subnauticmods: (Default)
subnauticmods ([personal profile] subnauticmods) wrote2016-01-24 01:46 am

APPLICATIONS






≡U.R.S.U.L.A. NAVIGATION
APPLICATIONS


PLAYER COUNT: 18/55

QUEUE




Subnautica runs on a player cap of 55 players as we feel this is the maximum number of players we can handle with this size of mod team. Applicants can submit at any time, but applications will not be judged until there are fewer than 55 players in the game. Applications will be judged on a first-come, first-serve basis. To be sure that applicants are still interested when a slot is available, we will contact them with a request to reply within 72 hours regarding their interest.


Please send us your application as a comment to this page! The subject line should be CHARACTER NAME | FANDOM | RESERVED/UNRESERVED. Put the OOC information in the first comment. Reply to that comment with the rest of the information or a link to your app.

OOC INFORMATION
NAME: It's you!
AGE: Are you older than 18 Y/N
PREFERRED CONTACT: Plurk? PM? Skype? Email? Whatever you want people to use
CHARACTERS IN GAME: Put N/A if this doesn't apply

IC INFORMATION
NAME: The character's name as well as important nicknames or aliases
AGE: If their appearance vastly differs from their age (the old "10-year-old is actually 1,000") then mention it
CANON: Just what it says! If you're an OC, just put Original. If you're specifically going with manga or anime or a mix of medias assuming no contradictions also note that
CANON POINT: This only applies for canon characters. Just a simple "Chapter 23", "Episode 50", "Pre-[Specific Boss Battle]" will be enough.
CANON INFORMATION: A link to a wiki, fan translations or whatever will give us the background of the canon/character you're apping. If you're apping an OC, please summarize the world they come from and their role in it.

PERSONALITY: What drives your character? What do they fear? What do they believe in? What makes them angry? What makes them happy? If they're a coward, tell us why. If they're obsessed with cooking, explain how that impacts their decisions. We ask for several solid paragraphs at least that cover what's truly important about and to your character.

ABILITIES: Keep it short and sweet. Mention if you're depowering anything for the game. If they have special talents you think are worth mentioning that would apply to the game - a knack for building, swimming, cooking, biology, anything - then also put that here.

INVENTORY: Just a list here will be fine. Includes pets and anything noteworthy or of interest. Things like the clothes they're wearing don't need to be here but if you wish to list them that's fine.

MEMORY ALTERATION: Here you should describe how their memories have been altered to make them believe they came here willingly, accidentally, or by force. It should be as detailed or as simple as you need it to be to explain their arrival. If you are collaborating with a canonmate or even a cross-canon friend, please note it here so that we know toes aren't being stepped on.

SAMPLE: Link a thread within the past six months. It should be about 15 comments from your character displaying both a solid grasp of the character's voice and introspection. If you wish, you can also write up a sample, as long as it displays both of the requirements.

FORM
Feel free to remove the formatting if you prefer it plain!



BASED ON CODE BY TESSISAMESS AND SUPERSUITS


penumbreon: ([okami] this game's art is so pretty)

Milla Maxwell | Tales of Xillia | Not Reserved

[personal profile] penumbreon 2016-11-12 07:08 am (UTC)(link)
OOC INFORMATION
NAME: Styx
AGE: Y!
PREFERRED CONTACT: Plurk: rogueclass; email: classycatburglar at gmail; pm character journal
CHARACTERS IN GAME: n/a
penumbreon: ([ib] worst nightmare)

Milla Maxwell | Tales of Xillia | Not Reserved

[personal profile] penumbreon 2016-11-12 07:08 am (UTC)(link)
IC INFORMATION
NAME: Milla Maxwell
AGE: 20
CANON: Tales of Xillia
CANON POINT: Immediately post-first game.
CANON INFORMATION: Wiki

PERSONALITY: First and foremost, Milla Maxwell is a woman of unwavering duty and conviction. She is Maxwell, the Lord of Spirits, and in her mind this title puts her in the unique position where she can take actions to protect humans and spirits alike. Milla places her duties as Maxwell above anything else in her life, and she never once questions her responsibilities as a protector. But that is the kind of person she is-- someone who, when she puts her mind towards accomplishing something, will never back down until her goal is realized. Even when it is revealed that Milla was not the true Maxwell, but a decoy created by Maxwell to distract Exodus, she remains true to her convictions and continues to fight for her ideals. It was those ideals that spurred her to become the new Maxwell at the end of the game, even when she could have restored her human body and gone to live in the human world with her comrades instead. Becoming Maxwell and remaining the overseer of humans and spirits required sacrifices to be made on Milla's part, especially since she had come to love and respect her traveling party so much. But she never once regretted those sacrifices, and she'll tell you herself she is proud of the choices she's made. After all. . . in Milla's mind, why make the choice to do something if you're uncertain about it? Uncertainty makes one weak.

While Milla's unwavering conviction and stubborn adherence to her goals makes her a force to be reckoned with, it also comes with some drawbacks. Because Milla is willing to do whatever it takes to continuously move forward and uphold her ideals, she has a tendency to leap rather recklessly into dangerous situations. There is a point at the game where she attacks one of the antagonists (King Nachtigal) with as much ferocity as she can muster, but winds up getting injured very badly in the process. There is also another point where she willingly sacrifices her life to protect her comrades and destroy the schism separating Rieze Maxia and Elympios to stop Exodus's plans. It isn't that Milla is willing to throw away her life so easily. . . on the contrary, she understands how important it is for her to remain alive so she can continue with her mission to protect. But she isn't willing to shy away from that mission just because it is rife with danger, either.

Milla is a strong woman who won't let a few drawbacks from said danger keep her down. Even after being injured to the point of where she can't walk, she refuses to give up and is willing to go through an incredibly painful medical procedure to get her legs working again. Someone can knock Milla down as many times as they want to, and she'll always get back up again.

And while Milla is a determinator through and through, this doesn't necessarily mean that she is unable to adapt or change her viewpoints to fit with an evolving situation. She is a perceptive and smart woman, and she understands that sometimes you need to reevaluate your plans in order to keep moving forward. As an example, at the beginning of the game Milla constantly reminds herself that she is Maxwell, and that Maxwell must remain alive at all costs. But when it becomes clear that dispelling the schism is how she can stop Exodus, and that Maxwell must die for the schism to disappear, and when the lives of her friends are in danger, she gives up her life even though it conflicts with her earlier thought processes. Milla may be stubborn and reckless, but she is at least willing to step back and change her approach when necessary.

Having grown up worshiped as Maxwell by the people of her home village, Nia Khera, Milla feels a bit of a disconnect from humanity. She confesses that she didn't have much contact with humans as a child, and most of what she knows about human culture she gained by reading human books (such as "A Mother's Eyes, A Mother's Touch" and "Men and Women Beneath the Sheets"). Despite her disconnect, Milla maintains a strong love for humans and humanity in general, referring to them as her "favorite animal" and taking a great interest in human culture and how human bodies work. But since her connection to human culture is so distant, Milla can be a bit. . . awkward. . . when interacting with other people. She talks happily about how wonderful it would be to experience a cold, and delights in spewing mucus all over the place when she sneezes. She attempts to cuddle with Jude when he is feeling down because she once read in a book that cuddling makes people feel better. And she pats the party's oldest member, Rowen, on the head to praise him while everyone looks on at her in confusion. Milla herself sees nothing wrong with these socially awkward behaviors, and she doesn't feel any shame even after people point out to her how strange they are. She's just trying to put the things she learned in human books to good use, that's all!1

One of the largest arcs Milla's character has in game is her struggle to understand human emotions, behaviors and idiosyncrasies on a more personal level that she couldn't glean from her books. At the very beginning of the game, the little socialization she had as a child is evident in the way she interacts with people. She comes off as cold and uncaring at times, focused on nothing more than completing her mission regardless if it means brushing off some of the distress of her party members. When she, Elize and their friend Driselle are taken hostage at Fort Gandala, she is unfazed by their captors' attempts to squeeze information out of her by threatening Elize and Driselle's lives. She proclaims quite proudly that she had no fear of death, injury or loss, and at that point? She didn't.

But Milla's time traveling with Jude and the others has had a profound effect on her. By allowing these people to teach her that compassion can go right along with conviction, by allowing herself to grow fond of Jude and to realize that he and the others were people she wanted to protect on a more personal level, separate from her mission as Maxwell. . . she finally experiences said fear of loss herself. Experiencing these emotions causes Milla to attempt to empathize with human emotions more than she had in the past. She even learns how to empathize with those who use Spyrix, the technology that kills spirits, when she realizes that many people need Spyrix in order to live with debilitating diseases. It's something she still struggles with, and sometimes she can still unintentionally brush off someone else's pain. But she is a determinator, after all-- she earnestly and sincerely reaches out in an attempt to understand as much as she can, even if she fumbles along the way.

And finally, Milla absolutely looooooves food. This quirk goes hand-in-hand with her fascination for how human bodies work, but the joy of eating was something she never experienced as a child because she obtained all of her sustenance from the Four Great Spirits. The pleasure of eating is possibly her greatest vice, and she will happily stuff her face with as much food as she can, whenever she can. She is quite the food connoisseur as well, capable of understanding the delicate intricacies of flavor, even though she herself has never cooked a single dish in her entire life.

ABILITIES: As Maxwell, the Lord of Spirits, Mill is able to cast spirit artes. These are basically elemental spells that can be used for mundane things (like lighting a lantern) or less mundane things (like setting enemy monsters on fire). Casting a spirit arte is accomplished by producing mana through one's mana lobe, and then channeling the elemental spirits of the world who feed on that mana and requesting (via an incantation) for them to cast the elemental spell. Milla specializes in fire, wind and light magic, although she is able to cast spells spanning the entire elemental spectrum. Her mystic arte, Elemental Mastery, is basically an arte where she casts fire, water, wind and earth spells one after the other.

Milla is also an accomplished swordsman. And, as Maxwell, Milla is also constantly accompanied by the Four Great Spirits of her world-- Efreet, Undine, Sylph and Gnome. She has the ability to channel these spirits and use their power to fight whenever she pleases. These four spirits aren't necessarily physically present whenever Milla is, but they can manifest spells into the physical world whenever she channels them, and may appear next to her briefly during said spell before they disappear again. She can also speak with them even when they aren't physically present.

Milla will arrive still accompanied by Sylph and Undine, but will have to locate Efreet and Gnome through missions at a later time. Since none of her magic is really game breaking (all it does is make her a formidable fighter), I don't intend to power cap any of it.

INVENTORY: Her sword and sheath (the Balanced Blade), the empty shell of her aspyrixis, a few apple gels

MEMORY ALTERATION: In order to make her more compliant with the game's premise (and to keep her from being a determinator about getting home to complete her mission), Milla will remember feeling an overpowering sense that the spirits and humans of her world were in danger again immediately after returning to the spirit world. She'll remember passing through a portal made of white light, knowing that she had to in order to go wherever she needed to go to help said spirits and humans, and then everything will go black. Afterwards, she'll wake up in underwater sea land, without concrete knowledge of what she has to do here but with a strong feeling that she is here for a purpose related to her desire to protect.

SAMPLE: Test Drive (The sample is 15+ comments, but! let me know if it's too short or if you need moreand I'll write up a traditional one as well ;;/)
thatsthespirit: (pic#10763766)

Re: ACCEPTED

[personal profile] thatsthespirit 2016-11-16 08:46 pm (UTC)(link)
Yay, thanks mods! This is the username I'll be using. ♥