name: Ignis Scientia
Canon: Final Fantasy XV
Canon Point: Episode Ignis, post fight with Ravus on the Altar of the Tidemother, before GlArdyn appears.
Age: 22

(canon) background: Here.

(adding in XIV crossover event!)

Abilities: List is here though he hasn't gotten to anything Chapter 10 or later related.

Can -

Heal people
Do back flips
Sew
Swim
Ride a Chocobo
Cook (which offers buffs though the effects wear off)
Clean
Drive a car & a motorboat
Use cellphone
Play video games

Knows -
Assassin's Creed lore (as in the 'leap of faith')
Layouts and information about the places they visit, and he can also rattle off a line or two about designers and fashion as far as Luna's wedding dress is concerned.

He's proficient with technology - even when he goes blind, he talks to Gladio about how to locate Noctis in Zegnatus Keep using the cameras and the tech there.

Personality: Ignis thinks. He's very cerebral, using facts and his high intelligence to be able to make decisions and judgments. He's also very highly intelligent as he figures out the Ixal beastmen have been using a long-forgotten Imperial base as their own. Ignis is also very witty and uses puns such as when Noctis says he's being like a mom wanting to mend his shirt, Ignis returns with 'mum's the word'. He also says 'underestimating me is a recipe for failure' and Noct replies 'You're going to make a meal of this.' Sometimes he doesn't get humor though, such as when Cindy points out at the Assassin's Creed festival that the 'boys are showing a whole other side to themselves', he pipes up by saying 'Not by choice, these outfits are revealing by design.' Along with his intelligence, he is curious as to when Y’jhimei's magic had him asking about if she was using a spell and what sort of magic it was. He also mentions obscure dubious books which were how he knew of Garuda being a messenger of the winds. So he is definitely a scholarly type.

This man has manners in spades. He is starched, prim, proper, crisp, considerate and polished. He can speak and address people in a formal way and he knows when to bow to someone, such as leaving King Regis' presence before the party left for Altissia at the king's command. Examples of address are referring to King Regis or even later on Noctis as 'Your Majesty. Cor 'The Immortal' Leonis is also addressed by Ignis as 'Marshall'. Cid Sophair is referred to by 'Master Cid.'

Ignis can also be sarcastic such as when he asks Noctis if he'll get up in the morning to make breakfast and the Prince replies that he can't make any promises. Ignis, in turn, says he can't make any promises that there'll be any food or leftovers or anything to eat when Noctis gets up later.

His state of being is serious as he had to basically take on Noctis at six years old, and charged by the king to look after/guide his son. So Ignis had to be prepared to take on the role that was being assigned to him. This wasn't a frivolous job or position, and one that required a lot of responsibility. And due to that responsibility, he's the one who will make sure that you have your things ready, that everything is in order before you get into the car to go off for a drive. The only time he shows a reckless side is when Noctis is in danger, such as donning the ring of the Lucii and trying to gain their favor to help him protect his Prince. He can be meticulous and due to wanting things to be crystal clear, he can over-explain what he means and/or his strategies so that there isn't any room for error or misunderstanding. He hates ambiguity and wants his world and information orderly and crystal clear.

Along with being serious, responsible realistic and principled, Ignis is also calm. He doesn't get overexcited about things. When the Assassin's festival goes on, he doesn't get worked up about it like Noctis and Prompto. He gives tidbits about the things he knows about it but speaks of it almost as if he's a sort of tour guide. He can also be pretty unflappable. Ignis holds himself to high standards, so he's hard on himself, well organized and is a perfectionist. While his voice might raise in battle, other than that, he's a pretty cool customer, preferring to just get the monster or enemy taken down and goes about it in a very calm manner. He's precise and accurate, and his daggers go flying right to where they need to to a pinpoint. In battle, he is stone cold and deadly and wields his weapons with a ferocity.

Ignis is nothing if not loyal. From losing his sight after going great lengths to keep an unconscious Noctis safe, and as kids, covering for the Prince and their nightly escapades to escape the Citadel and taking the blame even if the Prince was at fault, loyalty is what makes this man. You'll hear him repeatedly answering 'always' whenever asked if he has the Prince/Kings back, as Ignis is ALWAYS THERE. He says he'll go to the end with Noctis and says that he won't be going alone, to which the king then says he's right and that he wouldn't have made it as far without them. He says he doesn't want to die without Noctis and tells Ardyn that he can have the world, as it means nothing to him without the King. And won't team up with Ardyn and go against Noctis when given the choice. He has a very strong sense of duty and drive to be of great use and is self-sacrificing.

As the party's strategist Ignis comes up with ways to fight monsters. He says wearing assassin's costumes would help them be undetected to scout around town, and helps to come up with a way to defeat the Marlboro near one of the royal tombs. He also tells the party where they'll meet up later at the Assassin's festival in Lestallum. Later, when Noctis' powers are restricted, he comes up with the plan to infiltrate the power plant & interrupt the interference. Ignis also comes up with the plan to have Noctis and Prompto scout for subordinates to regain key-cards. He also explains to Noctis later to use warp strike to take out enemies so as to be quiet and not alert imperial forces to their presence. And Ignis is the one who figures out the weaknesses and strengths of monsters.

Even Noctis who's the Prince and King listens when Ignis talks. He trusts his advisor to come up with the battle plan and he'll just carry it out. Even Prompto will comment saying 'Ignis, all business' on the field. Gladio too (figuratively) bows to Ignis (who's usually the peacemaker) when he stands up for Noctis, saying to stop the silent bickering and to back off as Gladio is upset that Ignis is blind. He goes on to say later that Noctis will take his rightful place, but only when he's ready. So when Ignis finally gets angry, everyone listens.

Ignis is both protective and a nurturer because he tends to stay near Noctis in battle. He is Noct's anchor, his chauffeur, his chef, his advisor, his right hand, his chamberlain, and friend. Ignis also tends to be a worrier because at one point he is in battle alongside Gladio and the swordsman asks if Iggy was worried about him. Ignis gives advice to Noctis all the time, telling him to watch himself and not do anything he wouldn't do and will give what information he has about the monsters that they face. He also heals Noctis up when Ifrit (the Infernean) shows up later in Insomnia saying 'here you go' and along with the others, they all cover Noctis. He and Noctis know that Ignis has 'schooled him in a great many things.'

A thing about him is his pride, as he doesn't like when other's cooking is mentioned, (or that it's being looked forward to) This pride also extends to not telling Noctis how he lost his sight, wanting to shelter the Prince due to his own pain and agony at his loss of LunaFreya. (Ignis is too proud to explain why and claims it's a small sacrifice in the greater battle) He's also posh - this is the guy that dresses a cut different than the rest of the guys. His attire is stylish, elegant and unique. And then there's also the fact that he's bossy. He would say it's not that he's bossy he just has better ideas and knows what everyone should be doing.

This man is also resourceful. Even if he doesn't have a plan, he'll go back to reconnaissance, and use the area and the knowledge and things at his disposal to come up with a plan, or even a new recipeh! (spelling intentional) He's also frugal with money and getting drinks at a side store is a 'waste of time and money' so he normally controls the purse strings. But while he'll bend if Noctis wants to stay in a hotel saying 'camping just won't cut it.' relaxing can be difficult.

He only trusts himself to drive unless it's Noctis (who even then gets a small lecture about not being reckless). To this end, he is efficient as he can't stand to see things go to waste either time or energy or money. There is also a shy side to Ignis. He doesn't like so much of his skin exposed like in Assassin's Creed Festival. Once he changes into the cosplay, he starts asking about the costumes if they're that revealing. And when Gladio asks if he's shy he says it's simply a new sensation. He also shows this shyer side when some photos are taken of him that others like and he'll say 'They're nothing special.'

CRAU developments: Does the XIV/XV event count? If so, Ignis' personality doesn't change, he's still the same person. He's just met Y’jhimei (who's a Miqo'te) and her Chocobo. He's also had to fight against the Ixal beast men, & their Wind Messenger Garuda.


Inventory: His recipeh book, his phone, some healing potions.

Which of the following would they most like to have in abundance: At his point in canon, it would be limitless good luck because he's on the run from the Niflheim Empire, trying to keep his King safe.

Writing sample(s): here & here.
chaosvessel: Credit to <user name="vikael"> (Default)

Vincent Valentine | Final Fantasy VII Compilation | Reserved

[personal profile] chaosvessel 2020-07-01 03:21 am (UTC)(link)
Player Information
Name: Heather
Age: 36
Contact: discord: vikael#0221
Other Characters: n/a
Invited by: Heather

Character Information
Name: Vincent Valentine
Canon: Final Fantasy VII Compilation
Canon Point: Dirge of Cerberus; Chapter 5, prior to losing the Proto-Materia
Age: roughly 60

(canon) background: Dat Wiki

(CRAU) background: Vincent roomed with Arkady at Dualis, and sensed an immediate bond with her. She was fragile, but that fragility hid a strength he couldn't ignore. He protected her when robotic constructs built to replace them attacked, and was a constant shoulder for her to cry upon. She was counted as the first woman he'd allowed himself to truly care for since Lucrecia, but he'd never had the opportunity to confess his feelings. He also hesitated due to his own limitations and feelings of guilt. He didn't feel as though he deserved whatever she might say in response.

The uprising and torture they witnessed served only to make him more paranoid and protective, and shortly before his departure from that city and his arrival here, Arkady had gone missing, and he was certain she'd done something painfully foolish. Still, his experience there in the city prepared him for meeting others from other worlds and alleviated his disbelief in that regard.

abilities: As a project of Hojo's, Vincent is capable of transforming into one of four different forms, each with it's own abilities, though most commonly, when stressed, he transforms into the form of the Galian Beast, a rampaging monster of rage capable of considerable physical damage and Beastial Flare (A fire-elemented attack a lot like a supernova). His greatest burden, and his deepest hatred, is Chaos, the entity contained within him that both keeps him alive and rules the shattered remains of his life. Chaos, the Destroyer, ender of the Planet, flows through Vincent's veins. When Vincent transforms into Chaos, he is completely unaware of the situation save for the vaguest of senses. Chaos craves the corrupted souls of the living, is capable of god-like feats of strength, flight, gravity attacks, etc. The Gun Vincent carries, the Cerberus, is a literal extension of Chaos, and transforms into the Death Penalty when he transforms into Chaos.

Aside from his transformations, he is fast enough to be missed by the human eye, can discern heartbeats, doesn't require food, drink, or sleep (though he can do all those things), heals very quickly, and is almost incapable of dying. He would need to be literally destroyed.

He's a gifted marksman and excels at long-range combat.

His two greatest weaknesses are his own mind and Chaos. Due to the trauma experienced at the hands of Hojo, Vincent suffers from PTSD that makes him lapse into a state of near catatonia in which he relives the nightmares of his experimentation and his failure to stop the JENOVA Project from proceeding.

Also, he has to constantly keep his emotions under control, because it's adrenaline that sparks the transformations and the last thing he wants to do is kill someone he cares about.

The Materia he carries are specially mounted in a chain designed to augment the shots fired from his gun (which don't require bullets when he uses them). They do not level up. One will shoot balls of fire, the other balls of lightning respectively.

Personality: Vincent is and has always been shy and quiet, but where his timidity once stemmed from a lack of self-assurance and uncertainty, it can now be attributed to introspection. He is often lost in his own thoughts of what was and could have been. To Vincent, all events occurring in the present have roots in the past. A past he’d rather not have transpired. To observers, this can give him a cold image, and many people have accused him of such. He speaks seldom, and normally only when there’s something important that needs to be said. His observations can come off as harsh and he’s not one to pull his punches when something needs to be said.

Sleeping for thirty years also has a negative effect on one’s perspective, and the separation of Vincent’s generation from the current one make him feel at bit at odds with his companions which is only compounded by his own nature. Vincent has never been one to speak often, even before his near-death and subsequent horrible torment, choosing instead to let his actions speak for him. Even before, he was never one to speak up for himself, or express his opinions, or express his feelings on a matter. It was always something he had to work himself up to, lacking the ability to speak clearly and openly with anyone. His growing love for the scientist, Lucrecia Crescent, went unspoken, Vincent having opted for far less intrusive long glances over distances and awkward stuttering when she ever spoke to him. His withdrawal from people in general only worsened when, because of Lucrecia's involvement in his father’s death, she rejected his affections and decided to marry Professor Hojo and started treating Vincent like nothing more than a soldier.

Guilt guides his hand most of the time, spurring him to action when he’d rather stay lost in his reverie. He feels personally responsible for Sephiroth's existence and the near-destruction of the world at his hand due to his own inaction. He knew what Lucrecia and Hojo were doing to their unborn child was wrong, but he stood by and let it happen, only protesting after the experiments proved to be too much for Lucrecia's body to bear. It was only after his conscience forced him to awaken from his slumber and join Cloud and company on their quest that he started to actually care about the people he was travelling with.

His guilt and self-loathing in relation to his inaction during the events in Nibelheim are a powerful and driving force in him. At times, even if his friends are in danger, that fact alone isn't enough to move him to action, requiring personal investment to get involved. To most people, Vincent, with his dark countenance, quiet demeanor, and his tendency to occupy corners in the back of rooms, comes off as cool and aloof, but in reality, being so awkward, he’d rather listen and observe rather than participate in conversations. This gives him at advantage a times at noticing things others might have missed, and he’ll speak up about it if he deems it important to do.

That’s not to say that his companions didn't collectively and individually leave a mark on him. Cloud, a man as conflicted and guilt-ridden as himself, he owed a lot. Cloud woke him up, made him realize the depth of his sin, and motivated him with his conviction. Since then, Cloud has been a competent leader and earned Vincent’s respect. Barrett’s passion proves capable of sweeping even Vincent up in its wake, and his adoptive daughter Marlene captured Vincent’s heart as surely as she captured everyone else’s. Tifa remains the mother of the group to all of them, and Yuffie is a pain no matter what she seems to be doing. At first he didn't trust the Wutaian ninja, but even after she proved herself trustworthy, she remained the most irritating person Vincent had ever had to deal with. He even requested, after getting a phone, that Cloud not give her his number. Cid, Reeve, and Nanaki as well are very important to him, and he will be there for them if they need him.

Inventory:
• Leather suit
• Red Opera cape and matching headband
• Belt with holster, ammo pouch, materia storage, and items storage
• 1 Fire Materia (on a chain, designed to augment the shots fired from his gun)
• 1 Lightning Materia (on a chain, designed to augment the shots fired from his gun)
• 1 brass clawed gauntlet, right-hand
• 1 pair armored boots
• 2 potions (that heal minor wounds)
• 48 revolver rounds (24 chambered, 8 per cylinder, 24 in ammo pouch)
• Gaian cell phone with Cerberus motif

Which of the following would they most like to have in abundance: The freedom to act without restraint

Writing sample(s): TDM thread
tapestryoftime: (Default)

SYEIRA HARVEN | ORIGINAL CHARACTER | RESERVED

[personal profile] tapestryoftime 2020-07-01 03:40 am (UTC)(link)
Player Information
Name: Ami
Age: 30
Contact: Discord PhantomStar#1289 &
Other Characters: n/a
Invited by: Heather

Character Information
Name: Syeira Harven
Canon: Original Character
Canon Point: After her father's death.
Age: 21

(original) world & history: Syeira's world isn't very different from modern day. There is just one important part that's different and that's the world & life of the Hidden. The Hidden are species who seek to keep their secrets and oddities away from the public eye. There are many types of Hidden and not all of them are known. Information about the Hidden can be found here. Other than the Hidden there is no difference between a projected 2023.

Syiera had a fairly happy childhood. Her mother passed away in childbirth, leaving her father, brother and the rest of the clan to raise her. At the age of 3 she showed signs of being a Reader and from that point onward she was sheltered and protected as someone who would one day take over her father's role as leader of the clan.

Being able to see the future made her childhood complicated and it was only her father, a Viewer, who could calm her down. Sometimes Syeira would cry without warning or knowing the cause. she would say things that didn't make sense and it took her father to View and decode her reactions. With her father's help, she learned to function but it was his presence through her life that kept her grounded in the present.

Her home was in a traveling circus that primarily moved through Canada. It made just enough to get by with some instances of hunting and other methods of creating food. As Syeira grew, she began to show the same beauty and passion for dancing as her mother and was used to entice people to attend the circus's main attractions. The clan moved around in order to stay safe, more so while Syeira was growing, and then she used her abilities to decide when it was time to move and where they should go.

A druid then entered her path along the weave and Syeira moved to meet him. He used magic to hide his true intentions and while Syeira stated that they should meet him, she was to stay back with the Clan while her father and brother went to speak to him. The druid, named Jonathan, killed her father. It was then that the Clan was running, Syeira felt blind and her anchor to the present was gone. Day by day she feels the pressure of the weave. Her brother managed to escape and help the clan escape but guilt weighs on the children now that they are to find their own way.

Syeira made the decision for the clan to seek help in the United States when she was pulled from her world.

abilities:

Circus Acts — A lot of the acts that Syeira is a part of don't involve interacting with customers. She is one of the few dancers in the circus and is able to dance with fire as well as belly dance. Other acts involve juggling, dressing up as a clown or handing out flyers with her usual bright happy smile. She also assists others in their acts and is often a magician's assistant.
Omniscient "Reader" — She can see the entire time tapestry. It usually comes to her in brief glimpses but because of the way she sees time, sometimes, it seems like things happen all at once. A lot of what she sees is hard for her to decode because it's every possible future happening at once. She requires a "Viewer" to help make sense of the things she sees and keep her grounded.
Languages — French, English (more British sounding), Romanian and Lebanese.


Personality:

Syeira often gets lost in the visions of the weave but she isn't shaken or upset by them. Seeing the future often means that she has nightmares or has to see the most gruesome as well as the most wonderful futures happening all at once. It's hard for her to think clearly and she often forgets anything after it's already happened. Despite how difficult her life is, she considers her role that of a protector and is honored to have it.

She loves working in the circus and having the freedom to move around. She is terrified of going crazy, which is a common fate for Readers, but is trying her best anyway. Syeira has a generally positive disposition. It helps her combat the difficulties of her visions and ease the minds of her clan. She wants to make them happy and take over the role of clan leader when she is old enough.

The distant view she takes of the world makes it hard for her to hold a conversation. It is for this reason that she'd learned skills that didn't involve speaking or grounded her in the present. When her visions become too overwhelming, she is known to pass out from the overload.

Overall, her personality is bright, happy and warm. She tries to look on the brightside in contrast to her older brother who is very much a realist. Syeira doesn't think that the world or people are amazing but she is able to see all the good that they can do if they choose the right futures within the weave. She trusts easily but can see through people's intentions; unless they are able to mask their choices from her sight. She is protective of those she considers family and carries the weight of her entire Clan's safety on her shoulders. She is responsible and meant to lead but she hasn't been allowed outside of the vision of her brother or father, making her inexperienced when facing the world at large.

There is a lot that she doesn't know and due to all of the information feeding in and out of her mind, she often forgets things the moment that she's told them and instead remembers things that have never happened. Her perception of the world is very tilted but she tries her best to stay grounded in the present.

She doesn't know how to fight and will slowly begin to go crazy without having a grounding force. Syeira is terrified of her own future without her father there to keep her in the present and that fear causes her to reach out and trust, even when she shouldn't. She's never been on her own before and it will be very jarring within the context of the game. She doesn't have many useful skills but she's eager to live and won't stop trying her best.

Syeira can sometimes come off as overly pushy but if she's sure of something then she'll stand by it. She is stubborn at times though she can be convinced to stand down but someone she trusts.

As stated above, she isn't used to conflict or combat and might freeze if something manages to catch her off guard. She makes mistakes and when she does the guilt weighs heavily on her. Syeira doesn't give herself room for failure. She can see into the future and even if it's sometimes hard to read the weave, she considers it her job to prevent those painful futures and protect those around her.

Inventory: The clothes she's wearing.

Which of the following would they most like to have in abundance: limitless good luck, the freedom to act without restraint, the ability to teach and to learn, or for everyone to just relax? The freedom to act without restraint.

Writing sample(s): test drive
Edited 2020-07-01 12:08 (UTC)
whereishe: (Default)

YUNA | FINAL FANTASY X-2 | RESERVED

[personal profile] whereishe 2020-07-01 03:42 am (UTC)(link)
Player Information
Name: Ami
Age: 30
Contact: Discord PhantomStar#1289 &
Other Characters: n/a
Invited by: Heather

Character Information
Name: Yuna
Canon: Final Fantasy X-2
Canon Point: Post FFX-2
Age: 19

(canon) history: Yuna's wiki

abilities:

SENDING: helps guide the spirits of the dead to the Farplane. This opens a portal which will then guide a spirit to where it believes it should go.

SPIRIT MANIPULATION: The ability to see the dead, use their memories in her spheres and in some cases control them though she prefers not to.

WHITE MAGIC: This is the light inside of Yuna that helps keep her strong and fuels her healing magic. It's a part of her soul that will never go out. This is the only magic she can access no matter what Sphere she has equipped.

SUMMONER: Yuna is able to form pacts with spirits and call them to her aid. This is true of any soul though their form will vary. They have to accept her cause and her heart for this to work.

DRESSPHERES: This refers to her ability to use the dresspheres, for more information about specific abilities please go here. She always carries her sphere grid with her.


Personality:

Yuna is a kind, loyal, honest, and polite. She is a humanitarian who strives to see the best in others and has a strong conviction to complete whatever task she feels is her duty. Over her travels her nativity has lessened but she stills believes the best in people. She puts her needs over others and will apologize if she lets someone down. She doesn't let her failures stop her.

She hides her feelings of fear and sadness while encouraging her friends to express themselves in her place. She is willing to carry others' burdens and sacrifice everything if it means helping others. Over the years she's learned the value of her own happiness but she'll continue to put others first. Seeing her friends happy makes her happy.

After losing her mother and father at a young age, Yuna had to fend for herself. She took the weight of the world on her young shoulders and decided that she would be its salvation like her father before her. She has always been stubborn, picking the path that she believes in and following it to the end. Nothing can beat her resolve.

She hides her struggles from those that she cares about so they don’t worry. Even when she was a child, everyone around her worried. To counter their concerns, Yuna became strong willed and confident, putting on a brave face to show them that she could do it. Without meaning to, Yuna bared her soul to the world. She is very open with her emotions, but rarely on purpose. Even when she tries to hide her feelings, any who knows her can see through her false visage.

Yuna’s inner strength is immeasurable; during her journey, she was kidnapped, betrayed, used, and had the whole world hunting her but still focused on saving everyone.

She has lost her faith in people as a whole but believes that each person can make a difference and hopes that they choose to. She wants to explore and have fun rather than be the leader that her home is looking for. She gets annoyed when people turn to her before trying to solve their own problems. She no longer wants heavy responsibility, just to be free and to make her own choices in life. She wants to live life just following her heart. She lost so much saving the world that she doesn't want to have to keep losing things to help it further. Still, she cannot refuse those in need, causing her constant frustration.

Yuna is able to adjust to strange situations easily and tries to pick up on cues from others. She is wild, athletic, and outspoken, but also knows when it’s wiser to just not say anything at all. She will often jump headfirst into danger without thinking about herself first and often gets hurt because of it. Even so, she always keeps smiling.

After the fight with Sin, her cousin Rikku became her role model, teaching Yuna to be more eccentric. Yuna holds her friends and family very close because of how strong of a relationship she has with Rikku. She became interested in the machines the Al-Bhed use as well as their language, and developed an appreciation for things that she doesn't understand due to Rikku’s influence.

Yuna has a rebellious quality that was seen at the beginning of FFX-2 when she ran away from home without telling anyone. Since then, she has done what she wants to do and wouldn’t let anything get in her way. After the betrayal she felt from Yevon and the temples, she has forsaken the idea of following others blindly.

Even after Sin’s defeat, Spira looked to their High Summoner with their problems and sought her support in their endeavors. Each time this happened, Yuna would get frustrated, wishing that people could sort things out themselves. She had already done enough for Spira, but couldn’t bring herself to leave anyone in need of her help. Even though she found it frustrating and complained, she would still help.

Tidus and Yuna traveled for a long time together, and became very close during her journey. After his disappearance, however, she developed a deep fear of losing the people in her life or being forgotten. It is an anxiety that she carries with her even after she accepted Tidus’s death.

She is often teased for being a pushover; however, she can be stern, even intimidating, when angered. Adopting traits from her lost love Tidus, she loathes the idea of sacrificing in the name of victory, and refuses to let herself be used by anyone again.

Yuna is a very good singer and isn’t shy in front of a crowd. Usually it takes a special occasion for her to sing, but it is something she enjoys doing. After Sin was defeated, she was suddenly able to cultivate more hobbies. She quickly took up blitzball and can now hold her breath for 7 minutes. She started playing blitzball because of the joy she got from watching Tidus, Wakka, and Chappu play. When there was no one for her to watch anymore, she took up the challenge herself.


Inventory:
- Her sphere-grid; gunner sphere, mascot sphere (untrained cuz its funny), white magic sphere, thief sphere, black magic sphere, the festival sphere, the warrior sphere.
- Her pink bathing suit.
- The sphere of "story start"


Which of the following would they most like to have in abundance: limitless good luck, the freedom to act without restraint, the ability to teach and to learn, or for everyone to just relax? The ability to teach and to learn.

Writing sample(s): test drive
Edited 2020-07-01 12:22 (UTC)
orangewayfinder: (Default)

Terra | Kingdom Hearts 3/ReMind | Not reserved

[personal profile] orangewayfinder 2020-07-01 03:44 am (UTC)(link)
Player Information
Name: Lynn
Age: Over 25
Contact: [plurk.com profile] raistlynn
Other Characters:
Invited by: Heather

Character Information
Name: Terra
Canon: Kingdom Hearts
Canon Point: Post KH3, & ReMind
Age: Canonly 30

(canon) background: Here

Abilities

Personality: - Terra is a very powerful keyblade apprentice, one of the youngest to test for the Mark of Mastery. Underneath the usual calm and reserved exterior is an ambitious and determined person wanting to become strong to fight to protect and take care of his friends. But when he fails to reach his dream of becoming a Master, Terra becomes upset and withdraws, pushing his friends away so that he can try and figure things out on his own. He focuses internally and tries to solve things himself instead of asking for help or comfort. He's definitely not a fan of failure or criticism and when he screws up, he takes it really hard instead of chalking it up to being a mistake. Terra is also more inclined to blame himself rather than someone else.

The reason for his failure though is that the Master Eraqus says Terra has darkness in his heart, he has an obsession with strength and is afraid of losing. This is because he wants to be stronger than what he is and cast out what would weaken him in the Master's eyes, which would be darkness. And he really works to become 'Stronger than the you of yesterday'. When setting out, Terra is wanting to prove he's strong and good enough to become a keyblade master. He deviates from the path that was set before him by Master Eraqus and goes his own way.

Throughout his trials, Terra worries about the darkness in his heart and how to conquer it. He feels deeply, is weak on the logical side and his internalized emotions are volatile. They have a tendency to get out of hand at times too, easily making a mountain out of a molehill. When he feels hurt or betrayed like when he finds out Aqua is spying on him for their Master, again, Terra turns away from her and doubts her and Ventus' friendship. He tends to strongly dislike conflict with those he cares about, and tends towards avoidant behavior like giving the cold shoulder and leaving rather than arguing as he does in Radiant Garden. Still, he takes out his wayfinder and speaks to it several times as if speaking to his friends themselves, still ready willing and able to fight for them, like when he eventually faces Master Eraqus himself to save Ventus, setting aside decorum in order to do what he feels is the right thing to do. Terra can be impulsive and acts immediately on his emotions instead of thinking things through logically because cares too deeply about his friends to act rationally if they're threatened.

Although he set out alone for his own quest, Terra's desire to help others is still very prevalent. And he won't go back home to the Land of Departure until he's figured out how to right his wrongs, like stealing Princess Aurora's heart, even though he was controlled by Maleficent to do so. Terra doesn't realize this until later that he's been manipulated, because at the time he truly believes he stole the princess' heart. And any time something like that happens, Terra is remorseful and guilty, wanting to do better, to redeem himself for his misguided attempts. When he does wrong, he apologizes realizing his mishap, but only after it happens. However, when he's doing his task, he sincerely believes it's the right thing at the time and is more than willing to fight for it. He's also an 'innocent until proven guilty' kind of person, idealistic and trusting with being prone to assuming good intentions on the part of anyone he meets until he's forced to accept that's not the way it is.

Terra strives and is eager to do the right thing, having the best and most noble of intentions but this gets foiled time and again by being manipulated by villains who coax him into wrongdoings. He gets tricked easily with his trusting naivety, believing others are like him and wouldn't twist things around or do a wrong thing on purpose, so in that he's misguided. His trusting nature could be attributed from not having experienced any of the outside world and believing everyone is like the people he knows on his home world. As Terra himself had said to Ventus that it was hard to believe there were so many other worlds out there.

'A little praise goes a long way' is true of Terra, and that's how Xehanort was able to get him wrapped around his fingers, after hearing repeatedly from Eraqus that darkness is evil. To hear someone say something nice and even respectful since Xehanort called him 'Master Terra' actually worked on him out of Terra's sincere desire to be good. It was different to be found to be strong and found worthy of such praise. Xehanort didn't call the darkness in Terra's heart evil, he simply said it could be channeled and acknowledged without making it into a big bad evil deal thing. And in the process reminded the other of the balance between light and dark that had to be struck, unlike hearing 'darkness is evil' and must be banished/repressed.

With others, Terra is polite, courteous, respectful and formal, addressing people by their titles or rank. Or if he's not aware of what to call them, it's still a polite term or title such as Merlin's 'Your Elderness'. He's also good with children, protective patient and kind, willing to spend time with them which shows when he protects the Lost Boys from Hook or passes on his keyblade bearing ability to Riku. He protects others along the way too, such as escorting Cinderella to the Ball or letting Tinkerbell out of her hourglass. As far as physical affection goes, he doesn't show it and only returns gestures after they're shown to him first, such as a light punch in the arm as he exchanged with Zack. However, those that oppose or get in Terra's way face an outspoken angry person and when facing unversed he rushes headlong into battle.

He is the older brother figure to Ventus and Aqua is a rival and a dear friend. Some of the pushing away that he does to them is to protect them, though they can't see it at the time. He shows leniency and mercy when Ventus is practicing with them for their Mark of Mastery test, not overwhelming Ventus with battling both of them. So with that, Terra walked away instead. When the actual test comes, he shows faith in Ven's abilities and tells Aqua that he's been training hard right along with them. His friends are important to him, shown that he keeps thinking of them and talking to them, recalling things they've said or done together. Terra also loses his customary poise and cool when Experiment 626 steals his wayfinder charm that Aqua had made the trio of friends before the Mark of Mastery exams.

He's open to new things, people and situations, not judgmental and people seem to just gravitate towards him. And while he's capable of being friendly and outgoing around the people he cares about, he tends to keep to himself around people he doesn't know. Terra thinks out loud, and often ponders his situation vocally with other people who he interacts with, such as Cinderella's Fairy Godmother. He's looked up to as a hero by Zack after freeing him from Hades' spell, and doesn't look or seek fame, fortune or gratitude. He protects Cinderella so she can go to the Ball and even with gratitude or repayment, he shrugs it off, and tells Zack he's no hero due to knowing his own flaws and wrongdoings. The exception is when something has been agreed on beforehand, such as when the Queen has offered to ask her Magic Mirror for information on Master Xehanort's whereabouts. He can be strong willed, stubborn and believe he is right until he is shown otherwise. This is also shown when he faces Master Eraqus, protecting Ventus' destruction, willing to share in Ven's destruction since he won't obey his teacher.

Terra believes in the power of friendship, as he says 'What I do I do for friendship' before going to the Keyblade Graveyard. He promises Aqua that he went astray and won't do it again, but soon Xehanort appears there. Facing off against the corrupt Master, Terra leads the charge and pushes Ventus backwards to take the man on by himself. When dealing with Xehanort at the end, Terra says that even if his body is possessed, Xehanort can't take away the reason he keeps fighting. He also says that whatever the cost, he's ready to pay it. His lingering will encased in his armor even fights Xehanort, trying to right the wrongs. Terra doesn't try to escape, as his master Eraqus (who he refers to as his father) had already set foot in his heart. Believing his sacrifice will save his friends, he goes into the darkness and promises Aqua and Ven that he will one day set things right.

Before seeing Aqua in the darkness, Terra is woken by Namine, and with their exchange, she makes sure he continues his fight after she wakes him. Later, he sees Aqua there he explains she's remembering him how he was but he's just an illusion created by her heart. He tell her he has ties to the darkness and to forget about him. He can't see Ventus as she can but goes onto fight the one who's in control of his body so that she and Ventus can remain safe. So even in darkness he still wants to protect his friends.

The promise to make things right is followed through on when his friends are being threatened. (roughly 10 years later) Terra comes through a heartless and rescues his friends from falling from a great height. Setting them down gently, he breaks the chains they're bound in, repeating his promise. Reuniting with his two friends once he returns to his normal form, Terra cries, telling them how he heard them in the darkness. He then promises to Sora to watch over Aqua and Ven to let them rest and they all rejoin the other keyblade wielders in the final battles.

As he's now chronologically ten years older, there's a wiser, calmer and more confident man who will face situations. This calm and confidence is shown when he faces down Xehanort and releases the spirit of his former master Eraqus to speak with the man who possessed his body. And even with facing more foes, Terra's conviction never waivers and even gets to fight alongside Riku. Later, he shows the boy who would've been his own apprentice a more playful and dorkier side, including not letting Ven in on a joke. But before he vanishes, Terra looks at the Riku who is now a keyblade master in his own right before turning to go search for Sora in the darkness with Aqua and Ventus.

Inventory: Orange wayfinder, shoulder armor (that can turn into a full suit of armor) Earthshaker keyblade that can turn into a keyblade glider.

Which of the following would they most like to have in abundance: the ability to teach and to learn, he was supposed to become a keyblade master and teach Riku.

Writing sample(s): Here and here
Edited 2020-07-01 03:57 (UTC)
hellofishies: (pic#2862680)

Arkady || FreakAngels || Not Reserved

[personal profile] hellofishies 2020-07-01 03:46 am (UTC)(link)
Player Information
Name: Meghann
Age:32
Contact: discord selkie4018
Other Characters:None
Invited by: Heather

Character Information
Name: Arkady
Canon: FreakAngels
Canon Point:Volume 6, towards the end.
Age:24

(canon) background:Wiki and a specific sparse one about her and another brief plot synopsis.
(CRAU) background:Arkady spent 7 months in Dualis where an evil AI Robot was trying to make clones of them or something like that. There were robo-clones and that made the general populous increasingly paranoid because they had very little way of knowing who to trust. Arkady spent a lot of her time trying to figure out ways to determine the differences between clones and real people. She'll be coming to the Sphere directly after having killed herself to get the chip out of her head. She didn't tell anyone about what she was planning to do and never got the chance to really talk to people about it. She also made quite a number of friends she'll be very worried about.

abilities:
All the FreakAngels posses something they refer to as the Package which grants a WIDE variety of powers, it's theorized that there's no actual limit to what they can learn if they just try. Anything one of them can do the others can learn too, for instance one recently learned to control the weather and it was assumed by the others they could learn that too. The powers themselves are:
  • Telepathy:
  • Communicating via long distances mentally. She can also read a persons mind, transfer information instantaneously, change memories down to the physical reactions left behind, erase memories, make people experience painful memories, knock someone out, take over someone's mind, implant commands, and use their eyes to see.
  • Empathy:
  • The ability to sense emotions and force other people to feel different emotions. Also gives them an innate danger sense.
  • Metabolic Control:
  • Allows them to slow their metabolism down to not require food or sleep for up to a week. They can also heal their own wounds including fatal wounds. They can die but they're able to bring themselves back to life and heal their bodies. They can also sober themselves up instantly.
  • Remote Viewing:
  • The ability to see long distances without actually being there. They can also astral project.
  • Telekinesis:
  • This ranges from fine details like stopping bleeding on someone else's wound or picking a lock to bigger things like exploding small objects or people's limbs.
  • Shielding:
  • She can create forcefields around her entire body strong enough to protect her from a mortar. She can also create small shields that look like an actual physical shield that can protect other people from direct attacks.
  • Precognition:
  • If she extends enough concentration she can see into the future. Depending on how much focus she has she can see either very vague notions of the future or extremely specific and detailed events.
  • Teleportation:
  • She can teleport herself in the blink of the eye, take a group of people with her, and can teleport people to her if she can find where they are.
  • Random Shit:
  • She has X-Ray vision because sure why not, can control the weather, and can talk to animals because idfk why not


    Personality:Arkady was known as the group's neuronaut/mentalist. All of the FreakAngels have some sort of role in the group and Arkady's role was to experiment and find out just what they could do. At 15 she overdosed and died. Full stop died. Then came back to life with two major changes: a much wider access to the Package and a personality that could be described as off. She's been refereed to by the others as being an acid casualty and that's actually a pretty accurate way to describe part of her personality. One part of her is definitely space and childish. She takes a childlike delight in the small things like playing with local children or bringing someone flowers. There are moments where she really does come off as an innocent child that's not quite there in the head. The problem is Arkady spends a lot of time playing around with her powers and so sometimes she's really not actually there and instead she's a bit lost in her experiments.

    Then there's the other half of her. That half has been described as being sharper than anyone should be. Arkady was never afraid of their abilities, nor was she afraid to push the limits of how far they could go. She's always been curious about what they could do and about the world around them in general. Prior to her overdose Connor made comments wondering if she wasn't actually the most intelligent member of their group. She's extremely observant and has an uncanny ability to figure out what people are hiding. When it comes to dealing with people's bullshit she's not afraid to call them on exactly how stupid they're being. She's got an almost eerie ability to pinpoint exactly what someone is doing wrong, why they're doing it, and how pointless and harmful it actually is. She has a slight a tendency to be a bit too honest when it comes to speaking her mind.

    For the most part she comes off strongly as an extremely kind and happy person who cares a lot about everyone around her. On the surface she comes off as someone who beats to their own drummer and isn't afraid to just be who she is. She's never embarrassed by anything, in fact she could be considered someone who really doesn't have much shame. After-all it was only recently that Karl got her to wear underwear. She talks very openly about her overdose and most mistakes she's made in life. There is one exception to that: her own emotions, especially guilt. Arkady holds a lot of guilt inside herself for what the FreakAngels did to Britain. This guilt is something she keeps hidden from everyone, even the other FreakAngels. Instead of allowing others to see her pain and guilt she puts on a smile and tries to make all the others happy. She hides her own feelings behind a smile and behind pouring all of herself into finding ways they can fix what they broke.

    Other than joy and happiness the one other big emotions she shows without pause is anger. It takes a lot to push Arkady to a snapping point with her temper but when she is pushed she's downright cruel and vindictive. She's very protective of people she REALLY cares about and has been shown to snap if those people are insulted. Her ability to pinpoint people's bullshit can be a double edged sword here as it allows her to know exactly what to say to really hurt someone. The fact that she cares MUCH more about other people than herself also makes her temper very dangerous. If someone physically or mentally does something to an innocent person that she doesn't agree with she will retaliate without hesitation. For instance when Luke broke FreakAngels law and mentally controlled his girlfriend she made him feel a few seconds of her overdose experience as punishment. After he woke up she threatened him by telling him that she'd made him experience an even longer amount of that if he ever did anything like that again.


    All in all, Arkady is a lot more than she appears to be. She can definitely be a bit spacey and cryptic but also sharper than anyone has a right to be.


    Inventory: Just the clothes she wears.

    Which of the following would they most like to have in abundance: limitless good luck, the freedom to act without restraint, the ability to teach and to learn, or for everyone to just relax? The ability to teach and to learn.

    Writing sample(s): Here
    soulsword: (Default)

    Illyana Rasputina || Marvel 616 || Not Reserved

    [personal profile] soulsword 2020-07-01 04:39 am (UTC)(link)
    Player Information
    Name: Meghann
    Age:32
    Contact: discord selkie4018
    Other Characters: None
    Invited by: You!

    Character Information
    Name: Illyana Rasputina (Magik)
    Canon: New Mutants
    Canon Point: New Mutants V3 issue 21
    Age: Early 20s, idfk Marvel sucks at timelines

    (canon) background: Here


    abilities:
    Stepping Discs: She creates weird discs that let her teleport. She can teleport through time, space, and just regular locations. She can also use them offensively to cut people's limbs off and teleport bullets away. She's able to teleport large groups of people or just herself. Usually people pass through Limbo, the pocket dimension she rules, when she teleports so there's always a smell of brimstone.

    Sorcery: She has access to both white magic (healing) and black magic (defensive). In Limbo she's Sorceress Supreme, which means she's basically unlimited in her powers. On Earth she has limitation but her limitations have been greatly lifted. She can manipulate energy, summon demons, summon various monsters, summon shields, set things on fire, create sheilds, astral project, and do a lot of other simple and complicate spells. Basically she's powerful enough that she was considered a candidate for the Sorcerer Supreme of Earth but the lack of a soul kinda put a damper on that.

    Mystical Armor: The more she uses magic, the more magical armor she gets. The armor can protect her from both physical attacks and magical attacks. Like most things in Marvel there's no explanation for what these even are just "you rule Limbo and you get it, go you."

    Soulsword:It's a mystical sword that she created from part of her soul. It can be used to harm magical beings, ghosts, to break spells, and purge people of evil spirits or transformations. It does the most damage to mystical/intangible/ethereal beings, but it can be used to fight regular people too as it was seen causing a great deal of pain to Black Widow.

    Dark Half: The more dark magic she uses the more her appearance takes on a demonic look with horns, hooves, and a tail. This is considered her Darkchilde (or Darkchylde, Marvel can't decide) form and with it she gains an increase in physical strength and durability as well.

    Other: She has telepathic blocks that make her immune to telepathy. She can't be seen by telepaths and her thoughts can't be read unless she allows it. She's a skilled combatant, preferring the use of ancient weapons like giant axes or swords. She's also a fairly skilled general with combat knowledge of how to lead an entire army.


    Personality:
    Illyana is a young woman who had to grow up way too fast and who learned very quickly that sometimes you have to do very ugly things because they have to be done. She also learned that sometimes you have to do very ugly things in order to survive. There are a lot of things that she did in Limbo that she will never discuss with others, she knows she didn't have a choice, she knows that she had to do them, but there's a part of her that's ashamed of it. She acknowledges that in a lot of ways she really is a monster or at least someone who has been a monster and who has the potential to go right back to being one.

    Knowing what it's like to be a monster and accepting that side of herself makes Illyana very good at picking up on the bad sides that most people try to hide. She's honest, and blunt, often to the point of being downright cruel. She doesn't always mean to be, honestly she hasn't had much experience just hanging out with people and it's been a long time since she's actually had a soul. So, she's not that great at social interaction. She's clearly uncomfortable around her friends, the other New Mutants, that's displayed fairly obviously anytime they're all together just hanging out. She doesn't really know what to do with them or how to interact with people her own age at all. So, she keeps a distance from others, both because she doesn't know what to do and because she's not entirely sure she deserves to be a part of their lives.

    Illyana is well aware of the fact that she's not a good person. In fact, there are times when she's pretty sure she's the exact opposite of that. Does she care for others? Yes. She cares for the New Mutants, Piotr, and Kitty Pryde more than anyone, including herself. Even when she didn't have a soul, it was still obvious that she cared about them, which is pretty intense caring to carry over to that. She's willing to do a lot of things for them, including taking the blame for things they've done. When Xi'an killed one of Legion's personalities out of revenge for what he'd done, Illyana took the blame without even consulting Xi'an about it. One of the few times she's actually seen really pissed is during Hellbound, when a team goes into Limbo to try to rescue Illyana. This team includes Sam and Gambit, who ends up losing control of his "Death" persona in Limbo and turns on everyone. She pretty much flips out on Gambit when she sees him beating Sam and tells him to get the insert cuss word here that just appeared as symbols off my friend. So, she does have the capacity to care about others, it's just a very limited amount of people. In all honesty, she doesn't really give a second thought to anyone else; she didn't even consider trying to do something to get Gambit to revert back before attacking. She cares about her few friends and well, that's about it. This is why she's pretty confident in the fact that she's not a great person.

    Now that she has her soul back she's trying to adjust to really feeling again and to what it's like to be a real person. She's taken on the attitude that even if she's not a "real girl", as Pixie put it; she's going to act like she is. She's smiling a tiny bit more and even allowed her brother, Piotr, to hug her. Still, she really has no idea what she's doing, so she still keeps her distance from just about everyone save for Piotr. She clings to him in every way possible. He's the one person that's standing by her and he's the one person that she literally cannot lose. She will do anything for him, even if that means doing very questionable things. She defends him without hesitation and seems to put him on a pedestal, as if she's convinced Piotr can do no wrong. It's a fairly naive perspective to have, but she has to have something that she can cling to.

    Caring for her friends and family doesn't mean that Illyana isn't manipulative, she is, even with those she cares about a great deal. She's much more manipulative than anyone realizes, but that's mostly because she's fairly subtle with it. She never really has intensely malicious intent behind her manipulation of people, but she does sometimes see people as pawns to move around, or tools. She planned the entire release of the Elder Gods, not just so that she could prevent them from entering her world and killing all of her friends, but also because she wanted revenge. So, she manipulated everyone to get to that point. There was some benevolent intent there, some desire to save the universe from the Elder Gods, some desire to protect her friends, but a lot of it was just a very twisted desire to get revenge on the things that had literally taken everything from her. Illyana is not above manipulating people. Again, sometimes you have to do very ugly things to accomplish goals.

    Illyana also isn't above playing dirty or doing very bad things. Which goes right back to that idea that sometimes you have to do really ugly things to survive. That sentiment is pretty much what she lived by for a very long time. You don't get to be ruler of Limbo by being weak. She's not afraid to kill or to torture to get things. She's not above dropping people off in Limbo and letting her demons play with them, either to get revenge or just to teach a lesson or get information. She's also not exactly a nice person. For the most part she doesn't actually notice when she says something that makes someone really uncomfortable or upset. But, there are certainly times when she knows perfectly well that she's making someone squirm, and that was her intent. Sometimes, Illyana does like to screw people and she generally knows exactly what to say to do it. She spent a very long time in a hell dimension and even though she has her soul back, she's still very tainted and twisted. She can be cruel and very disturbing in the things she thinks of to say or do to people. She's also very creative in the threats that she gives people and the way she delivers them makes it hard to determine if she's serious or not.

    Actually, Illyana is serious most of the time. Her demeanor is usually something in-between seriousness and indifference. She doesn't really display a wide range of emotions, mostly because she's just trying to figure all of those things out again. She doesn't really joke, laugh, or even smile. She can be moved to anger, generally only when it comes to Piotr or her friends, but she also has a very soft spot for seeing children being hurt. That reminds of her what she went through when she was taken and so she takes it very personally.

    All in all Illyana is a lost little girl who had her childhood and her soul taken away from her, she grew up in a place that most consider hell, and her personality shows the trials she's been through. She's cold, honest almost to the point of being cruel, calculating, manipulative, and willing to do whatever it takes to get what she wants or needs. At the same time she cares for her friends, her family, she's loyal to them, protective of them, and she does care about others and the pain they feel sometimes, though this mostly applies to children. She's also broken in a way, uncertain of where her place is with or without a soul. She's someone of two worlds now, Limbo and Earth, and she's not always sure where she fits in. She wants to find that though, to figure out what it's like to be a real girl again, even if that means just pretending.

    Inventory: Nothing but the clothes she comes in!

    Which of the following would they most like to have in abundance: limitless good luck, the freedom to act without restraint, the ability to teach and to learn, or for everyone to just relax? The Freedom to act without restraint.

    Writing sample(s): test drive
    skyward_eyes: Harry Shum Jr as Magnus Bane (Could Almost Believe In Good (Hopeful))

    [personal profile] skyward_eyes 2020-07-01 02:36 pm (UTC)(link)
    This journal and thank you.
    forsakenprince: (Default)

    Uldren Sov | Destiny | Reserved

    [personal profile] forsakenprince 2020-07-01 03:14 pm (UTC)(link)
    Player Information
    Name: Coop
    Age: 25
    Contact: [plurk.com profile] coopyey or coopyey#1337
    Other Characters: None!
    Invited by: Heather!

    Character Information
    Name: Uldren Sov
    Canon: Destiny
    Canon Point: After he's cleansed of corruption, before he gets picked up by the Voice of Riven
    Age: apparently he's thousands of years old, he looks late 20s/early 30s

    (canon) background: He had like 3 lines in Destiny 1 look at him now
    (original) world & history: And they say Destiny has no lore
    (CRAU) background: n/a

    abilities:
    All Awoken can receive prophetic dreams - I leave it up to mods if they use this.
    All Awoken can make small things float - flipping a knife around, for example.
    He can feel his sister's presence when she is alive, and can feel her while she's in her throne world.
    Sharp shooter with guns and bows.
    Can handle any gun.
    Master of flying air and space craft. Excellent dog fighter.
    Previously has raised raptor birds and is good at training and keeping them.
    Excellent at tracking and hunting.
    Great at being sneaky.
    He's very stronk. He's a big dude. His body was described as rock hard. I wish I was kidding.
    He's adept at all levels of gravity between Earth gravity and zero gravity.
    i dunno he's described as very clever but i feel that i limit that skill LOL

    Personality:
    Uldren is someone who is intelligent, cunning, clever, and can loyal to the point it is a fault.

    He has a very strong tactical mind and looks to outsmart an adversary rather than win by brute force when possible. In the days before leaving the Distributary, he was to fight for his sister Mara against Sjur Eido in an attempt for Sjur to inflict harm on Mara for the betrayal she caused. Uldren arranged for three trials in order for Sjur to prove herself to Mara in this retribution. He forced a tie on the first round, Sjur won the second round, and then, in the third round, Uldren chose to be clever. The third round was an aerial dogfighting simulation. Sjur chose the latest and up to date craft, nimble and fast, while Uldren chose an ancient and outdated craft with abysmal navigation and speed. Sjur charged ahead towards Uldren, and Uldren dropped a warhead. In the simulation he decimated himself, Sjur, and everything in the near vicinity, forcing a tie in this trial and causing Sjur's fate to be in Mara's hands rather than the reverse. This also illustrates that Uldren is good at manipulating situations to his or his sister's advantage, and he is good at tricking people into believing what he wishes (tricking Sjur into thinking she'll win, in this case).

    He also is considered a leader of great renown among his own people, and even among the Eliksni (Fallen). He managed to organize all of the great Eliksni Kells (kings) and create his own House, then utilize the Kells and Houses to keep the Guardians running around in circles while he searched for his sister. He even managed to do all of this and avoided the detection of his own people and their forces, who were actively searching for him and his sister as well. Mara knew what she was doing when she made him the master of intelligence. He managed his Crows - the arms of his intelligence network - to also be everywhere throughout the Sol system to feed information back to himself and Mara so that they knew what was going on at all times.

    To outsiders and enemies he can tend to be condescending, arrogant, and smug. This shows itself in varying degrees: from flaunting his titles and position to others, to talking down of the abilities of others, even to outright being mean spirited towards others and either warning they will die or threatening them himself. Those that are outsiders will have to prove themselves to him in order to actually gain his favor. Unfortunately they will have to prove themselves in a way he finds impressive, which often includes doing stupid things that probably will get them killed, such as getting the eye of a gate lord. For enemies he will never admit to being impressed but will only raise the stakes, though outsiders he is more inclined to give credit where credit is due.

    He is specifically described as a person who shows his love through loss and ordeal. This is shown through the fact that he is willing to absolutely kill himself for his sister, and he will deny himself things in the name of doing things for his sister. He also does things that are genuinely dangerous and could end in his death in order to provide surprises for his sister in hopes to win her approval. He gave up living in literal paradise and staying in contact with their mother in order to follow his sister and do as she asked, and has done everything in her name. He is someone who is incredibly loyal to those he deems worth his loyalty, with a devotion that tends to the side of self destruction, as shown by his choice to betray his people in order to bring back their Queen no matter the consequences. He was willing to ostracize himself for her.

    This is a man with many walls who trusts few and likes even less. He was friendly with his people because they were together for millennia, but the Eliksni he made bow to him through his reputation, skill, and manipulation. He is a proud creature who considers others below the Awoken and - while I tone down his acidity so he's tolerable - he keeps everyone at two or three arm's length. The Awoken were, for a time, gods, and they were remade to be mortal again, and he remembers this. Those who climb the mountain to gain his favor and - dare I say it - affection will find themselves with an ally that will go out of his way to do what they wish, please them, and who will be loyal to them even beyond death.

    Inventory:
    This whole outfit, which includes:
    Boots, pants, belt for shells, belt for handgun holster, shirt, fingerless gloves, hood? thingy? where you can remove hood? i guess?, tattered cape for the drama of it all

    Hand shotgun
    Shotgun shells (image shows 5 so sure?)
    The knife from here, he wears at the small of his back, hidden
    Ace of Spades, in belt gun holster (full clip of 13, loaded)

    Which of the following would they most like to have in abundance: limitless good luck, the freedom to act without restraint, the ability to teach and to learn, or for everyone to just relax? The freedom to act without restraint!

    Writing sample(s): One Two
    Edited (i thought i had the gravity bit in there previously sorry) 2020-07-01 15:15 (UTC)
    queenofbooks: (Default)

    Hermione Granger | Harry Potter | Reserved

    [personal profile] queenofbooks 2020-07-01 08:45 pm (UTC)(link)
    Player Information
    Name:Beth
    Age: 45
    Contact: [plurk.com profile] plentyofwords or Murgy#2063 on Discord
    Other Characters: N/A
    Invited by: Heather

    Character Information
    Name: Beth
    Canon: Harry Potter
    Canon Point: Pre Epilogue in Deathly Hallows
    Age:19 almost 20

    (canon) background: Here


    abilities:Magical aptitude: She was the first in the class to master any spell. She even knows things that they hadn't even taught yet. She can read a spell and perform it on the first try. She tries spells that most of her contemporaries haven't even heard of.

    Non-verbal and wandless magic: Hermione mastered this skill during her sixth year, and continued to build on her prowess. Hermione was always well ahead of the curve as far as learning things goes, so it makes sense that she would know how to do both non-verbal and wandless magic.

    Dueling: Hermione is a skilled dueler. She may not be on the same level as Harry, but she can hold her own against powerful wizards. Her sly wits and cunning also give her the element of surprise. She is often underestimated.


    Personality:Hermione is very smart and hardworking. This is evidenced by the diligence she pays to her studies. She is more often than not found in the library, a fact that Ron always teases her for. If it wasn't for the fact that she was so studious in everything that she did Harry and Ron probably would have been killed three times over. She takes her studies very seriously and is very passionate about the causes she believes in. She especially focused her attention on freeing Buckbeak from the ministry's control. She is not against bending the rules for a good cause. She also takes on the cause of freeing House Elves, especially Dobby and Winkie.

    Being smart is something that Hermione prides herself on, in fact, she is very vocal about how smart she is, and making sure that everyone around her knows it. That attitude often leaves her feeling very isolated and alone. As hard as she tries not to let it, what people think of her matters to Hermione, which is why she was so upset when Ron made fun of her. As the years went on she became less obnoxious about her intelligence, and it became a given that she would know the answers. She not only relied on her magical aptitude but also logic. She embodies the meshing of the magical and muggle worlds.

    Hermione was quite responsible, perfectionist, and well put-together, which led to her being made a prefect during her fifth year. Her responsibility is evidenced by the fact that she is given a time turner to use during her third year to take extra classes, something that no other third-year student was allowed to do. Hermione was very diligent about not breaking the rules involving the time turning, and as such Ron and Harry never knew she had it until she used it to save Buckbeak.

    Opinionated and bossy are words that could be used to describe Hermione. She was content to share her opinions and tell people what to do at every turn. She was never one to shy away from a fight or a good debate. It was the reason that she succeeded in almost everything she did, because she was too stubborn and tenacious to give up on anything. That nature, however, is only a mask to hide her insecurities for her fear of failure. Hermione took not being a pureblood witch very seriously, and she was determined to prove her worth to the magical community and not let herself get bullied.

    Hermione tried to remain unaffected by the effects the war had on her, but that wasn't always possible. She was a bright, eager-eyed witch. She wasn't hardened by the cruelty of war when she first started at Hogwarts. Helping Harry was supposed to be an onetime thing, and then she would go back to her studies and excel at everything she did. She hadn’t counted on being outsmarted by a troll or the boys saving her. Hermione is a very loyal creature, and Ron and Harry saving her the first year bonded them for life. A life debt is a very precious thing in the magical world, and it one that Hermione took very seriously. She became less bossy and trolly as the effects of Harry's journey took their toll on all of them, none more so than Hermione. Her know-it-all-ness seemed to lessen to a certain degree as the years went on. She knew she was the smartest witch in her class, but she gained confidence in helping and befriending Harry that she did not need the constant pats on the back that she once did.

    Hermione is a very strong independent woman, but she is also a woman who is not afraid to show emotion as well. This is especially evident in the last books, specifically when Ron leaves them at Godrick's Hollow. She is visibly shaken, and very emotional as she watches him leave, the tears streaming down her face. She knows what their mission is, but that doesn't mean she always has to like it. She allows herself to be vulnerable with Harry at his parents’ gravesite, because Harry stuck by her when Ron left, and she trusted him to catch her if she fell.

    There were two really defining moments in Hermione's life that shaped the person that she became after the war. The first was the Golden Trio's capture and torture at Malfoy manor. Bella took a special interest in Hermione, especially when she noticed Godric Gryffindor's sword. In her panic, Bella revealed some truth's to Hermione regarding the location of another Horcrux. Bella decided that it would a game to torture Hermione using the Cruciatus Curse. Many more powerful witches have broken under this cruse, but Hermione didn't. It made her stronger, tougher. She withstood the curse, and using her smarts, managed to tell Bella that they had a fake sword. Hermione got her first significant would when Bella sliced her throat as they were escaping. Knowing that she could withstand torture, made Hermione even more determined to help Harry defeat Voldemort. She found an inner strength deep within herself to survive torture and the war, and it is a strength that she carried with her throughout her life, well past the war. She was totally out of control, and she never wants to feel that way again.

    Hermione made the most difficult decision of her life when she decided that in order to keep her parents safe, she had to take all of their memories of her away. She is a very skilled witch, so it was easy for her to do the spell, but the decision that brought her there was the most difficult that she has ever made in her life. One that still haunts her to this day. It takes a very strong and determined person to take away the only family she ever knew in order to protect them. The way that she carries herself after she went home, carries an air of determination and sadness around with her, one that never seemed to go away. She believes that she has to succeed in everything she does now, otherwise everything that she gave up would be for naught, and that is an unacceptable conclusion.


    Inventory: Hermione would like her heartstring core wand and her ever-expanding bag.
    -a photo of her and her parents
    -a photo of the Golden Trio from 3rd year
    - a magical and non-magical first aid kit
    -a set of Hogwarts textbooks
    -a change of clothes
    -her favorite non-academic book
    -advanced runes book
    -life and lies of Albus Dumbledore


    Which of the following would they most like to have in abundance: limitless good luck, the freedom to act without restraint, the ability to teach and to learn, or for everyone to just relax? The ability to teach and to learn

    Writing sample(s):[Hermione appears on the screen, looking very beat up, a long thin scar is visible across her neck, and she is soaking wet, looking very frustrated and displeased with the whole situation.]

    Is this some sort of joke? Some sort of spell to separate us? [She raises her chin, daring anyone to tell her any differently. Her face is a cross between righteous anger, and abject fear.]

    This can't be happening. I did not give everything up, just to have it all end now. Would someone please for the love of Merlin explain to me where in the bloody hell I am?

    [She starts pacing a little. It always helps her think. she stops, facing the camera, smiling sweetly.

    My apologies. That was awfully rude of me to speak in such a manner. You see, this is not where I'm supposed to be. There was a war, and we were winning I believe. The war was over, and I was supposed to finish my education, not end up.... here. [she gestures around her ]

    Where ever here is mind you. I'm sure it's a lovely place... it's just not what I had planned. I"m sure there has got to be a way to figure out how to get out of here..... right?
    tapestryoftime: (Default)

    Re: accepted

    [personal profile] tapestryoftime 2020-07-02 01:32 am (UTC)(link)
    I will be playing with this journal.
    whereishe: (Default)

    Re: accepted

    [personal profile] whereishe 2020-07-02 01:36 am (UTC)(link)
    This journal!

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