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!
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Player Name: What would you like to be called? Username: username Current/former characters: Are you already in the game? Were you here before?
Sleeper Character: The character's name goes here, obviously. Username: 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? |
Sefton Lowell ; 2/3
Sefton Michael Lowell was born to Gabriel and Cary Lowell on September 20th, 2027, in a small town inside Vermont. From birth, Sefton possessed the power of polarization which had a heavy influence on how he grew up. As his power ensured that he was always treated with kindness, Sefton never wanted for attention and grew up to be a very happy young man, surrounded by a few close friends and numerous friendly acquaintances. Despite his mother growing to border obsession with her son, there was no reason for him to think these sorts of relationships abnormal because it was all he ever knew.
However, when he was nearly fourteen years old, an incident with a transfer student trying to bully the popular kid (Sefton) was what finally made things click into place. Sefton had always known about the physical parts of his power while assuming it did nothing to the people with whom he interacted. Horrified and sick with guilt, Sefton ran away from home soon after, never staying in one town or city for very long. He made it for three months before coming across another adept with the ability to understand what it was people needed who gave him a pair of shoes infused with cold — the way they converted energy into power would give Sefton a touch-safe zone up to his shins, which was the perfect security blanket for an insecure teenager. It was not very long after that he ran into a boy named Chivy. Rather, Chivy tripped over him. Same difference. Their friendship wasn't instant, but luckily for them both, Chivy was an adept who could locate lost things—or, in this case, a very lost little boy named Sefton—and they continually ran into each other as the days passed.
Many months passed in relative peace, until the missing posters started to appear. Sefton's parents were desperate to find their son and had put cries out to the entire country to help them locate him. Of course, Sefton did not want to be found and simply moved faster than ever before to try and outrun the spread of information. It didn't work. Eventually, when Sefton was fifteen and a half, the authorities caught up with him (or Chivy, if you want to get technical, as he was much less careful about telegraphing where he went and was certain to reunite with Sefton at one point or another) and took Sefton in. As it turned out, "the authorities" were government officials put on Sefton's trail by his father, Gabriel, in a deal that they could study his ability as long as they returned Sefton to his family in the end.
Although Gabriel visited his son once, the officials never finished their research before a man by the name of Devon Fischer blew the whistle on them. Dr. Fischer was one of the forefront researchers employed by the government, and had glimpsed a report on the backdoor experiments going on due to this connection. Although he did his best to quell the murmurs inspired by the revolution of the paper on the "unnamed subject's" abilities, the damage had already been done in the black market circles. Soon after his release, Sefton met with Devon and was reunited with Chivy. Devon promised to keep in contact with Chivy through his niece Adria and send care packages for the both of them, effectively taking the two misfits under his wing in a sort of apology, while agreeing to not try and contact Sefton directly lest they lead some of the worse sorts right to him.
Sefton left soon after, refusing to appear at his father's trial. (Even without Sefton's testimony, Gabriel Lowell was convicted with aiding the kidnapping and experimentation of a minor and given thirty years in prison.) Nearly a year later, Sefton accidentally helped Chivy locate his errant father, Galvin Darrell, and at some point returned with Chivy to his hometown to meet with his mother-figure, Lynna, before she passed away from a longtime illness. With Devon's help and Chivy's encouragement, Sefton managed to catch up in schoolwork over the next few years and even finish high school at 18 despite all of the time he missed while traveling. GED in hand and with internet technology quickly on the rise, he then enrolled himself into online courses to begin training for a doctorate in imbuology thanks to Devon's influence.
During all of this time, Sefton was periodically taken by "the uglies" and subsequently rescued from a variety of different experiments aimed to harness his ability's various uses. A notable incident when Sefton was 23 resulted in an incorrectly-inserted needle that ripped halfway up his left arm, forcing him to settle in D.C. for the last year of his education while he attended physical therapy. His thesis was dedicated to the theory that adepts were in fact infused-humans and he received his doctorate at the age of 24. He managed to land himself a job as Devon's apprentice, but thankfully was constantly outsourced to look into naturally infused relics and artifacts to check their viability for research — a thin excuse to keep him traveling and from becoming a sitting target.
Sefton remained in contact with Chivy, Adria and Devon throughout the years, finally beginning to open up to the possibility of a life without constant guilt and the allowance of friendship. He had not, and likely never would, grow out of being a stubborn pain in the ass.
Powers/skills: As an adept, Sefton is a human infused with the concept of polarization. This results in producing a natural field of biomagnetism, which generates three notable effects on the world around him: for every action, there is an equal and opposite reaction. Push someone, they fall. Pull someone, they follow. The first facet of his power is an amplification of that simple fact where he constantly exerts a 1:1 force on inanimate objects that enter his magnetic bubble (only a few centimeters off his skin), halting or progressing their momentum by 50%. This reaction to objects is controlled by an intellectual mental switch and is one he has learned to flip between at will.
His effect on sentient beings is much less benign. Every time contact is initiated, his power flares and draws in their heart inch by inch. Platonic endearment is the name of the game; developing romance is up to the individual affected. Light touches only incur light effects, while heavy contact works more strongly. Sustaining contact after the first touch does not increase the effects and is, in fact, the only workaround to this aspect of his power — by entering his field with as little impact as possible, his power fails to trigger. Walk softly, carry a big stick. Overexposure of this biomagnetic mind-warping can result in obsession and does not easily fade. However, the more someone is affected by this power, the harder it is for it to continue building and would require years of constant exposure to result in dangerously high levels of emotional attachment. His reaction to people, animals or otherwise necessitates an emotional component to move between attracting or repelling their attention. These triggers are love and hate, which Sefton refuses to master since it would require learning how to hate someone on command. For the moment, he is permanently stuck attracting people.
(What about the third aspect? Simple: magnets are simply magnets, one reacting to the other — even if one of them happens to be a young man.)
All in all, this power causes him to produce a ridiculous amount of energy and creates drawbacks such as eleven hours being the suggested amount of sleep, and an appetite to put a growing teenager to shame. This says nothing of the emotional detriment it has on Sefton (because it's already laid out in personality, durr). He wipes magnetic strips whether he means to or not, and an electromagnetic pulse could very well knock him into a coma and result in death if not treated soon after.
IN-GAME: This will be toned down so that all mental affects are only activated when he is actively feeling the emotional triggers. If the mental aspect isn't activated, then people will instead be treated to the physical. To make things more interesting, these triggers will be blurred into something more like love/excitement/happiness and hate/pain/anger. Regular interactions will carry much less of a chance for mental corruption. For my own sake, Sefton will be able to feel a difference between affecting someone mentally and affecting them physically. Once he actually does accidentally mindfuck somebody, then he'll start learning what to look out for.
City
Name: Jeremy Daveen
Position: Theoretical physicist / professional runaway
History: Born in a town in eastern part of the Southeast city-state, Jeremy was quite the precocious child from a young age. His parents weren't always the most attentive, but the rest of his friends and teachers picked up the slack for the attention he never got at home. It wasn't until Jeremy was 7 that things began to pick up: his father had lost his job, and maternal grandfather had passed away, meaning the Daveen family was entirely without means to support themselves. Neglect turned into verbal abuse and, when Jeremy was 10, that evolved into the physical.
An incident with a sliding glass door resulted in the child's hospitalization — where his parents left him after realizing they could not afford to pay the medical fees. Before child protective services could take a proper handle of the situation, Jeremy snuck out of the hospital and ran away. He managed to live out on his own through dumpster diving, begging and a lot of childlike ingenuity until he was finally brought in shortly before he turned 13. While he was handed over to a foster family, the damage had already been done and the terrified, antisocial child was send back to the orphanage. Escape attempts were made, but he never got far before he was found again after the first time.
Through his own merit and hard work, Jeremy turned to the world of hard facts (and flights of fancy inside fiction) and buried himself in school, eventually being awarded a scholarship to Diamond City Institute of Scientific Studies where he enrolled into a program to earn his doctorate in theoretical physics. He graduated magna cum laude at age 24 and landed a lower-end job with the government, where he remained up until the Disaster struck.
Proof: Audio diary of Jeremy's day, obviously recorded at the end of the night seeing as he ends up falling asleep before he's finished.