bastionmods: (Default)
bastionmods ([personal profile] bastionmods) wrote2013-04-04 06:09 pm

Application


Before you app
Applications are always open, but are processed every other Saturday. You can apply for any character from any canon as an OU or AU. You can also apply for an OCs. Be sure to copy the correct form below when you go to write your app.

Currently there can be only one version of each character within the Bastion. That character can be either OU or AU. This is subject to change at a later date.

The character limit is currently three. You can app up to two characters from the same canon, so long as the characters do not interact in canon and would not interact within the game. Exceptions to this rule will be allowed for special cases, so if you think you have a possible exception please contact a mod about it.

If you would like to app a fourth character, you must have passed the previous two ACs in order to do so. If you did not pass the previous two ACs, then we will reject your application.

Apps will be read in the order they are posted. If two people app the same character, we will make a decision on the first application before reading the second. The only exception to this rule is in the case of a reserve, where we will read the app from whoever has the reserve first. There are no app challenges.

Please read the rules, FAQ, and setting pages before applying. Also be sure to check the reserves page and taken page.

Please finish your app before posting. Once you are finished, post your application here. If you need more than one comment to post it, then respond to your first comment to finish your application.

If your application is accepted, be sure to read all the information and follow all of the steps in the acceptance post. If we ask you for revisions, you will have 72 hours to post those revisions. If you are rejected, you must wait two weeks before applying again.

As a note, OCs will be held to high standards. Do not skimp on details in any section of the application if you are planning to app an OC.

Application: OU


Player name: whatever name you want to go by OOCly
Age: 17 and up please!
Contact: A personal journal, a plurk name, an email, whatever. We just need some way to contact you.
Other characters: Please list all the characters you currently play.

Character name:
Series: If there is more than one version of canon, please specify which one you will be playing from.
Canon point: Please keep in mind that there is no way to canon-update your character when you choose a canon point to take them from.
Summary: Sum up the character's history and personality. This doesn't have to be long, a few paragraphs should be fine.
Powers: If your character has canon powers, please describe them and how they will be changing to fit within the setting. More information on powers can be found here.
Entry: How will your character be entering the game? They can either find their way to the Bastion on their own, or they can be found on the Skyway by someone else. This is not a sample! This is to tell us if your character will need to be rescued from the Skyway, so we can arrange that. Don't put the day of entry in your app, we will do that for you.



Application: AU
Player name: whatever name you want to go by OOCly
Age: 18 and up please!
Contact: A personal journal, a plurk name, an email, whatever. We just need some way to contact you.
Other characters: Please list all the characters you currently play.

Character name:
Series: If there is more than one version of canon, please specify which one you will be playing from.
AU info: Please describe how the AU differs from canon
Summary: Sum up the character's history and personality. Be sure to include how the AU has affected the character you are apping.
Powers: If your character has canon powers, please describe them and how they will be changing to fit within the setting. More information on powers can be found here.
Entry: How will your character be entering the game? They can either find their way to the Bastion on their own, or they can be found on the Skyway by someone else. This is not a sample! This is to tell us if your character will need to be rescued from the Skyway, so we can arrange that. Don't put the day of entry in your app, we will do that for you.



Application: OC
Player name: whatever name you want to go by OOCly
Age: 18 and up please!
Contact: A personal journal, a plurk name, an email, whatever. We just need some way to contact you.
Other characters: Please list all the characters you currently play.

Character name:
OC info: Please describe the world the OC is from. This section should be a couple paragraphs long at a minimum.
Summary: Describe the character's history and personality. Both should be covered in this section, but more attention should be paid to personality.
Powers: If your character has canon powers, please describe them and how they will be changing to fit within the setting. More information on powers can be found here.
Entry: How will your character be entering the game? They can either find their way to the Bastion on their own, or they can be found on the Skyway by someone else. This is not a sample! This is to tell us if your character will need to be rescued from the Skyway, so we can arrange that. Don't put the day of entry in your app, we will do that for you.



profile codes
ocarinas: (steiner's life is hard)

Zelda | The Legend of Zelda: Twilight Princess | OU

[personal profile] ocarinas 2013-11-24 10:11 am (UTC)(link)

The Kid | Bastion | OU

[personal profile] caelamitykid 2013-11-27 02:54 am (UTC)(link)
fuckthemancers: (I set my sail)

Zulf // Bastion // Reserved

[personal profile] fuckthemancers 2013-12-08 12:35 am (UTC)(link)
followsthevoice: (Default)

The Kid // Bastion// Reserved // AU

[personal profile] followsthevoice 2013-12-28 08:18 am (UTC)(link)

Player name: Zac
Age: 24
Contact: [plurk.com profile] Zacadia
Other characters: Ippo Makunouchi

Character name: The Kid
Series: The Bastion
AU info: After the Restore ending, the Bastion's four residents, memories intact, find each other and attempt to stop the Calamity from ever happening, and fail completely. This gets expanded on in the summary!

Summary:
Pre-game History
Bastion Plot Summary:
And so things stood—the Kid had two choices: to take the Bastion and everyone on it far away and leave behind the remnants of the apocalypse, or to turn back the clock and perhaps stop it from ever having happened. The Kid had listened to both sides of the story; he had heard both Rucks and Zia give their arguments and each of them had their merits, but in the end, the allure of being able to save people from this ever happening proved too big a temptation for him to ignore. So much death, so many people just carelessly wiped out of existence for no real reason; if he had a chance to make that right...why wouldn't he at least try?

He apologized to Zia, and gave Rucks a nod before he pushed the reset button on the whole Calamity.

The experience was a bit jarring though; he awoke in his bed roll, memories intact and his heart beating like a drum. He remembered Rucks' promise to come find him so they could all set things right, and so The Kid waited; for two weeks he remained in the same location and waited for his old friend to finally show up...but he never did, so he set out looking. High and low The Kid searched for his friends...but he couldn't find any of them, and as the days went by, his grip on those memories became more and more tenuous until finally he had nothing left to hold on to them for and discarded them as nothing more than a Swampweed induced nightmare; with that, he did the only thing he knew how to do, he went back to work.

Work was as it always was, long, hard, and laborious; but it gave him a sense of pride as always and it took his mind off the nightmares of that ravaged world that still plagued his dreams. Unfortunately for The Kid, his nightmares were the real deal, and he would get a first row seat to the end of the world once again. It didn't happen on the same day, nor in the same spot, but The Kid was in the Wilds once more when he felt the ground shake beneath his feet and the bottom of his stomach drop out from underneath him as the ground gave way right back into his worst nightmare.

When he finally woke up once more, he found himself there with his world all twisted once again; a kid left stranded on a rock in the sky. It took him a few minutes...about 15 to be exact of yelling, cursing, and generally raging around before he was able to collect himself; he had wanted so badly for everything to have just been the nightmares he made them into, but that wasn't what reality was...Kid or not, he was back in the fray of things...at least this time he had a playbook in his head for what was going to happen, and that was more than he'd been given last time. Maybe the Gods were in a funny mood that day, because when he stumbled across his Lifelong Friend in the middle of the road...he found his favorite Army Carbine waiting right along next to it; like it had just been there waiting for him to get back.

With his weapons in tow, a plan in his head, and his resolve steeled once more, The Kid took one last deep breath before heading out to where he needed to go; the only place that was left to go. The Basiton.

Personality:
The Kid is as strong and resilient as they come, standing as hard and strong as The Rippling Walls in their hayday with just as much a sense of duty to protect the people around him; that being something that he will go through hell and high water to accomplilsh. His past tends to lean him more towards being silent and withdrawn from others, but to those who have the patience to work past his cold exterior will find that he clings quite close to the few people he feels that he can trust; his loneliness in life having taught him in spades the value of having even only one person who he can open up to and speak candidly with.

Due to his general mistreatment by others due to his fairer features and his snow white hair, he definitely has issues opening up and trusting anyone beyond what's required of a situation; but he tends not to focus on his past, or rather he forces himself into doing other things so he can simply forget to the point of physical exhaustion.

It is true that he is extraordinarily strong and has a level of endurance that might impress even Pyth; a prime example would be The Kid's trip to and through Urzendra Gate, where after waking up to almost having his throat cut, chose to spend the rest of his 3 days awake and fighting almost non-stop. However, The Kid is still just a kid and his stamina has its limits, impressive though they might be; when he finally does succumb to exhaustion, he tends to fall into uneasy sleeps where he tosses and turns and speaks, leaving him rather unrested after it all though his body gets back what it needs to keep up his toils. If one looks closely at his face, they'd notice his eyes seem more sunken in than most Caelondians due to the dark circles that have managed to form underneath them. Despite having dropped out of School at an early age due to a mixture of complications, The Kid is an incredibly quick learner; seemingly able to pick up practical skills such as smithing, weapon modification, and special techniques from scrolls in what seems like no time at all, proving that behind his simple vocabulary lies a very sharp mind. As well, his ability to make up plans and survive off of just what he has on hand is also a good example of his keen intellect and situational awareness; this is most likely what drew the Marshals to employ him when it came to scouting instead of relying on Brushers or Breakers.

When it comes to his general personality though, The Kid is exactly what he appears to be. He is honest to a fault. He is brash and reckless, preferring to deal with problems head on rather than be roundabout with them. He is despite all of his ferocity kind and compassionate, shown in his rescuing of baby creatures who's ilk actively tried to kill him, his wrath only extending to those who wish to do him or his friends harm. He is intently curious about things and how they work; constantly asking Rucks about various baubles he finds out on the Skyway or pulling apart his weaponry to see what makes them tick. Above all though, he is a Mason, a protector who's tenacity in making sure the people around him are safe is rivaled only by the force with which he swings his Cael Hammer.

Powers:
Stunning Wallop - A crushing attack that stuns any foe unlucky enough to get in the way.
Trigger Blitz - A fast, decisive shot aimed at the target's vitals.

Entry: Once again The Kid'll find himself walking through the Wharf District towards the Bastion...just like old times.
Edited 2013-12-28 08:27 (UTC)
chimeraqueen: (Default)

Maledysaunte | OC

[personal profile] chimeraqueen 2013-12-29 05:54 am (UTC)(link)


Player name: Rinjii
Age: 30
Contact: Plurk: MissRinjii
Other characters: Seimei

Character name: Maledysaunte aka Azhi Dahaki, Vasuki, "She For Whom The Earth Trembles", Lady Lockclaw, "The Sleeping One"

OC info: Maledy hails from a world of powerful magic, knights noble and ignoble alike, piracy, adventure and fantasy.
Wars are constant and territories are ever in flux in The World, a place with no name but that. Countries are described by the names of villages that the smallfolk settle, such as Sarsbury, Arnot and Coast Town or the races that control the area, such as Elf country or Orc country.
The most powerful people are those with the will and knowledge to control the ebb and flow of magic, drawing on the leylines throughout the enchanted realms and manipulating the energies around them, for good or ill. Wars are often fought by vast armies of soldiers, with a single spellcaster at the center of it all, eager to control more land or fight over a powerful artifact.
The clever ones bide their time in isolated fortresses and towers, gathering more knowledge and creating loyal armies out of monsters and constructs instead of men and mercenaries.
Here and there, nations have begun to rise up lead by councils with mages and knights and kings all working together trying to make a civilized world. Rumors have arisen that a new power, called science, is being studied and may be even greater than that of magic. What's more, it can even be used by folk with no magical talent at all.
It is a fantastic world of magic on the cusp of great change, where science is beginning to compete with sorcery.

Summary:

History: Born of an unholy union between a vile sorceress and an ensorcelled basilisk, Maledy has never had an easy life. Where her mother had expected a powerful beast to be born that she could command, she was instead given a rebellious, spiteful child who was largely immune to most magical forms of control and worse still, had an uncanny knack for trouble. In her youth, Maledy was almost petite, if such a thing could be side about a massive, half-reptilian creature. Built more like a slender gecko back then, she was prone to climbing walls, scaling her mother's tower and traveling too close to human villages, where she would watch knights joust and soldiers do combat. Before long she herself was inspired to take up arms and learn the arts of war.

Since her mother had forbidden it, still believing she could somehow shape the girl to her will, Maledy took it upon herself to find an instructor. It was no easy task. Often attacked on sight or chased off with torches and pitchforks, the young girl soon came to understand just what sort of abomination the world saw her as. Distraught and puzzling over what it would mean for her future, it finally came to tears. While alone in the woods and sobbing, she was chanced upon by a handful of robbers who set immediately to attacking her, intent on her death and the rewards they could reap either from the goods she carried or turning over the corpse of a monster to the nearest village. While the young Maledy was possessed of a partial paralyzation ability, it lasted only a few moments, and was avoided easily enough. Her death was upon her in her folly.

It so happened that a veteran knight of the last war had chosen to house himself nearby and heard the screams of a young woman. Rushing to aid from his solitude in a tiny cottage, he was upon the brigands in a thrice, dispatching them with a graceful dance of blades that instantly entranced the girl. Here, here was the sort of person she needed!

When at last the men were dead and the girl safe, the knight sheathed his blade and turned to Maledy. He was handsome, if older than she by many years, with thick, wavy hair the color of chestnuts and a generous mouth that bore a constant smile with which he later often dazzled the child. What struck her, and was the most important element of their friendship, was a thick, cruel scar across his face that had clearly robbed him of sight.

Maledy had never met a blind person before, though she understood the concept. Keeping her distance as the knight paced the area and checked the fallen men, she watched him and thought, mind running like wildfire before he drew her attention.

"Are you wounded?" he asked, moving towards her.

"No," she replied, shifting to back away and prompting him to pause.

"You are a girl child, yes?" the knight ventured, brows furrowing, a hand resting on the hilt of his sword in a relaxed posture.

"Yes..." she replied, voice low, meek out of fear. He had killed all those men. He could easily kill her, given then desire to do so, and her paralyzation wouldn't work at all on the blind.

"What are you doing out here? Don't you know how dangerous these woods are?" the man demanded of her, gesturing impatiently with his free hand.

"I was...I was..."

"What? You were what?"

"Trying to find someone that could teach me to protect myself," Maledy finally answered.

The knight fell silent, his expression surprised, then thoughtful as he turned his face away. Eventually he shrugged and waved with his hand.

"You'll find no one like that out here. Just forgotten, broken playthings of greater men. You should run along home child. Ask your father to teach you."

"I have no father."

"Then ask your mother."

"She hates me."

"I doubt that."

"She thinks I'm ugly. And stupid. I won't do what she wants."

"A disobedient child? You should listen to your parents, always. Go home, girl," the man grunted, turning to leave for his home.

"She wants me to do bad things," Maledy replied, giving the knight pause. He sighed deeply, turning on his heel and raising his chin, frustrated by his own reluctance to let it go and leave, regardless of curiosity.

"What sort of bad things?"

"Eat people, mostly."

"I beg your pardon?" he choked, shaking his head with a laugh. "Child, you should not lie about such things."

"I don't. She wants me to eat people she doesn't like. And learn from her silly books. She wanted me to be more like my father, but she can't make me listen. She tries. She whispers in my head sometimes, but I just ignore her. So she beats me, and I run away. But then no one else likes me either. They think because my mother is wicked, I must be too. And I'm ugly, so I can't make them like me by being pretty."

The knight clucked his tongue softly and raised a hand, rubbing the back of his neck. What, he wondered, had he stepped into? Then a thought occurred to him, raising his face to Maledy, expression cool, unreadable.

"You're that witch's girl, aren't you. The one in the tower East of here, that's always causing storms and killing anyone what comes her way?"

"Yes, sir."

"I never heard she had children."

"You wouldn't. She doesn't have children, she has pets. That's all she thinks of anyone as...pets. Things. Not people."

"You've got a bit of wisdom for someone whelped and raised by that bitch," the knight grunted, then coughed softly. "Pardon the language."

Maledy giggled and shook her head. "No, you're probably right. She kind of is, you know. A bitch."

They shared a soft, nervous chuckle, perhaps both worried that too much talk of her might summon the evil woman. Finally, the knight nodded and raised a hand, motioning Maledy closer. She she didn't move, he frowned.

"Come here girl, I want to see you, such as I can in this state."

"But...you will hate me, too," she whispered.

"Nonsense. Anyone that hates a child is a fool. Now come here..."

And she did. He touched her face after removing his gloves, held her hands and brushed her shoulders lightly, frowning in puzzlement. She felt like a frail, tiny thing, but when she moved she sounded to be quite overweight.

"Child, lift your foot," he ventured slowly.

"Which one, sir?"

"The right."

"Which one, sir?" she asked again.

The knight leaned back slowly, propping his hands on his hips and arching a brow as he nodded. And there was the crux. The witch had made some sort of creature out of a little girl. Turned a child into a monster and left her to fend for herself in a cruel world of bias and injustice.

"Go home, child. Pack your things, and return here on the morrow, before first light. Never let you mother know about this plan. I will teach you to defend yourself as I was taught. Beyond that I promise you nothing. If you do not obey, you will die, do you understand? I will not suffer a monster to live, so you will decide before you come here if you are a monster, or a lady. Go on. Off with you."

Maledy ran as fast as she could, which considering her abundance of limbs, was fairly fast. Her mother often ignored her comings and goings, rather enjoying the fact that Maledy's monstrous appearance terrorized the villagers, so it wasn't hard for the girl to pack her things and leave.

After that night, her life changed forever.

She and the knight traveled ever further away, moving by night, sleeping in barns and stables until they made it far enough from the tower that there was no way her mother would find them. From then on, the aging knight taught her everything he knew. It was never easy, for either of them. He was used to teaching men, and then, men with only two legs and two arms. they learned from each other, and in time, the aging warrior came to think of her as a daughter, and she thought of him as a father. She learned many things besides combat. He taught her court manners, how to behave like a lady, the names of the countries and the histories her mother had never bothered with. And he insisted she practice the basic arts of magic that her mother had taught her, pointing out that in life, people would use magic against her, and the only way to resist magic, was to have it yourself.

By the time Maledy reached her seventeenth summer, she was a fine swordsman and a passing good mage, if only skilled at basic craft and cantrips. The handsome knight was older, gray smears of hair at his temples, wrinkles defining his smiles. Even so, he wasn't withered or frail, and could take Maledy hand to hand more often than not. It was on her seventeenth name day that he proposed they venture into the city.

While both anxious and afraid, the young woman was eager to see the world, hopeful that somewhere, people wouldn't run in terror at the sight of her. Fortunately they had run far enough, for long enough, that the realms they entered were old place, where monsters and magic were familiar things and the horror of a half-beast was hardly interesting. The small, primitive villages were wary, and people would not talk to her, but for the first time in all her years, no one tried to hurt her. Maledy was availed use of the streets and allowed to browse the markets like anyone else. And when she spoke with a human tongue, people listened. It was a start.

It was also an end.

Another year passed, and the knight came to Maledy on her eighteenth name day bearing the gifts of a sword made for someone of her stature, light leather armor suitable for her shape, and a blow to her heart.

"I'm leaving. So are you."

It was that simple. He brooked no argument and when asked to explain, he laid it out simply. He was old and wanted to settle down again, and she was young, and needed to go out. He wasn't about to protect her from the world her whole life and she had no business playing at being a victim. She would go out into the realms, make herself a name and Gods be willing, she'd be seen as a woman instead of a monster someday. But, he said, one couldn't expect respect from hiding. She needed to go out, commit great deeds, acts of charity and honor. She needed to be bigger on the inside than on the outside. He'd taught her what it meant to be a knight, and she needed to exercise those morals, -make- people see her for who she was instead of what she was. And if she died, rest easy in the knowledge that the Gods would give her a better life the next time, so long as she honored herself with her actions.

No longer a child, and never one to wail over things that didn't go her way, Maledy struck out into the world, traveling with the knight for a time, escorting him much of the way home, until they parted ways.
To this day, she does not know what became of him. She has never returned to her homeland, fearing a confrontation with her mother, or worse, news of her adoptive father's death.

Edited (edited with approval) 2013-12-31 01:13 (UTC)
chimeraqueen: (Default)

Maledysaunte | OC Part 2

[personal profile] chimeraqueen 2013-12-31 01:14 am (UTC)(link)
Personality: Maledy is a tough, often uncompromising woman, taught by her foster father to make decisions and stand by them. She has seen the best and worst of people in her time, and honors those that deserve honor. She stands by the belief taught to her that no person should have to defend their actions if they are right and true, and believe what they do is the right thing. More than anything she respects those that have been anointed knights, but only so far as they honor their own vows. While never knighted herself, she takes her secret, personal vows gravely serious and keeps her word, no matter the cost. Ergo, she only gives her word when she means to obey her own moral code. She follows the Code of Chivalry so far as she can, and out of personal amusement and a jab at the code itself includes men as much as women, knowing full well that against herself many men are as defenseless as many women are against men.

When not pressured by duty or honor, Maledy is a lively creature given to spontaneity, good humor and simple pleasures. She enjoys many of the things normal men and women enjoy - comfortable beds, warm food, good ale. She sings and jokes, and when people are kind to her, she repays them in equal share and more, often spending many weeks in villages she is allowed to stay in, helping to build or harvest, or simply maintaining teh peace until she knows where she desires to go next.

While fairly quick-tempered as part of her monstrous blood and due in part to her mother's moods as well, Maledy has never personally been known to lash out purely in anger, and is often found to let others judge her harshly and treat her cruelly for far longer than other people would generally tolerate. Her foster father was always very particular about her moods and management, knowing that people would judge her for what she looked like before anything else, so he pressed intensely for her to learn self-control and patience above all else.

She tends to have good humor, biting sarcasm and sharp wit at her disposal, but can, on occasion, be just as immature and raucous as any old soldier, drawing a great deal of her anecdotes and joviality from emulating the blind warrior that raised her up.

Raised by the old bachelor knight who was once very in tune to the comings and goings of royal courts, she knows how to behave like a lady - he took great pains to teach her manners and etiquette befitting a lady - she just doesn't always remember her manners when in informal situations or drunk. This can often lead to drunken brawls - always in good fun but sometimes raising quite a bit of property damage - brazen displays of valor for now good reason and shameless flirtations because at the end of the day, she is a lonely young woman with a woman's heart and desires.

When she is given to trust someone enough they can find her to be a deeply loyal friend, good-natured, lonely and often afraid. She puts on a good front for others, particularly when so many people have far more difficult lives than her own, but there is always going to be the risk that someone will hate her for no reason than she's different, or worse, that her mother or one of her mother's agents will come looking for her.

She travels constantly, always worried that her presence for too long might result in others suffering for knowing her. She would never forgive herself if the kindness of strangers resulted in their deaths at the hands of her mother. This may be a baseless fear, as she has never been pursued by her mother to her knowledge, but the risk is always there, and she is ever aware of the danger.

Despite her struggles, gains and losses, Maledy has grown up to be well adjusted for a woman the size of a rhinoceros. She takes the cruelty of others well enough, though it hurts her, and never holds the ignorance of others against them except for when their cruelty and wickedness harms the innocent. One may treat her poorly with impunity, but treat the smallfolk the same way, and Maledy rises with a punishing wrath that only a true monster can rouse.

Description: Full body image. 6'5" tall, 18' long, approximately 7,000lbs, white hair, light tanned skin, full-figured human female torso, muscled and bulky basilisk hind body.

Powers: Maledy has a paralyzing stare that works similar to cobra myths in which the serpents hypnotize their victims before striking. In Maledy's case it is much more powerful. Creatures making eye-contact with her find themselves incapable of movement. Large or small, powerful or weak, the effect is always the same - so long as she stares into their eyes, the cannot control their bodies. On the same hand, using this ability prevents her from facing more than one opponent at a time, and so she rarely exercises this power except in times of great need.

Her skin is extraordinarily strong, like the armor of a dragon, and easily shrugs off the glancing blows of basic, non-magical weapons. Likewise, her teeth and nails are strong enough to rend leather armor or pierce common metals.

While capable of magic, she has spent so much of her life neglecting it she barely remembers even the most rudimentary spells and can't really muster the forces necessary to use what little she recalls, rendering the knowledge moot.

She is a master swordsman in most long, double-edged blades and has far above human strength, allowing her to wield two-handed weapons, like the flamberge and zweihander, one-handed and with the ease most humans handle rapiers and epees.

Maledy cannot kill with her stare. She does not have fire breathing or toxic breath. Most of the abilities associated with pure basilisks are nonexistent in her, and while this is a detriment in many cases, it also benefits her in that she also faces few of the debilitating issues basilisks face, such as weakness or death caused by the presence and crow of a rooster.

While afforded great strength and agility on land, capable of scaling buildings and most landscapes with relative ease, Maledysaunte's body is enormous, heavy and ungainly in many ways. She cannot swim and as such has developed a mild fear of deep water, often avoiding lakes and oceans. Crossing a river is not so bad, provided it is not terribly wide, but she would prefer to avoid it altogether. This does not affect her willingness to bath, and she actually enjoys shallow pools, rain and snow just fine. Her weight is often an issue in regards to homes and furniture as well, leaving her often to sleep in stables and barns more than inns and apartments.

It should be mentioned that while Maledy has neglected the use of her magic over the years, she is quite adept at it and picks it up easily. Her understanding is quite broad and anything that can be taught to a person is easily adopted by her. Her aversion to magic is purely personal, too relevant to her mother for her taste. A creature born through magic, as well, she is resistant to most forms of magic, particularly those sorts related to manipulating and controlling the elements. She is, however, highly susceptible to pure attack forms intended to cause pain (ex: the Cruciatus Curse).

Entry: Maledy will arrive at the Bastion on her own, quite capable of surviving in the Skyway alone, but intent on reaching that solid haven in the distance in search of answer.
Edited 2013-12-31 01:19 (UTC)

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daughterofursa: (Default)

Zuko | Avatar: The Last Airbender | AU Reserved

[personal profile] daughterofursa 2014-01-12 09:01 pm (UTC)(link)
skysung: (I'm listening)

Skysong "Kitten" | Tortall

[personal profile] skysung 2014-01-16 07:23 pm (UTC)(link)
Player name: Tri
Age: 25
Contact: tricia868 (gmail, plurk, DW), trichan868 (AIM)
Other characters: Rosethorn

Character name: Skysong "Kitten"
Series: Tortall (Tamora Pierce), specifically The Immortals and The Dragon's Tale
Canon point: after The Dragon's Tale
Summary: At the battle of Pirate's Swoop, Carthaki red robe mages (not under flag, so no declaration of war), summoned Stormwings, immortals whose bodies are part human, part metal-feathered bird, from the Divine Realms to the Mortal Realms. Since Stormwing eyries border the dragonlands, Kitten's mother was pulled through alongside, the process killing Skysong, still in the womb. The mages told her mother that the residents of the castle were responsible for her child's death. When Kitten's mother turned to attack the castle, the wildmage Verilidaine Sarrassri put her hands on the dragon to try and communicate with her. While her hands were on Flamewing's belly and the two were mindspeaking, Daine inadvertently succeeded in restoring life to the unborn dragon and felt a contraction as Kitten's mother went back into labor.

After giving birth, in defense of the person who returned her child to her, Skysong's mother fought and died. Her last act before her death was to send a vision to Daine of a cave. Waking up days later, Daine searched out the location of the cave. She called the newborn dragon she found there "Skysong," saying that she must have received the name along with the location in Flamewing's final relay of information. They fed her on goats' milk and butter, and Daine adopted the young dragon.

Kitten has stayed with Daine and her teacher Numair since then, living in the royal palace of Tortall or accompanying them on missions. She came along on a trip to unravel the problems of the Long Lake wolf pack, which became a dangerous discovery of treachery. During this trip, she met Tkaa, a basilisk. As basilisks are linguists and cousins to dragons, Tkaa was the first being she met other than the badger god who could understand her speech. He became a mentor to Skysong, teaching her useful small spells, the properties of rocks, and a lot about the other various species of immortal creatures. Skysong learned how to open or break locks, both physical and magical, during this trip, and faced down (before running away from) an extremely dangerous reptilian immortal called a Coldfang. She closely befriended members of the wolf pack and several of the local cats.

On a diplomatic mission to the nearby country of Carthak, Kitten sat in on political talks, learning a lot about the way people and nations interact, and witnessed the unfolding of major events. Daine died briefly while here, before being placed back into her body. As Daine's soul was pulled into the Divine Realms, Skysong demonstrated the ability to travel between Realms, following Daine. The emperor eventually shows himself to be corrupt, then kidnapping Daine and locking up Skysong, keeping them both asleep until he had a chance to remove their friends from the country. When Daine awakened and escaped, she brought the entire palace down, with the help of some temporarily revived dinosaur skeletons, before she managed to reach Kitten. Emperor Ozorne transformed himself into a Stormwing in order to escape, forgetting that he would be trapped in that form and no longer permitted to rule over a land in the mortal realms.

Awhile later, back home in Tortall, the barrier between divine and mortal realms was broken, and Skysong assisted Daine and Numair in protecting the country and its people from ill-intentioned immortals who were now free to wreak havoc. The dragon was particularly useful against wyverns, not requiring assistance from either of the humans to send them on their way. Daine and Numair wound up stuck in the Divine Realms, and Kitten chose to remain in Tortall with Tkaa to look after her, continuing to do what she can to help. Her adoptive parents returned on dragonback, Kitten's grandparents having decided that the caretakers of their grandchild were deserving of assistance. There was a large battle, in which several nations and species of immortal attacked Tortall and their allies, both mortal and immortal. Ozorne was a large influence in the opposing side, and was revealed to be the agent of the gods' opposite, Chaos. When Daine killed this agent and the gods finally were able to intervene in the situation, they took Daine from the Mortal Realms and forced her to make a difficult choice. She could only live in one Realm, either the Mortal Realm where her friends were, or the Divine Realm where her parents resided. Worried about her friend and caretaker, Kitten followed after, accompanied by her grandparents. Skysong immediately lectured Daine, wondering why she was thinking about leaving all of her friends, before realizing that the wildmage's position was not the girl's fault and turning her anger on Mithros, the head of the great gods.

Kitten remained with Daine and Numair, her adoptive parents. She refers to them as Mama and Papa, species an unimportant distinction when it comes to family. She has lived in Tortall, typically in the royal palace, since then. A few significant events during the intervening time include a Grand Progress through the kingdom and a war with Scanra, their neighbor to the north. Kitten was never on the front lines during this war, but her parents were, presumably leaving her in Tkaa's care during their absences. Kitten has done what she can to help her friends and family in Tortall, whether that is lighting the stones on a battlefield or sending wyverns away.

Her parents married and have had two children since, Rikash and Sarralyn, who are currently two and three, giving Kitten a brother and sister. Kitten has frequently accompanied her parents when they traveled, being useful if she can manage it along the way. Most recently, she and her parents returned to Carthak and were traveling with the new Emperor on a tour of his lands. Daine and Numair's other children were left with Daine's mother and father in the Divine Realms, but Kitten stayed with her parents. She did regret the decision for a time, unspeakably bored and frustrated with villagers who fear her for her reptilian resemblance to a crocodile.

On their trip through the country, Kitten found a human mother and baby in need of help. She made them her project, bringing them food and trying to coax them out of a magically protected cave. In the process, she awakened an opal dragon who had slumbered there for millenia. A nice long nap. The magical protections belonged to Kawit, this dragon, and she agreed to join Kitten's family in their travels. Kawit also gifted Kitten with one of her scales, commanding that she eat it. When Kitten complied, she developed mindspeech, a skill that the dragons of her own kind had told her she was far too young to learn. This eliminated the biggest and most constant frustration of Kitten's life.

Dragons are curious about nearly everything by nature, and Kitten is no exception. Skysong is clever, intelligent, and curious, and will keep track of everything that goes on around her, whether anyone tells her what's happening or not. She loves secrets and knowledge of all sorts, and has been known to take an interest in everything from political negotiations to the properties of different rock types. Now that she can talk, people ought to expect long strings of questions about any new bit of knowledge.

Generally cheerful and helpful, Kitten is still very young and can be impatient and petulant, prone to the same type of sulking that a child will do when she does not get her way. Kitten doesn't throw full-out tantrums, but she has been known to shriek in frustration or to use preventing frustrated shrieks as license to cause trouble. She's playful, and is sad when people or animals around her won't include her in their activities. Not to mention bored; Kitten has to have something to keep her interested, or her frustration mounts until she wanders off to find something. Books, people to socialize with, and self-assigned projects are all good ways to occupy her time. Sometimes that project is a worthy cause or a person that needs a champion. While she won't quite go looking for trouble, she will go looking for something interesting to do. Funny how often those two things have the potential to overlap.

She forms definitive opinions of people and creatures, demonstrating without a doubt when she likes someone and not hesitating to tell off anyone who deserves it, even if he happens to be a god or an emperor. Kitten is the opposite of diplomatic. She can see through falsehoods well enough now that she's had exposure to humans and politics, but dragons in general are known for neither subtlety nor diplomacy. She does not really understand the motivations behind these machinations, by nature straightforward to a fault.

Possessing a strong sense of justice and logic, Kitten gets angry when she sees anyone treated unfairly. She does not understand certain human thought processes and prejudices. Fearing someone with magic, or treating someone as less than a person simply because of their station never goes over well with her, and Kitten occasionally makes it her job to protect people who need it. Especially when the social hierarchy in human society works against them. She does waver between wanting support and assistance and wanting to do things on her own. This means she can wind up in situations over her head, particularly without her usual support systems in place.

Her mental acuity definitely at least matches that of intelligent adult humans, her knowledge limited only by how little time she has had to acquire it. Emotionally, she often seems to be at a child's level, although her intelligence and logic sometimes temper that. The biggest frustration in her life was her inability to effectively communicate with those around her. She is so used to communicating nonverbally and spending time in a world where no one has ever met another baby dragon that she has developed a certain flexibility of thinking. Her grandfather has remarked upon how very advanced for her age Kitten is, citing her time spent around mortals as the cause. If a situation seems difficult, she finds a different way to come at it, and she only asks for help if it's absolutely necessary. She will be incredibly grateful for the ability to speak, but don't think that's completely eliminated her childish side.

Kitten possesses a lot of power for someone who is still very much a child. She does not have anywhere near the emotional control an adult would, even if she is mature for her age in personality as well as power. If Kitten's temper is tried too far, or she acts without thinking in a fit of emotion, she could easily wind up doing something she regrets.

Family is very important to the dragon, and she sees her adoptive human family as her parents and siblings regardless of any difference in species. They care for her, and she loves them unconditionally. That family is larger still when you take into account the many animals who congregate around Daine. Especially in light of the language barrier, her family always helped her interface with the world in addition to being a support system. She won't cope well with their absence.

Powers: Always active: Kitten is an Immortal, which means she will live forever unless she is killed. She is strong for her size, and her hearing and sense of smell are somewhat above human levels. Her claws are strong and sharp enough to gouge deep marks into stone. Kitten's scales change color from their usual gold-tinged sky blue with her mood: white when exhausted, yellow when embarrassed, red when angry, pink when frightened, and grey when sulking. Kitten also has a bit of an iron stomach; she can ingest a box of myrrh with no more adverse effects than burping smoke for a week. Based on the fact that she took falling into a pond very calmly in spite of the fact that she cannot swim, I assume she does not actually require air to survive. The same may go for food, but she definitely eats and enjoys doing so.

Kitten can understand the speech of both humans and animals. Her own vocal language is unintelligible to almost everyone, but she just acquired mindspeech and can now speak directly into the minds of those around her.

She can sense magic if she tries and reveal where it is being used, with a particular talent for finding spells of listening and espionage. She naturally senses illusions, and chances are if you're skulking about invisibly she'll bite you if you refuse to show yourself when she calls you out. This affinity to illusions and disguise carries over into her own abilities. Kitten can make deliberate color changes to her scales as well as involuntary ones, using a chameleon-like camouflage when desired.

Kitten can breathe fire, and the air around her reddens and heats when she's angry.

3 per day: Kitten can unlock doors and barriers, both physical or magical, through use of her voice. She can also perform concealment and illusion spells designed to fool even powerful magic users, a necessary component of childhood mischief considering her parents' magical power. Kitten can use silence spells, and, with a good deal of concentration, a spell to call up a mini tornado for wiping away tracks behind her.

Kitten also possesses magics that are useful in a combative sense, either to counter existing magic, to defend from attack, or to attack or destroy. A series of vocal spells of varying intensity performs a large range of functions. Among these are a squawk that can destroy a bridge or a mid-level barrier spell, a whistle that can split or shatter bone, another whistle that can reduce rock to gravel, and a screech that destroys weapons. Kitten can call fire to an area around her, and make air around her red with her anger. In an emergency, a desperate yowl can deflect a magical attack. She can prepare a spell, released with a hiss, that will eat away at magical barriers like acid does at objects. Finally, she can create an effective shielding spell.

A few other handy abilities include reaching into the ground to sense disturbances and faultlines, testing water for contamination, calling light to rocks, neatening up a person's hair and clothes with a whistle, putting out the lights with a sound, and a spell to lift things off the ground temporarily. Some powers that will likely be of no use to her are her ability to easily cross borders like those that divide the Mortal and Divine Realms and her ability to control wyverns.
Entry: She can get to the Bastion on her own.
Other: A note on dragon ages: Kitten is currently 16 years old. Infancy lasts until around the age of 30, and adulthood is not reached until into their centuries. Kitten's grandfather, for instance, is considered venerable but not entirely ancient at about 59 centuries old, and they do keep track of age in centuries rather than years. Dragon infants are vastly more capable than the word infant would generally lead one to think though.

Also! I'd like to wait on introing her until after the 26th. Either in the last couple days of the month or at the beginning of February. I'm moving (again) on the 25th to my placement city. So take your time with the app, and if she's accepted, please schedule her arrival for around then. Thanks!
to_theleft: (well you're an idiot but that's okay)

Hikaru Hitachiin | Ouran High School Host Club

[personal profile] to_theleft 2014-01-26 12:53 pm (UTC)(link)
Player name: Elle
Age: 21
Contact:
AIM: ElleBrat
Plurk: ElleBrat
Other characters: N/A

Character name: Hikaru Hitachiin
Series: Ouran High School Host Club, anime
Canon point: Towards the end of episode 26, when he gets flung out of the carriage.
Summary: Background and personality. (They're in the same post, so you can always just scroll up/down as well.)

Powers: No special powers! He's very artistically inclined, and good at things that involve using his hands (sewing, drawing, flower arranging, etc), but nothing out of the norm.
Entry: Hikaru will arrive by landing (very roughly) in the Open Plains. He'll have broken his right arm from the fall (canonically, he would have fallen into a pumpkin patch and injured it), and will require escorting/rescuing. He's not a natural fighter by any means, and coupled with a broken arm, he probably won't even be able to handle Squirts.
Other: My timezone is GMT+10:00, so I tend to be a little bit difficult to contact. I leave my AIM open all the time though, so if people send me a message at whatever time, I'll see it eventually and get back to them!

Re: ACCEPTED

[personal profile] individuating - 2014-02-02 12:52 (UTC) - Expand
eleccentric: (Lightning)

Jason Grace | Percy Jackson & the Olympians | OU | Reserved

[personal profile] eleccentric 2014-02-03 12:45 am (UTC)(link)
Player name: Ryuuto
Age: 21
Contact: [personal profile] restcalm | redknightdistrict (Plurk)
Other characters: None

Character name: Jason Grace
Series: Percy Jackson and the Olympians/Heroes of Olympus
Canon point: Post House of Hades
Summary:
eleccentric: (Partly cloudy)

Part 2

[personal profile] eleccentric 2014-02-03 12:46 am (UTC)(link)
History: Jason's story in the series started when he woke up in a bus, a pretty girl holding his hand, and with no memories whatsoever, other than his name. He had no idea who the girl or the guy claiming to be his best friend were, and he was pretty sure that he wasn't supposed to be there. The teen quickly found out that they were going to the Grand Canyon for an educational field trip, with a vertically challenged gym teacher named Hedge as their chaperone. While they were on the skywalk, Jason confronted Coach Hedge, since he seemed to be the only person who knew that Jason didn't belong there. The Coach told him that he'd been smelling a monster in the group, and suspected that Jason was the 'special package' that some team had been dispatched to pick up, along with two other powerful demigods.

They couldn't get into much more discussion, since that was when the storm spirits attacked. The mortals were able to be taken to safety, but Jason, Coach Hedge, and the boy and girl from before (Leo Valdez and Piper McLean respectively) weren't so lucky. They were trapped on the skywalk with what looked like an evil angel made of storm clouds. Oh boy. A battle broke out, and by the end of it the Coach had been captured by the storm spirits. In the aftermath, a girl named Annabeth and a dude named Butch came to take them to Camp Half-Blood. It was then that they revealed that they were looking for a missing camper named Percy Jackson.

Well, immediately after the three of them got to camp, they were chosen to go on a quest to free Hera, Queen of the Gods, before the Winter Solstice. With her missing, it would throw the other gods in disarray and set them arguing. Jason, Piper, and Leo were expected to leave the next morning and make their way to Boreas' palace in Quebec. Boreas would be able to tell them where the storm spirits had gone, since one of them had mentioned being summoned by their mistress to return to base. Leo provided the transportation in the form of a bronze metal dragon the morning of the quest.

Going there had proved very fruitful. First, they learned that Aeolus had put out an order for all of the other winds to kill demigods on sight. Second, they learned that the storm spirits' base was in Chicago, of all places. Armed with this knowledge, the trio set off for Chicago! Unfortunately, Festus the bronze dragon crashed into an abandoned car manufacturing plant in Detroit. Even worse, it was a place where three Cyclopes lived. Piper and Jason got captured by them, though the guy was knocked unconscious for all of it. Leo had saved them from being eaten, and had fixed Festus so that they could resume the journey to Chicago. Jason, meanwhile, got a dream vision from Hera about a place called the Wolf House, which was where she was being held at. Not only that, but Gaea was using her power to cause the rise of the giant king Porphyrion.

When Jason woke up, he relayed that information to his two friends. They couldn't do much else about it, except to find the mistress who was controlling the storm spirits. Luckily, that wasn't the hard part. All they had to do was follow the storm spirits in Chicago, which led them to a sewer. The trio immediately went inside, and followed it to the end. The weird part? Not only was the sewer abnormally clean, but at the end of the tunnel there was an entrance to a department store. After entering the elevator, they took it to the top floor, where they were greeted by a weird saleswoman. She insisted on being called Your Majesty or Princess, and her words were charged with magic. Leo and Jason were helpless to her charm speak, which meant that it was up to Piper to save their sorry hides. It took a lot of frustration and desperation on Piper's part, but she was eventually able to break the spell over them and correctly identify the Princess as Medea, a mortal who should've been dead for thousands of years. Piper was the one who defeated Medea and accidentally blew up the department store, which they managed to escape thanks to Festus the amazing dragon.

They didn't leave the department store with nothing to show for, at least. Not only were they able to take the cage of trapped storm spirits, but they also found Coach Hedge! There was just one setback. Festus couldn't carry a load of two cages and three people. In fact, the poor dragon had to make another emergency crash landing into some guy's mansion's lawn. The security system on it was extremely advanced, with automatic lasers that could cut through celestial bronze and practically disintegrated Festus. The only thing Leo could save was his faithful dragon's head, which he asked his father, Hephaestus, to send back to camp.

The three of them had little choice but to enter the mansion. Leo was able to navigate them through the traps with ease, and they were able to crash in the entrance. It wasn't very long that Leo had sprung Coach Hedge's cage, which caused a ruckus. Before they could do much else besides bring the Coach up to speed, they were found by King Midas, another mortal who shouldn't be alive. Like Medea, he'd had a patron bring him back to life, and turned Leo and Piper to gold. Jason, though, challenged Midas' son to combat, and tricked the King into turning his son to gold.

After that lovely encounter, Jason and Hedge turned their friends back to flesh with the river nearby. Then, Jason used the storm spirits to get them to Colorado, where Aeolus' palace was going to dock on Pike's Peak. The four of them decided to make camp in a cave, since that was when they got hit with a snowstorm. There, Piper finally told them that her father had been taken by a giant named Enceladus. He'd told her that if she wanted to save her father, then she had to divert the quest to somewhere in the Bay Area in California. Instead of kicking Piper out or being angry with her, they just felt incredibly sorry for her and told her that they would help her get her father back. They just had to figure out a way to save both Piper's dad and Hera by the deadline.

They were interrupted by Lycaon, who was sent to kill the entire group, except for Jason. He said that Jason was spoken for already, and that he was just sent to retrieve him. It was going to be a hopeless battle if they tried to take on the King of Wolves and his pack, but luckily that was when the Hunters of Artemis started raining down their silver arrows on them. Lycaon made a getaway, and Thalia Grace, Jason's sister, appeared. After introductions were made, Jason, Thalia, and Leo discussed the Grace siblings' past. How their mother had been driven to insanity after learning that she'd attracted Zeus and Jupiter. How she'd offered Jason to the wolves at Hera's insistence when he was only two. How Thalia had left that household shortly after.

Afterward, the group set out, led by Thalia, to Aeolus' palace. While crossing the bridge of ice and wind, Leo shared the sudden thought that perhaps Jason's appearance and Percy's disappearance were meant to be an exchange of some sort. Perhaps there were two camps that historically couldn't get along very well. Thalia ran off to hold the Wolf House after that, excited with the news. It gave hope that Percy was alive, just somewhere else. Meanwhile, the quest group had to go see Aeolus about the storm spirits, among other things.

Once they met Aeolus, they were successfully able to deliver the storm spirits and get him to rescind the order to have demigods killed on sight. The four of them also learned that Enceladus was on Mount Diablo, but he had no idea where the Wolf House was exactly. There was strong magic obscuring the area where Hera was being held. Before the four of them could congratulate themselves on a job well done with gaining Aeolus' help to get them to Mount Diablo, the Master of the Winds got new orders from someone far more ancient and powerful than the Olympians. He used the storm spirits against them, but luckily with the help of a wind nymph named Melly, they were able to survive the encounter. It was also thanks to Melly that the four of them got landed in a city close to Mount Diablo.

Piper then told them that she'd been able to figure out some things in her dreams. She told them that their true adversary was Gaea, the Earth itself. Coach Hedge also told them some disturbing facts about Gaea, like how she used her son Kronos to kill Ouranos, the god of the sky and father of the Titans. After all of that, the group of four paid a cab to get as far up the mountain as they could, and then walked the rest of the way to where Enceladus was. Once there, it pretty quickly devolved into a fight for their lives. Jason took on Enceladus while Leo and Piper dealt with the Earth Born and getting Piper's dad to safety. He was only able to defeat the giant with the help of some godly lightning his father provided him. Most giants were only able to be killed with the combined power of a god and a hero, and Jason had proved that to be true.

After the battle, they noticed that a ranger helicopter was flying overhead, checking out the carnage. Piper managed to get the pilot to land and take them to the airport. She gave her father a potion to erase all of the memories of what had taken place, and then got an Iris Message from Thalia. She provided the final clue for Jason to remember where the Wolf House was. Coach Hedge decided to take Piper's dad home, and the rest of them took the helicopter to the Wolf House.

Upon reaching the Wolf House, they heard the sounds of battle all around them. Thalia came and collected them, then took them to where Hera was being kept. Unfortunately, they were then attacked by storm spirits, wolves, and a snow goddess named Khione. Once they'd won that battle, Leo and Piper started working on getting Hera free. The downside was that they were unable to prevent Porphyrion's rising. Jason took on the task of fighting the giant, if only to at least give his friends time to free Hera. They were able to free the goddess, and in thanks, she transported them back to Camp Half-Blood.

Back at camp, they all had a discussion on what they had to do next. Leo had been assigned with the task of building the Argo II, a flying Greek trireme with Festus' head serving as its control center. They planned on setting off on the Summer Solstice, where the powers of the gods would be strongest. In the meantime, they would have to keep up the search for Percy, and Jason would work on getting his memories back. After all, Jason was the only one who knew the location of the Roman camp, where Percy would no doubt be. It was the entire point of Hera's exchange of leaders from both camps.

All in all, it took until near the end of June before Jason, Piper, Leo, and Annabeth made it to Camp Jupiter. There, they met up with the last three of the seven demigods needed for their quest: Percy, Hazel Levesque, and Frank Zhang. Things were going well, until Leo opened fire on the Roman camp. Jason was knocked unconscious for most of this, but after Leo did repairs on their ship, Piper suggested they go to Topeka, Kansas. She'd had a vision in her knife about Bacchus, or Dionysus.

Once they reached their destination, Jason, Percy, and Piper headed out to meet up with Bacchus. Piper was suddenly struck with an epiphany after talking to the god. She figured out that they needed Bacchus in particular to help them defeat the twin giants, Otis and Ephialtes. Unfortunately, the god disagreed, and then fled when he realized he'd been led to a trap. Gaea told Piper to choose willingly between Percy or Jason, or she'd choose for the daughter of Aphrodite. When Piper refused, Jason and Percy got possessed by evil spirits, and then tried to fight to the death.

Luckily, they got KO'd big time by Percy's pegasus friend, Black Jack, and suffered no serious damage. With Black Jack's help, Piper was able to get the two unconscious demigods back to the ship. After they woke up, they all held a meeting, and during that meeting Piper was able to get the spirits to not only vacate the bodies of Jason, Percy, and Leo, but to make them swear a binding oath to never possess anyone on the ship. After that, they went to Atlanta, Georgia to get some information out of an old sea god.

That was a job for Coach Hedge, Frank, and Percy. When they got back, they told them that the next place they needed to go was to Charleston. Jason said that there were two possible places that would be important to them, since Annabeth was following the Mark of Athena. One was an old ship from the Civil War, and the other was a park where a ghost would only show itself to girls. Jason, Leo, and Frank went to see the ship, while the three ladies went off to find the ghost. Unfortunately, on the way back to the ship, they got attacked by the Romans that Leo pissed off. There was a huge battle at Fort Sumter, but the seven were able to get away mostly intact. Annabeth had also been successful with getting what she would need to follow the Mark of Athena in Rome, Italy.

Finally, the group was on their way to Rome. Near the end of their journey, they had to deal with Hercules, since he was the gatekeeper of the ancient lands. Piper and Jason went to talk to him, but when Jason told Hercules that they were on a quest by Hera's orders, the asshole sent them to get the last horn of plenty from a nearby river god. The two of them were able to get it, but they refused to give it to Hercules. After tricking him to allow them into the ancient lands, Piper buried him in a mountain of food and they were able to get away safely. Despite Hercules throwing coconuts at them at high velocity.

Part 3

[personal profile] eleccentric - 2014-02-03 00:46 (UTC) - Expand

Finale

[personal profile] eleccentric - 2014-02-03 00:47 (UTC) - Expand
therealprotagonist: (Reversing mirror image)

Raimundo Pedrosa | Xiaolin Showdown | OU

[personal profile] therealprotagonist 2014-02-06 03:44 am (UTC)(link)
narrativestranger: (You doin' alright?)

Rucks | Bastion | AU | Reserved

[personal profile] narrativestranger 2014-02-06 03:35 pm (UTC)(link)
Player name: Noka
Age: 18!
Contact:
Personal: [personal profile] piscineswimmer
Plurk: [plurk.com profile] rinonoka
Email: noka.roleplay [at] gmail.com (This will ping me for sure. My email is configured to autonotify.)
Other characters: N/A; Rucks will be my first.
narrativestranger: (Sometimes...)

Part 1: History/Personality

[personal profile] narrativestranger 2014-02-06 03:35 pm (UTC)(link)
Character name: Rucks
Series: Bastion (AU)
Canon Point: Rucks will be coming from the Restoration AU: aka, an AU where they remember after preforming the Restoration.
Summary:
I'll be separatin' this into his history and personality. Can't get too specific, right?
History:
Rucks' history's up in smoke, to be honest. Can't get much of a read on a guy who says a lot but gives too little. He does, however, let slip a few facts - and I'll list them before I approach discussing his backstory.

- Rucks states plainly that he was part of a war, before; his weapons of choice are stated to be the hammer and carbine.
- Rucks states that there are "two of US left" when The Mason vigil is completed; and remarks "The Triggers, my brothers." when the Triggers' vigil is completed.
- Rucks invented the Bastion and the Rippling Walls himself - marking him as a Mancer in the storyline. His intimate knowledge of the Calamity helps that claim.
- Rucks speaks some Ura. Not much, but Rucks is able to translate parts of the Hidebound Journal (or, more properly put, Venn's journal).
- Rucks believes heavily in the Restoration function of the Bastion, to the point of blindly setting that as his goal; he admits he didn't plan to Evacuate during the Evacuation ending.
- Rucks, as evidenced at every single point the gods come up, scorns almost all the gods but the Mother, Micia.

With this in mind, let's get into the thick of things. Everything from this point on is extrapolation and headcanon: It's not necessarily the truth, but it's how I'll be playing and treating Rucks.

Rucks' childhood was pretty normal - he grew up normal, lived a proper Caeldonian life. You know, the ropes. Got himself a house, got himself a life. Lived. Then, the Ura-Caeldonian war came around. That was when Rucks picked up several things: his hammer, his repeater under the Triggers, and an informed hatred and fear for the Ura. They were his enemies, and they were damn good at what they did: killin'. Rucks was just a young man, then - not even really past his 30s. So, what could he do? He tucked down into his place, prayed to every god that he could name (and he could name all of them), and took to shootin' 'til he was out of bullets.

He lost the battle, took a blow to his face, and a blow to the knee - one that hurt him down deep, to the bone. It came out of it fine, sure - but sometimes his knee acted up. He still fought - not a man to go to waste - but he sure had no love for the gods, after that. None of those gods helped him, but rather sided with the Ura. The one Rucks came to pray to and respect was none of the active ones, but rather Micia. Goddess of loss 'n longing, she helped him with the loss of his movement, his friends in the army - after all, he's shown the capacity to care for people he fights with in the events of the game - and, most of all, the fact that when he came home, he came home with a lack of friends. Most of 'em died in the war - casualties happened even when they'd won it, after all.

After that, well. He took up respect for Mother like a mantle when it came to the gods - wasn't like they'd done him any favors, and he came to realize that everyone who called on the ones who gave 'things' were just lookin' for handouts. Plus, sure, they'd settled peacefully with the Ura, but he wasn't the kind of guy to forgive and forget easily; Rucks had fought against them, and years of war didn't wash away, no matter how much Rucks pretended they could. He got a job with the Mancers - wasn't that hard, with his veteran experiences, plus the fact he was a damn good thinker, when he put his mind to it. He'd earned his entrance in, and quickly rose through the ranks - ended up around the top of the Mancers, and at the top of the relative food chain, to boot. He knows quite a bit about all the groups - maybe more than just an old storyteller should, as it stands.

Rucks was complicit in the creation of the Calamity - though he didn't learn about Venn's modifications until it was too late. He helped with the Rippling Walls, too, 'course. All in all, Rucks also most likely assisted in creating the Calamity Cannon - and most likely assisted in the creation of a variety of other things.

But that's not that important.

During the game, Rucks is the major narration; but, however, I'm assuming the mods of a game about the Bastion have played (because transcribing everything and explaining it would be a fresh hell). During the period of the Bastion, Rucks does the following: Meets the Kid at the Bastion; doesn't ask for his name. Zulf's brought back by the Kid - Rucks and Zulf chat, while Kid collects the cores. Zia's brought back, with Venn's journal - Zulf reads it and flips his lid, since, after all, the Calamity was racially targetting the Caels. Rucks is attacked (or pushed) by Zulf during this. Afterwards, Kid gets shards to fix the Bastion on Rucks' orders. Zulf contacts both Zia and the Kid, trying to keep them safe - in other words? Zulf sure didn't give a damn about Rucks.

Which was a good thing, since Rucks didn't give a damn about him, either.

Rucks had the Kid moving in on the shards - and Zulf was doing the same. The Bastion soon came under seige and was nearly destroyed by the Ura - until the Kid returned and stopped them, although Zia had disappeared and was presumed kidnapped. They saved her - and that's really when Bastion's story "started": Rucks began telling the story to Zia after she'd been rescued by the Kid.

This trend continued up until Kid finally made it to the Tazal Terminals, where Rucks admitted everything to Zia - not to the Kid, but oh well. He admitted he was part of the creation of the Bastion, helped with the calamity, and admitted he didn't know what Restoration would do; they'd never really been able to test the power to go back in time, since, as it was, they couldn't exactly assume that they'd keep their memories or remember it perfectly.

In any case; this Rucks got his wish. Everythin' went back to normal - the kid picked to restore instead of run. He almost felt sorry for Zia, but knew that she'd probably be better off, anyway.

With that having happened, everything went back to normal, in a way. Rucks woke up in his bed, a while before the calamity: but, y'know what? Rucks viewed it all as a dream, nothin' more than a flight of fancy in a dream - until a familiar set of Ura showed up at his door, raring to get his help. (Rucks almost closed the door on Zulf - nothing personal, mind, it's just he somehow knew the guy was trouble.) He'd never had much faith in dreams, but people showin' up at his door that proved them? That was another story.

He felt bad that he hadn't gone and gotten the Kid, made sure he hadn't run off on his own - but, at the same time, Zia and Zulf had all believed it was a dream. The Kid probably would, too. He did, however, know that the Kid wasn't going to do any good in the time before the Calamity - he'd been a quiet scrapper, that Kid, not a particularly good speaker. This was his job - Zia's and Zulf's too, he supposed. (He didn't much like putting Zulf into his trusted circle, given how that'd turned out the last time. Wasn't likely to happen this time even if he didn't stop the Calamity, that was for sure.) Venn got in on it too, this time. Guess it was Zia's only option to get the guy on her side - not that it was that bad of an idea.

Anyway, he set Zulf and Zia to finding a plan for outing the secret of the Calamity - he set himself to stalling. Sabotage, he guessed the best way to put it was. He set the Ura to share information, got what information he could from Zulf if he needed any from them, and worked on a plan for sabotage.

Perhaps unknown to Zulf and Zia, Rucks also worked on a plan to escape, afterwards. His Mancers were a smart lot - if he didn't get the sabotage done and get gone, he was going to be arrested. He figured he'd bring the Ura along if he had a chance - but if the blame fell on him, Venn would just be recruited to make it again. It'd delay it. Would probably work.

Well, that fell through pretty fast. See, somehow, his Mancers caught on a bit faster than he'd expected. See, Rucks had anticipated his chances might go south - he was a spry, conniving man for being as old as he was, but he was sitting in the lion's den, so to speak.

So, when the Marshals came to bust down his door, he was already gone. He'd already caught wind of it - hadn't managed to get a warning off to Venn and Zia in time, and he didn't tend to track Zulf enough to get a warning to him at all.

When the Calamity came, Rucks was sitting in a little Ura-style den of his own design - with Venn having had a hand in the whole thing, Rucks had certainly learned a thing or two about how to stay safe from the Calamity. He'd settled in, knowing the Marshals probably wouldn't find him before it was too late, taken a seat, and started polishing the Army Carbine he'd carried along - he'd never let it go since he'd had it confirmed that his dream was real, after all.

The Calamity could come at any time. And this time, he wasn't going to get to be so close to the Bastion. Might as well be ready to fight.

(Also, to note: Rucks should be over his 70s; he'd most likely be considered pretty spry, for a 70-80 year old.)

Personality:
Rucks, as a person, can be best described as an unreliable narratior, a subtle racist, and most of all, a man well versed in untruths and subtle lies.

Rucks has no tongue for arguing, no tongue for violence - at least, normally. Rucks, normally, could easily be described as a kind of confidant - a smart, purposed older man who rolls with the punches - and he does. He rolled with the Calamity, the destruction of the Bastion, Zulf's betrayal - all of that was something he rolled with. He's sure not friendly about them, but he didn't get angry or hopeless, either: Rucks moved on, and sought out new ways to solve the problems; it wasn't like Kid or Zia could.

On that note, Rucks is kind of insensitive - telling an Ura girl derisive information about the Ura, derisively mocking the gods in front of that same Ura girl, and not regretting causing the Calamity, but regretting letting Zulf find out about the Calamity's cause. Rucks can be facetious and insensitive to bring about what he wants - and what he really wants is for everything to 'return to normal'. Rucks wants to give Caeldonia and everyone who was killed life again, to fix it.

Why? Rucks is a people person. Sure, he doesn't like the Ura much, but after his participation in the Ura-Caeldonian war, well... He really shows scorn and distrust for both Ura and the Calamity, even if he's the sort of person to set out the outliers instead of grouping them all together. He viewed people from the Cael side of town as a more civilized sort (see: Zia), as well as Zulf ("raised to be a real gentleman"), but in general? He very obviously scorns the Ura and their practices, and tints it with a bit of fear, too: He doesn't trust them. He knows what they can do.

Back on the first thread, he's a people person. He states that he loves music, liked to kick back in taverns and just listen. He's a man for music and stories: he most likely knows and tells quite a few of Caeldonia's older tales, given his age and likes. He's certainly not unaware of Caeldonian culture - one could even speculate he's. Kind of looked it all over.

The one outlying trait he has is that he shows scorn for the gods - he regards them as something that people lean on when they want free handouts. He believes that people should be driven to do what they can with their own hands - no god needs to get in on that, 'cept for Micia - the god who gives and takes, the god who isn't a god of handouts at all - a god to help those who suffer in spirit by reassuring them their loved ones will be safe.

Also, to note, Rucks is a caring person - even if he's kind of an ass. He cares about what people think of him, cares if people will get sick, and rationalizes hiding things from people as "for their own good". That's just how he is. Even if he's on bad terms with Zulf, he wouldn't just leave him to die if he could help it. Probably. (He doesn't tell the Kid to not kill Zulf, so hey, what do I know? He won't let Zulf die from personal inaction, though: he just might... forget to remind someone, here and there. Whoops.)
dragonform: (Default)

Ryu (Breath of Fire 3) OU

[personal profile] dragonform 2014-02-07 12:57 pm (UTC)(link)
A tiger finds a dragon in the woods...
Edited 2014-02-07 12:58 (UTC)
sealkun: i saved my icons from godknowswhen, let me know if i have one of yours! (angles.)

minato arisato | persona 3 | OU

[personal profile] sealkun 2014-02-12 10:23 pm (UTC)(link)
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videl | dragonball z | not reserved

[personal profile] ocarinas 2014-02-19 08:21 am (UTC)(link)
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Mononobe no Futo | Touhou Project

[personal profile] sun_goddess_sacrifice 2014-02-23 02:52 am (UTC)(link)
Player name: Nica
Age: 30
Contact: [plurk.com profile] kuraikun
Other characters: N/A

Character name: Mononobe no Futo
Series: Touhou Project
Canon point: Post WHH 18, Hopeless Masquerade, and Double Dealing Character.
Summary:
Futo at her core is rather air headed and excitable, which can be a bad combination. But to think of her as dumb because of it would be a mistake. She is rather conniving when she wishes and is rather adept at manipulation. But, generally she is good natured and kind. Her biggest draw back comes with her inability to adjust to change, change makes her uncomfortable and she instantly rejects it. An example of this is her hate of Buddhism, which she hated without ever giving it a chance. Her reflex to Buddhism is to automatically destroy it. Burning down statues and temples, which leads back into her inability to accept new things. She also reacts similarly to the unknown. Though, in recent canon it seems she is starting to take a hold over her urges to set fire to Buddhist things.

One could say "but Taoism is new as well", which is true, but it was also very similar to Shintoism which she had grown up with. The similarities and more open ideals made transitioning for her easier. Even waking up over a thousand years later she is unable to adapt well, keeping archaic speech and stylized clothing choices.

This stubbornness to stay as things are is one of the core reasons she can't deal with Buddhism as a concept. It was too different from the Shinto she grew up with. It also arrived to Japan through foreign workers whom would have been difficult for her to relate to. Taoism on the other hand is very similar to Shintoism, both of them being nature worship based religions. In this sense she was able to adapt to it, taking what was useful to her and applying it to the Shinto she already practiced.

However, Taoism hasn't changed her much, or shaped her. Though she likes to proclaim her practice and expertise of it often. But if one were to dig deeper they would find she hasn't really changed from her old ways. She's still basically just practicing Shintoism with Taoist window dressing. However the one who has shaped her in a lot of ways is Miko. For Miko is the primary reason she ended up practicing Taoism in the first place.

But, due to this inability to accept new situations easily, it makes her withdrawn, and difficult to interact with others. This isn't to say she isn't a social person, or can't be friendly and personable though. It's simply she has a hard time understanding new trends and modern methods. In this way she is more a social outcast.

Futo is incredibly loyal to Miko, there is nothing she would not do for the crown prince. It was following Miko's ideals that had her conspire against her own family and align herself with the Soga clan, the family of her fellow Taoist Tojiko. Through the Soga she helped promote Buddhism, though she hated it. As they gained power Buddhism spread, but ultimately it destroyed her own family. Betraying her family was not a light decision instead it was a proof of her faith in Miko.

Futo is a rather naive person, as well as passionate in her views and convictions. This made her very easy to win over, which is what Miko did. It is implied that she was dissatisfied within her family, as she felt disconnected from them. Miko approached her and introduced Taoism which held views that filled in the parts of Shintoism that left Futo feeling removed and lacking. Primarily the teaching that no one is wrong, you follow your natural inclinations and in doing so you follow the Way and are at peace with the world. Miko who is already naturally charismatic and very intelligent, being Futo's teacher in Taoism allowed them to bond. Futo was quick to be her loyal follower, and agreed the country needed to change. Her trust in Miko's vision was so complete that she even went along with a plan that would destroy her own clan, allowing their enemies the Soga to win over them. She also volunteered herself as test subject for the Shikaisen ritual, to see if it would work. Thus, she was willing to die so Miko could find a way to become immortal.

Futo can be a bit impetuous, acting on emotion before rational thought. It is said due to this she has previously caused many fires, giving into her urge to burn Buddhist things on sight. Such a time when she gave into her impetuous emotions was before their shikaisen ritual, the ritual to become immortal. Futo, Miko, and their accomplice Tojiko were suppose to preform it together, gaining immortal bodies in the process. However, the item that Tojiko was to use was sabatoged by Futo before the ritual, and her ability to become immortal was lost, costing Tojiko her life. This is potentially due to their family relationship. As the Soga clan, Tojiko's family, was in the end what destroyed the Mononobe. (Even if Futo helped orchestrate it from behind.)

After the war between the Soga and Mononobe, Futo simply hated Buddhism more, and it left her bitter towards the Soga. Their plan to resurrect as Shikaisen would place Futo as well as Tojiko as Miko's officers in her new reign, it is implied that through a want to have more of Miko's attention than Tojiko, as well as a grudge against her family led to her betrayal. It would be more convenient for Futo to have her without a body. This was an example of her skill at deceit, which she used for Miko in helping with the manipulations of her family and the Soga. Though such feelings were not kept for long, once Tojiko was dead Futo had no further issues and carried on as normal.

Despite all this backstabbing and manipulation and hatred, Futo really is a kind and caring person. She is gentle towards animals and humans, she believes in balance in all things and truly wishes for a bright and prosperous future for all mankind. These were many of Miko's ideals which made made her want to help in the first place. But, she is only like this towards "natural" things. Though it is shown she is not particularly hostile towards ghosts as long as they are not a danger.

Youkai and demons however she is extremely aggressive towards. She will cause unnecessary fights with them and is resistant to think any other way. This is mostly due to having come from an era when it was kill or be killed when concerning youkai.

But, as seen during Hopeless Masquerade, Futo has eased off a bit of her distrust and violence towards youkai a bit. Or, perhaps has adapted to Gensokyo a little more. (As by this point she had been awake and living in the world for a few years now.) But it can be safely assumed that she is only tolerant of youkai that are peaceful or not considered a threat. She will still take any human side first.

When Futo first woke up she was very excitable, eager to take on any challenges for her resurrection, and prove herself. Though over some time she has calmed down, and seems to be mostly rational and observant, though still easily mislead with ideal words.

Powers:
Power List
Hopeless Masquerade spell card list
Ten Desires spell card list


Other than her spell cards as listed, Futo has the ability to use Feng Shui and control it, or in other words manipulate elements and energy for various outcomes. Though what she technically is doing is using Shinto magic with some taoist window dressing. In other words she has spiritual powers and can use the Asian element system of alchemy. (Wood breaks Earth, Earth stops Water, Water puts out Fire, Fire melts Metal, Metal chops Wood. Wood feeds Fire, Fire nurtures Earth, Earth makes Metal, Metal collects Water, Water feeds Wood.) This method allows her to manipulate elements, such as summon fire and water. Along with this she is adept at exorcism and curses, and pretty much all the traditional Japanese magic shinto has to offer.

Other than magic she is good with hand to hand martial arts as well as archery. In her past she was the captain of Prince Shoutoku's (Miko) guard. Having come from an era where there was a lot of fighting and the threat of youkai, Futo is very good at taking care of herself and reacting to threats. However, due to her limited understanding and the era she comes from what she sees as a threat and responds to is not always a real threat.

On top of her innate abilities, she has the typical abilities of all Touhou characters, the ability to fly and cast danmaku (Spell cards listed at top).

Limits
As the majority of her powers are based on Onmyoudou which has a lot of rules and methods of how it works those skills seem at a respectable level. She is only capable of doing what her environment and nature can aid her in channeling. Large spells will be reduced to 3 or so times a day, while ritual magic may require more prep time.

Other than that, flight will be limited as per the examples in the abilities explanation. As for Danmaku, it will be limited to each spell card only working once a day, and unable to cause any damage, the worst is knocking a person out for a little bit.

Entry: She will need rescuing from the skyway.
Other:
Futo is based on a historical figure known as Futsuhime who was a member of the Mononobe clan who lived around 600AD during the Asuka period. The events of that time are practically mythological but they are a key point when considering Buddhisms history in Japan as well as government set ups and their relationship to China. Canon has chosen to change some of the events of what is known of that era, but history still plays a great role into her character, motivations as well as explaining some of her relationships.

I would also like to note that some of her motivations. especially that which happened in the past, have been extrapolated on, and are mostly what would be considered headcanon, though I have tried to match them up with canon as well as history in a reasonable way.

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