neosapienmods: (Default)
Neo Sapien Mod Account ([personal profile] neosapienmods) wrote2019-12-23 03:35 pm

APPLICATIONS

APPLICATIONS

Applications are OPEN.


BEFORE YOU APP please make certain you have read over the PREMISE, RULES, and FREQUENTLY ASKED QUESTIONS to assure you have a complete understanding of the game, its setting, and what is expected of you as a player. Thank you.


PLAYER INFORMATION

PLAYER: Your name, as in you the player
ARE YOU AT LEAST 16 YEARS OLD?: You must be at least 16 to join this game
IF UNDER 18 YEARS OLD, PLEASE STATE YOUR AGE: Self-explanatory
CONTACT: Plurk, Discord, OOC journal, or just set up for private messaging, the mods need some way to contact you.
CHARACTERS PLAYED: The names and journals of any characters you already play in the game.


CHARACTER INFORMATION

NAME: Your character's name
CANON: What your character comes from
CANON REFERENCE: Any info links will be accepted here. If apping an OC, this doesn't really apply to you.
AGE: Your character's age in this AU. If it differs from their canon age, please make note of it here as well.
GENDER: Your character's gender in this AU. If it differs from their canon gender, please make note of it here as well
CHARACTER TYPE: Human, Meta-human, etc.
APPEARANCE: This does not need to be a detailed section. A picture and/or short description is all that's really needed. However, if you're apping an OC, we'd like at least a little more thought put into this section. IF THERE ARE ANY MAJOR PHYSICAL DIFFERENCES BETWEEN THE AU AND THE ORIGINAL, THEY SHOULD BE NOTED HERE.

PERSONALITY: We would like at least four paragraphs here. If you can do more, that's great, but anything less will be given an automatic revision. What we want here are the ins and outs of the character. Their motivations, personal strengths, and weaknesses. What makes them tick, so to speak. This is not a history section. If at all possible, please back up major personality points with canon examples. Cite canon whenever possible. If there are some differences in the personality due to the AU nature of the game, please note them here, but remember that your character's personality cannot be too drastically different. The core character should remain the same.

POWERS & ABILITIES: If your character is a Meta-human, please give a detailed explanation of their powers here. Literal strengths, weaknesses, and the upward limit of their ability. Spare nothing here, as we will be scrutinizing this section heavily. If you need to link wikipedia for scientific explanations and whatnot, you are free to do so. Remember, any multiple powers need to be related in some way to the core ability. The only exception to this rule are physical mutations.

Both humans and Meta-humans should also use this section to list noteworthy personal skills. For example, if your character is a prodigious hacker or a master of hand-to-hand combat, make a note of that here.

AU HISTORY: This is the meat of the AU. We want a detailed history of their character. Their early life, how the conditions of New Gate City have affected them, how they came to discover they are a Meta-human (if applicable), and what lead them to where they are in life now. There is no hard limit on how long this needs to be, but if we feel it is too barebones, there will be a revision, so please do what you can.


SAMPLES

Here is where you link RP samples! While we'll accept any format of thread for these, we'd like to have two (or more) different ones to go through, with at least five or more comments from your character present. Because this is an AU game, we request all samples reflect the AU of your character. Samples can be from the TDM, a musebox, or a meme!



windblownrose: bearded man with glasses, neutral expression (Default)

[personal profile] windblownrose 2020-01-05 02:43 pm (UTC)(link)
PLAYER INFORMATION

PLAYER: Kira
ARE YOU AT LEAST 16 YEARS OLD?: Yes
IF UNDER 18 YEARS OLD, PLEASE STATE YOUR AGE: N/A
CONTACT: [plurk.com profile] tinwateringcan
CHARACTERS PLAYED: N/A


CHARACTER INFORMATION

NAME: Antryg Windrose -- AU name Andrei Vetrov
CANON: The Windrose Chronicles - Barbara Hambly
CANON REFERENCE: Book summaries, previous application (tragically, this series has minimal online fan presence!)
AGE: About 45; he himself isn't quite sure.
GENDER: Male
CHARACTER TYPE: Meta-human
APPEARANCE: About 6'2" and thin, with a wiry build. He's significantly scarred: swollen knuckles from badly healed breaks and dislocations, old, tiny puncture scars that track the veins in both of his arms, and manacle scars on his wrists and ankles. He has a long face with a delicate bone structure, large nose, wide mouth, graying brown hair, and wide gray eyes surrounded by a network of wrinkles (being so nearsighted he's nearly blind without glasses, he has done a lot of squinting.) His hair is wavy and streaked with gray, and he usually wears it long, with a beard. His voice is deep, velvety and expressive.

PERSONALITY: Andrei is kind, incurably curious, idealistic and deeply paranoid. Everyone he has ever loved has betrayed him: his parents abandoned him, his first teacher and father figure abused and controlled him, his countrymen deserted and persecuted him for his metahuman abilities. Despite this, he still loves deeply, because the thing he fears most of all is loneliness. He does not, however, trust easily. He often doesn't even trust his own senses; after a childhood spent with a manipulative, megalomaniac psychic, Andrei has difficulty knowing when his perceptions are real and when he can trust his own reactions. His electrokinetic and electroperceptive abilities let him 'see' the framework of a mechanized and electrified world in a way that most others can't, which means he often can't check what he perceives against others to tell when it's trustworthy, either.

Between this paranoia, and the conflict between his natural optimism and the defensive cynicism built on a lifetime of disappointment, Andrei is rarely at peace with himself or the world.

He has an investigative streak that's led him to hold a huge number of heterodox opinions about the world, starting with his faith in tea-leaf reading and other cheap fortunetelling methods and moving on to his tendency to self-experiment with modifying the electrical fields in his own brain, and a distinct interest in aliens. He's certainly wrong about some of it, but since he doesn't know which pieces, he's not willing to give any of it up. After all, there is more in the world than any individual in the pre-metahuman era would have believed. Why shouldn't there be more than the current world believes, too?

The eccentricity, although genuine, is also something that Andrei uses as a shield for his emotional vulnerabilities. Since childhood, he has frequently been the prisoner, effective or real, of dangerous and capricious forces. He has learned never to show fear and rarely to reveal his genuine emotions. Lightly chattering on about inconsequential and ridiculous subjects allows Andrei to hide the things that he truly fears and cares about. He doesn't trust anyone, even the people he trusts most in the world, not to use those things against him.

Andrei's curiosity about the world expresses itself in nearly everything he does. He'll stroll into near-certain death just to figure out how it's going to try to kill him, and he loves learning about other worlds and new fields of science or kinds of technology. He's the sort of person who can't restrain the urge to take an unfamiliar mechanism apart to see what's inside. He collects strange superstitions and nurtures odd hobbies, from fortune-telling to building pinwheels and collecting rubbings of tortoise shells or other strange and interesting ephemera.

He's fond of animals and children, and has a heroic streak that's caused nearly all of the problems in his life. It's very hard for Andrei to see injustice or cruelty being done without leaping in and putting his own life on the line to stop it. He has a crippling sense of responsibility for everyone and everything. When faced with a monster from another world, he tries to send it home. When faced with a woman who's tried to kill him, kidnapped his lover and threatened to destroy the world, he gives her her heart's desire. He is, frankly, merciful to a fault: sometimes it ends well for him (as when the monster from another world went on to save his life) but, usually, it ends with him being smeared as an accomplice or even as the one who was masterminding events all along.

POWERS & ABILITIES: Meta-human ability: electrokinesis.

Andrei's ability allows him to perceive and manipulate existing electrical fields. He cannot generate electricity beyond what is naturally produced by any human body, but he can redirect, concentrate, focus and alter its movement within a circle of about 20 meters centered on his body. The primary limit on his ability is how much electricity is present within his range; when standing next to a high-voltage power line, he can play Thor, but if he's isolated from electricity he's limited to much more subtle and low-level effects.

With a lot of power available, he can throw lightning bolts, short out even shielded equipment and start fires. With more minor amounts of power, he can do things like temporarily stun someone as if by Taser, recharge or drain the charge from batteries, damage, activate or deactivate machinery, or re-route charges from one place to another.

Due to extensive training by an inventive and amoral asshole, Andrei can also use his power for nonstandard things such as transcranial electrical stimulation -- altering electrical fields in the brain to damage memories, cause delusions or personality changes, cause people to lose consciousness or experience seizures -- or even stop hearts from a distance by deranging their electrical activity. He's not psychic and can't read thoughts, alter memories (only prevent them from being formed) or transmit specific messages, and any electrical interference with someone's nervous system isn't guaranteed to have the effect he wants it to and carries the risk of serious side effects. Any use of this power on PCs would be subject to player permission, but he's also highly unlikely to use it on NPCs unless his own or others' lives were at risk.

He can identify cybernetics or hidden electrical devices on people by sensing their electrical fields, although this only works with devices that are powered (for instance, he can spot a smartphone unless you pull the battery, but he couldn't see a gun unless it had a smart lock or other computerized accessory.)

In a world that's extensively electrified and computerized, this sense translates into being able to 'see in the dark' by navigating based on the electrical fields around him. It also means that he can always 'see' chordates based on the electrical charges in their nervous systems… and that power outages make him very nervous, because it feels like going blind.

His formal education, what there was of it, was focused on mechanical/cybernetic engineering, and he is a trained cybernetic repairman, which he integrates with his abilities to allow him to pinpoint failures in both cybernetic augmentations and the nerves they're connected to.
windblownrose: bearded man with glasses, neutral expression (Default)

[personal profile] windblownrose 2020-01-05 02:48 pm (UTC)(link)
CONTINUED


AU HISTORY: (Note: topics include child abuse, voluntary & involuntary drug use, imprisonment) Andrei was born to a large, struggling rural family in the swamps of a rapidly-warming Siberian Plateau in the late 2070s. One among many children, with poverty-stricken parents scraping a living from increasingly unproductive and dangerously toxic land, he spent his early childhood deprived and working hard, but not unloved -- until his meta-human powers manifested when he was seven or eight. In a world where meta-human abilities were beginning to appear, but weren't yet well-known, his uncontrolled childish abilities to destroy electronics with a touch or violently shock people who brushed against him terrified his entire community. Blessings didn't stop it; beatings didn't stop it, locking him in his room without dinner didn't stop it; within six months of his powers manifesting, Andrei's home life had gone from deprived-but-loving to life-threateningly abusive. Enter the actual worst thing to happen in his life: a megalomaniac telepath going by the single name of Rasputin.

'Rasputin' strolled into Andrei's family home, tossed a bag of cash onto the table, took the boy's hand and walked away with him. Later, Andrei wondered if the man had telepathically manipulated his family into not putting up a fight, but he can't know for certain. He's never had the nerve to try to find his relatives.

It turned out that Rasputin was looking for a malleable meta-human child with a powerful ability that could complement his own telepathic powers. When rumors spread about Andrei's electricity, he pounced, and for the next ten years he manipulated the boy through abuse, conditional affection and outright telepathic control to hone his abilities, murder 'Rasputin's' enemies, steal for him, torture for him and protect him at any cost. Andrei's dependence on outside sources of electricity frustrated him, and he tried various pharmaceutical cocktails on both himself and Andrei in order to try to boost their abilities, to little avail -- although the drugs certainly didn't help 'Rasputin's' paranoia and grandiosity, or his ward's fragile mental state.

At eighteen, desperate to save himself, Andrei slipped a sedative into Rasputin's drink and fled. He went underground in a Northern Russian megalopolis, spent a few years trying to self-treat his trauma with drugs and alcohol while suffering from the constant sensation of Rasputin's telepathic presence in his mind, and at last fell into the orbit of a kindly shopkeeper and scholar, Simon Arkin, and his wife Rachel. Andrei was on the streets when they first met; Simon offered him first the occasional free meal or cup of tea, then a job helping out around the shop, then a rented room in his own house. Thanks to his influence, Andrei managed to get his life on a more even keel: he kicked his drug habit, started taking online courses in electronics to help make sense of his abilities, and discovered a keen love for learning. By his early 30s, he had a cybernetic technician certification and a decent job in a small repair clinic, an ongoing close friendship with the Arkin family, and even a girlfriend -- although he continued to keep his own metahuman abilities hidden from those he didn't trust with his life. Not only did he fear the repercussions of being revealed (at best, he'd get fired; at worst run out of town to scrabble for survival in the toxic swamps) but he was terrified that Rasputin was still out there somewhere, looking for his favorite weapon. Andrei never did stop hearing the man's voice or sensing his presence, and without telepathic abilities of his own, he had no way of telling whether it was real psychic communication or paranoid delusion.

At 35, Andrei's carefully built second life fell to pieces when his entire neighborhood of the megalopolis was slated for demolition and replacement with a cybernetics component factory. Hundreds of families were offered a pittance of compensation, and renters got nothing at all; protests erupted throughout the neighborhood, and Andrei's girlfriend stepped up to become a community leader. His ingrained paranoia lost the battle to his sense of justice and his loyalty to her, and he took a leading role in the protests, employing his meta-human powers to damage police drones and demolition equipment as subtly as he dared. Tensions escalated, damages rose, many of the protestors spent nights or weekends in jail… and then one final, massive planned protest went very wrong. Someone fired shots, the riot police came in swinging, and Andrei panicked and pulled the energy out of the buried power cables beneath his street. The lightning storm was caught on video from a dozen different angles. Six cops died from electric shock and burns.

The trial was quick and the outcome not in doubt: Andrei was sentenced to life imprisonment for the murders. He wound up in solitary confinement in a Faraday cage-shielded room, forbidden any electrical devices whatsoever, on complete news blackout. Despite the inconveniences -- solitary confinement, trying to read without electric lights and with increasingly terrible vision, being heavily chained and sedated whenever he was moved from his cell to prevent him from using his powers -- he was a model prisoner and insisted to his guards that he found his prison to be a lovely and relaxing place. In part, this was true: the whisper of Rasputin's presence in his mind had finally died away. Whether he gave up on Andrei after the news coverage, died, or whether Andrei had always been imagining the persecution remains a mystery.

Five years of good behavior into his sentence, Andrei's patience finally paid off in an opportunity. He used a ballpoint pen's metal clip to bridge the cage and kill the cameras in the hallway; took advantage of a guard's careless delivery of his meal to stun the man with an electric shock and steal his keys; changed into the guard's uniform, left the unconscious guard in his own prisoner's smock in his bunk, and walked out of the prison aided by a series of mysterious electrical failures in the ID check equipment.

As soon as he was out of prison, he ran, stealing, bargaining and threatening his way out of the Russian Federation and to New Gate City under a forged ID chip. Once in New Gate City, to throw off pursuit, he switched ID chips again, and found a job bartending in the Underground at a cheap dive called Enyart's. He's living day by day, trying to stay under the radar, although he's already developing a reputation for helping out around the neighborhood, and volunteers for Neo Sapien community outreach work in his spare time. He can't help feeling a sense of responsibility to the people around him, human and meta-human alike; perhaps it's the benevolent side of the meta-human supremacy beliefs that Rasputin drummed into him as a child, or perhaps it's just a social conscience that won't die.

Wherever the sense of responsibility came from, someday, Andrei suspects it's going to get him killed.


SAMPLES

#1
#2
#3
#4 (A touch short but ongoing!)

Revision - Powers

[personal profile] windblownrose - 2020-01-09 05:19 (UTC) - Expand

Re: ACCEPTED!

[personal profile] windblownrose - 2020-01-09 06:08 (UTC) - Expand
rulerblade: (Default)

[personal profile] rulerblade 2020-01-05 02:54 pm (UTC)(link)
PLAYER INFORMATION

PLAYER: Elaine
ARE YOU AT LEAST 16 YEARS OLD?: Yes
IF UNDER 18 YEARS OLD, PLEASE STATE YOUR AGE: n/a
CONTACT: [plurk.com profile] jackabee
CHARACTERS PLAYED: n/a


CHARACTER INFORMATION

NAME: Tooi Kuji
CANON: Sarazanmai
CANON REFERENCE: A list of all 11 episodes w/ links to entries of the plot on each one is within.
AGE: 14
GENDER: Male
CHARACTER TYPE: Meta-Human
APPEARANCE: He doesn't differ from his canon appearance, save for wearing gloves on his hands most of the time.

PERSONALITY: On first glance, Tooi is distant, prickly, and altogether the poster child of "a troubled youth". Criminal acts don't seem to phase him - they are simply part of surviving in a cruel and unusual world. Waterboarding a man, dealing drugs? Kid doesn't even bat and eye. There's no need to sugarcoat anything. When there's an issue, he gets to the point and doesn't want to bother with flailing around to find a solution, mainly because goofing off cannot help him in the long run. In canon, it is through his accidental murder of a gang member and his brother Chikai's subsequent reiteration of only the strong people will survive that forces him into this childish rendition of maturity. He gives up on his hobbies and dreams, feeling like it is necessary to do so in order to keep Chikai, the only immediate family he has left, in his life. Once you're gone, you'll be forgotten - so you keep going if only to never be left behind.

It is in this child's interpretation of maturity that much of Tooi's personal depth hides. In the beginning of Sarazanmai, he is reluctant to work with Kazuki and Enta when the trio is turned into kappa and ordered to take down kappa zombies by the kappa prince Keppi. He only begrudgingly begins to consider it a viable option when a reward for their efforts comes into play, and with that he begins to let his guard down around the other two. If purposeful isolation made him cold and aloof, it is continued interactions with others that began to whittle down at that facade. And behind it? There's a lot of pain. Just because Tooi has a bloodstained past doesn't mean he can't feel terrified or act selfish. When it comes to those most important to him, Tooi is willing to lay everything on the line, discard all the other things in life that seem tiny by comparison. It is only through the tremendous heartache of losing his brother and the relentless reaching out from Kazuki and Enta that he learns that those small things in life are not as small as he assumed, and they matter much more when it comes time to rebuild from pain.

Now in Neosapien's AU, he wouldn't have had such a revelation, and thus his mentality would be more entrenched in survival, in cutting off anything frivolous or trivial that might get in its way. Small instances of curiosity, of looking in on others and briefly contemplating himself among them are best left as short-lived daydreams. After all, even if he's metaphorically thrown away the small things in life, he still loves them deep down in his heart. He still has an affinity for soccer and, once his friendship with his fellow protagonists is formed, he still cares for them.

If I were to boil down Tooi's strengths, I would list them as:
- Determined (Cat eats a bag of your weed? Chase the little fucker down through city streets to get it back!)
- Concise (You see his deep dark secret, that he's killed a man? Outright doesn't deny it, and makes no bones about telling you what he'll do if you spill the beans.)
- Empathetic (He understands the gravity of his actions. Yes, the things he does are terrible, and he is fully and 100% aware of that. Even if he doesn't show it, he's going to carry around what he's done for a long time.)

If I were to boil down his weaknesses, they would be as so:
- Devoted (When he gives a shit, he gives his everything. He'll kill for you if he has to, and will accept your judgement if you cast him aside. Try as he may to discard his connections, he simply cares too much deep down.)
- Forgiving (He holds none of the bad things his brother has done against him. There is no resentment, especially after Tooi himself murdered a man as a child. To him, they are both mired in the darkness of the world together, and even if Chikai were to abandon him - even if Chikai were to ultimately decide to kill him - Tooi would accept the outcome. Only those closest to him would ever truly see the depths of this side to Tooi Kuji, just how easily he would lay down in the dirt if it meant that those dear to him would emerge unscathed.)
- Desensitized (I shouldn't have to explain why a 14yr old shouldn't be used to taking part in or experiencing criminal acts.)

POWERS & ABILITIES: Tooi has developed some aspects of Kappa Physiology as per his Meta-Human status. He has webbing between his fingers and toes, the former of which is scarred from repeated attempts in childhood to have the webbing cut and removed, so he almost always wears gloves. His fingernails also grow somewhat longer, sharper, and harder than normally, so he has to cut and file them regularly to pass and not, you know, break his gloves on accident. He can breathe underwater comfortably for about ten to fifteen minutes, perhaps more if actually trained to do so; after that it becomes more difficult and he does need to resurface for air. He has enhanced endurance, which allows him to withstand water pressure far more easily than normal humans; to quantify it, right off the bat he would not suffer ruptured eardrums or capillaries in the eyes while underwater, and without training he can stave off Nitrogen Narcosis up to about 50 meters in depth in the water. With training, it could be possible to achieve further depths. He also has enhanced strength; on land and in the water he would be able to incapacitate someone of his size with ease, and someone 1.3x his size with some difficulty. (For perspective, Tooi is 165cm tall, equal to about 5ft 4in.) He has no formal training, just a scrappy attitude and a sharp metal ruler, so anyone bigger than 1.3x his size would have trouble taking him down but it would be possible, especially if they actually knew their way around a fight.

He cannot, however, see in dark water or swim really fast, he doesn't have a dish indentation on his head or a shell, and he cannot regenerate limbs. He most certainly cannot steal people's souls through their butts. There is always the possibility for him to grow into more kappa-like features as he gets older, but as of yet that remains to be seen.

As for personal skills, Tooi has some athletic talent, particularly in regards to soccer. He's not a poor runner and has pretty good coordination. Again, he's not traditionally trained in any fighting style, but he does have some experience with scrappy back-alley fights and improvised weaponry a la his metal ruler. Tooi is also fairly competent at business, being shown growing his own supply of weed and distributing it in discreet ways, dealing away from home to keep trouble off of his back. He's industrious and saves his money, so he understands its importance. Lastly, considering his background in canon (and coincidentally in his Neosapien AU) as growing up in his family's soba shop and helping participate in festivals, he'd have some sparse secondhand knowledge of soba noodle prep and its significance in Japanese culture.

AU HISTORY: CW: suicide, abandonment, childhood delinquency

Tooi's AU childhood, for all intents and purposes, is not too different from that which he experienced in canon. Growing up in the 22nd Century's equivalent of Tokyo, he enjoyed a stable, happy, and humble life with his parents and older brother Chikai, living above the family's small soba shop. It was a nice, loving household that made due even in these now less than ideal times, and little Tooi always thought it would be so.

It was not to be so.

Around eight years old, he began to manifest physical attributes of his status as a Meta-Human, namely the webbing between his fingers and toes. His parents, conscious of the reactions Metas received in society, became incredibly worried for the future of their youngest son, and began bringing him to doctors in secret to find a way to either get rid of these mutations or to reduce them. He was taught to never go barefoot, to wear gloves whenever he could and long, hand-obscuring sleeves when he couldn't, to hide first the webbing and then the bandages that came from repeated measures to surgically remove it. With his hands in near constant pain, Tooi was miserable and confused, completely unaware of the financial hole his parents were digging themselves into just to give him a normal life, but oddly enough, it was his brother, Chikai, who succeeded in that endeavor the most. Regardless of the changes Tooi went through, Chikai was a constant in his life, reliable and kind, never making his baby brother feel like he was anything less than a person and often tried to indulge or spoil him when he could, buying him treats or surprising him with a new soccer ball for them to kick around in the park. How Chikai came by the money to do this, Tooi didn't know.

After two years of failed attempts to bring their son back to normal and a spiraling pit of medical debt, Tooi's parents committed suicide. At ten years old, Tooi was finally beginning to process what his mutations meant to the wider world, and with news of just how extensive the costs of all the doctors and surgeons working "under the table", as it were, to cure him, his parents' death instilled an intense and heavy guilt upon him. If not for this thing he was becoming, they would still be alive and well.

While Chikai still did not treat Tooi any differently than he had before, there was a distinct shift in his older brother's persona. Chikai left the house for long periods of time, taking their parents' heirlooms and remaining nice things and leaving Tooi money for food in return. He would reiterate often that only "bad people" survive in the world, that only they were strong enough to live on, and their parents and this soba shop would soon be forgotten in an ever-changing world. Was Chikai involved in a gang or illegal activities? Tooi doesn't know for sure, even to this day. All he does know is that a month after their parents' death, Chikai left the house and the soba shop behind, and never returned. On top of everything else, this is just a devastating blow for Tooi, and internally he takes on his brother's disappearance as yet another thing his status as a Meta has brought unto his family. If he wasn't the way he was, then no one would be suffering or gone.

Tooi tried to stay in the family house/shop, at least for a little while, but you can't very well survive in a house that has its utilities cut off while debt collectors pound on the door at odd hours of the night, and you can't run a soba shop at ten years old. Without his brother, Tooi had no one to rely on, and thus, decided that the smartest thing he could do was run away and live somewhere else. (To be fair, he was ten when he decided this. We all decide on stupid shit when we're ten.) Taking the cash he had saved up from what Chikai had given him and a backpack full of clothes and a picture of his family, Tooi sneaks onto trains, boats, anything that will get him as far away from home as possible. With no concrete destination, he merely went where he was taken, and soon had to contend with other stowaways and vagabonds for hiding places, food, or just a moment's rest. It's through fighting and dodging various authorities that he learns about the other Meta-Human abilities that he's manifested; sometimes you just have to hide in a river and hold onto a pier support until the police stop looking for one of the kids who snuck onto a ferry and tried to steal each other's shit, and that's how you find out you can breathe underwater for a while.

It takes him a few months to end up in New Gate City, its sprawling urban jungle enough like 22nd Century Tokyo for him to consider putting his roots down here. By now he's fully aware of what it means to be a Meta-Human in society, and having gone through the wringer just to make it this far, he carves a home for himself on the streets of Last Ward. He fights other kids, stays clear of the adult gangs and police, and starts finding things to sell for cash. At first it's discarded bits of tech, then it's the precious metals in the tech, then it's matches and cigarettes, until finally he finds himself dealing small-time recreational drugs. He's not stupid enough to take any himself, but the profit he turns allows him to, as of recently, finally afford a tiny, crappy, one-room apartment in Last Ward. With an actual roof over his head, Tooi has taken the initiative to clean himself up a bit and get a legal, on the books job working in the Market Ward as a busboy for a hole-in-the-wall noodle shop, where no one asks why he always wears gloves or minds that he's always looking over his shoulder when he comes in and leaves. He's still dealing drugs, of course - can't afford to live in his apartment otherwise - but with two sources of income, he feels slightly more secure than before.

Tooi's main goal in New Gate City? Survive. Even if his condition has brought nothing but suffering to the important people in his life, by God he's going to live despite all the shit he's been through to get here. He doesn't need to be rich or take anyone's pity - he just has to keep going. Fighting for Meta-huamn rights or against them? He doesn't care, nor can he see how he should. If he can keep living, that's all there is to it.


SAMPLES

Toplevel, Action Thread, and Text Thread.
crusaderess: (Default)

JOTARO KUJO (genderswapped) | JOJO'S BIZARRE ADVENTUERE | RESERVED

[personal profile] crusaderess 2020-01-06 05:58 am (UTC)(link)

Re: ACCEPTED!

[personal profile] crusaderess - 2020-01-09 02:41 (UTC) - Expand
psychokinesia: (I-0011)

Add | Elsword | Reserved

[personal profile] psychokinesia 2020-01-06 09:17 am (UTC)(link)
PLAYER INFORMATION

PLAYER: Lavvy
ARE YOU AT LEAST 16 YEARS OLD?: ya
IF UNDER 18 YEARS OLD, PLEASE STATE YOUR AGE: N/A
CONTACT: [plurk.com profile] blueflewfeduqueen | Lavvy#1238 @ Discord
CHARACTERS PLAYED: N/A


CHARACTER INFORMATION

NAME: Edward Grenore "Add"
CANON: Elsword
CANON REFERENCE:
A Brief History of Elrios
Main Story Timeline
Add
Psychic TracerLunatic PsykerDoom Bringer

AGE: 19
GENDER: Male
CHARACTER TYPE: Meta-human/cyborg
APPEARANCE:
Mostly matches his appearance as Lunatic Psyker with some elements borrowed from Doom Bringer. He has the shorter hair and still prefers to keep his neck covered up, but already has the black "tattoos" on his arms and chest from cybernetic augmentations. Still wears edgy clothing with way too much goddamn metal stuck to it. His anime hair sticks up because he's just really staticky all the time.

PERSONALITY:
A few key words to describe Add would be abrasive, self-centred, paranoid, awkward, lonely, ambitious, short-tempered, and somehow both smart and dumb in all the worst ways. He is, mostly, an awful person and unbearable to be around, though at his heart he still yearns to be better and to get along with other people. Another good key word for him is "hot mess".

A lot of Add's issues stem from the fact that his upbringing was... questionable at the best of times. He was abused both physically and mentally by his father, isolated from the rest of the world in his family home and later abused and tortured in the slave trade, then finally trapped in a weird time-travelling dimensional library for countless years of his life. He was never truly "free" until he was 16, and by then his social skills were thoroughly fucked beyond repair. He's lived a lonely, lonely life, and though he thirsts desperately for love and attention he has no idea how to acquire such a thing. Instead he's come to convince himself that he doesn't need anyone else—he can never fully trust that people won't try to take advantage of him, based on past experiences, so clearly it's better for him to rely on his own talents and nothing more. He only maintains positive relationships for his own personal benefit, making it clear to everyone he deals with that he only cares about himself.

Try as he might, though, Add can't help but want to believe in the good of others. Despite claiming his distrust in everyone and everything, he still defaults to trusting the people that he's come to spend his time with. This isn't always a good thing, unfortunately. His relationship with Wally is a perfect example of this: from the very start it was a business relationship that immediately lead to betrayal, and yet Add kept going back to Wally to make new deals with him, even after the last three times they worked together where Add ended up getting screwed over. On the other hand, there's his relationship with the El Search Party that he ended up joining after, uh, about 2-3 years of stalking them (look, I'll get to that). Like his dealings with Wally, Add joined the El Search Party with the intent of betraying them from the very start. Unlike Wally, however, the El Search Party was genuinely kind and welcoming to his presence, so... he just sort of kept putting off his grand schemes of betrayal. He still insists that he's using them and nothing more, but it's undeniably obvious that he cares about them and wants to stay a part of their gang. He trusts his teammates even when logic says he shouldn't, and he admires their selfless heroics even if it's too embarrassing for him to admit. They're the kind of good, kindhearted people that he wishes he could be, even if he doesn't believe he's capable of it.

The biggest hurdle preventing him from becoming a better person is his own rampant paranoia. Though he may believe in the good of the people close to him, he's also constantly expecting the worst-case scenario in any sort of interaction. His mind has a way of bending over backwards to turn even the most innocent of interactions into a potential threat or slight against him. Combined with his shitty social skills, he's absolutely awful at reading people's intentions and tends to assume by default that everyone is out to get him personally. He has an extremely difficult time opening up to people, even the people he's spent years of travelling with, and if left to dwell on an awkward situation for too long he might just collapse under his own wild conspiracy theories. Luckily, his friends are kind of used to this by now, so there's usually someone to snap him out of his weird paranoid daydreams when he gets a bit too antsy.

Another major issue of his is his temper. As much as he tries to act cool and calm, Add has an explosive temper that he does very little to curb—something that he unfortunately inherited from his abusive father. When something makes him angry he's prone to lashing out at everyone around him, both verbally and physically when things start to get violent. He's easily blinded by rage, and his worries and paranoia make it easy for someone to get under his skin with the right words. He's also a sadist, taking great pleasure in belittling and hurting others to make himself feel more powerful. Having spent so much of his life abused and forgotten, being able to definitively prove his superiority is all he knows how to do to make himself feel significant. This magnifies his shitty social skills and awkwardness even further—sometimes he'll offend someone completely by accident, but it's also not unheard of for him to belittle and insult people just because he can. Which is, of course, another thing his close friends have learned to try and curb him away from. The El Search Party are honestly saints for trying so hard to better this asshole.

Though he lacks pretty much everything in the social department, Add's strengths shine brightest when it comes to his intellect. He's a natural-born genius, and despite his difficult upbringing the one good thing he gained out of it all was access to years upon years worth of advanced scientific research and texts. He's extremely skilled and knowledgeable when it comes to scientific topics, especially anything related to the ancient robotics of his world, and he's constantly seeking out new knowledge to innovate and grow as a scientist and engineer. He's damn proud of himself, too. Maybe a little too proud, since he tends to ramble incessantly if you can get him talking about his research... he's also prone to spacing out when he gets too caught up in a new idea, or obsessively harassing others with questions if he wants to learn more about something. He has a difficult time restraining himself when something interests him, which often leads to even more awkward situations.

Above all else is his unholy obsession with robots—or Nasods, as they're known as in his world. Nasods were once a lost technology, something that both his parents spent their time researching when they were alive. The knowledge of Nasod technology was something that was passed down through his family for generations, and so much of his childhood studies were spent examining and reconstructing Nasods. They were also a forbidden technology, however: Nasods became lost after they tried to overthrow humanity in a struggle for shrinking energy resources, ending in a devastating war that quite nearly brought upon an apocalypse. Researching such topics was deeply frowned upon, if not outright illegal, and it was a terrorist organization that eventually hunted down the Grenore family and put a stop to their work. And even after all of that, Add ended up stuck in a library filled to the brim with nothing but lost Nasod knowledge. His interest in the topic is derived from his upbringing surrounded by it, as well as not really having anything else to read about for a good chunk of his life.

Which finally brings us to what is quite possibly his most important canon relationship: Eve. Eve is the last surviving Nasod in modern day Elrios, you see, and Add is completely and hopelessly obsessed with her. He joined the El Search Party solely to try and study her, making all kinds of unfulfilled plots to kidnap and dismantle her for science—and even before joining them, he spent at least 2 years literally stalking the group everywhere they went just so he could watch her. Yeah. It's not entirely clear if he was successful at being stealthy all throughout this period, but at the very least the party decided he wasn't dangerous and politely tolerated his presence until they finally had a chance to tell him he could just hang out with them. Out of all the people in the El Search Party, Eve is the one he wants to be around the most, even though her feelings are quite the opposite. Over the years of travelling together they've come to build a more tolerable relationship, with Eve doing an excellent job of keeping Add's bullshit under control (she's one of the only people he'll listen to without question) and Add learning to be a touch more polite through her guidance. He's still a rude, arrogant prick, but he will 100% shut up if Eve tells him he's being an ass. His desire to research her has gradually grown into a more simple desire to know her as a person, possibly even a romantic interest towards her (though he'd be way too embarrassed to ever admit to that). He's grown protective of all his friends over the years they've spent together, but Eve is still his top priority.

Finally, a few other small quirks of his. Add talks to himself a lot, largely thanks to the many years he spent in complete isolation. He tends to mumble out loud even without realizing it, or trail off in the middle of a conversation if his mind gets caught up in another fascinating topic. He loves cats, even if he thinks its kind of embarrassing since it ruins his tough-nerd appearance. He can and will pet every cat he comes across. He's also been known to deliver some impressively inspiring speeches for a guy who can barely navigate small talk, though he also thinks this is super embarrassing and will deny that he even believes in stuff like selfless heroics or following your dreams or whatever. He's a mess, but he tries real hard anyway, and sometimes he's lucky enough to make friends who can understand that.
psychokinesia: (I-0089)

[personal profile] psychokinesia 2020-01-06 09:18 am (UTC)(link)
POWERS & ABILITIES:

Electrical Generation
Add's Meta-human abilities allow him to generate massive amounts of electricity within his body. He can turn this effect on and off (it would be kind of hard to interact with the world when you're constantly tasering everything you touch), though it's partially tied to his mental and emotional state—when stressed or excited he tends to generate a lot of static. The electricity his body produces has a distinct purple tinge to it and is a bit more visible than normal electricity, often in the form of bright purple sparks and wisps of light, so it's easy to tell when he has a live charge going on.

As for what he can do with it, he can charge his body with electricity and then discharge it. This normally requires contact and larger charges take more out of him, so it's not something he can use too recklessly, but if he's going all-out he can blast something with the full force of a point-blank lightning strike. The normal rules of physics apply here. With a bit of precision, he can create electromagnetic fields around his body to either pull or repel metal objects around himself. His unique physiology also makes him highly resistant to electrocution, for kind of obvious reasons. He's used to handling large amounts of electricity in his body and not killing himself, so even getting struck by lightning wouldn't do much to phase him. He can "absorb" external sources of electricity in this way to add to his own energy, though he can't do anything too crazy like actively drain an energy source dry or control it over large distances. He can only absorb electricity while in direct contact with it, and it's basically just the difference between plugging something in over using a built-in battery. His abilities and limits remain exactly the same, he just doesn't have to push himself quite as hard to maintain his energy.

His body does have its limits, though, even when it's his own energy being used. Much like a muscle being strained and injured by overuse, pushing his powers too hard can have deadly side-effects. If his control were to falter while carrying a massive charge of energy, he'd pretty much just fry himself from the inside out. He usually has to stop long before that point though since he'd already be hurting himself from the constant electrical shocks. Other Meta-humans with electrokinetic abilities are also a potential issue, since he's not completely immune to other people hijacking his energy or trying to fight over the flow of it.
Cybernetic Augmentations
In addition to his natural talents, Add has also been integrated with a variety of cybernetic augments that have been specifically designed to work with his powers. While not the most exceptional as far as modern cybernetics go, these are military-grade augments with quite a bit of computing power behind them and a completely unique design—anyone who knows a thing or two about cybernetics would be able to tell they're high quality even with the slightly-outdated components. Add has made a few of his own upgrades to them over the years (and, y'know, adjusted them to fit his growing body), but they're still mostly the design his father created for him when he was young.

All of the cybernetics in Add's body are controlled by an implant connected directly to his brain, located somewhere just behind his left eye. This unit assists with various mental tasks ranging from calculations to memory backups (he has a very literal photographic memory). Having spent most of his life connected to the device, he's come to rely on it heavily—not an issue that tends to come up often, but if something were to cause it to shut down he'd have a lot of trouble with his memory and keeping track of things around him. He can use it to interface with other electronic devices, but generally doesn't do so out of paranoia. This paranoia isn't completely unfounded, though, considering the device was originally intended to control his mind. Add has managed to get into the code and make enough tweaks to cover up this glaring issue, but it's still a very real risk for him—if someone were to gain access to his cybernetics and "repair" the mind control program, it would quite easy to wipe his memories and alter his thoughts. So, yeah, he prefers to not keep any open signals active.

Both of his eyes are prosthetics, working in conjunction with his brain implant to display vital information and enhance his overall performance. He has exceptional vision in both light and dark conditions and can even zoom in to a degree, not unlike a modern camera. He can quickly calculate visual information such as the speed or distance of an object, and through training he can do the reverse as well by calculating a necessary value and applying it to his own body (ex. measuring the exact distance and force needed for a punch). He has superb accuracy and precision due to all of this, though he has to constantly train his body to keep his reflexes up to par.

The last major component of Add's cybernetics are the "tattoos" covering his arms and around his chest. There markings are actually thin, flexible layers of highly conductive circuitry located just under his skin. The purpose of these circuits is much more straightforward: they can gather the electricity from Add's body all into one place, allowing him to harness and control his power with advanced precision. Without these augments his ability tends to be very difficult to control, since the energy is spread out over his whole body and can disperse at the slightest touch of metal. While these augments are active, however, the markings glow a blinding white and he can focus all of his energy into his arms. This allows him to basically punch people with lightning, or at the very least give extremely powerful electrical shocks alongside any kind of physical strike. He has similar (if slightly more lowkey) circuit layers in his legs as well. He can channel his powers through them in other ways as well, such as making his arms and legs highly magnetized, or absorbing his natural electricity to a small degree so he can work with delicate electronics without frying anything.
Engineering Prodigy
Cybernetics and superpowers aside, Add is exceptionally bright when it comes to science, robotics, and other topics that interest him. Having been raised and homeschooled by two scientist parents (one of which who, despite being an asshole, held his son to extremely high standards) he was immersed in advanced topics at a very young age, and his interests in knowledge and technology have flourished despite his troubled history. He spent significant years of his life studying the technology forced on him and teaching himself the ins and outs of cybernetic augmentation, from the complex programming to all the delicate physical components. He's quite the talented mechanic and picks up on knowledge quickly—his brain implant helps him cheat a little too, of course. He's especially fascinated with AI and has a bit of an unhealthy fixation on advanced weaponry. He dabbles in designing and creating strange new drones, often with numerous illegal functions, and sometimes sells his creations to fund further inventions. He much prefers to keep his creations to himself, though.

He likes to design devices that he can be used to compliment his own abilities and cybernetics, though they don't always work exactly how he plans. For now I'm not planning to have him invent anything too crazy or overpowered, though in the future you might be hearing from me about what sort of technological creations would be allowed, how long it would take to make something IC, etc.
Physical Strength
... he has some!

Surprisingly, Add actually isn't that strong on the physical side despite how he presents himself. He has a lean, fit build with a bit of muscle, but it's more like the build of a guy who likes to stay active than a guy who regularly gets into electrical fistfights. His fighting style is very rough as well, and a more experienced fighter would easily be able to tell that he's entirely self-taught. His strikes seem powerful, but he actually pulls his punches most of the time to avoid hurting himself—most of the damage he can cause comes from his electricity, not from physical impacts.

In a similar vein, Add's physical endurance is average at best. Ignoring the superpowers, his body isn't exceptional and his cybernetics don't do anything to improve his strength or durability. He can take a few punches, but he goes down about as easily as a normal human would. He probably goes down easier, in fact—the thing about being a human lightningrod is that people don't tend to want to touch you in a fight. Since he's used to getting through most scrapes with minimal contact, he's surprisingly ill-prepared for receiving any kind of serious injury. He's also a little bit squeamish when it comes to blood. He's kind of a huge baby. A huge fighty baby that can electrocute people.

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fonewearl: (PINKAL)

Marise (Mirys) Hargrave | Phantasy Star Online (fandom OC)

[personal profile] fonewearl 2020-01-06 09:36 am (UTC)(link)
PLAYER INFORMATION
PLAYER: Espilan
ARE YOU AT LEAST 16 YEARS OLD?: Yep.
IF UNDER 18 YEARS OLD, PLEASE STATE YOUR AGE:
CONTACT: [plurk.com profile] Espilan, Espilan#0497 on Discord
CHARACTERS PLAYED:
CHARACTER INFORMATION
NAME: Marise ('Mirys') Hargrave — On any IC documents or records it'll be spelled as 'Marise', but she spells it as 'Mirys' wherever she can get away with it.
CANON: Phantasy Star Online (fandom OC)
CANON REFERENCES: FOnewearl stats in PSO; Techniques in PSO, in PS ZERO, in PS Portable 2 and in PSO2
NOTE: As stated above, Mirys is a fandom OC. She is specifically based on the FOnewearl player class in the original PSO, and in previous games she has been handled as simply being from the setting with no involvement in the actual plot, on the exceedingly-small chance that any of PSO's NPCs were ever picked up in those games. Here, since being from the setting isn't a thing, the reference links given are mainly to support her lack of strength or durability, and to provide examples of what she could be capable of (see: anything 'Light', excluding Resta or Anti).
AGE: 16 years as of January 5th, 2120.
GENDER: Female.
CHARACTER TYPE: Meta-human.

APPEARANCE:
Mirys is a teenage girl with a height and weight that are somewhere just under the average for her age. She has pointed ears, light-blue hair and bright green eyes, and her typical outfit is a black/grey ensemble with some red, purple and other bits of color, and a matching twin-pointed hat. There is a pink emblem of sorts on the collar of the outfit.

PERSONALITY:
In Mirys's mind, the whole world outside of the NSO is out to screw her over and make life as hard as it possibly can, so to strangers and people who only barely know her, one can usually expect to see a sort of sarcastic, "fuck you all" attitude from her, in addition to tinges of boredom or apathy on certain occasions. In-person, she tends to be uncooperative and dislikes interacting with others with some exceptions, while online she is a bit more-willing to talk since she could just exit any given conversation at any time if she starts to feel uncomfortable or even just no longer in the mood. She prefers to handle most of her problems herself, and isn't above throwing insults when she feels they're called for. It is fairly easy to agitate her, and it doesn't take too much provocation to make her angry. On the other side of things, it is generally difficult to actually get her into a good mood.

Almost certainly as a response to what she believes had happened to cause her parents' disappearance, Mirys is a careful and guarded individual, treating most people as a potential threat until proven otherwise, and she can sometimes be incredibly-difficult to approach because of it. She tends toward working alone for those same reasons, but it's not impossible to get her to agree to working as part of a small group, although if she disagrees with the way the group's leader is handling things, she'll do her part in her own way or just split off from the group entirely. While she shows an obvious dislike of dealing with people and a preference for working alone, she is not above requesting help from others if it is needed.

There may be occasional glimpses of a slightly better person—the girl she was before the loss of her parents—but without her trust, there honestly isn't that much to actually see beyond what she lets people see...which also isn't too much, itself.

Largely due to the way her mother had taught her, Mirys tends to be methodical and organized when it comes to any tasks she seriously sets herself to, taking precautions and doing what she can to ensure her success or to safeguard against possible outside interference. If confronted with the unexpected during any such tasks, her reaction is usually to analyze the situation and determine the best possible course of action to deal with it, but when something unexpected occurs outside of any work she's doing, she tends to start feeling nervous—which she then tends to hide behind her attitude.

Her interests lie mostly in technology in general, with a particular interest in robotics and AI. When presented with anything relevant to those interests, there is a chance that she will be generally captivated; if you show her the newest gadget you've built, she might briefly forget herself and begin asking questions about it. She does not actively hide her interests, so anyone who happens to share them will often easily learn that she has them, but she also will not go out of her way to make them known. People who do have interests similar to her own will have the easiest time getting along with her and getting her to open up. It isn't impossible for people who don't share her interests to eventually get along with her, but it may be somewhat difficult in comparison.

Once one does gain Mirys's trust, she begins to open up a bit, showing more of the girl she used to be, although she is likely to retain some amount of sarcasm; it could be considered a good sign if she's still a bit snippy in more of a playful sense and not outright insulting. Keeping that trust will require that the trusted party know when to give her some distance, as she does not respond well to people who are constantly hanging over her—it makes her uncomfortable. When it comes to those who do get close enough to her, their problems are her problems, and her response to anyone she knows on a personal level being harmed or wronged in some way—even if it ultimately has nothing to do with her—is generally not a good one and interference might be necessary to keep her from going after the offending party.

POWERS & ABILITIES:
Mirys's power as a Meta-human is the ability to generate and manipulate light, which she can weaponize by focusing it onto a single point on a target to burn that target, or in the form of bullets, lasers, a protective bubble that burns on contact, or even hard-light constructs that can be used as weapons or barriers, and likely in more ways that will become evident over time as she continues experimenting with it. She can also use her power in other, less-dangerous ways, such as by creating illusions or effectively changing the lighting conditions of any room, and she can basically glow in the dark whenever she wants.

It is also possible for her to work with light that is outside of the visible spectrum, but with not being able to actually see what she's doing with it, there's a bit of guesswork involved in trying to do anything more-complicated than just constructing invisible walls. She considers that guesswork to be more trouble than it's worth, so when it does come to invisible light, she sticks to simpler things like the aforementioned walls, or if she feels like being a real nuisance, preventing IR remotes from working.

In regard to her limits regarding how much light she could possibly manipulate at once, minor or infrequent use of her ability is largely at no real cost to her. Extended or excessive use will become tiring after some time, however, especially if it involves spaces with a length, width or height greater than 10 yards, or if she needs to create her own light rather than use any existing light. Because of this, she is generally less-effective overall when in darker places, as such places basically force her to tire herself out quicker.

When it comes to normal, physical capabilities, though... While she's somewhat quick and has good reflexes, Mirys hits about as hard as a wet tissue when not using a weapon of some kind, and has the durability of one too. That is, without her power she's mostly harmless, and with or without it, it won't take too much effort to take her down in a direct confrontation.

AU HISTORY:
Mirys was born in early 2104 as the only child of Dorian and Ellen Hargrave. Barring some occasions where she accompanied her parents when they went out, she has spent the entirety of her sixteen years in New Gate's Middle Ward, living what was a relatively-okay life until recently; it was not quite a good one as hers wasn't an upper-class family, but it was also not as bad as some others have had it.

Due to a pair of physical traits that set her apart from normal humans—namely, her bright blue hair and pointed ears—she was identified as being a Meta-human of some kind very early in her life, though any abilities she had because of it would not be known until she was older. To help prevent her status from being immediately-obvious to others, she was given a large hat to wear in order to keep the hair and ears hidden on the rare occasions that she did go out, and she typically wore outfits that matched it to make it less-likely that the hat itself would be questioned. She still has the hat today and wears it nearly all the time (along with outfits that usually match it), but it is no longer pulled down to keep things covered like had originally been intended; anymore, it's worn mostly because she's grown attached to it.

Because she rarely went out for any reason other than school (in which for the most part she was teased over the hat, and generally hated going out at all as a result), her time was mostly spent at home. A majority of that time was spent with her mother, as her father was a researcher for the NSO who doubled down on his work after having learned that his daughter was a Meta. Dorian wasn't home as often as Ellen or Mirys would have liked because of that, but even at a young age, Mirys understood it was because he wanted to do things to help people who were different like her.

Her power was discovered shortly after she turned thirteen, following an incident where she nearly blinded her mother by accident; hers was the ability to manipulate—and even create—light, to use it in almost any way she could imagine, though it was also very quickly learned that trying to do too much at one time was particularly tiring. While she did effectively practice its use by using it to entertain herself at home, it was rarely ever put to any actual use during this time. The incident itself, she has never talked about, and probably never will; it's too embarrassing.

In the last days of 2118, in the days leading up to Mirys's fifteenth birthday, both Dorian and Ellen disappeared. It happened during a trip to the Commercial Ward during some after-Christmas sales in order to find something to buy as another gift for their daughter, and Mirys had been left at home at the time as that gift was intended to be a surprise. What exactly had happened was unclear, and there wasn't quite as much effort put into investigating the disappearance as there really should have been, as Dorian's involvement with the NSO was known, and Mirys was certainly aware that most people didn't care for Metas or the people who involved themselves with them.

So, she did get a surprise for her birthday, it just wasn't a very good one.

Since being left completely on her own was obviously not an option, and knowing that she was part of the reason why Dorian had made as much effort as he did, the NSO itself stepped forward and offered to help the girl. Her parents' belongings were taken from the home and stored away on the chance that either they were found alive or any of it could later prove somehow useful, and Mirys's own belongings were moved into an apartment near the NSO's headquarters, and that apartment would serve as her new home. She has since spent the past year of her life technically under the NSO's care, though she has insisted on being left to basically do her own thing, and this was accepted under the condition that she allow for them to check on her periodically and otherwise provide assistance when it was determined to be absolutely necessary.

She has since been going about her day-to-day life—school, working out more ways she could use her power, lurking around and occasionally posting on various tech-focused forums under the handle 'Pinkal' (with any identifying information absent from her profiles), and so on—but also mostly keeping to herself and pushing others away whenever they try to get close. While she can be sociable on some occasions—online more-often than in-person—she has rarely ever truly reached out to anyone, feeling that her parents were likely targeted by someone because of her father's work (and by extension, because of her), and not quite willing to set herself up to eventually lose anyone else. Only a few people have made any noticeable progress with her thus far.
SAMPLES
Here's a network thread. She's not super chatty but she's fine with those, usually. (Jack-O)
Here's an in-person thread with someone she's OK with. (Yang)
Here's an in-person thread with someone she's currently not OK with. (Add)
Here's a totally untouched (as of Jan. 5th) toplevel.

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gimmecandy: (Default)

jack-o | guilty gear | reserved

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lightnovelexperiences: (comfortable in her own skin)

Deedee Yeowoo/Jessica "Yeowoo" Michaels || OC (OU: Isekai/Online)

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repeatafterme: (just what to do)

The SQUIP // Be More Chill // Reserved

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thezekeinator: (what?!)

Zeke von Genbu, BRINGER OF CHAOS | Xenoblade Chronicles 2 | Reserved

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Lapis Lazuli | Steven Universe | Reserved

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Pandoria | Xenoblade Chronicles 2 | Reserved

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deviousdetonation: (3)

Jinx | League of Legends | Reserved

[personal profile] deviousdetonation 2020-01-11 04:40 am (UTC)(link)
PLAYER INFORMATION

PLAYER: Rubie
ARE YOU AT LEAST 16 YEARS OLD?: Yes
IF UNDER 18 YEARS OLD, PLEASE STATE YOUR AGE:
CONTACT: Whimsithot#6621 @ Discord is the most reliable way to contact me, but my plurk is [plurk.com profile] rubiesriot
CHARACTERS PLAYED: N/A


CHARACTER INFORMATION

NAME: Jinx
CANON: League of Legends
CANON REFERENCE: Here!
AGE: 22. She doesn't really have a canon age as far as I'm aware.
GENDER: Female
CHARACTER TYPE: Human
APPEARANCE: Her in-game art and her concept art. In this AU, while meandering the streets, she may occasionally be dressed in welder's gear, or tech-exosuits to disguise as a bot-- but no other physical alterations.

PERSONALITY: Jinx has a very explosive personality... literally. She is extremely energetic, fun-loving, and chaotic to her core. She has very bad sense of consequence for her actions, and an even worse sense of right and wrong. Even in many of her in-game quotes, she's prone to quirky, fun lines even when she's in the middle of intense battles, and treats major loss as either minor inconvenience or something to joke about, while minor loss is treated as colossal problems (evident prominently in the Odyssey video with her camera, or the space chess scene).

Of course, Jinx's fun-loving nature mixed with her high energy means that she is extremely easy to bore. She's prone to yawning in the middle of things, changing topics in conversation on a whim, or just outright quitting something in the middle of doing it. And, normally, this wouldn't bother Jinx, except it really impacts her social interactions with people. Which is actually something she cares about! It's why, at the end of the day, she'll have entire conversations with her guns, as it's really difficult for most people to keep up with her otherwise. This special concoction of havoc also makes her wildly impulsive. She doesn't have much of a plan beyond initial ideas that, from there, just tend to be a 'go with whatever feels totally right and totally AWESOME!' Her blindness to consequence makes this a threatening weakness, and generally has to rely on other people to reel her in.

Despite how carefree she is, Jinx's motivations come from a deeper place than just thrillseeking. Jinx felt wronged by a lot of people in her life: the other orphans-- including her own sister-- who left her and the people of Piltover: an upper class city that abuses and prospers off the suffering of her home city of Zaun. A once quirky and sweet girl became a hellbent maniac with revenge cleverly disguised as a means to entertain her seemingly insatiable desire for all things fun. It's not as if she thinks all her mayhem is unwarranted, after all. The fact that she just has fun with it might just be her way of making things not so bad.

Jinx is not one to show much of herself beyond the initial impression and truly believes herself to be an open book in that regard. She does care about those close to her, the painful memories still hurt and she's still angry, but she's bottled all that up and chucked it right into the nearest ticking emotional time bomb... and not the fun kind! As she wasn't really taught how to deal with those things, and is still wildly immature because of her upbringing, she choses just to ignore that side of her completely, but shows some of that longing for control and maturity (as she sees "mature", anyway) through the personality she crafted for her rocket launcher, Fishbones.

As a sidenote, although Jinx can seamlessly transition into this setting considering her canon home of Biopunk Dystopian Nightmare, I will be toning down the wild shenanigans just a tad. Both as a nerf so she can't get away with her zany antics as much, and because she's been shown to be slightly calmer in universes (i.e. Star Guardian Jinx and Odyssey Jinx) where she's made friends with people who would be able to have been at least somewhat of a positive influence on her.

POWERS & ABILITIES:
  • Jinx is an amazing tinkerer, and loves to invent things. Lately, her interests lie in anything that goes BOOM!, but she's also savvy to technology and robotics. Seeing as she's not all too savvy to most people, however, letting her near cybernetics is probably not the best idea.
  • Jinx is very fast. Not meta fast, mind you, but fast enough to be able to outrun most potential chasers... usually law enforcers.


AU HISTORY: Jinx had never known her parents, or even if her parents knew her, but it's not something she ever really thinks... or cares about. After all, throughout her life, she'd known nothing but the warmth of family from the comfort of other orphans around the Last Ward. It wasn't perfect, between the high risk of sickness, the lack of food shared among them, and the fact some of them were somehow still worse off, being discriminated as meta-humans... but Jinx still found comfort in her situation.

However, this comfort had to end eventually. A rare few know what happened that night, but even they don't talk about it. The night Jinx snapped. The night Jinx lost her friends. The night Jinx lost her family. It's hard for her to recall who took them away, exactly, and she doesn't know if they're still alive, but she knows that whoever took them lies among those rich, powerful bastards that would ever be heartless enough to decide who would miss a couple of orphans? It's unclear if anyone noticed, or if anyone cared, but Jinx can't forget.

Since then, Jinx has spared no expense to those who have fortune to spare. Her handiwork comes in the form of various pranks that vary in scale. Much akin to her canon counterpart, she's mastered the art of paving the way with chaos, from releasing zoo animals into busy streets, to sabotaging marketplaces with outbursts of colorfully painted rats, to interrupting boring meetings with a few uncomfortably close fireworks. Her only motivations... to get the attention of those who don't know what it's like to go without knowing if they're going to get a meal tomorrow, of those who don't have to worry about the holes in their clothes and if it'll be warm enough to sleep at night, and of those who don't know how it feels to see the ones they love disappear and have the world treat them as if they never existed at all.

Present day, when she’s not causing a little bit of panic, Jinx takes care of the new kids who don’t have anywhere to really call home, and spends a lot of her time doing engineering work for those who ask. Usually, she’s had some dealings with the shadier side of the Last Ward’s businesses, but at the end of the day, it gives her a workshop and food to eat, so she doesn’t have the luxury to complain.


SAMPLES

x x x x
Edited 2020-01-11 17:40 (UTC)

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Yang Xiao Long | RWBY | Reserved

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Lora | Xenoblade Chronicles 2 | Not Reserved

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ayoungman: Ion Made By Yours Truly (The OOOOLLLLL' fake Arm trick!)

John Egbert | Homestuck | RESERVED

[personal profile] ayoungman 2020-01-11 08:33 pm (UTC)(link)
PLAYER INFORMATION

PLAYER: Cat
ARE YOU AT LEAST 16 YEARS OLD?: Indeed!
IF UNDER 18 YEARS OLD, PLEASE STATE YOUR AGE: N/A
CONTACT: Plurk = [plurk.com profile] chohakkaifan, Discord = Chohakkaifan#5971, OOC journal = [personal profile] chohakkaifan
CHARACTERS PLAYED:N/A


CHARACTER INFORMATION

NAME: John Egbert
CANON: Homestuck
CANON REFERENCE: Wiki Page (official canon)
Wiki Pages (Pseudo canon appearances)

AGE:12 (Almost 13!)
GENDER: Male (I know there's some word of god muckery out there stating MtF-John to be canon, but knowing how the creator of the series tends to pull "everything is canon" out of his butt like a stage magician does with a rabbit and a top hat, I'm just going to state things as he directly portrays himself in canon.)
CHARACTER TYPE: Meta-human / Artificial Human
APPEARANCE:


John is a fairly generic looking young man with short messy black hair and blue eyes. With his signature buck-toothed overbite and square-framed glasses, he has just enough signature traits to his physical appearance to make him unmistakable.

PERSONALITY: How does one start the personality section for the central protagonist of one of media-histories longest and most hyped about pieces of modern fiction? Do we start with the fact that he's a wise-cracking goofball that loves to pull cheesy pranks where ever he goes? Or should we bring up his odd petulance when he starts fixating on small issues? Or perhaps we should start instead with his hobbies, of which he has so many for a kid his age. It's no wonder that he's not really that good with many of them! No, I think we'll start with something simpler, something that gets more down to the core of his personality.

John Egbert is a good kid.

Not good in the sense of some puritanical saint; although in some far off alternate universe it would not be surprising if people were to say that he ascended to a state far beyond any mortal reach. Nor is he good in that he's a perfect prodigy student with extracurricular activities and a ton of friends. No, John is good in the sense that he just genuinely seems to care and support all those he cares for. This is perhaps the driving force for his character throughout Homestuck as he circles through the in's and out's of The Medium of SBURB (and in later extents, between various universes throughout time-and-space itself) both causing positive and negative consequences for him throughout the series.

John is the type of kid who takes all of his relationships to heart. He's the friend who knows everyone's birthdays and somehow always knows exactly the perfect gift to get, even when his own friends don't yet know it. John's strong sense of personal camaraderie shows multiple times throughout the canon how he has time and again provided help for his friends in SBURB to the fullest extent he could muster. He humors Dave's sarcastic wit, he cracks jokes with Rose to lighten her mood, and he knows just when to act a little more serious for Jade when times get tough. The same could be said with even those he didn't meet until later in canon. He was willing to tolerate and amuse Karkat's communications with him backward in time. He provided emotional support for Vriska when she felt no one else was on her side. And when he found out that his father was living a fake-life to cover his real career as a regular businessperson, just to make John proud of him, John understood it for what it was and turned his exasperation for his father's antics into an even greater reason to love and respect him.

Of course, despite how it sounds, that doesn't mean there aren't flaws in his almost boundless compassion for those he cares about. It is, in fact, because of it that he tends to be a bit of a pushover willingly throughout the canon, often getting himself into trouble simply because he did whatever his friends tell him to do. This was especially prevalent at the beginning of the series when he first enters 'The Medium'. Whether it was his friends from earth or even the Trolls, who just the day before he entered SBURB he thought were his enemies, he would unquestioningly follow their advice on the game he was playing. This came to bite him in the ass many times throughout the series, but perhaps one of the most prominent examples was when Terezi, a troll who was actively using him as an experiment, sent him off-mission to go and fight the denizen of his world earlier than the game had meant him to. This inadvertently leads up to what would be the first of many moments where he would face his own premature death within an alternate timeline.

Another thing that tends to define John is the many things he has an interest in. When the comic first opens you get a glimpse of his bedroom and see that he is a kid with a plethora of things that he likes to do. The most prominent of these is his almost obsessive interest in comedy and pranks. From his perspective, he believes he comes from a long line of tricksters and comedians. His great-great-grandfather, Colonel Sassacre, was one of the greatest humorists who ever lived in his world and was the author of the infamous book "Colonel Sander's Daunting Text of Magical Frivolity and Practical Japery", so it was only natural that every member of the family-owned and cherished a copy of the book. And John sticks to that family tradition almost religiously. In fact, within yet another alternate universe John grows up to become one of the best comedians of his era.

Speaking of Colonel Sassacre, notice the word "Magical Frivolity"? Yep, he likes parlor-trick magic as well. Not to say he's all that good at that aspect of great-great-grandpappy's legacy. In fact, he's not very good at many of his interests. Take coding as an example. He has shown a fair bit of interest in basic programming and coding and spends a bit of his personal time coming up with a plethora of different algorithms. But, even according to his own opinion, the programs he creates are quite bad. Nonetheless, he is the curious and persevering sort who will still manage to use his knowledge on the subject to figure out new ways to solve problems.

Other interests he has are in video games (something which dragged his and his friends into what started the entire plot of Homestuck), webcomics, paranormal lore, and ultimately movies. His obsession with specifically cheesy over-the-top comedy and action movies knows no bounds. Certain favorites of his are Armageddon, Ghost Dad, Little Monsters, and, his utmost favorite, ConAir. Oh, how he will do everything in his power to stop what he is doing to talk about and fight for these movies should the subject come up.

As for dislikes, there really aren't many, although what he does tend to hate he clings to with absolute passion. Clowns and especially Harlequins always had a tendency to freak him out. And he avoids peanuts at all costs due to a deathly allergy he holds towards the small legume. But worst of all, he absolutely loathes Betty Crocker. Yep. You heard me. The large American-run baking corporation Betty Crocker? John just knows they're pulling the strings behind something bigger and doesn't trust anything branded with the large red spoon of that evil batterwitch.

And you better believe that this innate fear of corporate conspiracy theories is something that will hold over within this game.

That's the thing about John. With bigger issues, he tends to just blow them off and simply accept them and move on without really taking much time to dwell on it. When he woke up to the corpse of his father in front of him, where rose completely lost her shit and "jumped off the metaphorical handle", John simply stood there for a moment, mourned what had happened briefly and then moved on. And yet when he first found out his father was a regular businessman instead of a free-roaming curbside funnyman, he completely freaked out. He also lost it when he found out that Gushers, the sweet liquid sugar-filled treat, was owned by Betty Crocker. And yet when he was told his entire planet and everyone on it was dead forever he pushed on with the game without so much as a second thought.

I suppose the best way to put it is that John has a hard time handling his emotions. Even stupidest things will cause him to overreact while major catastrophic events just seem to emotionally shut him down. Because of that, his lack of response bottles up more and more while the series continues. It isn't until he's in his twenties, far into the epilogues of Homestuck that John finally realizes the true emotional toll it takes on him.

"You’d probably never tell anyone that. Not even her.

Another arbitrary thought hits your brain, completely unrelated to the subject of Terezi, or what you would or wouldn’t tell a bunch of incarcerated teens, or so you think.



JOHN: am i... depressed??



You ask aloud, quietly enough that your friends cannot possibly hear it. All the question does is crawl back down your throat and burrow into your gut like it lives there. And it does live there, because as it turns out, you are really fucking depressed. "



That is one of the other major cores of his personality. He drives himself forward over and over, always willing to simply agree and do what others tell him without really trying to think too much about the toll it has on him. He works stupidly hard for the appeasement of his friends, and family, and some people he doesn't even truly know, but he never does anything for himself. But then again, it was his impulse to start playing the game. The most he could do was what everyone else wanted after that.


John Egbert is a good kid. He's a kid that works hard, cares a lot, has a cheesy sense of humor and a sharp sense of wit. But even kids like John, who does his damned hardest to do good, have aspects to them that aren't all rainbows and flashy windy powers.


It's what in my opinion makes John an amazing character.


My goal in the game is to take all these core aspects of his development and personality and see how they could be used within this world. NeoSapian is a world that is actually surprisingly similar to his own in many ways, but with just enough difference to make it interesting. I want to pretty much take all of Johns character arc in Homestuck and see how it can develop differently within the realms of NeoSapian. I think it would be fun to see what changes and what remains completely the same.
Edited 2020-01-11 20:36 (UTC)
ayoungman: (Default)

Part 2!

[personal profile] ayoungman 2020-01-11 08:36 pm (UTC)(link)
POWERS & ABILITIES: I'm starting John off with no powers what-so-ever. But I'm going to have it that, like in Homestuck, he's something super-human midway through playing him. I want him to learn and grow and develop with his powers just as he had in the bulk of his own canon.

Of course, John Egbert's overpowered as all hell in his original series so I'm limiting that a bit. No, he is not a god. No, he is not nearly incapable of dying. No, he cannot warp through different times and places and universes and alter them at will without repercussion. That's just silly.

What I will give him are his windy abilities. Much like his original role as "Heir of Breath" in Homestuck, John will be able to control and manipulate the forces of wind at will. He will be able to at first be able to call out small gusts and be capable of flight by manipulating the breeze around him. And as his powers develop and grow I would like him to call out zephyrs and storms much as he can later in the series. Somewhat like a Storm from the X-Men type deal. And, if allowed, I would ultimately be able to allow him to "become breath" much as his title allows him in his own canon. Being able to physically turn himself into a gaseous state and control and reform himself back into a solid mass.

But that's about it I think.

As I said above, he does have a mild interest in programming and can make some fairly rudimentary code blocks, but he's in the beginning stages of understanding that. I would like to see how that develops in the future though. As for combat, he's pretty much can do just about anything a 13-year-old boy can. But he is very intuitive and is able to pick things up quickly if his canon is anything to go by.

AU HISTORY:John Egbert (formally Meta-Human Project Number: 413) was not so much born as he was "created". Formed from the collected DNA of earlier captured top-level meta-humans and registered into an alternate government lab facility under the top-secrecy of The Douman Zaibatsu ( a few years before the research lab founded by Dr.Ezekiel), John was a living experiment; a true study into the meta-human condition.

Of course, if things worked out as planned he would still be stuck within that small dark lab barely cognoscente of the world outside. No one knew who exactly the leak was, but the Yakashiba (still in its barely budding stages) had managed to hit just as the facility was undergoing its bi-annual security inspection. John was barely an infant, not even able to stand on his own two feet. So it was simple for the anti-government rebels to swipe him up into their arms along with a few other "living samples" within the facility.

The ride was a turbulent one though and things never go as smoothly as they would be planned. Caught mid-escape, the small group of terrorists had barely managed to leave the facility alive, and it was near impossible to safely transport most of the test subjects. It wasn't long before drastic measures were made and special task forces had managed to use their resources to take down the utility vehicle which had carried "highly classified" Douman Zaibatsu Intel.

Almost all the rebels and samples alike died with the explosive impact that mangled and practically melted their vehicle, and corpses of what few of the little experiments that remained had been collected. The area closed off and advertised as what it was: a terrorist threat upon New Gate City. The entire scene was immediately dealt with. An absolute explosion of any trace of the conflict was made, a slate perfectly wiped clean to barely be mentioned in passing news the next day.

It was that next morning a young man was leaving his favorite joke shop and heading home when he had found his mother, Mrs. Jane Crocker, an ex-worker for the Douman Zaibatsu, beaten up and close to death on his home doorstep. In her arms, a small baby coo'd, barely a scratch on him. Seeing his mother risk her life to save this child, the young man took it on himself to adopt this baby, taking him into his life as if he were biologically his own.

From that point on John grew up like a normal boy in New Gate City. The black wild hair on his head covering the serial number that was tattooed upon him at "birth". No longer Project Number 413, but instead John Egbert. His father taking him in once he felt safe enough and registering John as his biological son. Of course, things weren't completely easy. John's father had to work hard as a single-parent to keep the middle-class lifestyle they had. And for some reason John had a habit of sleepwalking, drawing and writing on his walls odd messages and scribbles of self-depreciation. Scribbles that John would take notice of and treat as if they were a normal part of his room upon awakening. And so his dad played it off as if it were something normal.

But otherwise, John was a normal kid. And surely nothing about his mysterious past would ever catch up with him... Right?

SAMPLES

Oh absolutely!

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nephtunium: Made by <user name="lil_rebbitzen"> (Rising Morale)

Nephenee | Fire Emblem: Path of Radiance/Radiant Dawn | Reserved

[personal profile] nephtunium 2020-01-11 11:25 pm (UTC)(link)
With a will of iron, steel yourself to forge a brighter future for all!

I apologize for the tl;dr in advance. I don't apologize for puns, though.
Edited (oops broke the html) 2020-01-12 01:11 (UTC)

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Nie Huaisang | Modao Zushi | Not Reserved

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ashencoyote: (☠ will you save me? will you save me?)

Coyote | Original Character

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I belong here where the world ends...
Edited 2020-01-12 02:34 (UTC)

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