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


sunsetundersea: (Default)

Ibtisam | Star Wars: X-wing | Reserved

[personal profile] sunsetundersea 2016-02-23 05:09 am (UTC)(link)
OOC INFORMATION
NAME: Joysweeper
AGE: Are you older than 18 Y
PREFERED CONTACT: PM, or via Joysweeper at plurk.
CHARACTERS IN GAME: n/a
Edited 2016-02-23 05:21 (UTC)
oneandmikleonly: (never counting regrets.)

Mikleo | Tales of Zestiria | Reserved

[personal profile] oneandmikleonly 2016-02-23 05:12 am (UTC)(link)
OOC INFORMATION
NAME: Seth
AGE: AM I OLDER THAN 18 [Y]/N
PREFERRED CONTACT: Email (dranachronisms at gmail dot com) or Plurk (brightwinged)!
CHARACTERS IN GAME: N/A
oneandmikleonly: (don't seek what you don't need.)

[personal profile] oneandmikleonly 2016-02-23 05:14 am (UTC)(link)
IC INFORMATION
NAME: Mikleo. His true name is Luzrov Rulay, which means "Mikleo the Enforcer."
AGE: 18
CANON: Tales of Zestiria
CANON POINT: Before the revelations/bossfight at Lohgrin.
CANON INFORMATION: Wiki article!

PERSONALITY: Mikleo is, for the most part, the straight man of the Zestiria crew. He’s calmly levelheaded, logical and reliable under pressure, even when fighting monsters or falling down a pit into uncharted dungeons. He’s grown up balancing out his important best friend and rival Sorey, and their personalities complement each other. Sorey’s more impulsive, trusting of others, and drags them recklessly into new experiences; Mikleo is more reserved, always wants to know more about a situation before leaping in, and cautions Sorey about possible traps and dangers.

Mikleo tends to be very focused on Sorey and his other important people, rather than on chasing individual and separate goals of his own. Sorey’s stated life dream in-game is to go off and explore ruins all over the world; while Mikleo has developed an enthusiastic interest in ruins, exploration, and historical academia in his own right, it’s also implied heavily that his life dream is to go off and explore all over the world with Sorey. Sorey's other dream is for humans and seraphim to be able to perceive and understand each other; Mikleo wants this too, but he tends to frame it in terms of wanting other people around who understand Sorey and see the same things he does. He’s not unaware of or insensitive to the problems in the world, but he’s the guy who gets dragged in and concentrates on watching the heroes’ backs while they change things, rather than trying to be a hero himself.

His drive and focus might be narrow, but he’s dedicated to it and hugely stubborn. He won’t hold people back from making big decisions on their own if the stakes are high enough, even if it upsets his own life (Sorey leaves home and Mikleo follows, Sorey upends all their plans to go on a world-saving quest and Mikleo lets him, etc. etc.) However, woe betide them if they try to leave him behind in the process. Mikleo hates not being there for his important people, constantly strives to improve his abilities because he wants to be a more effective protector, and grows angry if someone implies he's a liability. He also tends to put aside his own feelings if he has other people and bigger events to focus on: faced with personally impactive revelations like his own origins or his mother’s death, he just shelves them, keeps going because there’s an endboss battle to think of, and waits for a better time to unpack that personal stress.

Despite coming off as aloof, Mikleo can be pretty warm and concerned if he sees someone in genuine distress, and will try to reach out to them if they need it. We see him be annoyed at Alisha, the first human Sorey meets, because he’s left out and literally invisible while Sorey pays attention to her...but he still comes along to try and save her life, and winds up admiring her as a person and having a personal stake in her welfare. He also tries to seriously bond with another party member, Rose, actively comforting and reassuring her when she’s terrified out of her mind of the seraphim and believes they’re ghosts. Throughout the game he's seen worrying about people’s health and the ways they push themselves, though he tries to air these concerns quietly and privately more than to their faces.

He is still very much a kid, too, and he’s not super serious and reserved all the time, especially as he gets more familiar with people. He mutually teases various members of the party, gets into stupid public ticklefights and nerd debates with Sorey, and is not above dry, sarcastically joking commentary. He also gets defensive and yelly about topics like his height (relatively tiny) or when people try to nickname him (Meebo, Mickey, Touchy-Feeleo…the list goes on), and tends to blush and deflect when people compliment him seriously. He's also overanalytical to the point of reading Ridiculously Too Much Meaning into things sometimes – he tries at one point to make a set of nesting dolls fit a theory about human and seraphim relations as depicted in art, when they’re really just a bunch of dolls.

ABILITIES: Mikleo is a seraph, an elemental/supernatural being with several passive abilities: lack of need to eat or sleep, immortality in the unaging sense, sensitivity to malevolence (spiritual impurity generated by sentient beings, capable of mutating things into monsters or dragons), and the ability to possess and reside intangibly inside a pure vessel. If Sorey is present, he also has the ability to purify malevolence, and fuse with him for combat. The most relevant ability gameplay-wise is that regular humans can’t perceive seraphim or any items they handle frequently. I've got a rundown here and am happy to work out arrangements with other players re: how to handle this!

Mikleo’s elemental alignment is with water. He is able to manipulate it, sense it, produce the fresh form of it, freeze it, and cast a bevy of water-based combat/healing/stealth spells in a small area. He also has no issues with wet or cold, though it’s not like he can just wander around unequipped in the ocean – breathing and depth pressure are still problems, as are swimming/fighting in deep water.

Other skills include physical combat with a staff (or, when fused with Sorey, a magic bow), making cold foods and desserts, making medicines, and a body of knowledge re: land-based archeological exploration and artifact preservation/analysis.

INVENTORY: His staff and bow, a couple of healing gels and gel bases, and the ingredients to make a couple of bowls of vanilla ice cream.

MEMORY ALTERATION: Mikleo's memories won't be too heavily altered! He'll just remember exploring a ruin with the rest of the party, the floor collapsing underneath him so he falls down into a deep pit, hitting his head and blacking out, and then...waking up under the sea on another world, apparently. OOPS...

Sorey's apper is aware of Mikleo's memory alteration and that that they won't quite match up!

SAMPLE: From the Test Dive Meme!
sunsetundersea: (Default)

[personal profile] sunsetundersea 2016-02-23 05:21 am (UTC)(link)

IC INFORMATION
NAME: Ibtisam, aka Rogue Two, sometimes called Ib.
AGE: Somewhere in young adulthood? Some Mon Cals grow more barbels as they get older and she has a few.
CANON: Star Wars: X-wing: Rogue Squadron
CANON POINT: On her death on Ciutric IV, during Mandatory Retirement
CANON INFORMATION: Here!

PERSONALITY:
Ibtisam is an idealist with a love for new things and progress in general. She tends to be dismissive of hanging on to old practices or technology out of sentiment or complacency. If something new and promising is out there, try it! Not having had a choice about having to use outdated X-wings and R2 astromechs she grumbles a little and does her best with them anyway.

The Empire was cruel to her people and her planet and she willingly answered the call to fight it. Even after personal struggles and the Empire starting to decline Ibtisam considers it a duty to fight for others who are oppressed and unsafe. She has laid her life down for those ideals. Ibtisam understands civilians not wanting to face danger but grows angry and caustic when she believes a fellow warrior is giving in to cowardice in the field. After a lot of initial difficulty she became close to Nrin Vakil, a member of a species that is traditionally very antagonistic to hers. They planned to try and alleviate that antagonism.

Spirited debate can be a lot of fun and she can really get into it, but she’s uncomfortable when an argument turns personal and enmity forms. She’s learned to try and disengage sometimes or decide not to debate or indulge her competitive side if she suspects antagonism will result. Ibtisam is sociable, friendly, and fun-loving, happiest with a couple of friends around. She trusts friends easily and is kind, enjoying non-malicious teasing. While she doesn't completely buy into the cultural belief that you can tell someone's character by gazing into their eyes, she does see them as important.

When she's nervous or worked up she tends not to take proper care of herself. After being shot down over Endor, despite therapy she’s mildly agoraphobic - mostly she’s fine, but she’d become uncomfortable swimming on her own in the middle levels of the open ocean.

ABILITIES: She's a Mon Calamari from the mostly-oceanic world Dac. As such she's amphibious, with a finned body that lets her swim quickly and with great agility. While she's able to breathe both air and water, she's not actually able to respire as efficiently in water and starts feeling 'short of breath' if exerting herself or in poorly oxygenated water, which can get dangerous. It's possible for her to take water into her lungs and drown. Ibtisam can dive deep without needing any special equipment, and decompression is a nonissue. Suckers on her hands and limbs help her hang on to slippery things. The chitin on various parts of her body, covered by a layer of skin, works like armor to a mild degree. Out of the water dehydration is an issue.

Her wide-set eyes let her focus on two things at once, and she sees different wavelengths than humans do. Displays made for humans may be tricky to read, but she also sees deep underwater better. She can interpret the tastes in water and variations in pressure and temperature and navigate more easily than normal humans.

In terms of personal skills, she's a good pilot and great with blasters, small and large. The structure of her hands keeps her from making a particularly hard fist, but her forearms bear spiky chitinous armor that she can use as clubs.

INVENTORY:Ibtisam’s flight suit and helmet have life support able to keep someone alive for up to three hours in space, a comlink, a datapad, thermally insulating boots and gloves, about eight small flares, a small blaster pistol, and a more formidable blaster rifle. Blasters can fire underwater, but have considerably shorter ranges than in air, three meters or so for the pistol and up to ten for the rifle. Water in the path of the bolt flashes to steam, so underwater there are a lot of furious bubbles and some boiling water which can go in unwanted directions. Being hit by the bolt itself causes nasty deep tissue burns, but underwater how much damage it does depends on how close someone is to the barrel. Even in the air, a really large solidly built creature shot by either is more likely to be angered than incapacitated. Blasters also have a stun setting with a shorter range, causing temporary paralysis or unconsciousness.

A duffle of equipment that had been in the storage compartment of her X-wing. Includes a glowrod (think flashlight), water, a week of food, rehydrating gel, a pressurized water vapor tank, a fusion furnace (portable power generator that can produce heat and light), a survival knife, and a couple changes of clothes.

The R2-series droid that was plugged into her X-wing. We’ll say its designation is R2-KD. Think of it as a pet with mechanical aptitude. It’s ‘new’, with little enough memory that it has no personality beyond being obliging and cheerful and loyal to Ibtisam. It will follow other orders if they don’t conflict with hers and its sense of initiative is limited to the level of ‘put out nearby fires’ and ‘acknowledge someone looking at me’. It can function perfectly well underwater but has no swimming or floating ability. I’d actually like it to be on the sea floor close by, easily discovered. As an R2 unit R2-KD’s good for math, making and keeping holographic recordings, looking up information from computers, and mechanical repair. Being fairly new it doesn’t have any special modifications.

Her X-wing. That’s out on the ocean floor somewhere. At this point it was shot twice in the ‘nose’, its engines failed, and it’s crashed. The tech available isn’t enough to get it flying again but it’s a 12.5-meter spaceship and various things could be salvaged, possibly including the weaponry. The four laser cannons, like the smaller blasters, work underwater at reduced and altered range.

MEMORY ALTERATION: Ibtisam remembers being shot over Citruic and losing consciousness during the crash. She has vague hazy memories of spending a long time in a bacta tank, badly injured, and agreeing to spend time on an undeveloped aquatic world with a new colony as an experimental form of therapy. What with the nanites, she’ll wake up fully recovered and with the impression that she was shot down months ago, that the Rogues are in deep cover now and she can't get back to them yet.

SAMPLE: Here!
discardia: Getting kidnapped by phantom thieves and all (This is kind of a first for me)

Cardia | Code: Realize | Reserved

[personal profile] discardia 2016-02-23 05:46 am (UTC)(link)
OOC INFORMATION
NAME: Kia
AGE: Older than 18
PREFERRED CONTACT: PMing is fine!
CHARACTERS IN GAME: N/A
discardia: Don't question it (Dramatic windblown... post-train jump)

[personal profile] discardia 2016-02-23 05:47 am (UTC)(link)
IC INFORMATION
NAME: Cardia Beckford
AGE: Physically, she's around 19, but has only actually been around for about six years and only remembers two of them.
CANON: Code: Realize
CANON POINT: Chapter 8 of the Common Route
CANON INFORMATION: Here!
PERSONALITY:

More than anything, Cardia wants to live as a human, so her ultimate goal has been to rid herself of the poison that keeps her labeled as a monster, and to locate her father and learn the answers to the mysteries of her past: why he placed the Horologium in her, why he wanted her to remain in the mansion, why she has no memory of anything beyond the past two years. Her need for answers drives her to accompany Lupin to London, and also prompts the people she meets to help her grow and develop into a stronger and more independent lady, capable of thinking and fending for herself.

Because originally, Cardia is little more than a doll, someone who tries to shut down her emotions after an encounter leads to the death of a woman who cared for her. She spends most of her life shut away in a mansion with only books to read for education and so, when she's brought into the world of people and society, she's understandably overwhelmed and has no idea how to behave. Lupin has to teach her that no, it's not actually okay to take off your shirt in front of someone else. She's never seen a train before, or tried cotton candy, and she regards the world with a sense of wonder and awe.

... And a little too much innocence. She naively follows a man after he tells her he's seen the person she was separated from, and is led into a trap that she only escapes through her poisonous ability and the help of a stranger, who then warns her not to trust every single person who seems nice. In most of the character routes, she has to have her more complex emotions explained to her before she realizes she's in love. But Cardia is also curious and possesses a strong drive to learn as much as she can, becoming quick to pick things up and taking all of her lessons seriously (including pointing out to Victor Frankenstein that he's a stranger after he'd told her not to trust them). Because she takes her lessons to heart, she's able to apply them to the situations she finds herself in, like being able to remain calm when captured-- to the point where her captor himself admiringly comments that his men should take a lesson in composure from her.

Following the tradition of otome protags, Cardia is an incredibly kind person. She can be a little sassy and deadpan at times, turning down extremely flirtatious attempts from Impey Barbicane without so much as faltering, but she cares deeply for others. She offers a home to an angry, hurting vampire child that had tried to kill them previously, because she understands his loneliness and the pain of losing others. When Fran saves her from the men who'd attacked her and knocks them unconscious, she expresses concern for them, despite everything. Cardia simply isn't fond of hurting others, going back to inadvertently killing the woman who had cared for her. She even tries to stop a dog from biting her, not because she thinks it'll hurt, but because she doesn't want the dog to die. She tries to warn even attackers away from touching her skin, and apologizes to enemies when she knocks them out. Ridiculous, maybe, but that's just how she is.

In the end, though, for as strange as her body is, and for how often she's been called a monster-- Cardia is just a girl who wants to be human, who wants to feel the warmth of other people, and who wants answers. Even when those answers hold the risk of being incredibly painful, and that scares her, she's growing into someone who's ready to face the truth.

ABILITIES: Cardia possesses the Horologium, a glowing blue gem embedded in her chest that's a source of infinite energy. It grants her surprising strength and stamina and a faster healing rate, and she also isn't required to eat to survive. Because she has no heart, it acts as her life force, and removing it from her (or even a piece of it) will end her life. It also poisons her blood, meaning that any touch from her bare skin will melt whatever it encounters. Living creatures, inanimate objects, even titanium. Very small amounts of poison are also regularly released from her body and remain in the air, harmless to others unless she remains in an enclosed space for too long, and then it becomes gradually lethal. For the sake of interacting with others and not inadvertently killing everyone, I'd prefer for her to either lose her poison or just have it limited to her blood and not her skin.

Otherwise, she's picked up a few things from her gentlemen teachers, namely: how to stay calm in a fight, how to defend herself using chemicals or fighting techniques, how to pick locks, free herself from being tied up, and move silently, and how to fix and operate machinery. None of these skills are anything she's mastered, but she has a fairly good proficiency in what she's picked up.

INVENTORY:

- Set of lock picks
- Three glass tubes containing chemicals to create a lot of light and noise when shattered
- Sisi the corgi

MEMORY ALTERATION: The last thing she remembers is being on her way to her father's lab with the others, before everything got kind of blurry and she found herself UNDER DA SEA.

SAMPLE: Test Drive Thread + Have another!
upcard: (Default)

Protagonist [Mai] | Amnesia | Reserved

[personal profile] upcard 2016-02-23 06:33 am (UTC)(link)
OOC INFORMATION
NAME: Cal
AGE: 23!
PREFERRED CONTACT: plurk: [plurk.com profile] kalisona
CHARACTERS IN GAME: N/A
upcard: (✿ tee hee get out of my face)

[personal profile] upcard 2016-02-23 06:34 am (UTC)(link)
IC INFORMATION
NAME: Mai ; as a note, the character doesn't have a default name, but this is one of the generally accepted fan names for her
AGE: 19
CANON: Amnesia
CANON POINT: Ukyo-route, post-august 8th bad end
CANON INFORMATION: A link!

PERSONALITY:

First and foremost, Mai is a semi-silent protagonist, a la the Persona protagonists. Her choices are the only pieces of dialogue we hear from her (until the very end of Ukyo's route), and those are player chosen. That said, there's a great deal of personality that is implied in how she's spoken about, her past actions, her future actions and the choices she makes.

It's stated in canon that having Orion crash into her soul and jar loose her memories did some damage to her personality as well, which explains why she's so quiet and muted throughout everything. All of the characters remark on how strange it is that she's being so polite and quiet, and a number of them are extremely concerned--she's not usually such a wilting violet, but until she gets her memories back, she's unable to do much about it.

Thankfully, as she regains more of her memories (and as Orion fades away more), she starts to return to her proper personality, bit by bit, growing more determined, having more agency and shaking off the quiet muted girl she's been.

But at the moment she's coming in from, she's still missing a good portion of her memories. She has regained a few, but she'll still be struggling to regain the rest as she goes along, and so she's still rather passive and quiet. Honestly, her passivity gets her into a great deal of trouble; when people push her to do something, she'll usually do it and without much argument. At first glance, she's honestly an extremely obedient person, willing to politely do whatever a person says if it will make them happy or make their lives easier.

She's polite, demure, sincere--all of the traits one would expect from a self-inserty protag-chan in an otome game.

But of course, that's not all there is to her at all. She's obedient and passive, but only until you hit the point of no return--and then she has a backbone of steel. There are a few things she refuses to bend on, and most of all is her concern for others. She'll go out of her way to help a complete stranger; someone she knows and cares about only is further assured that she will do whatever it takes to make sure that they're alright. She'll do this even if it means going out in a dangerous storm on a day when she knows the entire world is out to get her, just to be sure that he'll be alright.

Because she's not concerned for her own self that much. She's much, much more concerned for other people, constantly fretting over them or trying to do her best to help them sort out their problems or make them feel better. Honestly, her own self-preservation instincts are more than a little broken; whether it's just how she is or it's a consequence of her dying a ton of times throughout the time loops is up for interpretation. Regardless, she's willing to give up on surviving, and it is thinking of Ukyo's dream that convinces her to keep trying to live, not her own life.

It's a trend for her, though. Putting other people first is a lifestyle for her.

Furthermore, despite her passivity, her willpower is off the charts. It's made plain that Ikki, who has the power to charm women with his eyes, is first interested in her because she's not affected by his eyes. When he asks her why, it becomes clear that it's simply because she decided she wasn't going to be. She had the willpower to remove that influence, because she felt so strongly against it.

This is all a little different from how she truly is when she has all of her memories back, of course. Everyone comments on how strange it is that she's being overly polite; while she's still a reasonably polite person, she's definitely the sort to easily joke around her friends, instead of always standing on ceremony with them. In fact, she really wasn't the sort to be afraid of conflict at all, but that's been lost alongside her memories.

But ultimately, even without her memories, she's a very strong person. She's an extremely hard worker (even when she has no idea what she's doing because of her amnesia, she does her absolute best), she rarely cries, and she doesn't crumble despite the difficulty of her situation. No matter how bad things get, she always keeps fighting, even if quietly (such as finding a way out of the cage Toma stuck her in, despite having nowhere else to go).

And on top of that, her ability to forgive is simply ridiculous. She forgives Toma for said cage incident, as well as drugging her, and she forgives Ukyo for killing her multiple times. She's willing to speak with, help, and listen to both of them despite what they did to her. Her ability to forgive is her best and most prominent trait, and though it gets her into trouble, it's something that will simply never change about her. She doesn't hold grudges. Instead, she simply does her best to move forward, no matter what happened in the past.

So while she's quiet and passive now, there are times when the rest of her personality shines through quite clearly, and the more she retrieves her memories and her own self, the more like herself she'll be. Eventually.

ABILITIES:

As a completely ordinary, average human, she doesn't have any abilities that will be of much use to her here. She does possess an extraordinary amount of willpower, to the point where she can shake off something that is established to work on most everyone else. She also possesses forgiveness at jesus levels, not that that's an ability so much as a liability, but it is what it is.

You can expect standard otome fare from her otherwise--klutziness, tripping, and the works. She is rather resourceful, able to find her way out of a cage (thanks Toma) and pick a lock with one of her bobby pins (though admittedly not a very strong lock). But otherwise, she's perfectly normal; if anything, she's much more fragile even than a normal human.

She works at a maid cafe, so she's good at all that that would entail, including brewing tea and coffee, making sweets and the like, and being absolutely adorable.

She has forgotten most of her skills otherwise. Thanks, amnesia. I wasn't kidding when I said she has no skills that will be of any use.

INVENTORY:

- One cute white girly purse
- One cell phone in said purse, which won't have service

that's it

MEMORY ALTERATION:

As Mai's big thing is having amnesia, it seems most fitting to me that she simply wouldn't remember how she arrived at all. She won't be able to remember how she got there, or why she's there, but she'll accept that it probably has something to do with her missing memories and with regaining them, and that will be enough to keep her focused on the task at hand.

SAMPLE: Here, from the TDM. There are a few more here from where I previously played her, if you need more!
ateaist: pixiv id=74573578 (Default)

Nobunaga Oda | Fate/Grand Order | Reserved!

[personal profile] ateaist 2016-02-23 09:49 am (UTC)(link)
OOC INFORMATION
NAME: Kiva!
AGE: 23!
PREFERED CONTACT: [plurk.com profile] obscureinternetreference
CHARACTERS IN GAME: N/A
ateaist: pixiv id=74573578 (Default)

[personal profile] ateaist 2016-02-23 09:52 am (UTC)(link)
IC INFORMATION
NAME: Nobunaga Oda; her class name is Archer, but unlike many servants she tends to not bother hiding her identity by using it instead unless she has to.
AGE: While she appears to be a woman in her early 20s, going by our current year, she would be 482 years old.
CANON: Fate/Grand Order
CANON POINT: End of London, post Solomon fight
CANON INFORMATION:
http://typemoon.wikia.com/wiki/Fate/Grand_Order

The section under 'Website plot synopsis' is a general outline for the game's plot.

Canonically, due to her being an event servant, Nobunaga doesn't formally join the protagonist until the spot between Okeanos and London. To summarize her event briefly, in one of the alternate universes in the fate/verse, Nobunaga manages to get her hands on the holy grail, an object overflowing with enough magical energy to grant a single wish. Being the intelligent person she is, she instead has it altered into a bomb and detonates it, causing both her and her companion, Okita Souji, to be forced into the grand/order timeline. Not only that, but while Nobunaga usually qualifies as a 5 star servant, the stronger tier of servant there is, the detonation of the grail stripped her of a single star, and all of her power contained within the one star she lost became an army of small nobunagas that were hostile to everything they came across. The protagonist is forced to help her defeat her army of clones, leading to a battle against a smaller nobunaga that evolved into a direct copy of the real one, giving her her star back. She intends to defeat the protagonist then and take over Chaldea, but is cut short by Okita who tells her to be more grateful for their help and stops her.

There's a brief fan translated summary of the event here (under quick story tidbits and story spoilers, near the very beginning).

As a small note here, aside from the fact she's a woman, Nobunaga's history in life mirrors the history of her real life counterpart exactly. It probably matters less than her actual canon history, but I do have a writeup of her historical info too, in case you guys want it (although it is very tl;dr.)

PERSONALITY:

If there's one thing and one thing only you'd notice about Nobunaga, it's her haughty and self-confident nature. In life, she believed her own ambition to be far greater than any other warlord at the time, and that it was what allowed her to get as far as she did (when in reality, it was more like a series of lucky breaks). Her dialogue reflects this in that she has a very forceful, almost rude manner of speaking, and she neglects to ask people things or make requests, instead often sounding like she's bossing others around.

"Yes, you have some merits of worth, and you’re actually a great retainer.
"As a reward, I shall prepare some tea. Moreover, I use will use the tsukumonasu with the bakouhan!
"Rejoice, for I have not valued a retainer this highly since the monkey, you know!"

It exhibits a great deal of carelessness with regard to how she treats people as well, and she was known for treating her subordinates in a very capricious manner. She was fond of Hideyoshi Toyotomi in life, but still referred to him as a monkey disparagingly. Her myroom dialogue in-game also indicates that she has no idea why Mitsuhide betrayed her at Honnouji, but dismisses it because she doesn't seem to care enough to think on it. Important to note is that her cruelty (she had soldiers he convinced to surrender peacefully executed, ignoring his objections) resulted in the assassination of his mother and general brutality turned him off of her over time. Something she still doesn't realize.

"Honnouji? Honnouji, indeed. Honestly, I have no clue why turned out that way.
"However, afterwards, the monkey came to power!
"Well, it wasn’t strange for the monkey to go as far as he did, but I’m quite satisfied!"

However, as a heroic spirit she is of a far more mellow attitude than how she was in life. While it might just be an indicator of lack of responsibility now (no longer being a warlord), no longer having to display brutality to keep others in line, her dialogue regarding Mitsuhide's betrayal does seem to show she doesn't care he put a sudden end to the years of work she put into her conquest. Whereas she was known for a poor temper at times in life (her sword gained it's name solely from her personally murdering a tea master who betrayed her) she takes things fairly lightly now, meaning when something bad happens, you realize sometimes it's out of your control and all you can do is work with what you have.

She has a great appreciation of new and unique things; in life, she simply collected western artifacts supplied to her by jesuit missionaries in exchange for her patronage in spreading christianity, but it's taken a step further in fate/ in that she will always choose new ways to do things, even if they seem strange, just for the sake of it. She has a distaste for traditionalism and older methods, even if they're tried and tested, and her profile states "she possesses a flexible way of thinking that loves new things and is not bound by conservatism and common sense." This is also reflected in the fact that when she obtained the holy grail, lacking a wish, she just turned it into a bomb for the sake of it; it's an attitude that can make her appear unpredictable to others. She also has a very strong fondness for people with talent and ambition; her retainers themselves were all capable people in their own right, which is why she regarded them so highly.

"I love those with talent. You too should never forget your devotion in serving me."

"What do I hate? Let's see, fools who are quick to give up are useless.
"Indeed! "You can do it if you try", I think that feeling is very important!"

Despite how haughty and silly she can appear to be however, it's important to note that if things call for it, she can be a very dangerous and brutally efficient person. Her abilities, which she lacked in life but now possesses as a heroic spirit, are even reflective of her cruelty; Mt.Hiei, in which she ordered her troops to slowly ascend the mountain and slaughter everyone they encountered (men, women and children), and the battle of Nagashino, where the constant resistance she faced when trying to conquer it resulted in her slowly conquering its perimeter and working inwards, and when everyone was trapped in their main fort, she had it burned, leading to the death of 20,000 people (many of which were innocent civilians).

This cruelty of hers may paint her as evil to others, but to Nobunaga, it's simply what she had to do. She doesn't display any regret for it, and generally speaking if she decides on doing something, no matter how brutal, she'll do it simply because she thinks it's required. By heart she isn't evil, nor is she particularly good either, instead being the type of person to take any action she deems necessary, regardless of how it influences how everyone around her feels about her. She won't allow the feelings of others get in the way of that, in part due to her ego - it can be difficult to dissuade her when her mind is made up, and even if it alienates her from former comrades she'll take action. That's just the kind of person she is.

Quotes from here and translated profile here.
Edited 2016-02-23 09:52 (UTC)
ateaist: pixiv id=74573578 (Default)

[personal profile] ateaist 2016-02-23 09:53 am (UTC)(link)
INVENTORY: Just her clothes! Her clothes are also made of magic much like she is, so technically she could alter their appearance to whatever she wanted, as a note.

ABILITIES:

As a heroic spirit, Nobunaga possesses abilities beyond the scope of human beings. She possesses very high stats all across the board, meaning she's superhumanly strong, agile and durable. However, it's important to note that a heroic spirit requires a master to supply them with magical energy, and without it not only are her physical attributes dampened greatly, she also would be cut off from using her abilities too much in order to conserve energy.

As an Archer class servant, she gains high ranking Magic Resistance giving her strong defense against magic in general. She also possesses Independent Action which allows her to operate independently of magic supplied to her via a master and stay around much longer than a servant normally would (as without one, typically, servants fade away if they exert themselves too much).

She possesses both Military Tactics and Charisma, the former of which is merely a representation of her tactical brilliance in life, making her a keen battle strategist. The latter is a passive ability that is a reflection of her ability to influence others through her personality, as despite everything, she does possess an unmistakable charm and authority that others might be more inclined to submit to. However, this isn't any kind of supernatural ability, and is simply charisma like you might find in anyone who's a good leader. She possesses B- rank, and anyone with B rank is said to be charismatic enough to lead an entire nation as its king.

Due to her ability Demon King, despite being human in life, Nobunaga has manifested as a true demonic spirit, meaning if anything is particularly harmful to demons it would probably affect her too, and anyone who can sense demons would recognize her as one.

Her main method of fighting involves her noble phantasm Three Thousand Worlds, which is simply a collection of three thousand flintlock rifles she can summon and dismiss at will. She uses them here, and can either wield them in her hands or summon them to move around her independently.

Her rifles are also affected by her Tenka Fubu skill, which grants her bonus damage against Gods and the supernatural. It's a scale however, and her weapons would do more damage against someone who is a full god vs someone who is only half. The supernatural element is also very broad, because it's defined as Mystery, meaning King Arthur would suffer penalties due to having associated with faeries and possessing the blood of a dragon, Jack the Ripper would due to her identity being a mystery, and Sasaki Koujirou (in her canon) never really existed, meaning she gains bonuses against him as well. In game I'm just going to discuss this with other players if it ever comes up and we'll work out how effective they are beforehand, because it's easier that way.

AND FINALLY Nobunaga possesses a reality marble called Demon King of the Sixth Heaven, which in itself is a small pocket dimension that manifests as the scene of Mt Hiei being burned and transports her and whoever she brings along there, temporarily. Its main function is to grant her further advantages against the supernaturally inclined, because anything in it possessing supernatural traits will feel the flames burn more intensely, to the point they "find it hard to continue existing" as if the world around them is denying them their existence. Conversely, a regular human would probably find it a little humid and uncomfortable, but it wouldn't even hurt them.

While this is a very powerful ability, reality marbles are the most difficult kind of ability for a heroic spirit to sustain. Without a master she'll be completely incapable of using it (as the strain would simply kill her) and even with one, it would be incredibly taxing to maintain for even a powerful magic user, and would drain their magical reserves severely. It would only be a last resort, because if her opponent survived her use of it, it's likely she'd be in a very weakened state and fairly easy to kill.

Also she makes hella tea and is fairly skilled at writing poetry.

MEMORY ALTERATION: She'll be convinced it's another mission she's been sent on much in the style of the game canon ones, although she will be a little confused about the other servants and her Master not being here, but will probably ignore that and keep on trucking.

SAMPLE:
My top level and two more!
Edited 2016-02-23 09:56 (UTC)
octoroom: (pic#10006766)

Fukami | Wadanohara and the Great Blue Sea | Reserved

[personal profile] octoroom 2016-02-23 02:53 pm (UTC)(link)
OOC INFORMATION
NAME: Beech
AGE: 24
PREFERRED CONTACT: [plurk.com profile] helms orrr PM [personal profile] beech
CHARACTERS IN GAME: N/A
octoroom: (pic#10006759)

[personal profile] octoroom 2016-02-23 02:54 pm (UTC)(link)
IC INFORMATION
NAME: Fukami
AGE: 100+ (canon has not been specific)
CANON: Wadanohara and the Great Blue Sea (the game, but I'll be supplementing it with info we get from the manga)
CANON POINT: Post true ending, before timeskip
CANON INFORMATION: Here is a relatively detailed walkthrough that summarises the game, this is a summary of the true ending, and this is Fukami’s page. The game and manga haven’t given any backstory to him yet, or how he became Wadanohara’s familiar…

PERSONALITY: Fukami is quiet. Stoic. Cold. He doesn’t have too much to say most of the time, not wasting breath with excessive commentary or chatting. Most of the time, he’s standing back and observing the situations going on. He doesn’t often show surprise or that he’s shaken by things that happen, even when the Sea of Death takes over his own.

One of the things that defines him, though, is his dedication to Wadanohara, his witch and his master, given that he’s her familiar. When it comes to her, his loyalty is fierce and unwavering. He doesn’t tolerate those who would harm her and he would do anything she asked of him—but, that doesn’t stop him from being stern with her either. He tells her when things are contrary to what she thinks which, well, Wadanohara is naïve and too kind and trusting, so someone like that isn’t bad to have around.

He’s the responsible one, as it were. When Memoca is doing something to tease Dolphi and takes it a bit too far, Fukami is the one to cut in alongside Wadanohara and stop it. They look to him for guidance and as their leader aside from Wadanohara herself. When Samekichi shows up in the beginning, Fukami doesn’t hesitate to, uh, bash him over the head with a rock with Memoca and Dolphi promptly following suit.

He obviously cares about the small group of people that he’s allowed himself to grow close to, in how he looks out for them. He throws himself in front of bunnies tossing spears at them to defend Memoca and Dolphi without hesitating. He then proceeds to rip the spears out of his own body and slash some bunnies in half, so that’s pretty hardcore. Violence seems to be nothing to him. If something is standing between him and the people he cares for—especially Wadanohara—he’ll go right through them if he has to.

Now, his care for those who are important to him doesn’t mean that he won’t offer up some deadpan snark if they’re doing something bad, though. Memoca (and most other sea creatures with their respective animals) gets sensitive when someone starts talking about eating birds in front of her, but at one point Fukami makes a comment about roast fowl, even though he definitely knows what he’s doing. He doesn’t smile much at all, so his humour (if you can call it that) manifests as completely dry. He has an eye for nonsense and often cuts in with his snark to end said nonsense before it gets out of hand.

He’s protective, despite how stoic and distant he can present himself. And he’s also full of torrid emotions that he finds difficult to hold himself back from. For example, he has an intense dislike for Samekichi that persists through most of the game and lingers even after they find out the truth. Not only because he had betrayed them all (in reality, he hadn’t), Wadanohara especially, but because he was jealous of him for having all of Wadanohara’s attention. He actually makes that he hates him really obvious. Every time Samekichi showed up, Fukami was visibly angry and he didn’t hesitate to threaten him. Samekichi tries threatening Wadanohara by telling her that he’ll eat her, and Fukami tells him that he’ll strangle him first. When the battle’s over, Fukami goes on to say that he’ll hurt him more, since Samekichi is being stubborn.

Despite these, ehm, violent tendencies, he’s the one who’s respected by the others, the one who often informs them about something they might not know. Therefore, he’s not the type you’d expect to steal someone’s keepsake out of a fit of jealousy. Not only once, but twice. Thankfully by the second time, he gets someone else to bring Wadanohara’s keepsake (an ocarina she received from Samekichi) back to her, realising that he shouldn’t have done what he did. Through the course of the game, he grows slowly out of (most of) his jealousy enough to be a support for Wadanohara. He’s the one who comforts her when Samekichi is gone, who tells her that what happened wasn’t her fault, and stands there to let her cry on him as long as she needs. That he’s the one that recognises the hurt in her and comes to comfort her and that he’s willing to set aside his own feelings in order to see her happy says a lot about his character.

He also did apologise to Samekichi when they all learned the truth about him, for not knowing what he had gone through in his efforts to try and prevent Sal (or Syake) from bringing back the Sea of Death. Now, that didn’t stop Fukami from giving Samekichi a whap, though. He’s not such a person (octopus) who can’t recognise his wrongs.

Because of his behaviour, it made it impossible for Wadanohara to notice his feelings about her. And Fukami’s like this most times, as mentioned. He’s not talkative, he doesn’t chat about himself, but he’s pretty quick to agitation when given the chance (ie, when Chlomaki or Tarako call him out on his actions or his jealousy). He shows that he doesn’t go and just speak his deep feelings clearly, no matter how long he’s been nursing them.

He can be intimidating—all you need to do is look at some of the faces that he makes or the fact that one of his attacks is just him glaring. Due the aloofness of his character, seeing him actually mad can be scary. He doesn’t hold back when it comes to fighting, either, and won’t forgive any person who goes after Wadanohara.

ABILITIES: He’s an octopus—he can change forms between the one he usually has and a small octopus one that he doesn’t usually use.

Out of all of Wadanohara’s familiars he’s the most physically powerful and, shown in the manga, he can just take a ton of spears to his body and rip them out without even batting an eye. Because he’s a sea creature, he can also swim, breathe and otherwise live perfectly fine underwater as well as above it. He can also talk underwater to other sea creatures. Also, all of the creatures in Wadanohara are long-lived. Only one of them is below 100 years old. While it’s totally possible to kill and injure them, it would probably take an incredibly long time for one of them to die from old age. Even in the ‘epilogue’ of the true end, it’s been some hundreds of years later and the characters haven’t aged too much.

Other than that, he looks after the others and his specialties include cooking and baking and also octopus punches. His senses also seem to be top-notch—he can feel Samekichi approaching them even before he actually shows up, recognising in a vague way that it’s him.

INVENTORY: His weapon (a hammer tho really he just uses his tentacles 99% of the time), some roast fowl

MEMORY ALTERATION: Fukami believes that he came here on behalf of Wadanohara—as she’s the Sea Witch, her role is to protect the sea from anything that might harm it. He believes that she had wanted to come to the planet in order to see that its sea had been doing well and nothing had been threatening it. Hearing of the efforts to make it inhabitable, she wanted to have a part, as someone connected to the sea. But, since she couldn’t leave the Blue Sea, Fukami offered to go in her stead.

SAMPLE: Here's one!
imsorey: (Default)

Sorey | Tales of Zestiria | Reserved

[personal profile] imsorey 2016-02-24 03:07 am (UTC)(link)
OOC INFORMATION
NAME: Ellie
AGE: Older than 18!
PREFERED CONTACT: Email (shoujofeelings at gmail dot com) or plurk [plurk.com profile] thelibrarian!
CHARACTERS IN GAME: N/A
imsorey: (This adventure is more than I)

[personal profile] imsorey 2016-02-24 03:15 am (UTC)(link)
IC INFORMATION
NAME: Sorey
AGE: 17
CANON: Tales of Zestiria
CANON POINT: Before the Camlann revelations and the bossfight at Lohgrin.
CANON INFORMATION: The Tales of Zestiria Wiki page!

PERSONALITY: As the pure-hearted protagonist of the Zestiria party, Sorey is cheerful, friendly, and eager to learn all that there is to know about the world he lives in. His outgoing personality suits his love of exploration, and he never passes up an opportunity to see a new sight or make a new friend. Sorey is also compassionate, kind, and selfless, although all of those qualities can get him into trouble just as much as they help him out when there are plenty of people who will take advantage of naive souls like him. Luckily his personality perfectly balances that of his best friend Mikleo, who is more reserved and looks before he leaps into situations. Sorey can throw his trust onto others because Mikleo is there to help guide him away from danger if needed, which happens more than he would care to admit. His lack of caution becomes a source of exasperation to all of the friends who travel with him, to the point that they more or less become his handlers to prevent him from doing anything too incredibly reckless when his duties as a Shepherd need to be fulfilled.

Because he grew up with Mikleo and the other seraphim in his village, Sorey's dream is for a world where humans and seraphim can live in harmony together. He is willing to become the Shepherd in order to achieve that goal, though he's also just someone who can't turn his back on people in need. He stubbornly tries his hardest to protect others from harm or worry, sometimes even to his own detriment. It takes his friends poking and prying before he lets them shoulder any burdens, whether they're physical or emotional. It's easy to overlook when he's pushing himself too hard because he hides it behind a smile, but friends like Mikleo can spot it and fuss at him until he relents. His honesty is another defining trait, so he's bad at lying his way out of situations or deflecting away from the issue. This usually means that his friends can catch on if there are any problems before it gets out of hand.

Though his cheer and optimism are true aspects of his personality, there are times when he’s forced to compartmentalize in order to keep his sunny disposition. When he discovers that his mother died in his birthplace and his friend Mikleo was sacrificed as a baby, he doesn’t let himself dwell on it. He mentally puts it aside because he and his friends are facing the huge threat that is the Lord of Calamity and need all of their focus on defeating him. He understands that there isn’t enough time to properly reflect on this huge revelation about his past, so he shelves his emotions to deal with them at another time. He doesn't let the thoughts eat away at him, either, because that's just another way that the Lord of Calamity can use to drag him into despair and win. But he can set those feelings aside because he wants to live in the present and focus on carving a way into a better future for everyone.

Sorey’s a bit of a dreamer, because his other stated dream is to go off and explore all of the ruins around the world. History and archaeology are his passion, and he'll comb through every book that he can get his hands on if left alone. He even has passages of his favorite book, the Celestial Record, completely memorized. He's always mindful of his duties as the Shepherd, but if there's no life-threatening danger he has no problem getting into huge nerd debates with Mikleo about what era a sculpture or relic comes from. Though not all of his friends share his passion for history, he is able to share his enthusiasm with them without feeling out of place and in turn he doesn't mind encouraging them to share their own passions.

Despite his serious mission as a Shepherd, Sorey is still a goofy teenager and it shows. He'll tease his friends, get excited over trying new food with Rose, fall for Lailah and Edna's jokes, and even get into ticklefights with Mikleo. Though they're traveling to save the world, he doesn't let that stop him from enjoying himself in the moment. He has the pure heart of a child and is able to fully embrace hope through all of the hardships they encounter. He won't give up on those who believe in him, and never gives up on himself even in the face of insurmountable odds.

ABILITIES: Sorey is a human being with resonance and sensitivity to malevolence, which means he can see seraphim and other elemental spirits or ghosts that wouldn't normally be visible to humans, and can sense spiritual impurity. He possesses a few sword skills called artes that help him when fighting in addition to simple generic sword fighting ability.

A lot of Sorey's abilities are dependent on the seraphim he's with; he can do something called armatization and combine with any of his seraphim to gain special elemental abilities. This only works for short periods of time and takes up quite a bit of energy. He can also work with his seraphim to tap into their elemental affinities. Currently the only seraph present is Mikleo, which means that if they work together they can achieve a short period of invisibility that fools both eyes and visual sensors if they're moving very slowly or not at all.

In general his cooking, mending, and and swimming skills are decent, he can locate useful herbs that can be used in food or medicine, and has a lot of knowledge on archaeological exploration (on land) and the preservation and analysis of artifacts.

INVENTORY: His ceremonial sword, the Celestial Record, and 5 healing gels (one from each concerned party member).

MEMORY ALTERATION: There isn't much memory alteration here! He'll remember searching some underground ruins for Iris Gems (stones that hold bits of the past), getting separated from the others in the party, hitting his head, and waking up in the base.

Mikleo's apper is aware of Sorey's memory alteration and that that they won't quite match up with one another!

SAMPLE: From the Test drive meme!
bluespearmanofthewind: (*proud*)

Lancer | Fate/Hollow Ataraxia | Reserved

[personal profile] bluespearmanofthewind 2016-02-24 09:27 am (UTC)(link)
OOC INFORMATION
NAME: Ritsu
AGE: Are you older than 18 Y
PREFERRED CONTACT: [plurk.com profile] ritsu07
CHARACTERS IN GAME: N/A
bluespearmanofthewind: (*grins*)

[personal profile] bluespearmanofthewind 2016-02-24 09:29 am (UTC)(link)
IC INFORMATION
NAME: Cu Chulainn (Lancer)
AGE: Unknown (Possibly late 20s or early 30s)
CANON: Fate/Hollow Ataraxia
CANON POINT: The Day Heaven's Feel Restarted
CANON INFORMATION: Wiki Link!

PERSONALITY:

Lancer can be described as a wind, flowing wherever and whenever he wants. He lives in an age where there are no clear laws to contain his actions and therefore shapes his free spirited nature. He hates it when he must abide to a certain order that does not follows his own ideals. This is shown when his master, Kirei, orders him to not fight with his true strength but instead just scouts and retreats. Being a God War at his time, he feels humiliated and thus keeps whining about Kirei's "cowardly" decision.

His true nature is revealed on Fate/Hollow Ataraxia as it depicts him being very independent by going out to fish often and even becoming a waiter. Other servants like Saber, Rider, Caster, close themselves at their own household and that makes Lancer the most sociable servants out of the 7. Shirou even states that Lancer is the only servant that can really adapt to his era. Saber supports this by showing her respect to Lancer as he can easily fish and mingle with everybody else and ends up calling him "virile" in both his inner and outer self. This flexibility of his also applies in battles, where he can easily adjust his priority. This is exemplified when he cunningly retreats from Archer just to eliminate Shirou, the eye witness of their battle and how he quickly retreats after he fails to demolish Saber with his Gae Bolg.

It is also important to mention that in Lancer's time with great power comes great womanizing. Since he is a God War himself, he is very adept at picking up women. Even the hardest lady like Himuro and Mitsuzuri have taken special interest in Lancer. However, due to his overextension at times, it doesn't really end well.

When it comes to challenges and battles, Lancer can drastically change. He loves to fight with all of his might, stating that it is one of the warrior's pride to fully extend his strength. However, he is not the type of a person who will start a fight unless he himself is challenged. During battles however, he will usually provoke his enemies with words and can be harsh at times. Nevertheless, Lancer always says what's on his mind without giving it a second thought.

Lancer can be seen as a fierce warrior outside, but he is actually a gentle person inside. He even offers Shirou his aid to rescue Rin even when their pact has ended. He also kills his own master after being ordered to commit suicide just to protect Rin from harm. Moreover in Fate route he also betrays his master and protects both Shirou and Saber from Gilgamesh just because he thinks that is the correct action to do. He does have genuine desire to help and his principles are usually taking on the right path. This attitude of his even makes Shirou looks up to him.

His past also plays a major role in shaping his personal self. He uses his Gae Bolg to take the life of 2 most important person in his life, namely his best friend and his own son. He has also been betrayed constantly in his life and that leads to his early death. His life has been a constant failure and deprived with sadness. However, Lancer is not a guy who "regrets" the choices he made in his past life and he is the kind of guy who will rather not repeat the same mistake rather than dwelling in the past. That harsh life of his makes him a very strong person mentally and he is not a guy who will get depressed easily by some random events.

With his friends, Lancer is extremely outgoing and carefree. He does not take things seriously unless others challenge him. That is why his friends are quite comfortable around him as he is quite a funny person as well. He cares deeply for some of his friends and will do anything he can to help them out (like Rin.)

With strangers, Lancer is very quick to adapt and even look “western” style way to approach new acquaintances. He will say whatever pickup lines he has on his mind to attract strangers and will ask them to hang out if he has taken special interest in them. Therefore strangers? No problem to Lancer.

With his enemies, he can drastically changes. Unless challenged, Lancer does not want to participate in any battle in which he states in Fate/Hollow Ataraxia to Shirou. But he will take a challenge head on if he feels his opponents might want to pick a fight with him. He will show no mercy to his opponent, fighting them with his full strength.

All in all, Lancer's way of life can be best described like a cat. Unbound and unchained with anything, he will gladly do something as he sees fit. He does not have any desires or objective at the moment, as he only wants to live his life to the absolute fullest.


ABILITIES:

Gae Bolg: Lancer wields the famous cursed spear “Gae Bolg” in which that spear will inflict wounds that is unhealable as long as the spear remains in this world. With this spear Lancer has 2 noble phantasms, the first one is to reverse causality and strikes to the heart and the second one that unleashes the full potential of the spear by throwing it with overwhelming power. Archer said that Gae Bolg is even stronger than the original Gungnir.

Expert Monster Exterminator: Lancer is an expert monster slayer due to his abilities that is why he will have an advantage over monster alignment type opponents. Which means in this game he will likely overpower any creatures he meets.

Survivability: This is one of the most imporant ability he has especially on this game. Lancer, out of the other 6 servants, has the highest survivability skills. This is due to his past life environment as a free warrior who keeps travelling and fighting. This means swimming, building, cooking, and any basic survival skills, Lancer excels at it.

Combat: Lancer is said to be extremely powerful at combat. Due to his “Divinity” as a demigod, he gains various talents and supernatural abilities that separate him from ordinary people. This includes inhuman strength and speed as well as intensity. Therefore if he fight with his full strength a mere human cannot possibly match his speed and strength and even Archer stated there is only 1 spearman that can be this strong. Due to his “Protection from Arrows” he can easily repels any projectiles thrown at him as long as it is not a noble phantasm.

Runes: Lancer is also said to be qualified into Caster class because he has learned 18 Runes magic in his past life. He can use this runes to help him in combat, whatever it is setting fire, blocking noble phantasms, setting boundary field and even upgrade his noble phantasm to an A class.

Battle Continuation: Due to his fame of being numerously disadvantaged at battles, Lancer is one of the hardest servant to kill. He has impregnable defense and tenacity. He can even fight even though he has been inflicted with fatal wounds.

INVENTORY:

-Gae Bolg: He is coming with his signature weapon that actually makes him Lancer.

-Runes: He will also bringing his supportive runes to assist him.

MEMORY ALTERATION:

Lancer heavily believes that coming to this "area" is due to the corrupted Grail that is also responsible for re-creating the war. The Grail itself might just relocates him somewhere else and he will foresee another purpose here.

SAMPLE:

I hope this post will portray him interacting with different characters!
Edited 2016-02-24 09:41 (UTC)
leftinme: ("...")

Brett Graves | LiEat | Reserved

[personal profile] leftinme 2016-02-25 01:08 am (UTC)(link)
OOC INFORMATION
NAME: January
AGE: 22
PREFERED CONTACT: [plurk.com profile] snowesque
CHARACTERS IN GAME: N/A
leftinme: ("i'll do all i can to assist you.")

[personal profile] leftinme 2016-02-25 01:16 am (UTC)(link)
IC INFORMATION
NAME: Brett Graves
AGE: 17 (chronologically and physically, though due to the wonky way dragons age, this doesn't necessarily reflect his mental age; that said, it's probably somewhere around that)
CANON: LiEat
CANON POINT: Post-LiEat III, True End
CANON INFORMATION:

Brett is a loser who doesn't even get a wiki page despite being a recurring character, so:

In the world Brett hails from, there are two main species, one of which is "humans", covering essentially every humanoid/anthropomorphic being under the sun save for one: dragons, the other of the two main species. The primary difference between them is that dragons possess abnormal powers, born from eggs that appear before a human with a strong wish. In short, dragons are born for humans, with their abilities mimicking such, and whichever human they appear before is their "master".

Unfortunately, the wish that causes their existence does not always have to be a kind one. Once upon a time, there was a member of a gang involved in slave trade. Out of a desire for a tool to assist him in his work, such as recon or kidnapping, he inadvertently brought to life a dragon egg. However, the dragon that was born from this egg, while oblivious to his exact situation, was aware enough from birth as dragons tend to be that he intuitively knew he should not use his ability. He wanted no part in his master's work, and so stayed silent about his powers.

For his lack of cooperation, he was tortured repeatedly over the next couple of years. In secret, he honed his ability, plotting the downfall of his master and all those around him. When he was about seven, he finally put his plan in action, slaughtering several of them. At the end of the massacre, a stranger approached him: the first other dragon he'd met in his life. Though the boy tried to kill him too, having never known anyone who wouldn't hurt him, the other dragon took the attacks—being immortal—and, when all was said and done, took the boy's hand. The boy was touched by his kindness, ultimately choosing to go with him.

And so he was given a name: Brett Graves. While it would take a while for Brett to truly warm up to others, he did in time. Eventually, he became the vice-captain of the police force, serving under Neil, the dragon who'd taken him in, and dedicating his life to preserving the peace (in particular, investigating/preventing murders) and helping other dragons.

PERSONALITY:

First and foremost, Brett's most obvious quality is that he does not like humans. His reactions to them—or at least the one that he's forced to interact with in the games—tend to range from either the silent treatment to openly hostile. Though he can presumably be civil to some degree, seeing as how there are humans among the police force, it's clear that Brett has no intention of playing nice if he feels even remotely provoked. He can't bring himself to trust humans and, consciously or not, he looks for things that affirm his bias against them.

This can be seen in his view towards Teo, the aforementioned human and the master of a young dragon named Efina: Brett has numerous criticisms to say about him, but really, a fair number of them are false or based off of incidents that are harmless in reality. Brett simply automatically assumes the worst (e.g. upon meeting Efina for the first time by Teo's side, he immediately thought Teo had kidnapped her). Furthermore, compared to Neil's more pacifistic stance on dealing with criminals, Brett is of the opinion that the police should just kill them and be done with it. Dislike is apparently not a particularly uncommon sentiment of dragons towards humans, but when his primary coworkers hold no ill will, Brett stands out for his hostility.

(Though he can hold it back if need be. In spite of his bluster, he will thank a human if it's warranted... even if he's quick to go back to being angry the moment they annoy him again.)

It's not a surprise, given his backstory. His earliest memories, including nearly half of his life, had him surrounded only by corruption and depravity. Until he met Neil, a fellow dragon, he had no idea what it was like to be treated with kindness, and so it's not difficult to understand why he associates humans with cruelty. Time may heal all wounds, and Brett is mentioned to believe in looking towards the future, but it's clear that he has yet to fully recover as he can still vividly recall being tortured and treated like a freak show. Weapons like whips still trigger him, even though he knows he's stronger now and they pose no real threat to him anymore. His cynicism, similarly, is a scar from those days: Brett implies that he knows that hating humans isn't the healthiest way to live, and that it may be better if he can one day move past that.

When it comes to his fellow dragons, though? Brett is a much kinder person. That's not to say that he isn't a little grumpy and straight-laced, if not somewhat moody and sarcastic at times (e.g. commenting in a journal about how "my life is just that gloomy and stagnant"), and he admits that from back when he was still heavily withdrawn, he was poor at showing his emotions, which still seems to be true to a degree. Compared to the easygoing Neil and energetic Iris, his coworkers, Brett comes across as somewhat stiff and less prone to smiling. Still, there's no denying his love for his own species now that he's learned to be comfortable around people. He practically idolizes Neil, is mentioned by Iris to be incredibly kind around the children dragons, and indeed shows a level of protectiveness and gentleness around the young Efina that might be surprising, considering his abrasive nature towards humans. The Brett who threatens to tear Teo limb from limb is a rather different person than the one who teaches Efina how to read and gives her candy as a reward, after all.

He's also shown to be sentimental, wearing accessories gifted to him by the children as good luck charms and having gained an appreciation for stargazing; hard-working with his bio noting that he's the type to always to be on the ball while on the job; obedient as despite their differences in opinion, he always follows Neil's orders; and humble as, again, he tends to be deferent towards Neil and initially tried to reject the position of vice-captain, believing he wouldn't be able to live up to it, as well as feeling like his life isn't worth recounting in Neil's new dragon biography-journal-thing.

On that note, even Brett isn't immune from being a little... odd. For starters, he does things like swear randomly even while otherwise speaking humbly, which Neil suspects was his master's influence. His reasons for growing out his hair (along the lines of "warrior's pride") don't make much sense when you think about it, as noted by Iris, and on the logic that he's used to it, he frequently uses his powers to transport from one place to another—which wouldn't be so bad if it didn't regularly freak out the children since he just pops out of nowhere amidst shadows, causing him to be viewed as something from a horror movie. Good job, Brett.

ABILITIES:

As a shadow dragon, this means numerous things for Brett:

    • He can go for a long time without food or drink.

    • He can intuitively tell when someone before him is a dragon, albeit not always perfectly.

    • He can fly, due to being able to manifest wings. While unconfirmed/never explicitly said, some art implies that he can bring out claws as well.

    • He has enhanced physical capabilities, being stronger than humans and capable of enduring more.

    • Furthermore, he has enhanced senses (e.g. attuned smell, can see even with cloth covering his eyes/in the dark, etc.).

    • Then, specifically, his powers:
      ◦ He can manipulate shadows. He always has his ability activated, as a shadowy mist that swirls around him, also forming his wings and horns. This mist can grasp and move any object he's capable of physically holding. Furthermore, he can phase through walls, the floor, and the like and can do the same with other people. Dragging people into the ground to bury them alive is a favoured combat move of his.

      ◦ That said, it tires him out if he overuses it. It's fine if he always has his mist out, which he does, but enough of a factor that while Brett doesn't display any obvious fatigue, Neil is concerned over him constantly using it for mundane purposes (e.g. moving around lodgings).

On a non-supernatural note, he knows how to use various weapons, including blades and guns, and is a quick reader.

INVENTORY: Just his police uniform, a black hair tie that sparkles in the light, and various other non-described accessories he's received as gifts.

MEMORY ALTERATION: He and Neil were travelling to their next investigation via flying when a storm suddenly came in and knocked him out of the sky. He fell into the ocean, lost consciousness but was uninjured because dragon endurance is handy sometimes, and then woke up here.

SAMPLE: 1 | 2 | 3 | 4
tentaculled: (tentacheese)

Korosensei / Assassination Classroom / reserved

[personal profile] tentaculled 2016-02-25 04:58 am (UTC)(link)

OOC INFORMATION
NAME: Sib
AGE: 23
PREFERRED CONTACT: [personal profile] siberia
CHARACTERS IN GAME: N/A
tentaculled: (tentacrush)

[personal profile] tentaculled 2016-02-25 04:58 am (UTC)(link)
IC INFORMATION
NAME: He goes by "Korosensei." In the past, he was known as "Death" or "The Grim Reaper." His real name is unknown; it's possible he doesn't have one, considering his background.
AGE: His exact age is unknown, but he's probably in his mid-to-late 20s.
CANON: Assassination Classroom
CANON POINT: Chapter 162.
CANON INFORMATION: his wiki page is fairly detailed!

PERSONALITY: The fearsome monster that threatens the existence of the very planet - or so he'd like people to think. For being so powerful and so evidently bent on destruction, Korosensei certainly doesn't come off as a villain. Goofy, but a dedicated and attentive teacher, he's described by the one person who was closest to him as having "a gentle smile not just for business, but because he is a gentle person himself." Her description turned out to be spot-on. In spite of his checkered past, his personal suffering, and his immense power, he's a man who prizes gentleness and mercy above all else - though that wasn't always the case.

As can probably be deduced from the semi-permanent grin on his face, he is, for the most part, a cheerful and good-natured tentacle monster. Though his expression may not change much, he wears his emotions on his sleeve, and has big reactions to even the little things. He's sensitive and cries at corny movies; he's petty and will get defensive over silly insults. When he gets embarrassed, he gets really flustered. He's clumsy. For a monster and a master assassin, he's actually shockingly normal in many ways, and oddly easy to get along with.

He has the sort of laid-back attitude that comes from a great deal of self-confidence. Korosenei is perfectly aware of how smart and strong he is, and that he tends to be good at most things he does. Occasionally, this does spill over into arrogance - he underestimates both his students and other assassins' abilities several times due to assuming his own superiority - but for the most part, it merely lends itself to solid conviction. Korosensei rarely doubts himself, and he exudes a sense of reliability.

When he was still an assassin, he used that reliability to his full advantage - people's innate tendency to trust him would lead to their demise. In fact, that was the exact reason he cultivated his charming attitude. Sensei grew up in an extremely harsh environment, where he was forced to learn that death was the only thing in the world that he could rely on. Clinging to the one single truth that he could believe in, he shaped his life around death, making it his craft. His strength, both mental and physical, were honed as weapons for murder, and he suppressed his emotions. His brutal lifestyle, filled with death, hardship and betrayal, caused him to grow a strong sense of disdain for the rest of the world. It wasn't until he met Yukimura Aguri that he learned anything of compassion, and it wasn't until he was forcibly fitted with tentacles that he became more able to express his emotions.

However, those lessons he learned stuck with him; after Aguri's death, he realized that if he'd trained himself to use his strength for helping instead of hurting, he may have saved her. As things stand now, despite his whimsical exterior, Korosensei is a man in a strange state of repentance. He knows his own death is approaching - that certainty he's always relied upon. All that drives him forward is his loyalty to Aguri, and his determination to fulfill the promise he made to her: to take care of Class 3-E's students in her stead as a wonderful teacher. He no longer wants to be a killer; he wants to be someone who helps those who need help, who protects those in needs of protection, and guides the lost.

"The tentacles asked him, "What do you want to be?"
He answered...
"I want to be weak.""


All the students of 3-E are the lowest-scoring, delinquent, or otherwise misfit students that are lost in their lives; Korosensei devotes himself entirely to leading them along a path of light rather than darkness. In a sense, he's trying to make up for the life he's led up until now - by teaching Aguri's students, in her stead, to take advantage of their strengths for good and kindness rather than for wickedness.

And although he's a novice teacher - he had an apprentice as an assassin, and that's it - he proves himself to be an extremely skilled one. Inspired by the kindness Aguri had showed to him, he is exceedingly attentive and caring to those around him. Korosensei connects with every student he has individually in order to learn how to teach them best. In spite of his great strength, he treats all his students as equals, and truly believes in their own potential, despite how they're treated by the rest of the school. And his methods are so successful that he catapults all of them to higher grades and healthier lives. He's described as "the best teacher we could ask for" and the like several times; over time, he's earned all of their respect, though he started off as nothing more than their target. Though he started as one of the most fearsome men on the planet, it's easy to say that he's now become one of the gentlest, and is a great friend to those who know him.

The fact that he stays on the Earth despite the fact that his body is destined to explode and destroy it in a year, and that he paints himself as planning to blow it up, as if it's purposeful, may seem to suggest that he still holds some resentment towards the world and how it treated him - and, indeed, there may still be a small part of him that does. But his remaining on Earth is largely a reflection of his great stubbornness - and his dedication. He promised to watch after Class 3-E, and he intends to see them all the way through graduation, no matter what. And at this point, if they're not the ones who kill him, then it will be a failure to educate them on his part. It is an assassination classroom, after all - if they can't kill their target, then they won't have learned.


ABILITIES: Considering that the basic plot of his canon is "kids trying to kill their unkillable teacher," one can guess that the said unkillable teacher has a lot of tricks up his sleeve. His current form was achieved by experimental testing that involved implanting antimatter into human cells. This created the so-called "tentacle" cells, which feed off the host body and react to its emotions. While this grants the user some control over the tentacles, they're also highly painful parasites that will try to take over the body. As is obvious by looking at him, Korosensei's tentacles have already taken over his body.

Due to those tentacles, he's capable of some insane feats. In fact, he's almost omnipotent. His biggest claim to fame is his super speed - Korosensei can reach mach 20 almost instantly, and has the reflexes to match. He has multiple tentacles, and is capable of producing more from his body and regrowing ones that he's lost within seconds; these tentacles are highly flexible and elastic. His body is immune to damage from traditional weapons, like bullets or knives, and only special materials and wavelengths of light can hurt him. Additionally, he's noted for his very sharp sense of smell, changes colors on a whim, can shed his skin once a month, and retreat into a small, impenetrable-but-immobile orb form for 24 hours if he's really backed into a corner.

His abilities are highly reliant on his emotional state, and he becomes weaker when he's distressed, as the tentacles connect to how he's feeling.

For the sake of my own sanity and not godmoding, I'm going to be nerfing his speed so that he can no longer go game-breakingly fast. This is the main skill that makes him impossible to injure or kill, which I'd rather not deal with LMAO.

INVENTORY: Nothing!

MEMORY ALTERATION: Korosensei will be under the impression that he (and his students) were volunteered for this exclusive high-tech field trip, undoubtedly as a ploy to put him in position to be murdered - but since the kids seemed so earnest and excited about it, he couldn't resist! As usual. He will be concerned when his students aren't there upon waking up, and it'll end up being an incentive for him to get his hydrophobic ass into the water to explore.

SAMPLE: TDM threads!
Edited 2016-02-25 05:04 (UTC)

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