headandhand: (Default)
the head | the hand ([personal profile] headandhand) wrote2019-05-26 04:04 pm
Entry tags:

apps.



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Please submit the following form in the comments below, either pasting the entire app in the comments or linking to the app as posted elsewhere. Comments will be initially screened.

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scathefires: (it broke your skin and shook through)

EXAMPLE APP: jason todd | dc comics (crau) - 1/2

[personal profile] scathefires 2019-05-31 03:40 am (UTC)(link)
YOU
Player name: Rae
Contact: gothmoth#3738 @ the disco(rd)
Referral: my own dang self
Current characters: no one yet!

THEM
Character Name: Jason Peter Todd, aka the Red Hood. He may also give "John Doe" as his name, if he's feeling like being a complete shit.
Character Age: 22
Canon: DC Comics, broadly; specifically, the Batman: Under the Red Hood animated film.
Canon Point: Post-end-of-film-building explosion, plus time in Entranceway and Sixth Iteration.

History/World: DC COMICS IS A GODDAMN MESS, Y’ALL. However, the film is a little easier to parse/more self-contained.

@ Entranceway:
- Jason arrived injured and angry, and made a number of public complaints over the network. His identity was outed immediately by Damian Wayne, who recognized Jason and introduced himself as Bruce’s son and the new Robin. Jason was hurt but not surprised that he’d been replaced.

- Jason also spoke with Tim Drake over the network, but did not know him (Tim isn’t included in the film at all), and since they both gave fake names, Tim didn’t recognize Jason at first, either (Tim’s canon point was from before Jason’s return to Gotham, so they hadn’t met). He pieced together who “John Doe” was from the clues Damian provided, though, and approached Jason, which did not go well. To Jason’s credit, he managed to restrain himself to only threatening to break Tim’s face on his fist, rather than actually attacking the boy, as his comics counterpart did in canon. Jason later looked after Tim when they were both aged down in an event and afterwards, decided to treat Tim as a potential ally instead of a bitter rival.

- Two other important connections were made that first day, one of which was Jonathan Kent, a young, compassionate Superboy who became Jason’s friend by tapping into his dormant sense of empathy – Jason is especially protective of children, and the horrors of Wonderland are something he believed Jonathan shouldn’t be forced into coping with alone. The other was Cissie King-Jones, an ex-masked vigilante who’d worked with Tim Drake and knew of Jason, but never personally met him before their time in Wonderland. She became Jason’s friend simply by being nice to him without reservation, with no strings attached, and supported him when as a result of in-game events, he was reverted back to his 16-year-old, freshly resurrected self, and has just as hard a time coping with it as he did the first time. She was later instrumental in Jason’s decision to view Tim not as a rival but a potential ally and friend.

- Perhaps the most important connection Jason made in Wonderland was with another version of himself, a Jason Todd who wasn’t murdered when captured but rather tortured for a prolonged period of time by the Joker and went on the become the Arkham Knight instead of the Red Hood. Through comparison of their lives, Jason was forced to accept that what happened to him was not the worst possible outcome.

@ 6I:
- Jason was not best pleased at finding himself tossed into another weird dimension, this time a rustic village/human-sized ant farm for a group known as Observers to - well, observe the inhabitants. He at least managed to refrain from throwing a public tantrum this time.

- The first and most important connection he made was with Stephanie Brown, another ex-Robin who believed she’d been killed in Gotham at the hands of Black Mask prior to being brought to the village. Jason saw a lot of his own experiences working with Batman echoed in Stephanie’s story, and he became fiercely protective of her, even inviting her to move into the house he’d claimed for himself. Although never stated outright, he sort of adopted Steph as a sister, and let down many of his defensive walls with her as he revealed his own history.

- Jason made himself useful in the low-tech setting, learning how to hunt with a bow and arrow from Marian Hawke and offering to train in hand-to-hand combat and spar with other villagers, including Natasha Romanoff, who soundly kicked his ass the first time. Jason didn’t hold it against her and even came to consider her a friend.

- More important people Jason knew showed up in the village: Cissie King-Jones, the same one who’d befriended him in Wonderland; and a slightly older Tim Drake, who did not spend time in Wonderland but knew Jason from the terrible antics in Gotham committed by the Jason Todd of that reality.

- During an instance where some of the villagers were spirited away to a shrine a good distance away from the village, Jason bonded with Billy Kaplan and Nida Nomura - as one does, over intense trauma. The shrine displayed memories like film recordings, one of each of the trio, and the memory that was shown for Jason was of his death at the Joker’s hands. Despite an initially rocky first meeting, Jason and Billy became friends, and Nida decided to adopt Jason as a brother. Jason gained a second adoptive brother in Seifer Almasy, who had previously been adopted by Nida; though they didn’t interact much, they bonded a bit over similarities in their traumatic histories.

- When the village became overrun with sinister doppelgangers and some of the villagers were kidnapped, Jason joined the rescue efforts to find Tim and Cissie. Working with Steph, he tracked down their kidnapped friends and they began to return to the village. However, during the journey back, they encountered a double of John Wick, who was determined to prevent them from leaving - by lethal means, if necessary. Jason urged the others to continue toward the relative safety of the village while he distracted the clone, engaging him in a close-range fight that he ultimately lost when Mr. Wick shoved a knife through his throat. Jason knew it was possible that he would lose this fight, but he was willing to die protecting the people he cared about. His body was not recovered by the villagers.

Personality: Jason’s personality is best summarized in the following dialogue exchange from the film itself:
BRUCE: Do you remember how [Jason] was when I found him?
ALFRED: Of course, sir. Fearless, arrogant, brash - and gifted.
BRUCE: Yes. Different than Dick [Grayson, the first Robin] in so many ways, but still so full of potential and power. But I knew, even from the beginning, he was dangerous. If I hadn’t made him into Robin, he would have grown to do wrong.


Fearless, arrogant, brash, gifted, and dangerous - quite a combination. Let’s take a closer look.

There’s no question about the levels of fearlessness Jason possesses - only someone with nerves made of solid iron would dare steal from Batman, a masked vigilante crime-fighter who has built his reputation on being the scariest bastard in town. Starting with his tenure as Batman’s junior partner Robin, Jason is shown running head first into danger, performing death-defying leaps from buildings at great heights, even charging unflinchingly at thugs firing bullets straight at him. It’s not recklessness, per se; his movements are both intentional and calculated (and, OK, a little bit reckless). This tendency only intensifies when he takes on the moniker of the Red Hood; he goes toe-to-toe with Batman without even blinking, and we are treated to quite a few scenes of Jason performing breathtaking stunts like diving for a rooftop out of a free-falling helicopter and racing Batman and Nightwing around skyscrapers like they’re an obstacle course. He is a brave person, not afraid to take risks.

On the charge of arrogance - and stop me if you think you’ve heard this one before, Bruce - we can say Jason is guilty of believing, with deep conviction, that his methods and ideas are best, and that he is also incredibly strong-willed. As Robin, Jason doesn’t easily fall in line under Batman’s authority; they’re shown arguing post-dustup in which Bruce chastises Jason for his use of excessive force and Jason justifies his life choices by saying the criminal whose collarbone he shattered deserved it. Even once he has returned to Gotham as the Red Hood, Jason comes to verbal - and later, literal - blows with Bruce about whose methods of fighting crime are better:
BRUCE: You’re becoming a crime lord.
JASON: Yes! You can’t stop crime. That’s what you never understood. I’m controlling it. You wanna rule them by fear. But what do you do with the ones who aren’t afraid? I’m doing what you won’t. I’m taking them out.

You can argue about whether it’s misguided to take the law into your own hands, and that’s a tricky line to walk with Batman, of all people, but it’s another story entirely to decide that you alone are fit to act as judge, jury, and executioner for criminals. Believing that you know what’s best for an entire city is the height of arrogance, and Jason demonstrates it in spades.

Jason definitely has a strong personality, and that’s where Alfred’s description of brash shows best. Jason doesn’t mince words; he is as much a verbal bulldozer as he is a physical one, saying exactly what he means and doing exactly what he wants, regardless - or perhaps in spite of - the consequences. He has the outright nerve to sass Bruce goddamn Wayne; he spits blood in the Joker’s face, during a brief intermission of being beaten to a bloody pulp with a crowbar, and grins about it; he has a quip ready for every criminal, assassin, and opponent who crosses his path.

Gifted is probably the most complimentary of the handful of words Alfred uses to describe Jason. He is, without a doubt, good at what he does, and whatever he puts his mind to, he ends up accomplishing, even if it is something like an elaborate murder/potential suicide revenge plot. Even as a child, Jason had “potential and power,” as Bruce says, which is ostensibly why he recruited Jason to fight crime by his side as Robin - because Bruce saw that potential in Jason, saw his gifts of both body and mind, and wanted to put them to good use.

Let’s move on that last descriptor, though - dangerous. It seems almost like an understatement, given Jason’s actions, to call him dangerous. As the Red Hood, he is lethal, an unrepentant killer, viewing the other criminals in Gotham as nothing more than “scum” and entirely expendable pieces in his own private war against Black Mask, Batman, and the Joker. His own body count throughout the film is impressive, if that’s the sort of thing that impresses you; he also shows complete lack of disregard for public safety, whether it’s by leading Batman on a merry high-speed car chase through the streets of Gotham, dropping a helicopter full of weapons from a great height onto the population below, or blowing up a building in his quest for revenge. Jason favors utilizing excessive force, dating as far back as his Robin days; his methods of violence are more often brutal than not, as in the example where he takes a taser to an assassin’s cybernetic face mask, causing the electronics to short out and the assassin’s head to literally explode. He is ruthless, and while he doesn’t lack empathy entirely, he applies it selectively, to those he deems worthy - which excludes criminals.

Bruce could see early on that Jason’s potential and power could easily be turned toward a life of crime, and he did try to mold Jason into something better. However, Jason chose to follow his darker impulses. He is deeply flawed and terribly misguided, but he isn’t irredeemable.

● strengths:
Compassionate: One might think that a brutally violent criminal/antihero with a large kill count like Jason would lack compassion entirely, but it’s actually one of his greatest strengths, although he’s selective in how he extends it to others. Even before he became Robin, Jason displayed a desire to protect those who couldn’t protect themselves, like his drug-addicted mother, and once he became a vigilante, he also became a champion of the disadvantaged, such as women and children, as well as victims of crimes like sexual assault. As the Red Hood, he mercilessly targets and eliminates criminals who prey upon those who are unable to defend themselves, seeking to help those who have been in a similar disadvantaged position as himself.

Determined: Jason possesses an ironclad will and a resourceful attitude, and once he sets his mind to a task, there’s very little that will stop him from achieving it. This die-hard work ethic means he gets the job – any job – done, and he gets results, though it’s sometimes questionable as to whether those results or the any-means-necessary path he takes to achieve them are right.

Passionate: Jason has strong feelings about a lot of things; he’s a person who, in general, feels pretty intensely. That intensity is what drives him to action, what keeps him going when others in his position might give up, what fuels the decisions he makes and the beliefs he holds, even though he often hides his true feelings under a shell of dry sarcasm and snarky bantering. Jason is a particularly striking example of the “’I don’t care,’ I say, caringly, as I care deeply” meme.

● weaknesses:
Emotionally volatile: The flip side of having intense, unchecked feelings is that Jason’s emotions are extremely volatile. He is frequently angry, and never developed good coping skills for dealing with his rage at the world and his place in it, his parental abandonment, his death and subsequent replacement, and the continued, compounded injustices he sees. He’s like a walking raw nerve, and he (mis)manages his anger by lashing out with brutal violence. Jason’s emotional volatility also often makes him and his (re)actions to emotional distress difficult to predict, which makes him a dangerous opponent and sometimes places him in unpleasant situations.

Stubborn: Where Jason’s determination is a strength, it turns into a weakness in the form of stubbornness. Jason can be extremely bull-headed when he’s got an idea in his mind, accepting no compromise, such as his stance that repeat criminal offenders should be killed rather than left to slip through loopholes in the criminal justice system. Time and again, he’s butted heads with Batman over such issues, and neither of them is willing to back down, which is one of the roots of their contentious relationship. He also uses any methods necessary to achieve his goals, even illegal and arguably immoral ones, and fails to consider the costs of his actions, especially for himself.

Impulsive: Although Jason is entirely capable of strategizing, he often acts impulsively instead, with his heart instead of his head, especially when it comes to anything concerning his family, either birth or adopted.
scathefires: (and washed away no sin)

[personal profile] scathefires 2019-05-31 03:41 am (UTC)(link)
Items: Only the bloodstained clothes he was wearing when he died, and the dogtags identifying him as the brother of Nida Nomura and Seifer Almasy that he was also wearing.

Powers/skills: Despite being a DC Comics character, Jason doesn’t possess any superpowers, per se, though he does have quite a few entirely human talents. He has an impressive physical presence, having been trained - and trained well - in hand-to-hand combat, martial arts, and acrobatics; he is also a skilled marksman and proficient in wielding a number of other weapons, such as knives, throwing stars, and explosives. In other words, in a physical fight, Jason’s able to physically handle himself and take care of others, if necessary.

Jason may not possess a genius-level intellect, but he’s no dummy - he’s been trained in the investigative arts by none other than the world’s (well - this world’s) greatest detective, Bruce Wayne, aka the goddamn Batman. Jason is also quick-thinking under pressure, resourceful, and (when he puts his mind to it) a skilled strategist, as evidenced by the masterful manipulation he sets into play in order to get to the Joker via Black Mask, the only person in Gotham with the resources and connections to break him out of Arkham. He’s smarter than most people – himself included – give him credit for, and he can certainly use his brains in combination with or instead of his brawn to survive and thrive under pressure.

Jason’s survival skills in general are quite strong, displayed in how he lived on the streets of Crime Alley as a homeless child and took care of himself by ripping off car parts to sell before that fateful meeting with Batman. One of his less-obvious survival skills is a sense of intuition - being able to read people and guess at their intentions and how to proceed in any interaction. It’s not perfect by any means, but it does give Jason a sense of who can be trusted and to what extent, and it’s an important learned skill to have when placed in a high-pressure situation with other people.

SAMPLE
The founding of the Dead Robins Club @ 6I.

PERMISSIONS
https://scathefires.dreamwidth.org/3212.html

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yondu: (0 1 7)

Yondu Udonta | Guardians of the Galaxy (MCU)

[personal profile] yondu 2019-06-01 04:22 pm (UTC)(link)

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skyward_eyes: Harry Shum Jr as Magnus Bane (Default)

Nida Nomura | Final Fantasy VIII (crau)

[personal profile] skyward_eyes 2019-06-01 06:49 pm (UTC)(link)

Re: nope denied.

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helpdesk_hero: David Alleyne  / Prodigy - From Young Avengers (Default)

David Alleyne | Marvel Comic (canon)

[personal profile] helpdesk_hero 2019-06-01 06:51 pm (UTC)(link)
Application here
Edited 2019-06-01 18:51 (UTC)
cadiastands: (Default)

Miranda Nero | Warhammer 40,000

[personal profile] cadiastands 2019-06-02 12:42 am (UTC)(link)
YOU
Player name: Carolyn
Contact: [plurk.com profile] kadath
Referral: Ty
Current characters: n/a

THEM
Character Name: Miranda "Mira" Nero
Character Age: ??? Early 20s, probably
Canon: Warhammer 40,000: Space Marine (technically a canon AU now)
Canon Point: post-game

History/World:

The most important thing to understand about Warhammer 40k is this: It's an 80s heavy metal album cover. In space. Is it incredibly stupid to have chainsaw swords and Vikings in power armor riding giant wolves into battle? Yes. Yes, it is. But it's metal as hell, and that's what matters.

Anyway, here's the setting description straight from the books:
It is the 41st Millennium. For more than a hundred centuries The Emperor has sat immobile on the Golden Throne of Earth. He is the Master of Mankind by the will of the gods, and master of a million worlds by the might of his inexhaustible armies. He is a rotting carcass writhing invisibly with power from the Dark Age of Technology. He is the Carrion Lord of the Imperium for whom a thousand souls are sacrificed every day, so that he may never truly die.

Yet even in his deathless state, the Emperor continues his eternal vigilance. Mighty battlefleets cross the daemon-infested miasma of the Warp, the only route between distant stars, their way lit by the Astronomican, the psychic manifestation of the Emperor's will. Vast armies give battle in his name on uncounted worlds. Greatest amongst his soldiers are the Adeptus Astartes, the Space Marines, bio-engineered super-warriors. Their comrades in arms are legion: the Imperial Guard and countless planetary defence forces, the ever vigilant Inquisition and the tech-priests of the Adeptus Mechanicus to name only a few. But for all their multitudes, they are barely enough to hold off the ever-present threat from aliens, heretics, mutants - and worse.

To be a man in such times is to be one amongst untold billions. It is to live in the cruelest and most bloody regime imaginable. These are the tales of those times. Forget the power of technology and science, for so much has been forgotten, never to be re-learned. Forget the promise of progress and understanding, for in the grim dark future there is only war. There is no peace amongst the stars, only an eternity of carnage and slaughter, and the laughter of thirsting gods.
A still of Nathan Explosion from Metalocalypse captioned 'BRUTAL' in Impact font.

2nd Lieutenant ("LEF-tenant" tyvm) Miranda Nero, called "Mira" by everyone because I don't think the writers were paying attention, is from Cadia, a planet that's basically Ancient Sparta, if Sparta were one exit down the freeway from a literal portal to Hell. All Cadians are trained as soldiers from birth, conscripted into the military as young teenagers, and by adulthood, every Cadian qualifies as an elite shock trooper. Those who go on to join the Imperial Guard will likely never see Cadia again, but given how much of a hellhole it is, eh, no real loss. Mira's Guard regiment, the 203rd, was diverted from another assignment to defend the planet Graia from an invasion by Orks, who are big, green, none too bright, and way stronger and tougher than humans. It went very, very poorly, leaving Mira, likely the most junior officer in the regiment, as commander of what remained of the Imperial Guard on Graia.

At the beginning of the game [THE SHORT VERSION][THE TEDIOUSLY LONG VERSION] Mira and her surviving, outnumbered Guardsmen have been holding their position without reinforcements for two weeks and things are looking grim. This is where Captain Titus, the player character and commander of the Ultramarines Space Marine company that's been sent to relieve Graia, meets her. Mira spends some time infodumping and issuing increasingly difficult missions to him, like you do when you're a named NPC in this sort of game. Everything suddenly gets more dire and, long story short, demons everywhere, which is never a good scene. Titus more or less fixes it, drawing the Inquisition's attention by handling it too well, and by the end of the story Mira's ready to pick a fight with the Inquisition on his behalf. Titus quashes that, and she watches him fly off in Inquisitorial custody, never to be seen again, 'cause the game didn't get a sequel.

Personality:
TITUS: We thought you dead.

GUARDSMAN: We would be, my lord, if not for the Lieutenant.
Mira is a damned good officer, but at the start of the game, she's a victim of circumstance and her own high standards. As a Cadian, she's disciplined, self-sacrificing, and dutiful above all else, and her inability to accomplish the 203rd's mission is eating at her tremendously. The fact anyone survived at all, much less managed to hold out for over a week against the Orks' enormously greater numbers is a testament to how good an officer she is—even the Space Marines are impressed—but she feels like she failed. When her men are in earshot, she covers it with dry gallows humor, only letting the mask slip when it's just her and the Ultramarines. She doesn't outright apologize to Titus, but her guilt (and relief that someone's here to do what she can't) come through clearly when she's briefing him.

As the outlook for Graia and the 203rd improves, her mood improves with it, and more of her personality starts to show, revealing that she's unusually warm for an Imperial Guard officer. The entire regiment calls her by her nickname (to the point it seems like the Space Marines don't realize it's not her surname—all of which may be due to inconsistencies between script drafts, but it's funny so I'm going with it.) She has a teasing relationship with one of her enlisted men, and is unabashedly happy to discover he's survived a dangerous assignment. Later, when Titus's sergeant doesn't survive his dangerous assignment, she's equally unabashed to show her dismay. In neither case is she excessively demonstrative, nor does she let it interfere with her job, but she makes no attempt to hide that she has emotions. Late in the game, she also occasionally (and presumptuously) addresses Titus solely by name rather than using his rank or an honorific, because she's seen past his semi-divine status and started to like him as a person. (Just how much she likes him depends on how thirsty the section of fandom you're asking is.)

Bear in mind, "nice for the Imperial Guard" is a hell of qualifier—even in her early 20s, Mira's already got a decade of military experience and firmly believes it's not just her civic but her religious obligation to prosecute the Imperium's wars to the full extent of her ability, wherever she's assigned. Given how Cadian society is structured, the fact that she's an officer means she was probably born into the nobility, and she unquestioningly accepts the hierarchy of the Imperium as having been ordained by the God-Emperor. At its best, it gives her a firm sense of noblesse oblige, and at worst an unthinking and even ruthless high-handedness. She'll unhesitatingly put down a civilian revolt or send men on suicide missions...and maybe feel bad about it, but not as bad as she would for shirking her duty.

In keeping with her age and junior rank, Mira's a lead-from-the-front type, and a bit impulsive, neither of which is a great trait to have when you're literally the only officer left on the planet. She seems able to rein it in when she's in overall command, but once the Space Marines arrive and Mira's no longer the ranking Imperial, she starts turning up in places where she'd have been justified in sending an NCO or she doesn't really have any business being at all. The peak of this comes at the end of the game, where she appears to have talked her way past a bunch of Ultramarines she's never met in order to visit the injured Titus. She then proceeds, in some mixture of loyalty, courage, and sleep deprivation, to defy an Inquisitor who's standing ten feet away, generally a career- (and life-)limiting move, but since he's after Titus, she just gets used as leverage.

At her canon point, she's wrung out from being a lieutenant doing a general's job in a savage battle without enough troops, supplies, or experience, kept on her feet by pharmaceuticals and a sense of duty. Mira needs a vacation and a therapist, but what she's going to get is a long interview with the Inquisition. No sane person would be looking forward to that, but she's especially reluctant. Her faith in the Imperium's been rattled, as much as it's possible for a Cadian. She doesn't notice the brutal and systemic dysfunction any more than a fish notices the water, but the arrest on trumped-up charges of an Ultramarines Captain she likes and knows to be honorable is so egregious that even a lifetime of indoctrination can't squelch her awareness of the injustice...and there's absolutely no one she can talk to about it.

A final word Warhammer generally: There are no good guys. The best you can have are decent people working within an utterly broken system. Mira is about as worthwhile as it's possible to be in the setting, but that still makes her religiously and politically intolerant, a violent xenophobe, and a former child soldier who's now an officer in the army of a fascist, theocratic empire. She expects never to see her homeworld again and for her life to consist of battle after battle, watching her comrades die violently until she dies herself...and she thinks it's a noble calling. She's young and would have a chance of learning and growing if removed from that broken system, but as it is, she's thoroughly indoctrinated and pretty horrifying by modern standards.

Items:
  • Imperial Guard junior officer's uniform consisting of tough, nondescript fatigues and body armor that's good by 21st century standards, but meh by 401st century ones. The bracers have "cogitators" (computers) built in, but they're of limited flexibility and she only knows how to use them by rote—everyone in Warhammer is your grandmother wondering why the Google isn't working.
  • Command vox, a hardened, encrypted military radio with headset earpiece and mic. Range is line-of-sight unless boosted.
  • Lasgun. It's an M-16 with an improved scope, except it shoots lasers. (She's supposed to have a pistol and sword, but the studio didn't want to spend money to model those, I guess.)
  • Spare power packs for the gun
  • 2 anti-personnel grenades
  • Assorted soldier junk in pockets/pouches: ration bars, painkillers, her ID, a long-neglected deck of cards, some kind of stimulant pills with only a slight chance of stopping her heart, that sort of thing
  • Skulls on fucking everything

Powers/skills:

Mira is a normal human who happens to be an elite soldier from a planet whose name is synonymous with war. Thanks to heredity, a punishing workout regimen, and the high caliber of science fiction medical care available to the nobility in Warhammer, she's almost obnoxiously fit and healthy. Cadians in general are especially apt with urban warfare but train for every imaginable theater, and Mira went through the equivalent of Ranger school as a preteen. She's extremely proficient in hand-to-hand, melee, and small arms, and has some training in everything from gunnery to grav-chute skydiving, though she's light infantry and a specialist would be better at any particular exotic military skill. As an officer, she's well albeit lopsidedly educated, an inspiring leader and a great tactician, above even the normal high Cadian standards (taking her age and inexperience into account.) She's cool under fire, disciplined as hell, and will die before she abandons her post.

And that's all she's good at. No Cadian expects any other career, and the thought of civilian life never even crossed Mira's mind. What's a non-hierarchical relationship? Sounds fake.

SAMPLE

beep beep test drive coming through

PERMISSIONS

Warhammer is terrible

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aguidingkey: ({ 052)

aqua | kingdom hearts (crau)

[personal profile] aguidingkey 2019-06-02 02:27 am (UTC)(link)
YOU
Player name: Stella
Contact: [plurk.com profile] sixflights or PM to my journal
Referral: Uh... y'all lol /sparkle
Current characters: a llama in the shadows

THEM
Character Name: Aqua
Character Age: 28/29-ish chronologically
Canon: Kingdom Hearts
Canon Point: Just after the funeral scene in the Land of Departure at the end of Kingdom Hearts 3 + a couple of months of 6i CRAU

History/World: Now that you're a Keyblade Master, you've let it go to your head.

She doesn't have much CRAU history, as she has only been in 6I for a few months, but in that time she has gained a few strong friendships - notably Brigitte Lindholm, who helped Aqua wrap her head around her canon-update to KH3. In general, 6I hasn't changed Aqua's outlook on anything, as she didn't have a lot of time to adjust. She has been through several events including a memory share with relative strangers. Her days included patrolling to make sure no one was in trouble and she often jumped into the thick of a crisis to help keep people safe. At the end of it all, she said her goodbyes and aimed to go home.

Personality: Aqua is very adaptable, able to settle into any world she has found and pretend to be a local, and follows a strict moral code. She puts her heart and soul into everything she does, even though things often fall apart around her because she lets duty and orders get in the way of her heart. Her ethical and moral code never wavers, no matter what gets thrown at her. Still, she is friendly enough and focused once she has a job to perform. She's a good fighter, even without all of her powers and special abilities. She's been training to be a Keyblade Master for as long as she can remember and has extensive warrior training. She also believes very strongly in her close friends and hope is a very powerful thing in her world. She can make friends, usually accidentally, since she's less a mom type and more an annoyingly overprotective big sister. Just ask Ven.

She is very duty-bound and people-oriented. Her duty is the only thing she knew up until everything fell apart at home; she will have to find a new duty to cling to and a way of living that isn't just fighting darkness. The thing Aqua still has to learn is how to problem solve without whacking darkness with light because that doesn't always work and might make things worse. She was trained and raised in the art of using light to fight darkness, but as Cinderella's fairy godmother said, light and darkness exist hand in hand. One can't exist without the other.

For the last ten or so years, she has been separated from everything and everyone she knew already. She's been wandering the Realm of Darkness, lost and alone for a long, long time. Her training always put emphasis on doing what she could by herself and she has a hard time accepting help from anyone. She is strong and stubborn and that means she has a hard time wrapping her head around ideas and events that press against her personal world-view. She is a fighter, even if she doesn't always have the best methods. She won't let anyone hurt her friends and considers it her personal duty to help people wherever she goes. She hasn't broken yet, even after everything she's been through so far, though the darkness did finally take over her at the end of her stay in the Realm of Darkness and Sora had to defeat her dark form to pull her out of it and save her. But even for someone as disciplined as she is, there is a limit and she is still very young. She was never really given the chance to acclimate to other worlds and experiences, so her rigid sense of right and wrong might just be her downfall.

More than anything else, Aqua is incredibly selfless. Her friends are the most important people and things in any world to her. Knowing she couldn't save both herself and Terra at the end of Birth By Sleep, she sacrificed herself to the Realm of Darkness, sending Terra back with her keyblade and her armor so that he would survive. She couldn't save both of them, so she chose to save him, a truly selfless act. Aqua puts herself in danger time and again to save anyone and anything she can, but the flipside of that is that she has a very hard time letting anyone else do the same for her and often pushes back against anyone who tries. She means well, but help is not something she can accept without a lot of pushing.

The only thing her time in 6I has really changed about her is that she is ever so slightly more able to accept help. She has had to work together with others more than she ever did at home. Typically, if she was facing a fight, no matter how difficult it was or how outnumbered she was, she would never let anyone jump to her defense and rarely even let anyone else fight alongside her. In 6I she has been forced to fight alongside other people, forced to adapt to new abilities spontaneously triggering, and forced to accept help when she otherwise wouldn't. None of this is at all in her nature, but she is learning that she can't always do things on her own.

Items: Her clothes and her keyblade (it exists in some weird heart/hammerspace idk and doesn't take up physical space/form until she summons it).

Powers/skills:
Attacks
  • Quick Blitz - a jumping attack
  • Blitz - series of jumping attacks
  • Magic Hour - repeated dives, creating columns of light that send enemies flying
  • Sliding Dash - punish faraway enemies with a charging attack
  • Fire Dash - cloak yourself in fire and then punish faraway enemies with a charging attack
  • Sonic Blade - series of charging attacks that reach faraway enemies
  • Strike Raid - Throw the keyblade at enemies. Stuns some
  • Freeze Raid - Cloak the keyblade in ice and throw it at enemies. Freezes some
  • Fire Surge - rush the enemy while a ring of fire revolves around you, hitting multiple targets
  • Barrier Surge - cloak yourself in a barrier and rush the enemy
  • Thunder Surge - cloak yourself in electricity and rush the enemy, stunning foes on contact
  • Aerial Slam - knock enemies in the air and then slam them back down
  • Time Splicer - Inflict Stop on Enemies and then perform a combo while Teleporting
  • Poison Edge - Perform a jumping attack that poisons enemies
  • Wishing Edge - Strike an enemy three times with one jumping attack
  • Blizzard Edge - Cloak yourself in ice and hit the enemy with a jumping attack. Ice bursts from the ground as a follow-up
  • Stun Edge - perform a jumping attack that stuns enemies
  • Slot Edge - Three jumping attacks, sometimes earns prizes
  • Fire strike - Cloak the keyblade in fire and perform a spinning attack
  • Confusion strike - perform a spinning attack that confuses some enemies
  • Binding Strike - perform a spinning attack that binds some enemies
  • Magnet Spiral - use magnetic force to pull enemies in, and then strike them all at once with a spinning attack
  • Collison Magnet - use magnet force to pull a single enemy in and then send it crashing into other enemies
  • Break Time - Restore health....

  • Magic
  • Fire/Fira/Firaga - launch great balls of fire
  • Fission Firaga - launch a ball of fire that explodes on contact
  • Triple Firaga - launch three successive balls of fire
  • Crawling Fire - launch a single ball of slow moving fire that does multiple hits to a single enemy as it passes
  • Blizzard/Blizzara/Blizzaga - launch a chunk of ice at an enemy
  • Triple Blizzaga - launch three large chunks of ice in succession
  • Thunder/Thundara/Thundaga - strike enemies with lightning
  • Thundaga Shot - blast enemies head-on with lightning that leaps to other nearby targets
  • Cure/Cura/Curaga - recover health
  • Esuna - heals all negative status effects
  • Mine Shield - set a row of magical traps that explode and stun enemies on contact
  • Mine Square - set magical traps all around you that explode and stun enemies on contact
  • Seeker Mine - set magical traps nearby that home in on enemies that get too close and explode and stun on contact
  • Zero Gravity/Zero Gravira/Zero Graviga - create an anti-gravity field and send foes drifting into the air for continual damage. hit floating enemies to confuse them
  • Magnet/Magnera/Magnega - use magnetic force to pull enemies in and deal continual damage
  • Munny/Energy/D-link Magnet - use magnetic force to pull munny/health/d-link balls from enemies
  • Aero/Aerora/Aeroga - call on the wind to lift enemies into the air and send them flying, sometimes stunning them
  • Deep Freeze - freezes nearby enemies solid
  • Glacier - freeze enemies before sending them flying
  • Ice Barrage - cause giant ice crystals to burst from the ground and knock enemies into the air
  • Firaga Burst - Conjure up a ball of flame overhead and then send fire flying in all directions. Ignites some enemies
  • Raging Storm - cloak yourself in a whirlwind of fire and then around at will, dealing fire damage to enemies on contact
  • Mega Flare - launch a ball of fire, triggering a massive explosion that spares none
  • Transcendence - create an anti-gravity field no one can escape and then deal damage by hurtling them around
  • Mini - temporarily reduce the size of enemies
  • Blackout - blind surrounding enemies
  • Ignite - set an enemy on fire to deal continual damage
  • Confuse - Confuse surrounding enemies and cause them to attack each other
  • Bind - Bind surrounding enemies to your main target, forcing them to stay in one place
  • Poison - poison surrounding enemies, causing them to take continual damage over time
  • Slow - Manipulate time to slow down the movement of enemies around your main target
  • Stop/Stopra/Stopga - Manipulate time to bring enemies' movement to a complete halt for 4/6/8 seconds
  • Sleep - cause surrounding enemies to fall asleep

  • Movement commands
  • Jump/High jump
  • Cartwheel - Aqua's dodge command
  • Firewheel - cartwheel with fire surrounding you. enemies take damage on contact
  • Air Slide - Midair burst of speed
  • Ice Slide - midair burst of speed while cloaked in ice. enemies take damage on contact
  • Homing Slide - quickly closes in on an enemy mid-attack combo
  • Teleport - teleport behind enemies just as they attack
  • Doubleflight - a second bounce in the air mid-high jump for extra height

  • Defense
  • Barrier - blocks attacks from all sides - comes in Renewal, Focus, Confuse, Stop forms

  • Reprisals
  • Counter Blast - counterattack by shattering Barrier and sending it flying into nearby enemies
  • Payback Surge - counterattack after being knocked into the air
  • Aerial Recovery - regains balance after being knocked into the air

  • Shotlocks - long-distance crowd-control-type attacks
  • Meteor Shower - launch small, star-like projectiles
  • Flame Salvo - launch fireballs
  • Chaos Snake - launch projectiles that zigzag and confuse enemies they hit
  • Bubble Blaster - launch bubbles
  • Ragnarok - launch a single salvo of light projectiles
  • Thunderstorm - launch a single salvo of electric blasts
  • Bio Barrage - launch a salvo of poison
  • Prism Rain - launch a salvo of rainbow-colored projectiles
  • Photon Charge - rush targets repeatedly with the power of light
  • Absolute Zero - rush targets repeatedly while cloaked in ice
  • Lightbloom - Aqua turns into a figureskater and performs a series of graceful spins as she blasts light projectiles in all directions

  • Command Styles
  • Spellweaver
  • Firestorm
  • Diamond Dust
  • Thunderbolt
  • Ghost Drive
  • Bladecharge
  • Sky Climber
  • Rhythm Mixer
  • Frozen Fortune

  • Finish Commands
  • Finish - launch orbs of magic into the air and send enemies flying
  • Heat Slash 1 - fiery spin attack
  • Heat Slash 2 - cloak yourself in fire to perform a jumping and then spinning attack
  • Magic Pulse 1/2/3 - launch orbs of magic upward that freeze, bind, confuse, etc
  • Gold Rush - leaping attack that can cause enemies to drop munny
  • Ramuh's Judgment - cloak yourself in lightning and perform a flurry of quick attacks followed by a jumping attack
  • Twisted Hours - Throw the keyblade repeatedly, inflicting Stop and Slow
  • Surprise 1/2 - jumping attacks that might earn prizes
  • Heal Strike - a series of charging and spin attacks, the latter of which heals her
  • Explosion - powerful jumping attack that causes an intense explosion
  • Ice Burst - a spinning attack that follows with blizzard blasts
  • Teleport Spike - generate several magic orbs and then launch them towards enemies as she teleports from orb to orb

  • Various
  • the ability to leap from any height and not take falling damage upon landing.
  • The power to sense darkness in people. It's kind of like a Jedi's ability to sense the Force. Aqua can sense darkness (aka hate, rage, jealousy, etc) in people most strongly, though she can sense strong light to some degree as well, and the darkness manifests as a very wrong feeling.
  • Can summon a keyblade and use the keyblade armor that protects her while traveling between worlds and during difficult on-world battles. She also has a keyblade glider that she can use to travel between worlds like a gummi ship.



  • SAMPLE
    have her canon update post at 6i

    PERMISSIONS
    This is mandatory for all apps! here!
    Edited 2019-06-02 02:36 (UTC)

    Re: smol revision request!

    [personal profile] aguidingkey - 2019-06-11 23:14 (UTC) - Expand

    Re: perfect! ACCEPTED

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    firacrux: (Default)

    Seifer Almasy | Final Fantasy VIII (CRAU)

    [personal profile] firacrux 2019-06-02 03:13 am (UTC)(link)
    YOU
    Player name: Sic (or Jessica)
    Contact: Plurk: SicTheWolf, DMs, ask me for my Discord.
    Referral: Ty, Rae, Churby
    Current characters: None

    THEM
    Character Name: Seifer Almasy
    Character Age: 19
    Canon: Final Fantasy VIII
    Canon Point: Post game, with 6th Iteration added on after

    History/World:
    Game history
    6th Iteration history:
    -Becomes a Smithern for Tony Stark, learns basic blacksmithing technique and wire pulling. Also makes friends with Rhodey, Bruce Banner, Thor, and Brigitte Lindholm.
    -Also joins Stitch and Bitch. It becomes a personal challenge to learn how to knit. He's not great, but damn it he tries.
    -Learning how to person and eventually brother at Nida. Birthdays are awkward, Seifer takes over feeding the household. And counter brothering at Nida.
    -New Years Eve is a strangely stressful evening, small fight with Rinoa ensues. Later they end up in a much better place because of it. It's hard learning how to face your problems when you can't just hit them with a sword.
    -Forgefamily dinners become a thing, Tony Stark is absolutely a father figure even if Seifer won't admit it. He grows very attached to the guy.
    -TERRIBLE MEMORIES shared with Anne Weying, Reyes Vidal, and Oerba Dia Vanille result in a surprising new group of found family. Aunty, kind of distant uncle, and sister respectively. The trip down the mountain was a nightmare. Eventually they all made it home physically in one piece, if not entirely mentally.
    -Anne is drug out to go on an adventure to find a crocdog, and allow them both to disconnect from the stress of their situation for a little while. Seifer uses this time to teach her some basic survival skills. Crocdog obtained! He named it Eos, after Nida already got attached to "Dog".
    -He meets the devil, Lucifer seems like a pretty cool guy for a faerie. Also really, really weird.
    -Nida introduces him to the new brother of the group, Jason. They bond over shared terrible death experiences and awful childhoods. Best bonding or best bonding?
    -Eventually people start dropping. Tony in particular hits Seifer extremely hard. With aggressions mounting from strange dopplegangers he obtains a sword from the new blacksmith in town for protection and defense.
    -Fighting breaks out. Seifer joins the effort to help protect and rescue kidnapees during that time. Eventually culminating in a final conflict with the dopplegangers before "measures" are taken by the Overseers.
    -With the Iteration over, they're given an opportunity to go wherever they want. Where they ended up, however, wasn't what they expected.

    Personality: A Hot Mess (tm).

    Confident to a fault, Seifer wears his arrogance like it's going out of style. His fondness of fire suits him well, as he is easily described as hot-headed and reckless, and more than a little impatient. Seifer is not the type to stand around and wait for things to happen, if he sees an opportunity he will run for it regardless of consequence, which has landed him in trouble more often than not. That isn't to say Seifer isn't aware of the consequences, just that the end is more important than the means. If you have to step over a few bodies to get to your goals, well, that's just how things are sometimes. Though he is not evil, he is not especially nice, either. In fact it is very safe to say that Seifer is a huge jerk.

    He doesn't trust easily, only keeping a couple very close friends. For the most part everyone else is treated with a degree of suspicion and indifference, if not outright hostility. There have been those very few, such as Squall Leonhart, that he viewed with a skewed version of respect, though his method of displaying it are often confusing for anyone who doesn't understand him. And understanding Seifer is damn near impossible, given that he makes a point to be as unpredictable as he can. While he does believe in honor, Seifer's particular honor code is again as unpredictable as he is, though it focuses more on displays of strength and victories, rather than methods of arriving at those victories.

    For all his aggression, and at times being a complete and utter jerk, Seifer is not completely heartless. He desires to protect those he cares about, which he proved by breaking out of detention to try to go help Squall and his team when they possibly faced the entire Galbadian army alone. Though he conceals it well, Seifer acknowledges his past actions were wrong and was glad, in a way, to have failed in his romantic dream. Destroying everyone and everything isn't what it means to be a knight, after all.

    Some of his harsher qualities, in particular the aggressive distrust of damn near everyone with a heavy leaning toward adults, has tempered and dulled some following his time in the Iteration. Between the family he's made and the strange support he found there he's beginning to come around to being a little more open to the possibility that not everyone is terrible. Those who can earn it, do earn his trust, and with it his fierce loyalty. Where nothing but bitterness and endless wells of guilt and self-loathing were, some degree of hope and acceptance is beginning to form. Perhaps in time that'll grow.


    Items: The clothes on his back, most notably a version of his coat that wasn't torn up and destroyed from battle. Standard boots, dark gray jeans, plain T-shirt. A pair of dog tags that individually read "If found return to Nida Nomura" and "If found return to Jason Todd". He also has a small pocket knife styled to look like a gunblade made for him by Tony Stark, and a fairly standard Triple Triad deck from Nida. Nothing too fancy, but workable for a game or two.

    Powers/skills: Stabbin' stuff and failing socially!

    More seriously Seifer has been trained from childhood to be a combat specialist for Garden's mercenary military forces. His weapon specialization was with the gunblade, as the name would suggest it's a large, gun-like sword. However, unlike the name might suggest the ballistic capabilities are nonexistent, instead the triggering mechanism causes a vibration reaction within the blade that when timed just right with a precise strike results in a heavier (critical) blow. Seifer's fighting style is one of fast, graceful strikes much like dancing. While it can leave him with fewer defensive options the high paced combat style can help him keep an opponent on their back foot, in turn preventing them from easily laying a blow on him.

    In addition to the basic combat training he was also trained in a system called Junctioning. A method by which after affixing a powerful being called a Guardian Force into one's mind, he could then further enhance his abilities by appropriately "Junctioning" magic to certain qualities. This could allow for greater speed, durability, strength, etc. What could be Junctioned depended entirely on the GF in question and the magic used. Here's a breakdown of Junction values, and a list of the currently known Guardian Forces. Of course he does not come with one, nor any of his magic so if he were to figure out how to Junction again he'd have to obtain a GF as well as find sources to Draw his magic from. In addition to the magical properties junctioned GF could allow certain increased stats passively. Sometimes things like strength, heightened awareness, or even the ability to drive away monster attacks!

    Speaking of magic; in conjunction with the junction (hah!) he is trained in Paramagic. Paramagic is, effectively, SCIENCEmagic in his world. Naturally occurring energy sources, either within living beings (and some non-living) or located in specific "springs" called Draw Points within the world. Some humans have managed to learn how to use paramagic, (perhaps their own?) without junction, but that appears to be restricted to a handful of lower level spells. With Junctioning SeeDs and SeeD trainees could acquire and junction even greater spells for even greater effects. Seifer himself displays the ability to use Fira, Firaga, and Flare (at higher levels) without Junctions. He's also one of very few places to Draw Aura in the wild, in addition to Fire, Thunder, and Blizzard variants dependent on level.

    A final, last ditch tactic employed by Garden students is the Crisis Attack, or Limit Break. An ability only capable of being employed in the most dire of situations. The more dire, the more potent. Seifer's particular brand of Crisis Attack is called Fire Cross. It comes in three flavors, well technically four but the fourth was specific to countering Odin. The other three all begin with him channeling his chi into a fire spell used to stun his target, then following up with a devastating attack.

    -No Mercy begins with the stun, followed by flinging whirling blades of energy at all enemies.
    -Demon Slice stuns only one enemy, he then spins himself into a tornado (it makes total sense okay), moving to slice his target multiple times until finally knocking them into the air, then knocking them back down again. Very rude.
    -Bloodfest is another multi target stun, he then leaps into the air carving a cross pattern before himself which then tears open the ground beneath their feet. It will explode open, causing them to fall... and then somehow fall back onto the ground above it because it's actually some kind of short range portal I guess? In the end taking massive damage from both the fall, as well as probably experiencing a temporary rift in reality. Also it just looks really cool.
    -Zantetsuken Reverse was specific to Odin and therefore not relevant unless Odin comes to try to slice him in half again. He can counter you bro, don't do it.

    Seifer has experience with multiple field operations, as well as directly leading an army into war. He's strong enough to stand against three of Garden's top SeeDs, even if he did ultimately lose he still managed to hold his own. He even destroyed one of the more powerful Guardian Forces at one point, Odin, replacing him with Gilgamesh. You're welcome for that, Squall and team, enjoy the bad RNG GF. Given his military training it's likely he's had ample courses in wilderness survival, basic field medicine, and hand-to-hand defensive combat. The hand to hand he further practiced and improved with Nida during his time in the Iteration. While a master by no means, once again it's a skill he can certainly hold his own in.

    His more basic skills involve cooking, fishing poorly, knitting that he learned from Anne Weying, and blacksmithing he learned from Tony Stark. He was also beginning to learn some animal husbandry alongside Vanille.

    This guy makes great pancakes. Come enjoy morning pancakes with him.

    SAMPLE

    Seifer and Vanille discuss his past.

    PERMISSIONS

    Here

    Re: ACCEPTED.

    [personal profile] firacrux - 2019-06-11 02:49 (UTC) - Expand
    ichoosefight: (Default)

    Stephanie Brown | DC Comics | CRAU

    [personal profile] ichoosefight 2019-06-02 08:11 pm (UTC)(link)
    YOU
    Player name: Alex
    Contact: [plurk.com profile] flamingchemist
    Referral: I WALTZ IN, UNINVITED,
    Current characters: Nichts

    THEM
    Character Name: Stephanie Brown
    Character Age: 20
    Canon: DC Comics
    Canon Point: The end of her own series

    History/World: Did you know she has her own wiki? I didn't make it, even.

    Steph awoke at Sixth Iteration immediately after being shot and left for dead by Black Mask. This requires a couple of changes to keep both her time in 6i and the events of canon intact. She did not wake up in Black Mask's apartment, but was brought to Leslie's clinic perimortem. (Sadly this means she doesn't get that one moment with Bruce validating her time as Robin, but oh well.) She then returned to her own world post-6i in the vicinity of Leslie's Doctors Without Borders team in Generic Third-World Savannah Village #6, Africa, and was taken in. After that, canon takes over.

    During her time in 6i she made her way through most of the worst stages of PTSD recovery. Hypervigilance, depression and insomnia dominated the first few months of her time there, when she spoke to only a couple of people and made an effort to stay hidden and unknown. Through sheer happenstance she was able to befriend Vergil, who was just as nihilistic as she was at the time, Kat, who felt similarly broken but managed to stay hopeful and kind when Steph couldn't, and Jason, the one person there who could really understand what she had been through, what she had done, and how it would continue to effect her whatever she did.

    She had flashbacks, dealt with them, and was fortunate enough not to be mocked, threatened or pitied as a result. It became easier for her to trust that nobody in the village had any reason to hurt her, and she finally started giving back to the community that had been quietly feeding her. She was able to make good emotional progress largely thanks to Jason, who gave her a first floor place to stay where she trusted she would be safe. Reeve, and intellectual, was also able to worm his way into her heart and along with a bit of special-event help gave Steph some hope that if she did have a future, maybe it wouldn't completely suck.

    Her time at 6i came to an end shortly after Jason (and Cissie and Tim?) died in a search and rescue mission, leaving Steph once more isolated and grief-stricken. An indeterminate amount of time passed which Steph will not remember clearly for OOC reasons.

    Personality:
    From the beginning of her creation Stephanie was meant as a plot device to be impulsive, unpredictable, and headstrong. Every major event in her life started as an ill-advised impulse, be it donning a costume and taking to the rooftops to fight crime or leaving Gotham for a year and allowing everyone she knew to believe she was dead. It isn’t until recent canon that Stephanie learns to curb some of her impulses and take responsibility for the ones that she doesn’t curb.

    Now Stephanie fights tooth and nail for her own future and for who she wants to be rather than who she thinks other people want her to be. Her stubbornness over the course of her life transforms from a desperate dependence on others to a strong independence that carries her into the future with a sense of strength and optimism.

    Despite this improvement in Stephanie's decision making process, she is still known to be a bit of a flirt and highly socially awkward. This doesn't seem to stop her from making friends so much as it stops people from taking her seriously. This can be and is used to her advantage as Batgirl, but is mostly damaging to her self-esteem at times as Stephanie Brown. The friends she holds in closest regard are those who share her difficulty in social interactions and don't have many friends as a consequence (see: Cassandra Cain, Kara Zor-El, and perhaps even Damian Wayne).

    Stephanie no longer fights purely for the excitement or to show off. Another notable development shown in the Batgirl series is that she has learned to fight for the people around her simply because it’s the right thing to do. Although it took three agonizing years, Stephanie’s moral compass now points strong and virtuous.

    At her core, Stephanie is a very caring girl. Although she is willing to hide or bend the truth to get what she wants, in the end she wants to be honest with the people she cares about. She is okay with keeping her nighttime activities a secret when her mother tries to stop her, but once her relationship with her mother grows into something more positive she feels bad about her dishonesty.

    Stephanie seems the happiest at the end of the Batgirl series, when her mother has uncovered her secret and given her approval. Although she has come to terms with the previous years in which everyone who knew her tried to convince her to stop work as a vigilante, the approval of the ones she loves still means a lot to Stephanie. She simply won’t let the lack thereof hold her back anymore.

    A prominent aspect of Stephanie's personality is her love of fun, which hasn't changed much since the beginning of her time as a vigilante. It takes on a new perspective for her in current times but it is still a motivator in a lot of the things she does. As her original superhero name (The Spoiler - because she spoils things, get it?) suggests, she has a love of puns, media references and the rhetoric that often comes along with comic book vigilantism. She doesn't take for granted the exciting things that other vigilantes do a hundred times a night, but rather takes joy in them and life as a whole.

    Her ability to let things go and remain optimistic despite a lifetime of trauma and mistakes is and has been the one thing that keeps Stephanie alive against all odds. It may have been a need for revenge and a strong hatred that drove her to don the costume of Spoiler and take up arms against her own father, but it was the hope that she could do something better with her life that kept Stephanie from becoming like her father in the first place. She has a very clear vision of the ideal world, and although at times it has made her depressed more recently we have been shown that it drives her onward. Stephanie Brown is, more than anything, able to let go of past mistakes and work towards a better future.

    Stephanie is also the type to pry and ask questions where she isn't wanted. It is a quality that makes her a good vigilante as well as a trouble magnet. Her curiosity caused desperate trouble in her relationship with Tim to the extent that they nearly broke up once she uncovered his secret identity. Her curiosity can get her in trouble just as easily as it can earn her friendships and valuable information. Stephanie can rarely resist prying into other people's lives, and once she does she sees the value in them. Her compassionate nature allows her to wriggle her way into even the hardest of hearts.

    The trait that allows Stephanie to fit in with the odd-ball group that comprises the Bat Family is her willingness to accept things she doesn’t understand. Stephanie isn’t the type to discard someone or make fun of someone because they’re different – in fact, she seems more likely to embrace them because of it. The same attitude applies to unusual situations. When Bruce Wayne returns from the dead (“or the past or whatever”), Stephanie doesn’t waste her time with questions the answers to which she wouldn’t understand. Instead, she takes the incident for what it is and moves on. Anything strange or different she takes in stride and uses however she can.

    All told, Stephanie Brown is the result of three (IC) years of character development that took her from a side character meant solely to cause trouble as needed to a strong young adult with a sense of individuality and purpose. She is a caring, strong-willed vigilante with a miserable past that allows her to relate to people in a way that nobody bothered trying to relate to her. She has no illusions of saving the world – but she could certainly make it a better place.

    Items:
    Her Batgirl suit, including utility belt complete with:
    • Batarangs- mostly regular, goop and explosive in equal parts, with presumably at least 1 or 2 more electromagnagooperangs than plain goop because those are clearly her favorite
    • A collapsible bo staff
    • Protein bars
    • A teeny first aid kit
    • A small number of autoinjectors with vaccines for made up shit like fear gas and radiation probably
    • Condoms
    • A grapnel gun
    • She looks to have maybe 9 pockets so that's all

      Powers/skills:
      Steph is flexible, physically strong, acrobatic, trained in several flavors of martial arts and a few other choice skills, mostly survival based. Included in her training are gymnastics, parkour, wilderness survival, and mental exercises that would be used by detectives (or Batman). Also she plays piano and sews.

      Despite improvements over the years, one of Steph’s biggest shortcomings is still her ability to plan ahead. It’s something that requires practice for her, and while she does have more practice now than she had in the past it is still a consideration. She is physically small, which is a weakness she compensates for in combat. Additionally she can be stubborn and reckless at times. These are no longer the near-fatal flaws they were in the past, but they still factor into her decision making.

      Stephanie is a self-made vigilante. From the very beginning she made her own costume, improvised her own gear, and trained herself. She’s the independent sort who can do just about anything she sets her mind to, and more than likely would prefer to do it on her own, thank you very much.
      This self-determination has forced Steph to be a quick learner, especially when it comes to physical abilities, because if she doesn’t learn and adapt she could very easily be killed. When she really decides she will learn a skill, she generally learns it and excels at it.

      As a gymnast she’s very flexible and quick, which makes up for her relative lack of physical strength compared to the other Bats. She has a certain grace when she fights, and she never stops moving.

      Steph’s biggest strength is her indomitable spirit. For all of the terrible things she has been through, she has pulled through and come out the other end all the stronger for it. Trauma that could have easily destroyed her only made her more determined to continue fighting the good fight.

      SAMPLE
      man I've been playing in a lot of closed communities lately

      PERMISSIONS
      Here!
    Edited (shit I never took my add pills actually) 2019-06-02 22:07 (UTC)

    (no subject)

    [personal profile] ichoosefight - 2019-06-11 02:56 (UTC) - Expand
    silentnarration: (hand on hip)

    Squall Leonhart | Final Fantasy VIII (OU)

    [personal profile] silentnarration 2019-06-04 03:05 pm (UTC)(link)

    (no subject)

    [personal profile] merged - 2019-06-11 21:42 (UTC) - Expand
    aleifr: (Default)

    App: Aleifr Bjornsson | Warhammer 40,000 [Tabletop OC]

    [personal profile] aleifr 2019-06-07 10:24 pm (UTC)(link)

    (no subject)

    [personal profile] aleifr - 2019-06-11 05:41 (UTC) - Expand
    demiurgency: (vini_20)

    Billy Kaplan | Young Avengers

    [personal profile] demiurgency 2019-06-12 02:28 am (UTC)(link)
    YOU
    Player name: Ty
    Contact: [plurk.com profile] amurderofbees, amurderofbees#8035 @ disco
    Referral: Rae's fault I can't be held accountable for this
    Current characters: N/A

    THEM
    Character Name: Billy Kaplan
    Character Age: 18
    Canon: Young Avengers (Marvel-616)
    Canon Point: beginning of issue 10 of the Gillen/McKelvie YA run + CRAU from 6th Iteration

    History/World: Marvel Wiki for Billy

    6th Iteration history:

    About six weeks after Teddy broke up with Billy and left the Young Avengers to go figure out his feelings, somewhere during his time traveling through the cosmos learning how to master his powers from Loki while fighting wannabe Skrulls, Billy got sucked sideways into another dimension. This one was an alien experiment, pulling people from a bunch of different universes, making clones and studying them For Science or Whatever, like you do. Billy's magic was suppressed, which would have been a horrifying and awful experience, but turns out his twin brother who'd been missing for months was already there, which. You know. Helped a little. Replace one stress with another, like you also frequently do when you're a neurotic mess.

    During their stay in this place, which was basically the Oregon Trail With Weird Alien Bits, Billy and Tommy bonded further and made a bunch of new friends, along with picking up some fun new trauma. Billy was forced to relive the moment Teddy broke up with him, but then got to watch his friend Nida's parents get executed in front of him at age 6, followed by watching his friend Jason get beaten mostly to death as a teenager and then exploded, which...kind of put some things in his life in perspective. He adopted Frank Castle as That Survivalist Uncle Who Also Knits You Sweaters, got to know his Not-Mom Wanda Maximoff from Earth-199999 (though she ended up vanishing a couple months later), started learning hand-to-hand and staff fighting, and oh yeah--ended up with a new boyfriend.

    About six months after his arrival, the entire group of multidimensional travelers were attacked by powered-up clones. His friend Jason was killed saving another resident, but the rest of the people who mattered most to Billy survived. Two months later, that "iteration" of the experiment finally ended, and the residents were allowed to go to any world of their choosing. After some discussion, Billy and Tommy decided to head back to Earth-616 so Billy could finally beat the Big Bad he'd been trying to defeat before getting kidnapped, and Billy's new boyfriend Nida and his adoptive brother Seifer decided to go with them, instead of returning to their world.

    Except, of course, something seems to have gone wrong with the transfer, and now they're in Bladerunner or whatever instead????

    Personality:

    ►Compassionate. Billy will tear the heart out of his chest and off of his sleeve to give it to a stranger in need. He cares incredibly deeply about people, about the world, and about the future, like most empathetic millennials his age. He will be a friendly voice, a shoulder to cry on, a fierce and vocal supporter to the lonely, and a righteous fury for the mistreated and powerless. Above all, Billy wants to make a difference and save lives, which is why he's still a hero, even if at times--a lot of times--he's terrified of losing the people he loves because of it. He's a sucker for a good story, and he still sobs like a baby at the end of All Dogs Go To Heaven.
    ►Creative. Billy has one hell of an imagination, as you might expect from the kid with reality-altering powers. He has no problem envisioning things to bring them into being, changing his clothes with a snap of his fingers and a proper magical girl pose, creating constructs or weapons, or even teleporting. He's a huge musical theater nerd, a decent sewist, and always has some idea or another brewing. This also gives him something of an advantage in certain fights, because he's got a knack for coming up with tactics and strategies no one quite expects.
    ►Loyal. Once Billy has decided you are friends, he is straight up ride or die. He will fight the fucking universe for you. If he loves you? He will literally summon a better world into existence for you. Except...well, maybe not that last one anymore, he's learned the consequences of fucking with changing dimensions, but basically all the way up to the edge of hyperbole. Anything his friends or family need, anything at all, and he's there with no hesitation for them.
    ►Melodramatic. The Dramatics are strong with this one. Seriously, Billy is capable of going into a major brood for the smallest things. He's gotten better about this over the years, especially the last six months as he's had some perspective delivered unto him in the form of other peoples' life experience, but he can still be a marathon sulker when he doesn't have to caretake, and it's a lot to deal with sometimes. Especially when he falls into the Pit of Existential Despair. Throwing pillows at him sometimes works to snap him out of it tho.
    ►Self-centered. For all that he's empathetic, Billy is still guilty of falling into a selfish mindset and acting like the world revolves around him. His problems are the biggest, his feelings the strongest, his wrongs the wrongest. Usually, it doesn't take too much to snap him out of it, and he'll feel horrible when he realizes how he's been acting, but there's still a part of him that has trouble not falling back into his own orbit. It doesn't help that his magic may or may not actually make the universe revolve around him...
    ►Insecure. Maybe it's because he knows he's supposed to become basically Magic Jesus one day, but Billy's definitely still tripping over his own self-doubt. He has no idea how someone like him is supposed to become the Demiurge. Sure, he's got power. He knows just how strong his magic is, and what it can do--he's learned that the hard way. But the rest...he's really hard on himself, and that insecurity definitely proves itself to be one of his biggest stumbling blocks.


    Items: Clothes, one small hunting knife, and a small backpack with spare clothes, toiletries, a pair of aluminum knitting needles, some small jewelry items, and a handwritten journal inside it.

    Powers/skills: There's an in-depth list of Billy's abilities on the wiki page I linked above, but in short: Billy has reality-warping powers that are triggered by will focused through repetitive chanting of what he wants to happen. Things Billy has been seen to do with his magic include electrokinesis (control of electricity, generating it through his hands, discharging a low-grade electric field, etc.), teleportation, telekinesis, healing, flight, creating solid energy constructs, concussive blasts, looking through dimensions like he's paging through a phonebook, and conjuring physical items such as clothing and small objects. The implications are that he'll eventually be able to do much more when he learns to harness his full powers, but for now, that's enough. If you need any questions answered regarding his abilities the wiki's pretty comprehensive but I'm also available for questions!

    For Dualis, I'm gonna say that Billy's arrived with his ability to change objects up to the size of a guitar into other objects of similar size and composition, including transforming clothing, along with basic electricity powers, minor telekinesis, and teleporting the length of a city block. Anything else, homie's gotta get augments and tattoos like the rest of the plebes.

    SAMPLE
    Billy log at his last game, searching for a missing hoodie, playing detective, being awkward with a boy he likes, hanging out with Frank Castle like you do when he's adopted you apparently

    PERMISSIONS
    link here!
    Edited (PRETTIER WORDS) 2019-06-13 07:34 (UTC)

    WOW RUDE flounces

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    mrsarcastic003: (All-Concealing Shadows)

    Tim Drake-Wayne | DC Comics CRAU

    [personal profile] mrsarcastic003 2019-06-12 05:13 am (UTC)(link)
    YOU
    Player name: Zoë
    Contact:[plurk.com profile] nutterzoi, NutterZoi#4237
    Referral: Rae
    Current characters: N/A

    THEM
    Character Name: Tim Drake-Wayne
    Character Age: 18
    Canon: DC Comics (Preboot)
    Canon Point: End of DC Comics Preboot Canon, CRAU from Sixth Iteration

    History/World:

    DC Wiki Link

    Although Tim was only at the Village in Sixth Iteration for a few months, he had begun to reconnect with friends and family from his own world, as well as forming tentative new friendships (while doing his best to minimize his own history as much as possible--old habits are hard to break, even if he had been so inclined, and he was not). The environment's Observers had a tendency to force closeness in the residents, from a technicolor viewing of residents' formative memories to the occasional kidnapping--sometimes for adventure, sometimes to less pleasant ends.

    It was during one of these second types of kidnapping that Tim found himself trapped in a cave, and had to await rescue by Jason Todd and Stephanie Brown. He was roundly mocked for needing to be rescued from something so simple as an abduction, and the escape seemed to go well. At first. Until Jason rudely sacrificed his life to save the rest from an attack by a clone of another resident.

    Jason's death was a blow to the people who cared about him, including Tim, who had been enjoying getting to know Jason as someone who didn't want to fight every time they met. As their time at Sixth Iteration's Village drew to a close, they were offered the chance to return home--or to anywhere else they liked. Tim had intended to return home to Gotham, but Stephanie and Cissie had other plans. Rather than allow him to return to Gotham, Stephanie introduced a rock to the side of Tim's head, and he was kidnapped again--to his next adventure.

    Personality:

    Tim is serious and emotionally reserved, and does not open up easily to strangers. He's very slow to trust, and even when he does trust people, he never trusts absolutely. There's always a little voice in the back of his head (and it sounds a lot like Batman) asking “If this person turned or became a threat, what would be the most efficient way to take them down?” This is just as true with his friends, family, and closest allies as it is with his enemies.

    This is not to say that Tim doesn't love. He believes strongly in the chosen family and cares very deeply for his friends and those he considers to be a part of his family. He would do just about anything for them, including compromising his principles, and working with supervillains like Lex Luthor and Ra's al Ghul for their welfare. This is, in fact, one of his greatest fears about himself. During a time traveling adventure with the Teen Titans, he met a version of himself as Batman who — for love of his family — had compromised every principle Tim held, including the one he considers to be the most inviolable: We don't kill. When he returned to the present, he swore that he would never allow himself to become that, but the fear that he could has never entirely left him.

    Since meeting his future self Tim tries to be a bit more open with the people he cares about, and uses them to help him check his moral compass--especially with the return of Conner and Bart. He has, however, considered taking himself out of the equation in a more permanent sense if the future does begin to look inevitable. He does not want to lose sight of the greater good, and he doesn't want to be the reason his friends lose sight of that either.

    As a lifelong resident of Gotham, and a vigilante, Tim doesn't believe that the world is a “fair” place. He's seen too many bad things happen to good people, and vice versa, to believe that. He does, however, believe in justice, and Batman's mission to take care of the people of Gotham. That's why he decided to work with Batman in the first place, and why he continues to follow his mission and his rules, even while the man himself was missing.

    As a result of a childhood spent sneaking around and lying about taking pictures of vigilantes, and an adolescence sneaking around and lying about being a vigilante, Tim has become very good at lying and hiding what he's doing — and what he's feeling. He prefers to deal with — or repress — his emotions on his own, and doesn't like to share them with other people. Especially if something's wrong. He doesn't like to become a burden on his family and friends, and tends to push people away while he's dealing with whatever is wrong with him. He won't open up about a problem unless someone close to him forces the issue — and they really have to work at it to get him to say what's wrong. He doesn't like to be seen as anything but perfect and in complete control.

    Tim has a very overdeveloped sense of personal responsibility. He feels responsible for his friends, his family, and his city, and if something does go wrong on his watch, it's difficult to convince him that he is not somehow responsible for what happened — and worse if there is a way he can blame himself. He's still haunted by the death of his father (who was murdered because Tim was Robin and someone wanted to send a message to the world's heroes), and he remembers all the people he's failed to save.

    His time at Sixth Iteration has not made him any more open and trusting, and he still doesn't like to share much of his inner life with the people around him, but he's becoming slightly more inclined to let people in. This is due largely to being surrounded by people who know him well enough that he can't lie to them as easily as he does to most people, and who furthermore don't let him lie. Cissie and Stephanie have both been very good for him, even if he might not agree.

    Items: Tim will arrive in a set of navy scrubs, with a pocket knife and a collapsible staff tucked into his pockets.

    And a minor concussion.

    Powers/skills: Unlike many DC heroes, Tim does not have any “special” abilities. He has the strength and endurance of a teenage athlete, and is very intelligent.

    Physical:
    Martial Arts: He has been trained by Batman and Lady Shiva in a number of martial arts disciplines, but his preferred fighting style is stick-fighting, using a collapsible staff. He has also incorporated other heroes' fighting styles into his own, including Dick Grayson and Connor Hawke (Green Arrow 2).

    Strength: Tim has the strength of a human teenager who regularly engages in intensive physical exercise. He can lift at least twice his body weight, and swing around on a grapple.

    Acrobatics: He was taught acrobatics by Batman and Dick Grayson, who is arguably one of the better acrobats in the DCU.

    Escapology: Again—trained by Dick and Bruce. Like the rest of the Batfamily, he's pretty difficult to keep tied up.

    Mental:
    Genius-level intellect: He doesn't like to brag (much), but he's pretty damn clever. A natural detective, he worked out the secret identities of Batman and Robin as a child and has since worked out a number of others on his own. Even Batman has stated that Tim could potentially be smarter and better than him. He has been trained in many disciplines, such as forensics, criminology, stealth, and disguise. He also has a firm grasp of computer science, biology, and genetic engineering (as seen in his attempts to clone his dead best friend).

    Tactician and Strategist: His time as leader of Young Justice and then the Teen Titans has proven him to be a skilled leader and strategist. At one point during Infinite Crisis, he was placed in charge of the rescue operation for the city of Blüdhaven.

    SAMPLE
    Sixth Iteration Intro Log!

    PERMISSIONS
    Here!

    (no subject)

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    bravers: please don't take. (Default)

    cloud strife | final fantasy 7 | reserved

    [personal profile] bravers 2019-07-03 07:35 pm (UTC)(link)

    thank you! ♥

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    final7thheaven: ({ 004)

    tifa lockhart | final fantasy vii

    [personal profile] final7thheaven 2019-09-01 02:11 pm (UTC)(link)
    YOU
    Player name: Stella
    Contact: [plurk.com profile] sixflights | [personal profile] sixflights
    Referral: a little birdie told me...
    Current characters: Aqua | [personal profile] aguidingkey

    THEM
    Character Name: Tifa Lockhart
    Character Age: 20
    Canon: Final Fantasy VII
    Canon Point: On the Highwind outside of Junon, after she escapes from the Sister Ray and her near-execution, but before she finds Cloud

    History/World: "People have many things pent up inside of themselves. So many things they can never forget. Strange, isn't it?"

    Personality: From the time when she was young, Tifa has always been fairly popular. She is a kind and compassionate person who is easy to befriend and like. She cares about everyone she knows and is extremely loyal to anyone she considers a friend. Out of all of her current friends, she is the most likely to be the "mom-friend," the one who takes care of everyone who needs it, as evidenced by what she does for Cloud on several occasions (one of which hasn't yet happened for her). This level of caring for others extends to facts she tells them. She doesn't actually lie to anyone, but in the case of memories not quite adding up or memories she isn't prepared to face, she has been known to remain quiet rather than speak out and potentially rock the boat. For all that Tifa is a physical fighter able to handle herself in a battle with ease, she doesn't handle emotions well. Or, at least, she doesn't handle her own emotions well. She can help her friends and companions deal with things that are troubling them, but her own are much harder to cope with and she tends to ignore them until she can't anymore. This doesn't mean she is at all timid. She is confident in her own abilities and those of her companions, but not overly so and it cannot be said that she is arrogant.

    Like many residents of the Planet, Tifa has suffered greatly at the hands of Shinra, both the company and its leaders. For Tifa, Shinra represents everything bad in the world. She lost her father, her hometown, and the secondary home she found in Sector 7 all at Shinra's hands. Her loud proclamation at the end of Crisis Core that she hates Shinra, SOLDIER, and everything hasn't faded away. If anything, the fall of Sector 7 and the knowledge of what Sephiroth/JENOVA is doing to the Planet makes her grudge against Shinra all the stronger. Originally, she joined AVALANCHE to fight Shinra's grip on the Planet and she keeps doing that, even while following Cloud as he trails after Sephiroth. She also isn't above a slap fight with Shinra employees, like the one she has with Scarlett on top of the Sister Ray in Junon, despite being a gentle person in general. For the most part, Tifa's compassion keeps her from disliking a lot of people, but in special cases, like Shinra, she holds a grudge that will never fade. She isn't cruel by any means, as that just isn't in her nature, but she is quick to anger in these cases.

    Living in the Sector 7 slums has taught Tifa hardship even beyond her near-death at Sephiroth's hands after the Nibelheim incident. Her compassion and kindness aren't the products of naivety; rather, they stem from her inner self and it's a testament to her core character that Midgar and Shinra never beat or shocked that out of her. At times, she even uses their corruption to her advantage, coming up with a plan to sneak into Don Corneo's manor under the guise of his sex trafficking schemes. She, Cloud, and Aerith threatened the Don to uncover one of Shinra's schemes and used the intel to try to save other slum residents of Midgar.

    Because she is a martial artist and thus well-known for punching and kicking her way through battles, it is easy to think of her as a fighter and nothing more. In reality, this is only one trait out of many. In many respects, she is gentle and compassionate, while also being a good person to have in a fight. However, she is also intelligent and able to think herself into and out of situations if she needs to. She doesn't just go along with plans because someone else suggests them or even because Cloud is following them. Tifa managed to get herself out of her own binds in Junon, before she could be executed by Shinra as an example. For most of the game, Cloud is the leader and Tifa follows his lead, as much because she trusts him and his cause as it is to keep an eye on him and figure out his jumbled memories and personality. A lot of her purpose in the game is to support and poke at Cloud, but he isn't everything for her. When it comes down to it, when Cloud is lost or otherwise incapacitated, Tifa can and does take the lead and she is a good leader.


    Items: Dragon Claw, her glove-type weapon.
    Materia - equipped to her weapon, all of which are at MASTERED status
  • HP Plus
  • Counter Attack
  • Restore
  • Mega All
  • Barrier
  • Time

    Powers/skills:
    Limit Breaks - technically, Tifa's all stack, operating on a slotreel. If all the reels hit, each attack connects one after the other.
  • Beat Rush - "Runs up and punches the enemy a few times, dealing 1 1⁄4 times normal damage to a single target."
  • Somersault - "Somersaults in the air while kicking the enemy, dealing 1 3⁄8 times normal damage to a single target."
  • Waterkick - "A circling sweep kick accompanied by a blast of water, dealing 1 1⁄2 times normal damage."
  • Meteodrive - "Picks up the enemy in a vertical suplex position and slams them to the ground, dealing 1 5⁄8 times normal damage."
  • Dolphin Blow - "Uppercut accompanied by water and a dolphin, dealing 1 3⁄4 times normal damage to a single target."
  • Meteor Strike - "Picks up the enemy, spins it around, jumps high into the air and flings it downwards, dealing 1 7⁄8 times normal damage to a single target."

    Materia - the abilities tied to the materia she has equipped
  • increased HP (resilience, fortitude, etc) by 50%
  • Cure3 - aka Curaga, the highest level healing spell
  • 100% chance of countering attacks with a physical attack.
  • attacks, commands and magic spells affect all enemies/allies at once. (can be used 5 times per battle)
  • Protect and Shell (protection from physical and magical attacks, basically dulls the damage dealt to her)
  • Haste - speeds up target's movements
  • Slow - slows down target's movements
  • Stop - stops target's movements


    SAMPLE
    psl thread with cloud set a little bit behind her current canon point, but still shows tifa doing the hiding thing and generally being tifa.

    PERMISSIONS
    here
  • chaosvessel: Credit to <user name="vikael"> (Default)

    Vincent Valentine | Final Fantasy VII Compilation

    [personal profile] chaosvessel 2019-09-01 03:44 pm (UTC)(link)

    (no subject)

    [personal profile] chaosvessel - 2019-09-07 03:29 (UTC) - Expand
    waypastasking: (Default)

    Steve Rogers| MCU

    [personal profile] waypastasking 2019-09-01 05:40 pm (UTC)(link)
    YOU
    Player name: Beth
    Contact: [plurk.com profile] plentyofwords Murgy#2063
    Referral: Koko
    Current characters: N/A

    THEM
    Character Name: Steven Grant Rogers/ Captain America
    Character Age: 100ish
    Canon: MCU
    Canon Point: Avengers Endgame, just as he and Tony come back from 1970 but before he finds out about Natasha.

    History/World: here


    Personality:Strengths: Loyal: If there is one overreaching trait or strength that Steve Rogers processes it would be his loyalty. His loyalty and Morality might be considered a fault to some, but to Steve, they are the building blocks that he has constructed his entire life around. He is a man who will walk into a building and destroy the building to rubble to protect the people that he cares about. He has learned to care for his team, the Avengers like family, but even family didn’t stop him from fighting his own family to protect his best friend. Once Steve likes someone, there is no way to shake him loose.


    Trust in his own beliefs: Steve is driven by the need or desire to do the right thing… ALWAYS. He never hesitates to stand up for someone who is being bullied or whom he feels is being bullied. Even without the supersoldier serum, Steve fought boys three times his size with just a trashcan lid for a shield. After the serum, he stood up to the likes of Loki, a God and took down an organization like SHIELD because it was the right thing to do. Steve’s values and beliefs are really infallible.

    Inspirational: Captain America is an inspirational figure in the world. There are many people that look up to him and try to emulate him, especially in his early years, after the ice. What very few people know is that Steve Rogers is more inspirational than Captain America. He is a skilled leader and tactician, often providing words of motivation and encouragement to those around him. He has the genuine ability to make people think that anything is possible, even what looks to be impossible.

    Weaknesses: Stubborn: Steve is just as stubborn as he is moral, sometimes more. Steve is uncompromising in his beliefs about what is right and wrong. He makes snap judgments about people and situations, often regretting those decisions later. His stubbornness, however, will not let him back down. Once he has made up his mind about something there is no changing it. This is especially seen in the outcome of the Civil War, if Steve had listened to Natasha and Tony, all of the events probably would have gone differently.

    Guilt Complex/Attachment to the past: Steve carries the burden of the world on his shoulders, not just his own, but everyone that he is close to. The Serenity Prayer is something that strikes a chord with me about Steve, “accept the things you cannot change.” Steve doesn’t believe there is anything that he can’t change, which is why he still holds so much guilt when it comes to Bucky, and why he had to save him in 2014 since he failed to do so in 1944. Steve has a firm attachment to his past and his guilt, as seen by the picture he still carries of Peggy Carter and almost losing himself to his guilt over losing Vision, Sam, and Bucky. He keeps his emotional pain firmly hidden and now he can add Tony and Natasha’s sacrifices to his burden.

    Protective/Self Sacrificing: Steve is willing to do whatever it takes to protect the people that he cares about, including sacrificing his own happiness for someone else’s. He jumped on top of a grenade so that his unit would not get hurt. He crashed a plane in the Ocean and was frozen for 70 years just to protect the people of New York. He will not allow himself to fight the Winter Soldier, who is actively trying to kill him, because he believes that his friend is in there somewhere. He has always deemed other people’s lives and happiness more important than his own.



    Items: Steve has his time travel suit on, which means he also will have his Avengers uniform with him and his shield from Tony. He carries a pocket picture of Peggy Carter circa 1940s, it is something that never leaves his person. It is unknown how the suit works but it seems to also be able to replicate appropriate dress, so I would ask that he also has a pair of chino's and a dark-colored henley and a pair of outdoor boots.

    Powers/skills: ↠ Powers / Abilities: (Artificially Enhanced Physiology
    Enhanced Strength
    Enhanced Durability
    Enhanced Speed
    Enhanced Stamina
    Enhanced Agility
    Enhanced Reflexes
    Enhanced Senses
    Regenerative Healing Factor
    Master Martial Artist
    Shield Mastery
    Expert Marksman
    Master Spy
    Master Tactician
    Master Acrobat

    Skills: He is an artist and he can play the guitar. He is also fluent in Russian, French and German as well as English.

    SAMPLE
    Game sample from City of Sin

    PERMISSIONS
    Here
    Edited (sorry forgot something ) 2019-09-01 17:42 (UTC)

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