resetbutton: (Default)
Sky of Diamonds Moderators ([personal profile] resetbutton) wrote2012-02-01 03:00 pm

♢ APPLICATION


APPLICATION
How to

Applications are OPEN.

♢ We accept applications for: fandom (OU), original (OC), alternate universe (AU), and fandom original characters.
♢ Please check the taken and reserve pages to make sure the character you wish to apply for is available.
♢ Up to three versions of a single character may be in the game at once.
   ° NPCs do take up one of these character slots. They count as AUs.
♢ We allow only one OU version of a character, out of a total of three versions. (That means we can have a combination of either one OU and two AUs, or just three AUs before we stop accepting applications for that character.)
   ° Alternate universe characters are marked by silver borders on the taken page.
♢ If you are given a revision, you have two weeks to fill it out before we issue an automatic decline.
♢ In the case of a decline, you must wait two weeks before reapplying.
♢ We don't do app challenges.
♢ Headcanon is allowed.
♢ Don't worry about apps getting long. If it takes a lot of words to get across what you're trying to say, then go ahead and use them.
♢ Our goal is to have apps processed within a week of their posting.
♢ Existing players, please make sure you can manage activity with your current characters before applying for more.
♢ Applications are screened. Upon acceptance, you may ask us to unscreen them if you wish.
   ° Remember: Dreamwidth allows you to reply to your own screened comments!

If you're unsure of who to apply, we suggest the potential app discussion page. Filling out the small form might give you a better idea of who would work better for you and the setting!

Example
Player
Name: What would you like to be called?
Username: [personal profile] username
Current/former characters: Are you already in the game? Were you here before?

Sleeper
Character: The character's name goes here, obviously.
Username: [personal profile] username
Canon: What series is your character from? If an original character, feel free to come up with a fake canon name to be listed on the taken page, while also listing "original". Mark AUs here.
Canon point: Where in their story do they come from?
Age: Tell us how old they are. If your character's age would be altered upon acceptance into the game, make sure to note that you are changing it here, and what their new age will be.
Appearance: Height, build, hair and eye colors, demeanor, even a general fashion sense if you want. Tell us what we would see if we took a glance at your character.
Personality: The meat of the application! This should be around four solid paragraphs describing who your character is, both inside and out. We want to make sure you understand the character and will play them accurately to the setting.

If you'd like, you can also include a paragraph on how you see them reacting to the game environment.
History: Your character's life. You may link to a wiki here, but we would love to hear your own take on it! This is nearly as important as personality, as we will be using both sections to compare to the City history and make sure it's appropriate.
Powers/skills: Be sure to explain how they'll be changed or powered down in the case of non-humans turning human or those who are overpowered.

Characters who are canonically powerless may pitch to gain a power here. All new powers need to enhance an aspect the character already has, whether it relates to their personality or lifestyle, and you will have to explain how you believe it fits with this requirement.

Skills gives us a better idea of what this character is good at in mundane terms, so that we can help with a City position if you're coming up blank.

City
Name: This shouldn't allude to their canon name.
Position: Profession or other pigeonholing as necessary. Basically, "What laws do they abide by?" for us mods to consider. This will tell us what job the character will be assigned in the Cave, as well.
History: Two paragraphs minimum, but this section doesn't need to be very long. You can contact the mods to work with us on this. Absolutely needs to relate to the character in some way or another. Ironic placement, while fun, would not work for the setting. Any powers they may have in the Cave will not be present in this history.

Remember that you need permission if you plan to include other PCs in this history.
Proof: This is what will be waiting for a character in their living quarters when they first wake up in the Cave. It should be a photo, a voice clip, a video, etc., anything that would feature the Sleeper in a way that could be recognized. An item that would make a very solid case for your character living in the Diamond City before the Disaster.

Playing
First-person sample: (Should be at least 5 or 6 sentences. Links allowed: 15 comments minimum. If AU, samples must be of the same AU.)
Third-person sample: (At least 300 words. Links allowed. If AU, samples must be of the same AU.)
Did you read the rules?
Apply
navigation
trickntreats: (do you just smile and say)

[personal profile] trickntreats 2012-04-01 02:21 am (UTC)(link)
WHOO sure go ahead and unscreen. XD
hisprecious: (hey sup)

REVISIONS

[personal profile] hisprecious 2012-04-01 03:38 am (UTC)(link)
PERSONALITY

Okay, this can get pretty messed up.

The first change happened after her parents' death, which was also when she first became a vampire. She became more withdrawn, quiet, and at the same time, confused and frustrated as she adjusted to her new undead nature. The former being a natural mourning phase after losing her parents, and the latter faded as she eased into her vampirism. After a period of adjustment, I imagined Elena to be sort of akin to how she was in canon, under the watchful eye of Stefan. She's friendly enough, though she doesn't purposely go out and try and engage people like before. And because vampirism amplifies all emotions you had previously, Elena cares a lot.

The second change came after she found the picture of Katherine, and she flipped her emotion switch. Like I talked about, Elena took after her biological mother in the sense that she became very cold and unfeeling. She didn't take any particular delight or sorrow in seeing people's happiness or suffering, and just did whatever she had to, which is all a complete flip from her normal self. During this period, she also met Damon, who lent a hand in helping her develop as a vampire. As a result, she has a mixture of both his and Stefan's attitudes towards the use/misuse of vampire abilities, such as compulsion and blood drinking.

However, after returning to Mystic Falls, her emotions have been slowly slipping back in, both because Elena consciously tries and she doesn't stop it when it does happen. This is because she realized that there was no way she could face Jeremy, or Jenna, in the current state that she was in. She's more straight forward and blunt, though still with a certain degree of tact, and she's more willing to sacrifice something or someone she's not as close with, to get something done in the big picture. But other than that, she still does care about the people she loves, and she's still pleasant enough to talk to.

POWERS

While she'll be fully human at first, I'd like for Elena to gain back her super-skills, watered down slightly, minus compulsion.

SIDE NOTE

After a tip, I've decided to put in a couple pictures into Chloe's diary, of her with family and/or friends.
hisprecious: (Default)

[personal profile] hisprecious 2012-04-01 03:51 am (UTC)(link)
go ahead and unscreen! c:
littlealienguy: (black and white)

[personal profile] littlealienguy 2012-04-01 05:07 am (UTC)(link)
Revisions


Jonas keeps his disposition because he genuinely loves what he does. Yes, it's a high stress environment, especially since the primary project he was working on was the equivalent of the Manhattan Project on a war torn planet. But studying and working in an academic environment is what he thinks of as fun and enjoyable. He read a book Daniel gave him during their first meeting in a night because he was curious about the newcomers and it's things like that that he enjoys.

As for how people think of him, those in Kelowna put up with him because he was good at what he did. If someone questioned his skill, like in the beginning on Earth, Jonas didn't fight back he just proved it, sometimes recklessly so like in the sinking goa'ould ship, but often just quietly pointing things out, like mentioning to Sam how if the gate got into the mountain, it could get out. Plus, from the small bit of canon we got, Kelownans (and Langarans) in general seem to lack diplomacy as a common personality trait so someone who is good at it would be valued, which is why they wanted him back in the end.

Of course, going from one environment to another, there is going to be culture shock, but given that Jonas loves to learn, he's going to see it as an opportunity. Granted, he probably never would have defected to Earth to learn alone but he wasn't going to squander the opportunity. We saw in the first ep of Season 6 that despite the often frosty reception he got from others in the SGC (especially Jack), he was fairly at ease with just having an office with more new study materials then he could imagine. No, he wasn't exactly happy with being cooped up in a mountain but he wasn't completely unhappy either. Plus, he had a goal to prove himself to SG-1 and make up for the death of Dr. Jackson, which he saw as partially his fault. He wasn't going to accomplish that by lashing out or being visibility uncomfortable. So instead, he does what he does best: observe, learn and ask questions so he can better use his skills to help the SGC and prove that he could help them.

As far as the other characters in Sky of Diamonds, Jonas is going to be quite happy diving into learning all about the world they have woken up into and the world others 'dreamed' about as a coping mechanism. Yes, it's going to be a shock just as Earth was, but having done it once, he'll have an easier time doing it again. Especially since he's probably learned better on when to stop asking questions. In fact, the city will be easier for him since he won't have to worry about saying things that sounds strange, since everyone will be acting strangely.
littlealienguy: (eating 2)

[personal profile] littlealienguy 2012-04-01 05:18 am (UTC)(link)
Same journal and unscreen away!
herocycle: (Default)

[personal profile] herocycle 2012-04-01 02:53 pm (UTC)(link)
Confirming the journal. :] Go ahead and unscreen if you'd like.
tactical_alert: (Captain Britain does not sparkle bitches)

Malcolm Reed | Star Trek: Enterprise [1/2]

[personal profile] tactical_alert 2012-04-01 09:39 pm (UTC)(link)
Player
Name: Shawna
Username: [personal profile] shadowesque
Current/former characters: N/A

Sleeper
Character: Malcolm Reed
Username: [personal profile] tactical_alert
Canon: Star Trek: Enterprise
Canon point: After the Battle of Cheron, during The Romulan War: To Brave The Storm
Age: 37

Appearance: At 5'9", Malcolm is of a leaner, smaller frame than a lot of men around him, and his genial nature and penchant for uniforms and clothing that are not tight, revealing, or in any way attract the eye to his body hide well-toned muscle underneath. Short, dark brown hair he likes to have combed back neatly, grey eyes, and a few lines about the mouth and eyes that make him perhaps appear slightly older than he is.

Personality: Malcolm is, at times, the epitome of the English caricature. He's got a stiff upper lip, a dry sense of gallows humour, is polite, coy, witty, gentle, quiet, prideful, and not very big on dealing with his own emotions. Then he's got a love of things that go boom and can knock you flat on your ass, so it's not all tea and crumpets.

He steps through the world trying to find someplace where he thinks he can finally fit in comfortably with solid footing--and a pessimistic outlook. He calls his dreary thought process realism and blames his tactical security job for requiring him to see all possibilities and preparing for the worst case scenario, but it's an outlook he's developed since long before he needed to. What is more difficult to see is that past the pessimism is, in fact, hope. Hope for the best, prepare for the worst. As his life has been a series of fairly steep ups and downs, this has worked out pretty well for him. He tries not to appear too hopeful knowing that if something awful happens instead, it might crush him. He is instead pragmatic and practical, but he does enjoy his personal moments of victory whenever he can nab them.

Instead of being what one might normally think of with a chief of security--the big, beefy, loud, trigger happy jock, for instance--Malcolm is instead extremely reserved. He is a firm believer in speaking softly and carrying a big phase rifle. He only raises his voice when it's necessary, to shout over noise or to alert, but in normal speech, his voice is calm. And while he does enjoy himself some explosions and gets a twinkle in his eye at shiny new weaponry, he would, in the end, much prefer a diplomatic approach to problems. It might be more boring for him, but it sure as hell keeps casualties down. In fighting, being a tactical officer, he prefers agility and outflanking, out-thinking his opponents rather than charging straight in guns blazing. But don't think for a second that he can't or won't bust your nose if he feels he has to. He's a by-the-book, memorize regulations to the letter and follow them so kind of guy. Doesn't help that he's more than a bit of a perfectionist, especially harsh on himself.

And when I say extremely reserved, that's no exaggeration. But when he finally gets comfortable enough around someone to call them a friend, he will become much more casual with them, though still won't completely let them in. He will act very polite and personable to most people, though it's hard for him to hide that airy aloofness that comes along with. He keeps his distance, keeps his book closed, and keeps a professional air about him until someone wriggles their way in. This comes from so many different reasons ranging from his emotionally distant upbringing to the knowledge that being in Starfleet means a lot of relocating to being so by-the-book about regulations that no fraternization seems to also mean no friendships. On this last point he's mellowed out somewhat after being with the same crew for nearly ten years, but just because he's really close to the people he already knows and trusts doesn't mean just anyone can waltz into his life and expect to get into his personal bubble. Even with his friends, he tends to keep his private life private, not express personal preferences, not talk about a lot of normal things like family or hobbies or dreams, though he can when he feels he should.

That said, when he learns to give someone his trust, he is loyal to them to a fault, risking career and personal safety for them. This can sometimes pose as a point of conflict if his loyalties clash with his strong ethical and moral sense. Sometimes he gets caught up in moral grey areas that get him into trouble, but he will always do what he thinks is right. Even if it goes against orders. And especially if it's to help out someone he cares for.

Though stern and serious much of the time, Malcolm can certainly learn to let his guard down and enjoy himself. And he's been known to make witty remarks and jokes of dark humour when facing down almost certain death. And he can be a troublemaker, though he would argue that he only gets into trouble by trying to help certain chief engineers out of trouble. He'd rather be the good little soldier boy with the spotless record, but hey, life throws curveballs, especially when you're a space explorer.

On the other hand, Malcolm can also get into some deep trenches of moods that, with his pessimism, make it hard for him sometimes to dig himself back out of again. While he is a closed book in talking about himself, he tends to inadvertently wear his heart on his sleeve. People that know him can tell from a look, however hard he tries to cover it up, what he's feeling, especially when he's upset. The thing is, Malcolm feels very deeply. But coming from a family (and going along with the caricature idea, a country) that was emotionally stifling has made it hard for him to express what he feels or making sense of it all. Basically, he's just emotionally stupid all around. Bottling all of that up inside tends to work for him, but it can, at times, prove to be a dangerous thing that comes out in unhealthy ways. He also walks a fine line between doing his job and putting himself in unnecessary danger. It's usually just stubbornness, selflessness, and duty that makes him push himself this way. The needs of the many makes perfect sense to him.

Most recently in his life is the end of a five year war against the Romulans, which will, in about a year's time, culminate in the creation of the fledgling Federation. There are few, if any, who could walk away from the war without mental scars, and Malcolm isn't about to be the exception. After five years of working overtime in battles, on tactics, and simply trying to help whole worlds survive genocidal assaults, five years of losing friends and shipmates, dealing with the horrors of Romulan attacks and the horrors of some of the things they've had to do themselves, his captain being a pariah, and now the wounds left on the planets, the ships, the people, and perhaps the death of his best friend... Malcolm is, above all, tired. He is older, wiser, and ready to move on to a brighter future, but the past five years have been difficult to say the least. Now his ship, beaten quite nearly beyond repair, is to join the mothball fleet, and everyone will go their separate ways. As far as he knows, Trip, his best friend, really and truly dead this time, something he will silently blame himself for. On the whole, compared to how he was ten years ago or even five, he's a bit more relaxed around people and certainly less naive than he was in his younger years. He has experience and rank and an understanding of battle and war that he'd been trying to learn and prepare for since he was a kid. After living for years, and especially the last few months, right on the edge, Malcolm's ready to try and ease back into a more normal and less tension-filled life.

Which means that ending up in the City suddenly is not going to go over very well. At all. He's likely to be stubborn and irritable and think it all some horrible cosmic joke, might even have a more sensitive trigger. He is likely to eventually go along with the rules of the city but, in his own way with his own skills, attempt to use his position to figure out what exactly is going on and how to work the system from the inside while appearing to work with it.

History:
Memory Alpha link
Memory Beta link
The Beta link is so woeful when it comes to any canon regarding more recent books, though general overviews of said books can be found on their respective pages. Since I can get a little picky and choose-y about what I do and do not consider canon, a short list might be in order: "These are the Voyages" is absolutley not canon, since the books take that, laugh, and try to fix it. Of the books that feature Malcolm prominently in any way, Last Full Measure, The Good That Men Do, Kobayashi Maru, Beneath the Raptor's Wing, and To Brave The Storm are all canon (since they're all written by the same authors and have connecting, overarching plots). What Price Honor? is not canon in itself, but I do lift a few items of history and tidbits from it.

Born September 2, 2122 to a traditional, conservative English family in Leicester, Malcolm's life was decided for him from day one. Growing up knowing he'd continue the Reed family tradition of becoming a naval officer was perfectly fine for him--until the day a couple of school bullies tried to drown him in a fountain. Turns out that developing a deeply-rooted fear of drowning (and thus a fear of being in water deep enough to reasonably drown in) doesn't help those goals. In years following, he would come to realize that he didn't want to risk it out on the sea and instead had much higher aspirations, but telling his patriarchal father that he'd rather join Starfleet began a breakdown of the family that would prove to be irreconcilable. While he still talks to his older sister Madeline and bears little ill-will toward his quiet housewife of a mother, the dynamics between Malcolm and his father got to a point--despite Malcolm's repeated attempts to bridge the communications gap between them--where they simply stopped trying.

His early years in Starfleet were adventurous to say the least. On the other side of the globe and free from his familial constraints, Malcolm began to explore who he was and who he could be. While he used his well-taught dedication and talent to excel in his studies and training, he also became a notorious ladies-man around San Francisco, having a long string of sexual encounters that resulted in a lot of one-night stands and a couple of fuck buddies, but nothing anywhere near more meaningful than that. After finally becoming a fresh-faced ensign, he let his James Bond-admiring, adventure and spy-thriller side of him get the better when a shady character named Harris charmed him into joining "the bureau", what would later become known as Section 31. The idea that he would be getting out there, doing a little dangerous spy-related work for Earth's interests and keeping Earth safe was intoxicating. However, Malcolm found the entire organization to be set firmly in the moral grey area, a position he was not comfortable remaining in. He quit on bad terms, getting back into Starfleet proper, though was warned that nobody could simply leave the bureau and that his skills might be called upon again later.

In 2151, as a lieutenant, Captain Jonathan Archer brought him aboard to man the tactical station of the illustrious first warp 5 starship, Enterprise. Which started a chain of events over four years that included, but was not limited to: gaining his best friend Trip, being shot, being stabbed, being cooked alive, suffocation, almost being hanged, torture, the most vulnerable immune system in the world, being skewered, nearly freezing to death, incidents involving hopping around in time or dealing with people who hop around in time, temporarily turning into another species, reconciling with someone only to have them die on him, the past with Section 31 coming back to bite him in the ass... All quite exciting and dangerous, really. Through the years he had started to learn how to drop his guard and make friends (and score a few alien babes, let's be honest), and he'd made a few technological leaps and bounds that would be useful for generations of ships to come. His changes were not easy to come by or to reconcile with himself, by any means, but change he did.

After saw the fruition of Romulan plans in the later years of the ship's original mission of exploration. Governmental bodies wouldn't listen to their warnings about the Romulans; they were merely ghosts and rumors, and there was no solid proof they could share, which led to great disaster. Through the prelude to and during the Romulan war, Malcolm was an integral part of events leading to the end, including but certainly not limited to: retconing the series finale to make it better helping to fake Trip's death after introducing him to the Bureau, going against Archer's orders to go joyriding with T'Pol to save Trip's ass, figuring out how the Romulans were getting past Vulcan's pacifistic as hell early detection grid, finally being promoted to lieutenant commander, and generally doing his job to the best of his ability even as the ship is falling apart around him, staying ever loyal to his captain through thick and thin (especially after the disaster of the Kobayashi Maru).

However, when the dust settled and the final battle of Cheron more or less won, the ship was damaged more or less beyond repair, needing to be towed all the way back to Earth just to be retired after all those years of service, and Trip's fate was left in question. Isn't that a great point for someone to be yanked into a crazy cave and told his life as he knows it is a lie?

Powers/skills: In canon, he is a remarkably normal human being, just with some wit and smarts and strength behind him. For this game, I'm giving him a skill I dub eagle eye. His eyes can work much like binoculars on their own, seeing about double the distance of an average human being if he so chooses, and focusing in where he wants. It goes along with his hypervigilance bordering on paranoia and his aim because he does not hail from stormtrooper academy. He'll find that using it too often or for too long, once he gets the hang of it, gives him eye strain and a nasty headache, though.
tactical_alert: (gdi innuendo knock it off)

Malcolm Reed | Star Trek: Enterprise [2/2]

[personal profile] tactical_alert 2012-04-01 09:39 pm (UTC)(link)
City
Name: Gavin Stark
Position: police officer
History: Born in the central city a few minutes after his twin brother Vincent, Gavin is technically the younger brother. (Didn't help that in those few minutes, the clock went past midnight, so technically they were born on different days...) While Vincent was the bad boy of the family, Gavin was the polar opposite, very studious, obedient, and trying to make his family proud. To help pick up the slack for his brother, one might say that Gavin worked twice as hard as any kid should have, especially since his parents laid their hopes and dreams on him as Vincent was clearly a bust. The oppressive culture of the city and his pressuring family wore on him, and though he took solace in his older sister Vivian, who he would stay in contact with, it slowly became more difficult for him to get through day by day. Once he graduated high school, though, Gavin dropped everything and left as fast as he could, on the verge of a nervous breakdown.

Most people that left the city tended to drift toward Diamond City, and Gavin was no exception. Finally free from the controlling influence of his family and the city, he could finally attempt to relax and find his place, though given his repressed nature and where he hailed from, it was, at times, a little difficult to fit in. Still, he soldiered on and used what money he still had and could earn taking on odd jobs to put himself through university. The military influence in his life won out in the end, but instead of joining any sort of army, he trained with the local police force, pairing together his strong moral code and his enjoyment of weaponry. Though he was bright enough and clever enough to do potentially anything with his life, even be a big businessman, Gavin felt that this position would help him give meaning to his life. It worked out pretty well. Until an assassin with his face showed up in the same city. [worked out with Hawk and "Vincent Stark"]
Proof: Video from Vivian, his big sister

Playing
First-person sample: I certainly don't think it very polite to yank people out of their sleep and be told that everything they thought they knew was a great big lie. I'm no doctor, by any means, but I'm fairly certain that isn't how dreams work. Why dream every single day, from the mundane to the exciting, and what of dreams within this so-called dream?

Rest assured, I know quite well who I am. I did not dream up a completely new identity. Call me Gavin if you will, but I don't expect I'll be staying very long.
Third-person sample: Naturally, the situation surprised Malcolm. Unsettled, even. But he attempted to keep his calm. There were any number of explanations for this. Most likely some kind of mass kidnapping. But the new names? Some kind of facility on another planet--an experiment? It wasn't much of a prison, but with no immediate way to get back, there didn't seem much need for it to be one.

What was truly worrying was how everyone he'd seen appeared to be completely human. Not a single alien species among them. The pieces didn't fit. The last he'd known, he'd been on the ship dragging the remains of Enterprise back to Earth. On his way home. This certainly wasn't Earth, or at least, nowhere on it he knew of. The gravity was normal, and the atmosphere seemed about right as it could in a cave setting. So if this was some alien assault, then who? If this was some human operation, then where? Other important questions included 'why', 'how', and 'when', but he had little more idea about those than the first two questions.

After time travelers, psychically controlled ships, genetic mutations for just about everything, and nearly invisible ships, one more improbable thing wasn't terribly difficult for him to take in. Before the war, this sort of thing would have practically felt like every other Friday evening.

Though he knew his ship wasn't about to swoop in for a rescue operation, surely the Captain (if he wasn't already here somewhere) would be raising hell about sending a team of MACOs to rescue any of his missing crew. There wasn't much Malcolm could immediately do to rectify his situation himself, but he knew everything started with simple observation. If he could gather any sort of useful information, then he'd already be well on his way to formulating some sort of escape plan for himself--and everyone else just as confused as him.
Did you read the rules? Yep~
tactical_alert: (Default)

Re: Revision

[personal profile] tactical_alert 2012-04-02 02:19 am (UTC)(link)
Short bit of a home movie-quality video with a camera-shy Gavin and a woman behind said camera trying to get him to smile while he mostly just wants her to put it away while he cleans his weapon.
Edited 2012-04-02 02:53 (UTC)
oilyhands: (Default)

Pollution

[personal profile] oilyhands 2012-04-02 02:49 am (UTC)(link)
Player
Name: Curry
Username: [personal profile] glitch
Current/former characters: n/a

Sleeper
Character: Pollution / White
Username: [personal profile] oilyhands
Canon: Good Omens
Canon point: Shortly before the events of the book (so none of the Horsepersons had gotten their items yet, and the Apocalypse-That-Wasn't isn't quite on the horizon). Since we're pretending publication date = date it occurred in: 1990.
Age: At least 62, since that's how long ago he took over for Pestilence. (His actual age is unstated. He's younger than the other Horsepersons, but likely to live quite a while.) In-game, his age will match his appearance -- "somewhere in his twenties" -- so 24.
Appearance: He has faded grey eyes and long, light-blonde hair. He usually wears all white, is very pale... there's a reason most of his nicknames are a spin on 'white'. Not a pure white, mind, but more the white of a piece of paper after it's been balled up and flattened a few times. He's also not very noticeable.
Personality: As the "youngest" of the four Horsepersons -- as much as the embodiment of a concept can be young -- Pollution can be a bit of a teenager. He's very easily bored, particularly when things aren't set the way he's interested in. He could sit and stare at an oil-spill for hours, but put him in the middle of a clean field and he'll be pulling up plants in no time.

He's the kind of person who has to disrupt stillness. In the oil-spill scenario mentioned above, it's not necessary because he's already disrupted it. He takes joy in all pollution on a very personal level. Even if he wasn't directly responsible for it (often because he wasn't directly responsible for it -- mankind was acting on their own initiative!), it's still a Very Good Thing to him.

He's also inquisitive. It's not enough to know the basics of something, if it's at all interesting he wants to know as much as possible. This is a lot of why he enjoys his purpose as much as he does. As the embodiment of pollution, he's very closely tied to the concept of progress. He spends a great deal of time assisting with technological advances. (He's a very firm believer in getting your hands dirty.) Nearly every new technology brings along with it a new caliber of waste product, even if it's just in the energy sense.

Because he's the Horseperson responsible for polluting, he has a bit of a twisted viewpoint. A smoggy sunrise over a river filled with sludge is absolutely beautiful, and a perfectly pristine meadow is disgusting. He also doesn't pay much mind to a lot of things that normal humans focus on. Although he's not quite as used to things as the other Horsepersons are, he's still living a longer-than-usual lifetime, which means that the passing of time is much less pressing. He doesn't pay much mind to governments or popular culture (except in the ways that they can help his cause), and he certainly doesn't spend much time dwelling on what he's wearing or seeking out social contact. The other Horsepersons are pretty much the only people he would consider worth a lasting conversation anyway.

History: Present day Earth, with a small twist. Angels and demons exist (as does the Antichrist), and the changing of time means the four Horsemen — excuse me, Horsepersons, War's not a man — have traded in their horses for motorcycles.

Pollution, of course, is one of the four Horsepersons (turned bikers) of the Apocalypse. Originally, it was War, Famine, Pestilence, and Death. In 1936, though, Pestilence retired, grumbling about penicillin. Pollution spends his time drifting from place to place and spreading mess in the name of progress. He's been present at (and responsible for) several oil spills, the creation of the petrol engine, a number of nuclear meltdowns, and — honestly — most things you'd associate with the word "pollution". Of course, he can't be everywhere. A lot of what goes on can be blamed simply on human nature. Pollution, after all, isn't actually manufacturing the problems himself, he's just... giving things a bit of a loving nudge, every once in a while, and basking in the end result.
Powers/skills: (I'm going to describe canon powers and then fit that to what he'll have in-game.)
In canon: He's skilled with technology, both its development and use, especially when it can further his cause. He's tried his hand at most things, over the years, from factory work to sailing to designing nuclear weaponry. He can also cause mess (appearing crisp packets, random oily film on objects) just by being somewhere.
In-game: Keeping his affinity for technology, but dialing it down. (Less master-hacker-from-tv and more guy-who-knows-his-way-around-tech.) Also some general handiwork skill and being a bit quicker than usual to pick things up. On the power side, more the ability to attract mess than create it, as far as physical things go. And the ability to speed up the decay of metals by touching them, and a kind of oily residue to his skin. (Both of which he can turn on and off, and aren't (honestly) all that useful.)

City*
Name: Neil Mathis
Position: Artist. Bit of a layabout (mooches off of David)
History: Neil grew up in the Central city-state with his brother David and his parents. Although David escaped as soon as possible, Neil was less motivated and barely completed high school before all but completely stagnating in an attempt to focus on what he actually enjoyed -- making art. From his parents' perspective, he was wasting his time -- not actually pursuing anything that resembled a job, but simply painting and making other artwork. It wasn't initially an attempt at finding a way to make a living (no matter what he pretended to his parents), but just a way to spend his time. He entered a few pieces for a local art showing on a whim, was accepted, and started playing it off as more serious thing than it had been previous.

His life continued pretty much in the same vein -- living with the parents, fooling about with making art things, and occasionally making money off of it -- until he was sponsored by a friend of the family who wanted to encourage his artistic endeavors and was able to move to the Diamond City to mooch off of live with his brother David. He had been there, making somewhat of a living as an artist, for about a year before the Disaster.
Proof: A recording from the news broadcast about an art exhibition he was part of, pared down to the intro and the ten seconds actually relevant to him and his artwork.

Playing
First-person sample: Ended up much longer.
Third-person sample:
In hindsight, Pollution and Pestilence worked alongside each other for quite some time. Neither had any particular reason to watch out for the presence of the other, and their realms of expertise often overlapped. The most polluted areas always had a high rate of sickness, and areas overcome by plague were unlikely to pay much attention to the upkeep of their living area. Pollution hadn't known that Pestilence was planning to retire[1], but even if he had known, he wasn't exactly jockeying for position as his replacement. There were only four Horseperson slots, after all, and a great deal larger pool of concepts-with-physical-representation (and concepts-without-physical-representation-but-which-could-possibly-stand-to-gain-some). Pollution was more than content just carrying on with encouraging littering and over-consumption without having any sort of higher calling attached.

When the position was handed on, it felt somewhat anti-climactic[2]. Just a quick handshake in an alley behind a hospital, Pestilence wearing a lei of actual flowers (quickly wilted in Pollution's presence), a safari hat, and an expression that was two parts annoyance at the circumstances and one part relief at finally stepping away. He was going to Africa, he explained, where they had proper jungles and a historical difficulty with effective healthcare.

Nothing really changed for Pollution -- just a bit more responsibility to keep the global situation in mind, which wasn't really anything he hadn't been doing before. Mankind did most of the work for him, pushing the limits of better, faster, cheaper, at the expense of cleaner and safer. You couldn't make any sort of progress without a bit of mess, and even the attempts at being more environmentally conscious sometimes backfired. Look at how many returns-to-nature included a merry campfire and food carried in little plastic packets.

And... well. There was nothing wrong with occasionally stopping to savor the idea of the Apocalypse itself. As wonderful as the world could be, watching it all fall apart at his hands (in a faster fashion than it was already doing, every day) would be glorious.



[1] - It was arguable whether Pestilence knew, really. Penicillin had always existed, of course, but it had been reported on as early as 1875 without actually catching on. It took time for mankind to fully understand and accept its use -- and then more time for them to actually be organized enough to take advantage of it.
[2] - Which, in the truest sense, it was. The climax wouldn't arrive until the Antichrist decided to put in an appearance, and even then it was something of a let-down.
Did you read the rules? Yep.

* - I do have permission from [profile] sykkea to include Sable / "David" in this history.
tactical_alert: (break me off a piece of THAT kthx)

[personal profile] tactical_alert 2012-04-02 03:18 am (UTC)(link)
Still the same old journal. Can totally unscreen.
oilyhands: (and you infected me)

[personal profile] oilyhands 2012-04-02 03:33 am (UTC)(link)
Same journal & unscreening's fine.
nouvellestyle: (Default)

[personal profile] nouvellestyle 2012-04-02 04:13 am (UTC)(link)
Player
Name: Maggie
Username: [personal profile] millenia
Current/former characters: Nada!

Sleeper
Character: Famine
Username: [personal profile] nouvellestyle
Canon: Good Omens
Canon point: Before the events of the book - 1990
Age: Essentially ageless. As a horseperson, he's more of an embodiment of an idea than he is his own person. In-game, however, he will be age 30.
Appearance: Famine appears very... slender, but with poise. He's thin, with black hair and beard (which he keeps short, and very well groomed). His eyes are a dark shade of gray, and he even dresses all in black.

He's a businessman, and he both dresses and acts the part incredibly naturally. He is often found wearing a suit, holding himself in a very professional, charismatic manner. And yet still, somehow, he can slip out of notice if he so chooses, content to just linger among the others in his higher class sort of society.

Personality: Famine is the most human of the Four Horsepersons. He behaves less like an ideal/presence and more like the human shape he takes to walk amongst the mortals. He is the most aware of what he is, it seems - he frequently has rather "meta" (for lack of a better way to describe it) thought processes about what is going on in the world and the conversations he's having - for instance, he autographs his self-help books with a quote from Revelations wherein he appears. It amuses him.

He's personable, when he chooses to be, which is actually a surprising majority of the time. He isn't unkind, but he also isn't one to sugarcoat things or exchange pleasantries. He is very much down-to-business, the sort of man who, over dinner or drinks, would rather discuss politics or work/company strategies than make small talk. There is evidence that he's allowed some familiar relations in his life, even though he isn't truly human (his personal assistant, for instance, to whom he gifted a shiny laptop), and he knows how to talk to people. ... Namely, he knows how to talk to people to get what he wants, or to convince them to starve themselves on some silly fakediet of whatever he'd like them to think. Honestly, when you spend almost a couple of millennia mingling and moving along with human beings and their ways, you really can take a little bit of a shine to some of them now and again. It's not that uncommon. Right?

He isn't very expressive by nature, but he knows how to smile, to laugh, or to keep a straight face when the situation calls for it. He's smooth, sleek - the sort of slickness that comes with knowing how to work a system (or, in his case, humanity). If he needs to appear to feel a certain way, he can, and he will.

On the other hand, he is equally capable of fading out of notice. If he wanted, he could stand aside and watch his handwork play itself out. Still, he rather likes managing things and, in a sense, leading. He is very proud of his work, so why not get some recognition for it, even if it is a little backwards?

History: for starters, here's a wiki link about Famine. History, appearance and a liiittle bit of personality all in one.

Please be gentle with me. He gets so very little screen time in canon, I'm really doing what I can... (Seriously. Only a few pages. Period. I counted.) and he's pre-canon besides.

Famine has been around for a very, very long time. Nearly forever, by most people's standards. As one of the Four Horsemen of the Apocalypse, it was his job to simply be present. It was only recently that he decided to go corporate.

Between diet fads (he published a book: Slim Yourself Beautiful named 'Diet Book of the Century'), restaurants (that, of course, served very little but looked absolutely gorgeous) and new sorts of manufactured food-stuffs (MEALS, which contained "the nutritional value of a Sony Walkman"), Famine is very active in his position. Not only that, he enjoys what he does and is quite proud of his work.

Powers/skills: He's famine. He promotes hunger and starvation. Things in refrigerators or kitchen cabinets have a knack for disappearing whenever he is around, without any sort of explanation provided. Also, just by being around, those in the general vicinity start to become very, sometimes excruciatingly hungry.

He's a very skilled businessman. He can easily make you want to buy whatever he's selling, and there's no supernatural addition to that - he's just that slick about it. He's even sold things to the federal government. Always thinking big, he is...

IN-GAME, his powers to make food disappear are going to be gone. He won't be able to make someone suddenly very hungry either. However, if left in an orchard or other place where food is grown for long enough, the farmers/harvesters might notice that their yields are getting just a little bit lower and lower... (so really, not very useful. Or likely to come up. Unless he's going to stand in a pumpkin patch or something.)

He will still keep that business sense and suave demeanor. He'll have to work a bit harder at it, sure, but some things just come naturally.

City
Name: David Mathis
Position: Highly successful entrepreneur; chairman and CEO of an up-and-coming consulting firm for businesses (and for some clients, personal)

History: David grew up in the Central city-state, where he lived with his brother Neil and their parents. He did not enjoy living there, and always pushed himself to do his damned best so he could get out and move on to greater things. He went through his schooling with determination, always making high (if not the highest) marks, and was accepted to a university in the Diamond City. He moved there at eighteen.

He obtained two degrees: business and marketing (it helped that a lot of the classes overlapped). After that, he worked a desk job for two years, until he decided that wasn't good enough. He saved up enough money to quit and start his own business - a type of consulting firm, based on strategies and principles he came up with himself. It took off with flying colors, luckily enough. He even managed to publish two self-help-type books -- the first had a teensy bit of an impact, but the second one was quite successful.

When David was 29, Neil moved in to live with him. He didn't mind - his place was big enough, he could just let Neil occupy a few of the rooms and it didn't really affect him one way or another, except that he had family around again (which wasn't a positive or a negative, really, just a neutral... thing). It was about a year later that the Disaster occurred.

(* Note that permission has been given by [personal profile] glitch to include Pollution/Neil Mathis. *)

Proof: A video recording of a speech he gave at a celebration in honor of his business going big-time.

Playing
First-person sample: David Mathis. ... No. That doesn't seem quite right, does it?

Their first mistake lies in telling people not to think about it. Of course they will. They'll talk, too, and that's when things will start happening. I give it, oh, a few weeks. That may even be a more generous guess.

[A long pause, for thought...] There are too many ways this can go. So then, we'll see.

Third-person sample: It was an evening like any other, just around dinner time. People were rushing about, trying to secure a meal for themselves (perhaps for their families as well) before they rushed back to their homes. Everyone rushed in America. That's what made his job so much easier. People were either in too much of a hurry to eat, or they ate in such a hurry that they would never really be full at all.

Raven Sable sat in a rear booth of one of his newest establishments, watching as people came and left with (or without, in some cases) their food. Granted, it could hardly be called food. In fact, it was anything but, and he had made sure of it. It didn't matter. His MEALS still sold. Even more ironically, the place was quickly becoming the most highly recommended, diet-friendly establishment in the city. Guaranteed to help. Something for everyone.

Parents chided their children for not finishing their fries before moving on to their strawberry milkshakes, and he couldn't help but smirk. There are children starving in Africa, they'd snap. He took that as a compliment. There was a lady who still looked hungry after consuming half of her MEAL, and he watched as she mentally admonished herself for even thinking of eating more than she already had. She turned to go, and he noticed that she was no bigger around the waist than the frame of the door she nearly swayed into.

Removing a tiny, sleek palm pilot from his coat pocket, he made a small note to check in with production -- surely there was, well, less that he could give to his more loyal customers. Less was more, after all. Except in this case, less was still less, and that suited all parties involved just fine, somehow. He glanced around the restaurant one more time before taking his leave. He was a busy man, after all.

Did you read the rules? Rules are for pansies. ... good thing I'm a pansy. Yes, I read them. ♥
nouvellestyle: (pic#2949173)

[personal profile] nouvellestyle 2012-04-02 04:33 am (UTC)(link)
same journal, and it's this one. Joining comms now!

And unscreening is cool with me.

commander shepard | mass effect | reserved | 1 of 3

[personal profile] humanparagon 2012-04-02 06:35 am (UTC)(link)
Player
Name: Amber
Username: [personal profile] battlestar
Current/former characters: None

Sleeper
Character: Commander (Kathryn) Shepard
Username: [personal profile] humanparagon
Canon: Mass Effect
Canon point: 2186, between ME2 and ME3. After the events of the "Arrival" DLC, Shepard has been arrested, incarcerated and relieved of duty pending investigation into her involvement in the destruction of the Bahak system and the resultant death of 300,000 batarian colonists on Aratoht. Only the intervention of her former commander, David Anderson, has kept her from court-martial.
Age: 30 physically, 32 chronologically
Appearance: Shepard is about 5' 8" or so, fair-skinned, with eyes of a color somewhere between blue and violet and dark red hair cut in a chin-length bob. She's roughened and scarred from years of combat, though the worst of it is usually hidden by her clothing, and her frame is lean and muscular. She's most at home in body armor or her military uniform, but on the few occasions she wears civilian clothing, she usually opts for simple styles in dark colors or neutrals. Her overall demeanor is one of strength, confidence, and determination.

Personality: First and foremost, Shepard is a soldier. She has never known any other life but that of the Alliance military, raised as a Navy brat and having joined the military herself on the day she came of age to do so. Trained in the Alliance's most intensive special forces programs, she is not afraid of combat or any of its hardships, and fighting in the defense of humanity runs in her blood. Her parents inculcated in her a sense of honor, duty and courage, virtues that as an Alliance officer she strives to uphold. She is a very focused woman when it comes to any missions she's been assigned, and all other concerns fall second to getting the job done and doing it right.

Shepard is a natural leader, and has been since she proved herself in the Skyllian Blitz. People tend to flock to her, drawn by her charisma, her strength, and her determination. While people fall behind her banner easily, and some of those who work with or under her seek to get close to her as a person, Shepard isn't one to easily let her guard down. She likes people, and as something of an idealist she genuinely believes most people have some good in them at the heart, so that isn't the issue. What is, as stated above, is her intense focus on her work. Stopping the Reapers is all-important to her, and she simply can't allow personal feelings or relationships to get in the way. With time, she certainly can allow herself to open up, as demonstrated by her romantic relationship with Kaidan and her friendships with her closest squadmates from her fight against Saren and the geth — Garrus, Liara, and Tali, primarily — but forming these relationships took time and a great deal of trust. When it comes down to the wire, she's still a commander first and foremost, and she expects everyone around her to understand that.

Going back to the fact Shepard's a little bit of an idealist — I've played her as more 'Paragon' than 'Renegade', meaning she puts a lot of stock in things like honor, nobility, and compassion. She wants to help others when she's able, though circumstances mean she sometimes needs to prioritize who to help, and the safety of her ship and crew always come first. She genuinely believes most people are essentially good (not all, as she's had proven to her before) and that it's possible to solve some situations without resorting to armed conflict. She's a fairly good speaker, and she has a tendency to have the right words at the right moment to persuade people to see things her way without ever having to fire a shot. She prefers to work within the system when possible, whatever system that may be, though she's not averse to breaking some rules to get the job done if need be and she's well aware that some systems of rules and governance are imperfect. However, again, she's a soldier, not a politician or a diplomat, and when she's determined she needs to go in guns blazing, she goes in guns blazing, end of story. If you can't be talked out of getting in her way in circumstances like this, sorry, she's going to have to shoot you. Her tolerance and patience are good, but not limitless.

She is fully aware that she has an intense amount of responsibility riding on her shoulders, and a great many lives, and this affects how she conducts herself, too. Knowing the odds against her success in fighting the Reapers, Shepard has had to force herself to appear strong and capable, even when deep down she realizes just how bad things are. Any worries or concerns are bottled up and kept suppressed. There's a tiny handful of people who can coax her into talking about her feelings, but for the most part, attempts to pry beneath the game face she puts on are tersely dismissed. Practically the only time she visibly shows distress is when members of her squad or crew die on her watch — it's happened before at least twice now, and every time, she feels as if she should have been able to do something to save them, even if she did everything she could. She still feels guilt over Ashley's death, for example, even though that was three years ago; things like that are the sorts of things she dwells on when she can't sleep at night and her thoughts chase themselves around in her head. The easiest way to get under her skin is to imply she's gotten people killed through negligence or through incompetence; you'll never see her get angry more quickly.

When she's not fighting for her life and the lives of every other person in the galaxy, Shepard allows herself to become warmer and more relaxed. She has a sense of humor, if a bit of a dry one, and in moments of downtime she enjoys things like having a drink or playing cards with her crew. Everyone knows, however, that the minute it's time to focus back on the mission, they had best straighten up and act professional.

As a commander, Shepard is tough, but fair. While she makes sure the chain of command on board ship is respected and followed, she also expects her crew to come to her with any concerns they may have, and she certainly doesn't expect all of them to agree with her decisions. She has never made a habit of following bad orders herself — she has an especial loathing for the excuse that someone was 'only following orders' — and she has done her level best not to give an order that she herself would be incapable of following in good conscience. The stability of her crew is vital, and she makes sure that each and every one of them knows she is always available, even for seemingly minor issues.

History: For reference, this Shepard has the Spacer/War Hero background, outlined here (and detailed below, though some of this is headcanon). I've also collected a summary of her ingame decisions and the assignments she's completed here.

Kathryn Morgan Shepard was born on April 11, 2154, on board the Systems Alliance cruiser SSV Berlin, where her mother was stationed at the time. Her parents, Hannah and Joseph, were both officers in the Alliance Navy, and as such Shepard spent the majority of her childhood and adolescence moving between ships and space stations as her parents were reassigned. Wherever her parents were was home, and she grew up never really experiencing a strong attachment to place as children born planetside might have. Earth was 'home' only in the sense that it was the homeworld of humanity, and she was a young adult by the time she first set foot on its soil. Her parents were often busy, frequently assigned to different postings, but between the two of them they did their best to instill in her the virtues that the Alliance military was intended to embody: courage, duty, honor, strength.

When Shepard was sixteen years old, both her parents were posted on ships that responded to a distress call from the human colony of Mindoir, which was under attack by batarian slavers. Her father was part of the ground force sent in to rescue the besieged colonists. Unfortunately, he was killed in action, and decorated posthumously for his heroism in sacrificing his life to ensure some of the colonists were able to make it to the Alliance rescue ships.

It was two years later, on her eighteenth birthday, that Shepard enlisted in the Alliance military herself — partly to honor her father's name and partly because the military was the only life she'd ever known and the only occupation she could even dream of holding. She distinguished herself early, passing her courses at the Alliance Naval Academy with flying colors and demonstrating herself to be capable of intuitive thinking, self-discipline and creativity. However, the true test of her abilities came four years afterward. Twenty-two-year-old Shepard was on shore leave on the colony of Elysium in the Skyllian Verge when a coalition of pirates and slavers attacked the planet, intending on destroying it — an event that would later famously become known as the Skyllian Blitz. While the Alliance Navy engaged the pirates' ships in orbit of Elysium, a scant ground force of marines and a civilian militia was forced to hold off the attack on the planet itself. The fighting was brutal and lasted many hours, and eventually, the pirate forces broke through a weak point in the colony's defenses. It was Shepard who single-handedly rallied the civilians and held off the pirates until reinforcements arrived, at which point the pirates turned and fled. For her actions on Elysium, Shepard was awarded the Star of Terra, one of the Alliance's highest honors and the mark of a hero of humanity.

Following her actions during the Blitz, Shepard was offered special forces training with the elite Interplanetary Combatives Training program, also known as the N7 program after the military vocational code awarded to its graduates. The program was known for its harsh requirements and the intensive levels of strength, focus and talent required to succeed; many candidates failed the initial courses, and others dropped out, realizing it was too much to take. Shepard, however, was determined to make it through, and she survived the brutal training all the way to the end.

A few years after her graduation from the N7 program, Shepard was serving as executive officer on board the newly-commissioned SSV Normandy SR-1, commanded by Captain David Anderson. First of her class, the Normandy was built as a collaboration between human and turian engineers, intended as a gesture of unity after the brutality of the First Contact War many years before. Normandy was on a shakedown cruise — standard procedure for a new ship, except for one anomaly: the presence on board ship of an agent of the Citadel's Special Tactics and Reconnaissance group, or Spectres, an elite group dedicated to maintaining stability in the galaxy and entrusted with the resources to do that by any means necessary. The Spectre, a turian named Nihlus Kryik, had kept quiet about what he was doing on board the Normandy, but eventually revealed to Shepard that he was there to evaluate her candidacy for the position of the first human Spectre, her previous achievements having distinguished her above a list of other possible candidates. The Normandy wasn't simply on a shakedown cruise; she was headed to the colony of Eden Prime, where a team of scientists had uncovered an ancient beacon supposedly built by the Protheans, a civilization that was destroyed 50,000 years ago. The Alliance wanted Shepard to lead a team to recover the beacon, anticipating the kind of information it might contain; Nihlus would accompany her, using her actions during the mission to evaluate whether or not she was ready to join the Spectres. As Shepard was conversing with Nihlus and Captain Anderson about the mission, their discussion was interrupted by a distress call from Alliance marines stationed on Eden Prime — the colony was under attack.

Landing on Eden Prime, Shepard and her team found the colony being attacked by the geth, a machine race created by the quarians, who hadn't been heard from since their war with their creators hundreds of years ago. At the head of the geth army was Saren Arterius — one of the Council's most talented and celebrated Spectre agents. Shepard managed to stop Saren from blowing up the colony, but by the time she reached the Prothean beacon, Saren had already accessed it and the information it contained and managed to escape. Inadvertently, one of Shepard's squadmates, Kaidan Alenko, was inspecting the beacon when an invisible force began to drag him toward it. Throwing herself at Kaidan to push him out of harm's way, Shepard accidentally activated the beacon herself, and the ancient artifact burned a vision into her mind — a vision of war, death, destruction. Not only did Shepard fall unconscious as a result, but some sort of feedback caused the beacon to self-destruct, rendering it useless.

commander shepard | mass effect | reserved | 2 of 3

[personal profile] humanparagon 2012-04-02 06:53 am (UTC)(link)
After recovering in the Normandy's medbay, Shepard went to the Citadel Council to confront them with the information that Saren had been behind the geth attack on Eden Prime. However, without incontrovertible evidence of Saren's involvement, and with the fact that he was their best agent, the Council was unwilling to believe Shepard. This meant that she needed some way to uncover solid evidence that Saren was connected to the geth. For a while, the search seemed fruitless, until Shepard encountered a quarian by the name of Tali'Zorah nar Rayya. Tali had been on Pilgrimage — a quarian rite-of-passage ritual involving travel through the galaxy to discover something worth bringing back to their people — when she uncovered an interesting audio transmission from the memory core of a geth unit. The audio clip was of Saren mentioning that the information he'd gained from the Prothean beacon would help him find something called the Conduit, as well as an asari — Matriarch Benezia — indicating that the information brought them closer to the return of the Reapers. An ancient, legendary machine race, the Reapers were supposedly responsible for the destruction of organic life in the galaxy, including the Protheans, tens of thousands of years ago. The evidence brought by Tali was sufficient to convince the Council that Saren had been working with the geth, though they were disbelieving of any connection he might have had to the Reapers, whom they regarded as mythical. When Shepard tried to convince them that the visions she'd received from the Prothean beacon had been of the destruction of that civilization by the Reapers, and that Saren's search for the Conduit — whatever it was — was part of his quest to bring them back, they dismissed her claims. After all, she had been the only one to see the vision. Nevertheless, it was clear that Saren needed to be brought to justice for the attack on Eden Prime. Though he had gone into the lawless Terminus Systems, where sending a Council fleet would have been considered an act of war, the Council had one other option: make Shepard a Spectre, give her a ship and crew, and send her into the Terminus after Saren. In the end, Captain Anderson stepped down from command of the Normandy, and the ship and its crew became Shepard's. With her new Spectre status and a handful of vague leads, Shepard left the Citadel to search for Saren.

The search took Shepard and her crew to several planets across the galaxy, though the most important were Therum, Feros, Noveria, and Virmire. On Noveria, Shepard encountered Matriarch Benezia, Saren's lieutenant and a powerful asari biotic — as well as the mother of Liara T'Soni, a scientist studying the Protheans who had joined Shepard's crew after Shepard saved her from being killed by Saren's mercenaries on Therum. After a difficult battle with her, Shepard was able to talk to Benezia, and discovered that Saren's flagship — Sovereign, a huge ship that had been present at Eden Prime — had allowed Saren the ability to control Benezia's mind. Sovereign had a subtle, insidious power known as indoctrination, such that anyone who spent enough time in or near it became extremely mentally suggestible, eventually becoming a mindless slave. Saren took advantage of this power to bend Benezia to his will, and she was able to break free of that control only long enough to tell Shepard what Saren had sent her to Noveria to do: find the location of the lost Mu Relay, a mass relay that would lead him to where the Conduit was located. She was able to pass that information to Shepard before Saren's control over her reasserted itself and Shepard was forced to kill her.

On Virmire, Shepard finally located Saren's base of operations, where he was in the process of developing an army of tank-bred krogan that he planned to control. Infilitrating the base, Shepard discovered a comm-link to Sovereign that Saren had been using to literally communicate with the ship itself. Speaking with Sovereign, Shepard discovered that it wasn't merely a ship, but a living creature: a Reaper. It was also on Virmire that Shepard was forced to make one of the most difficult decisions of her career. Two of her squad members, Kaidan Alenko and Ashley Williams, were on Virmire with her: Kaidan was responsible for setting a bomb in the heart of the base in order to blow it up and prevent Saren from creating his krogan army, while Ashley was working with the salarian ground force that had been present on Virmire already in order to draw off Saren's geth so that the others could move in with the bomb. Unfortunately, the geth forces became overwhelming, and both Kaidan and Ashley were within minutes of being overcome. Shepard had the time to double back and save one of them, but not the other. Both of them were willing to sacrifice their life for the mission. Both of them were valuable to her as both crewmembers and individuals, but Kaidan was something more — ever since the aftermath of Eden Prime, there'd been something between them, and Shepard had only begun to realize that she cared for him as something more than a squadmate or even a friend. And maybe it was a selfish reason, but she couldn't let him die. So she went back for him, saved his life, got them both back on the Normandy before the bomb blew. Later she would feel guilt over her decision — haunted by the thought that Ashley had died because of her feelings for Kaidan — but she forced herself to put her regrets aside in order to concentrate on her mission.

Following the information about the Mu Relay that Benezia had given her, as well as information that Liara was able to glean from Shepard's visions granted by the Prothean beacon, Shepard was able to pin down the location of the Conduit to the planet Ilos, a world once occupied by the Protheans, which had not been visited by anyone in many thousands of years. It was then a race against time to get to the Conduit before Saren could. Unfortunately, Saren reached Ilos first, and Shepard and her squad had to fight through his geth forces. On the way, Shepard came across an ancient Prothean virtual intelligence, and learned from it that the Conduit was connected directly to the Citadel — an ancient mass relay in disguise — and that the Citadel had been used by the Reapers in the past to enter the galaxy from their home space beyond the galaxy's borders, known as 'dark space'. Saren had thus used the Conduit to travel to the Citadel, where he would send a signal to the Reaper fleet hiding in dark space — the signal that would allow the Reapers to come through and attack. Following Saren through the Conduit, Shepard found the Citadel in ruins, besieged by Saren's geth, with Sovereign perched atop the Citadel Tower. The entire Citadel fleet was attempting to fight Sovereign and the geth, but things were looking poor and reinforcements were needed. Shepard had the choice to call in the Alliance fleet to assist, assuring many human casualties but protecting the Citadel Council, or ordering them to wait, which would have resulted in the Council's death and the loss of much of the Citadel fleet. Shepard had never been precisely fond of the Council, but she recognized the need all the same for a gesture of unity with the other races of the galaxy, and even if many of her own people lost their lives, their sacrifices would not be in vain. So she called in the Alliance fleet to help deal with Sovereign and the geth, while she herself focused on Saren. Recognizing that the ex-Spectre had been indoctrinated by Sovereign's influence and that there was no going back for him, Shepard managed to convince Saren that there was one last option he had to stop himself from unleashing doom upon the galaxy. Saren committed suicide, in death freeing himself from Sovereign's influence. And maybe that might have been the end of it, but Sovereign had other ideas, and reanimated Saren's corpse via implants it had placed in Saren's body for one final battle against Shepard and her squad. Defeating the "undead" Saren created a feedback effect that took out Sovereign's shields, and the combined Citadel and Alliance fleets were finally able to destroy the Reaper, saving the galaxy from certain doom. Shepard and her crew were heroes.

Even after having been confronted face to face with evidence of the Reapers' existence, however, the Council still dismissed what Shepard had been telling them all along. They didn't want to think about it. Hero or not, the things that Shepard knew, the things that she had seen were... inconvenient. Political pressure caused the Alliance to relegate Shepard and the Normandy to a less visible role, performing "cleanup duty" taking out small pockets of geth who had survived Saren's defeat. Privately, Shepard was angry — she felt betrayed — but her hands were tied, so to speak, and there was nothing she could do. Little did she know that her situation was about to change completely.

While patrolling an area of space where several Alliance ships had vanished over the past several days, the Normandy encountered an unknown vessel. It was huge, and powerful, and even the Normandy's speed couldn't outrun its weapons fire. Though a distress call was sent, it quickly became clear to Shepard that the Normandy was doomed. She ordered everyone to the escape pods — but it was too late for her, and an explosion threw her into space as one final attack destroyed her ship. Perhaps it was possible she might have survived, if not for the multiple punctures in the material of her suit that quickly vented all her oxygen into space. Commander Shepard died, asphyxiated, her body falling into orbit of the planet below.

That might have been the end if Shepard's body hadn't been recovered by Cerberus, an anti-alien, pro-human splinter group Shepard had encountered while she was fighting Saren and the geth. Using astronomical amounts of manpower and resources, Cerberus resurrected Shepard using a combination of bioengineering and cybernetics; the process took fully two years. Upon regaining consciousness, Shepard was taken to meet Cerberus's leader, the Illusive Man, who explained that he had brought her back to life for a purpose. Entire human colonies across the galaxy were disappearing, their people vanishing without a trace. The Alliance, still depleted of resources after the fight against Sovereign, was unable to do anything significant about it. Cerberus needed someone who could find what was happening to the colonists and stop it before it went any further — and the Illusive Man couldn't think of anyone more capable or more iconic than the legendary Commander Shepard. Shepard, for her part, was none too eager to work with the Illusive Man and his group, whom she regarded as terrorists, but at the same time she felt a duty to do something. After visiting the vanished colony of Freedom's Progress, Shepard found evidence that the colonists had been taken by a mysterious race called the Collectors — the same race whose ship had destroyed the Normandy two years prior, and who were likely working on behalf of the Reapers. The Illusive Man gave Shepard a ship — a replica of her old one, christened the Normandy SR-2 — and a list of dossiers of talented individuals Shepard could recruit to help her in her fight against the Collectors. At first, Shepard balked at the idea of working with people she didn't know and couldn't trust, but when it became clear that her old crew had moved on to other things in the two years she had been dead, she grudgingly relented.

As she traveled across the galaxy recruiting her team, Shepard also encountered some of her old crew — a few of whom she was able to convince to join her in the fight. She even encountered her former love interest, Kaidan, on the colony of Horizon — he had been there helping the colonists with their planetary defense system, and Shepard arrived just barely too late to stop the Collectors from capturing most of Horizon's people. Kaidan was relieved to see Shepard alive, having thought she was dead, but his relief turned to confusion and then anger when he saw she was working with Cerberus. While Shepard tried to explain her point of view — that she was only working with Cerberus to stop the loss of human colonies, that the Alliance couldn't do anything to help — Kaidan was still unable to believe that she would willingly work with a terrorist faction, and their meeting ended on a bitter note. Though he later sent her a message to apologize, Shepard couldn't help the feeling that there'd been a rift torn between them, and she couldn't bring herself to respond. The mission was vastly more important, in any case, and once more she had to subsume her personal feelings in favor of the work at hand.

And then the time came when the Collectors made the fight very, very personal — while Shepard and the squad were away from the Normandy on a mission, the Collectors attacked the ship and kidnapped all of her crew, save for the ship's pilot, Joker, who managed to get the Collectors off the ship with the assistance of the shipboard AI. Though Shepard had initially had her reservations about working with a Cerberus crew on a Cerberus ship, she had over time grown to trust and value them — and if there was anything Shepard didn't tolerate, it was having the lives of her crew threatened. Gauging that her ship and squad were as prepared as they'd ever be, Shepard was ready to take the Normandy for a final assault on the Collector base. She knew that it was almost a certainty that this would be a one-way trip, that some of them or maybe even all of them wouldn't survive, but it was what had to be done and she was going to do it.

Upon reaching the Collector base, Shepard finally discovered why the Collectors were capturing so many humans and what they were doing with them: they were killing them, processing them into a paste of genetic material to fuel the growth of a Reaper. And not just any Reaper — a human Reaper. Shepard and her team fought the human Reaper, eventually knocking it down into a chasm. Believing the creature destroyed, Shepard prepared and set a bomb that would explode the Collector base. Despite the Illusive Man's protests — he claimed to want to keep the base so that Cerberus could study the technology inside and use it to fight the Reapers — Shepard felt the base was an abomination, stained by the blood of millions of innocent humans, and that not destroying it would be unconscionable. After setting the bomb, however, the human Reaper crawled back up from the chasm it had fallen into, and Shepard and her squad finally destroyed it permanently, just in time for the Normandy to rescue them from the bomb blast.

commander shepard | mass effect | reserved | 3 of 3

[personal profile] humanparagon 2012-04-02 06:54 am (UTC)(link)
Though now a hero of the galaxy twice over, Shepard's work wasn't done — she knew it never would be, not so long as the Reaper threat still loomed. Following a request from Alliance Fleet Admiral Hackett, Shepard went alone to a prison on the batarian colony of Aratoht in the Bahak system, where she successfully extracted an Alliance operative, Dr. Amanda Kenson, who had been arrested by the batarians on terrorism charges and was being interrogated. Her real purpose, as Hackett had told Shepard, was that she had heard news of a Reaper artifact in the Bahak system and had gone to investigate. Upon freeing Kenson and speaking with her, Shepard learned that Kenson had found the Reaper artifact and was studying it. Kenson had supposedly received visions from contact with the artifact and had come to the conclusion that a Reaper invasion of the galaxy was imminent, determining that the Reapers would use the Bahak system's mass relay, which she called the Alpha Relay, to spread through the galaxy and destroy its civilizations. To prevent the invasion, Kenson had established what she called "The Project" — a plan to propel an asteroid into the Alpha Relay, destroying it and preventing the Reapers from accessing it. While the destruction of the relay would have massive consequences — the explosive force would be equivalent to that of a supernova and would wipe out every planet in the system — Kenson considered it worth it if it would stop the Reaper invasion, and Shepard had to agree with her. Upon reaching the Project base on board the asteroid, Shepard confronted the Reaper artifact, which Kenson and her team had termed "Object Rho." She was shocked and concerned that Kenson simply left the artifact sitting out in the open, unprotected and more importantly capable of exerting Reaper indoctrination on unsuspecting minds, but Kenson seemed to think it wasn't an issue and implied the artifact would show Shepard the same visions it had shown her. And it did — Shepard realized that Kenson was right, that a Reaper invasion was imminent. Unfortunately, Kenson had also been indoctrinated all along, and upon realizing that Shepard intended to go through with the Project, she had her guards attack her. Though Shepard held her own, even she was eventually overcome, and Kenson had her patched up but sedated, wanting to keep her alive but not wanting her to interfere.

But Shepard was, unfortunately for Kenson, not exactly an ordinary woman, and sedation that would have kept anyone else under wore off sooner than expected. Shepard woke to find that Kenson had kept her unconscious for two days, and she fought her way through the base until she reached the control room for the asteroid's mass effect engines. Activating the engines to propel the asteroid toward the mass relay, Shepard attempted to warn the colonists on Aratoht of the imminent explosion, but was interrupted by Kenson. Infuriated at what Shepard had done, she attempted to overload the base's reactor core in order to destroy the asteroid and everyone on it before it could hit the Alpha Relay. However, Shepard stopped her, and Kenson died in the process. Having only a few minutes to escape from the asteroid before it could hit the relay, Shepard was finally able to contact the Normandy, which picked her up and escaped the system through the relay seconds before the asteroid collided with it.

Though her actions delayed the invasion of the Reapers, Shepard was still responsible for the destruction of the Bahak system and its 300,000 colonists, and Admiral Hackett warned her that she would likely have to face trial for her actions in order to stave off war with the batarians. Believing that what she had done was right, Shepard indicated her willingness to defend herself in court-martial. Some time later, she returned to Earth, where she was stripped of her commission and placed under house arrest while the Alliance deliberated what to do with her.

This is the canon point I'm taking her from.

Powers/skills:
In a general sense, Shepard is a very, very competent soldier, having graduated from the Alliance's most intensive special forces training program, which teaches advanced combat, survival, and leadership skills. She has survived, and excelled, in circumstances under which most people would be killed or give up. In her own world, she's perhaps the galaxy's most famous hero (or infamous, depending), and she is well used to confronting situations others have deemed impossible or suicidal. Additionally, soldiers in her world undergo gene therapy to improve strength, stamina, speed and dexterity, so she's somewhat more enhanced in these areas compared to the average human or even the average soldier.

That said, Shepard has some skills specific to her military specialization — she is a Vanguard, a soldier whose talents combine combat expertise with biotic powers. While she has more abilities in canon than the ones listed below (mostly pertaining to certain kinds of special ammo that can probably only be used with firearms from her world), I'll be limiting her strictly to her biotic powers.

 ↳ Charge
Shepard cloaks herself in a biotic field and charges across the battlefield at an enemy, hitting them and sending them flying. This power enhances Shepard's speed and strength and inflicts massive damage when it connects.

 ↳ Shockwave
As the name implies, this power unleashes shockwaves of biotic energy along the ground that send weaker enemies flying and stagger or stun stronger ones; it also causes significant amounts of damage. This is one of Shepard's go-to abilities, and it's useful for clearing out crowds of weak opponents.

 ↳ Pull
This power levitates the target into the air with a mass effect field, simultaneously pulling them towards Shepard. While under its effects the target is unable to defend themselves, making them easy pickings for anyone armed with firearms or other ranged weapons.

City
Name: Sarah Wilcox
Position: Navy commander.
History: Sarah Wilcox was not the first person in her family to join the military, but she was the first woman. Determined to prove she could serve just as well as the men of the Wilcox line, she has earned every promotion she received on her own merit, and has already been decorated twice for valor. She was serving as the executive officer of the Navy's single aircraft carrier at the time of the disaster.

She was mostly a very serious woman, though with a certain offbeat charm and a warmth to her once one grew to know her well. Both her parents and two siblings were still alive before the Disaster, as well as a significant other whom she met on shore leave once. They'd only known each other two years, but she had intended to marry him once her tour of duty in the Navy was completed.
Proof: A photo of her with her family at her graduation from boot camp.

Playing
First-person sample:

Let me get this straight. You're trying to tell me over three years of my life — that everything I experienced was all some kind of dream? That that person I was isn't actually me?

I don't buy it. Photos can be faked. And don't you dare try to tell me I'm crazy. I've heard that enough.

... All right. The rest of you — let's get a headcount, figure out who else is here.

Third-person sample:
 ↳ A musebox post with Shep, an Eclipse mercenary OC, and the Illusive Man.

Did you read the rules? Yep!


ETA; fff sorry for the deletions, had to correct a factual error. This is what I get for writing apps in the wee hours.

Page 2 of 7