modormenace: (Default)
modormenace ([personal profile] modormenace) wrote2020-09-03 11:28 am

APPLICATIONS

JOIN THE GAME

Please complete the form below and paste the full content under your own thread in reply to this top level.
Do not post it to your own journal and link it to us.
Sample applications are here. Feel free to ask questions if you're confused about anything.


Please use <p /> or <dd> for paragraph breaks.

GUIDANCE
PLAYER INFORMATION: This is all fairly standard! We ask for:

PLAYER NAME:
your preferred handle & pronouns, so we know how to refer to you.
PLAYER CONTACT:
how should we (and other players) contact you? list your plurk, discord or personal journal.
CURRENT CHARACTERS:
if you are currently playing other characters in the game, please list them here. Please note, we currently only allow a player 4 characters.
RETURNING CHARACTER?:
y/n did you play this character in Mask or Menace previously?
CHARACTER INFORMATION: Brief, one-line answers to the following:

CHARACTER NAME:
given name before surname, as they would appear on US government documentation
JOURNAL:
username to be added to game communities
CANON:
title of canon or "original" for OCs
CANON POINT:
episode/chapter/issue/major event
AGE:
approximate, actual, or apparent age
ALIAS:
superhero/supervillain name to be used in game (doesn't have to be canon)
SYNOPSIS:
in 100-300 words, give us the broad strokes who your character is. imagine their life as a book! what we're looking for is the blurb on the back. are they a fighter? a dreamer? how has their life and circumstances shaped who they are? what is their current driving motivation? really pitch this character to us!
ADAPTATION:
in 100-300 words, speculate how your character will fit into the game's setting. will they become a hero? a villain? fly under the radar? this isn't set in stone. we'd just like to get an idea of where they're likely to go from here.
PRESENTATION:
in 100-300 words, describe your character's public persona. how do people tend to view them? are they popular? are others suspicious of them? if they're the kind of person who puts on an act, what image do they project?
PSYCHOLOGY:
in 100-300 words, give us a glimpse of their inner workings. how's their mental state? what secrets are they keeping? what motivates them? are they insecure about anything? tell us their hopes and their fears. do they have an ultimate goal?
POWERS:
every character in the game (even if they have no powers in canon) has at least one superpower, but no more than three. these powers do not have to resemble their canon powers. in 1000 words or less, list and describe your character's three powers/power umbrellas (see FAQ for more information). include details like time limits, physical range, maximum number of targets, etc. (if applicable). every power must have a weakness, so explain how your character's powers can be defeated.
SKILLS:
in 300 words or less, list any other special skills your character has, like eidetic memory or martial arts.
IN-GAME DEVELOPMENT:
for returning characters only: in 100-300 words, describe any relevant development your character underwent during their previous stay in Mask or Menace.
SAMPLES:
THREAD SAMPLE:
provide a third-person sample in prose or action format that takes place within the game setting. you may link a thread from the TDM or a previous thread in the game.
VOICE SAMPLE:
choose any five of the following questions and answer them in your character's voice, as if they're being interviewed by official personnel just after their arrival. your character does not have to answer truthfully.
  • "Why do you want to return to your world of origin? What did you leave behind?"
  • "What is the most historically important event that has occurred within your lifetime?"
  • "Have you ever served in the military? What is your experience with armed combat?"
  • "What is your criminal history? Don't worry, you won't be punished here for past crimes."
  • "Is there anyone who holds a grudge against you? What will you do if they're here?"
  • "Have you ever done something that you regret? What would you do differently?"
  • "Has anyone ever harmed you? How will you react if you encounter them in this world?"
  • "What is your favorite thing about the place you were born?"
  • "What is the worst thing that's ever happened to you?"
  • "What is your happiest memory?"
  • "What is the most unique thing about you?"
  • "Have you ever killed anyone? What was your reason?"
  • "Do you feel that every life is equal in value? What makes someone less deserving?"
  • "Do you believe in second chances? What would be the exception?"
  • "What do you need from this world in order to consider it your home?"
nightmarist: (Default)

(frozen comment) RONAN LYNCH | THE RAVEN CYCLE

[personal profile] nightmarist 2020-09-09 08:20 pm (UTC)(link)
nightmarist: (Default)

(frozen comment)

[personal profile] nightmarist 2020-09-09 08:20 pm (UTC)(link)

PLAYER INFORMATION


PLAYER NAME: Pana (any pronoun)
PLAYER CONTACT: [plurk.com profile] pana / pana#3353
CURRENT CHARACTERS: N/A
RETURNING CHARACTER?: Yes

CHARACTER INFORMATION


CHARACTER NAME: Ronan Lynch
JOURNAL: [personal profile] nightmarist
CANON: The Raven Cycle
CANON POINT: Call Down the Hawk - Chapter 79
AGE: 20
ALIAS: Greywaren

SYNOPSIS:
Ronan Lynch is an alcoholic loser who was abandoned on his family's empty old farm while his peers went their separate ways after high school. Not so long ago, he was tied up in his best friend's obsessive search through the mountains of Virginia for the enchanted tomb of an ancient Welsh king. It was a mission which suited Ronan a lot better than renovating dilapidated barns, because Ronan himself is a creature of magic.

For seventeen years, Ronan's nature was a mystery even to himself. Sometimes he would have a dream and wake up with that dream in his hand. Sometimes he would have a nightmare and wake up in mortal peril. His father, who had the same ability, called it the Greywaren — before telling that story too often got him bludgeoned to death in the driveway of his home, which is where Ronan found him. It was the end of his innocence. Going forward, Ronan was a tortured soul, isolated and angry at the world.

The same man who had his father murdered also came for Ronan. And he was only the first. The Greywaren holds enormous potential, the ability to change reality itself. It's a power that can save the world or end it in the blink of an eye. While Ronan is more introspective artist than mass murderer, inclined to dream beautiful sentient forests and glittering light, no one is willing to bet the fate of the planet on his mental stability. Which is why he's now on the run, relying on a mysterious voice in his head to guide him. Once his secret came out, there was no going back to that quiet life on the farm.

ADAPTATION:
Deep down inside, Ronan wants to be a hero. He grew up on stories about old Irish heroes and Celtic kings, and there's a part of him that desperately wants to emulate those legends. But all those fairytales have tragic endings. And Ronan, in the aftermath of his father's murder, isn't exactly the picture of heroism. Anyone who sets eyes on him assumes the worst.

But he can't not help someone. If there's a problem right in front of him and he knows that he can fix it, he'll rise to the occasion, even if it costs him his life. It's not the danger that he fears, it's the attention. If someone knows that he's done something good, they're likely to expect him to do it again, and he's afraid he won't meet those expectations. It's easier to allow people to perceive him as a villain, even though he's never truly acted like one.

If anyone else can answer the call, Ronan isn't one to volunteer. If he's the only one who can save the day, though, he'll do what has to be done. And the truth is, he loves the feeling of doing good, even if he prefers to do it secretly. So while he may not put himself forward and accept the title of superhero, he will certainly be lurking nearby, waiting for the moment to step in.

PRESENTATION:
Most people who encounter Ronan tend to find him shady and intimidating. Part of that has to do with his appearance. He's over six feet tall and styles himself in menacing goth-punk attire. He's got a badass tattoo and a boxer's arms and a face that seems to have been sculpted for malice. But most of the impression comes from the way he holds himself. He keeps his guard up around strangers, which makes him look like he's spoiling for a fight. He doesn't waste his time with niceties and he stares just a little too intensely at anyone who attempts to engage him in a conversation he wasn't looking for.

He's mean. He's a foul-mouthed bully. He makes cutting remarks and digs at people's insecurities, dashes their hopes and calls out their lies. Until Ronan decides that he likes you, he's deeply unpleasant to be around. Since he dropped out of high school, this tendency has softened somewhat. While he used to be prone to bouts of violent rage, his anger has settled into a simmer, a bitterness that permeates most interactions. He remains highly selective about who he'll deign to speak to and rude to all the rest.

It's not all bad, though. Ronan is wickedly funny. He deploys his humor in sharp observations and sarcastic barbs. When he decides to indulge in a verbal spar, onlookers find it hard not to root for him. He was the class clown, with the sort of disregard for rules that his peers could only daydream about, and he's still a prankster and an edgy memelord. As he's prone to stupid stunts and risky behavior, he can be fun to watch... from a safe distance.

PSYCHOLOGY:
Ronan was deeply traumatized by the discovery of his father's mutilated corpse. In that moment, something broke in him and he became unrecognizable to the people who loved him. The light went out and a joyful, imaginative, expressive boy suddenly collapsed inward. After he fell into darkness, Ronan became aggressive and wild, lashing out at others and recklessly throwing himself into life-threatening situations, escalating at every opportunity. He was suicidal, though he didn't fully realize it until later, when he figured out what his nightmares were trying to tell him.

Self-acceptance helped heal some of that damage. Ronan was raised with Catholic values in rural Appalachia, which meant that he grew up ashamed of his sexuality and convinced he'd never find a boy who could love him. But as he learned to let go of the past and fix his attention on the future, he applied his devil-may-care attitude to his insecurities and found pride in his identity. This inner strength eliminated the need for some of those walls he'd built to protect his heart, allowing him to to be vulnerable at least with the people he loves. Though his gentle nature had been destroyed by his trauma, he's beginning to find that devastation doesn't have to be permanent.

For someone with a tendency to conceal his own sentimentality, it's funny that Ronan values honesty as the greatest virtue. He cannot tell a lie — though he's invented some masterful tactics to evade the truth for his own survival — and he resents being lied to by others. His life has been ruled by secrets and deception. It's a deep betrayal when a trusted acquaintance forces him to question what he thought he knew. His grasp on reality is tenuous enough without these added doubts. What he really needs is security.

POWERS

  • POWER #1: Greywaren

    DESCRIPTION:
    As the Greywaren, Ronan is capable of bringing anything out of his dreams and into the real world. In order to do this, he must be able to perfectly visualize an object in his mind and negotiate with his dreams to bring that object back with him, out of his subconscious. The dream objects he creates are not bound by the laws of physics. If an object is capable of doing something in his dream, then it is capable of doing the same thing in the real world, regardless of whether it makes any physical sense. This ability can even be used to create living beings, although their lives depend entirely on Ronan's survival, and they will fall into eternal sleep upon his death.

    WEAKNESS:
    Use of the Greywaren's power requires a nearby energy source. The amount of energy depends on the size of the object being created or the frequency with which Ronan is creating objects. In his own world, Ronan utilized a nearby ley line to feed his power. Without access to the ley line, his power must instead feed on other supernatural sources or electricity. This means that his dreaming may cause blackouts in his immediate vicinity or may weaken the powers of imPorts who are close to him while he's sleeping.

    Dreaming has a draining effect on Ronan, as well. Every time he brings something back from his dreams, he's paralyzed upon waking. How long this paralysis lasts also depends on the size or complexity of the object he just created. It could be a few seconds or it could be an hour. The draining effect will impact him more severely if the creation has a magical rather than mundane use, paralyzing him for twice as long upon waking and leaving him low in energy for hours after.

    The act of dreaming can be dangerous in itself. When Ronan is experiencing emotional turmoil, his nightmares can manifest as monsters. More than once, these night horrors have nearly killed him. If Ronan accidentally brings back one of his nightmare creatures, he is still subjected to the increased draining effect associated with his magical creations, leaving him paralyzed and unable to defend himself against them.

    Ronan also risks his life by not dreaming. Because he is a creature meant for creation, if he ceases to create for a significant amount of time, then he ceases to exist. If he refuses to dream for over a month, his body begins to break down and unmake itself — a process he's named "nightwash". Unless he dreams something again, this deterioration continues until there's nothing left of him.

  • POWER #2: Claircognizance

    DESCRIPTION:
    Ronan knows things he couldn't have possibly learned for himself. From time to time, knowledge enters his subconscious seemingly out of thin air. It's as if he's an antenna for ideas, picking up signals even from far-off places and relaying them into his mind. This ability gives him a latent insight not just about the world, but about the people around him. Essentially, it's a kind of widespread one-sided telepathy that gathers information from the collective consciousness and grants him latent understanding.

    WEAKNESS:
    This is not the same as active omniscience. It's imprecise and random and frequently useless. He doesn't know everything there is to know about anything, right off the top of his head. The knowledge he receives is likely disorganized or altogether indecipherable to him when he's awake, though his dreams can sometimes (but not always) piece it together for him.

  • POWER #3: Dream Form

    DESCRIPTION:
    Ronan is the offspring of a dreamer and a dream, and with this power, his dream nature comes to the forefront. A dream, in the physical world, resembles something like light. But it also reflects the viewer's expectations. It is difficult to look at because it's difficult for the mind to comprehend. Somehow, what at first looks like a spark of light can be mistaken for a book, a bird, a planet, a mirror, a whisper. A dream is a living hallucination.

    When Ronan takes this form, his appearance behaves in a similar way. Like light, but also not. He becomes a spark of magical energy born from a ley line, a wild idea looking for expression. In practice, this makes him a source of power that others can draw from to work their own magic, amplifying their abilities. It also makes him a thing that can take root in someone else's mind. He can live inside their thoughts, communicating with them there in a telepathic and empathic way, experiencing the world through them and imparting his own perceptions. They can share dreams and work in tandem to pull things from those dreams, the way Ronan is capable of doing on his own. He's essentially possessing them without taking control of their motor functions, only granting them his own knowledge and his abilities as the Greywaren.

    WEAKNESS:
    Lingering as an unformed idea waiting to be snatched up in astral space is a precarious circumstance. Although he's intangible in dream form, he's not immortal or invulnerable. In fact, he's more vulnerable to supernatural forces and certain powers when he's in this form, compared to his human form. Someone with an energy manipulation power could capture him the same way they'd manipulate other forces, to pull him out of a vessel or to drain him or to use him as fuel. A magician could fashion an artifact out of him. Someone with demonic abilities could snuff him out completely.

SKILLS:
Ronan is adept at street brawling and trained in boxing. He is experienced in manual labor and farm work. He speaks Latin fluently and he's knowledgeable in other areas related to the classics. As a musician, he's skilled at piano, highland bagpipes, tin whistle, harp, bodhran, and guitar. He's a dancer as well as a singer, primarily focused on Irish tradition. He displays some degree of eidetic memory for aesthetic and tactile information, and he's highly observant of emotional cues and others' psychological states.

IN-GAME DEVELOPMENT:
Ronan spent about three years in Mask or Menace, canon updating a few times along the way. When he first arrived, he was a rowdy delinquent who hadn't fully come to accept himself. He became one of the stars of EdgelordTV's "fuckups & tryhards", a reality show following Ronan and his facetwin John Murphy as they adapted to imPort life and pulled dumb pranks along the way. The residence they shared with a number of other unsupervised teenagers, on a farm called the Meadows, earned a reputation as party house. Unlike back home, Ronan explored his sexuality under the public eye, which made him something of a gay icon to the younger generation but messed him up on a personal level.

As he matured, he retreated from show business and focused on tending to his farm. One by one, his friends and lovers disappeared, leaving him just as alone as he'd been in his own world. Like before, Ronan fell into a depression and flirted with self-destruction. He was just about ready to stop dreaming and let the nightwash take him when he reconnected with Kylo Ren, a casual acquaintance he'd once encountered at a bar.

Kylo and Ronan began dreaming together, which saved Ronan from deterioration and gave him renewed purpose. Ronan offered Kylo an unconditional love and acceptance he'd never known, and Kylo — ironically — inspired him to the kind of heroic acts he'd previously avoided performing. Together, they saved the world more than once. More than once, they also nearly destroyed it. They're rarely apart, with Ronan's objectives tied completely to Kylo's ambitions.

SAMPLES


THREAD SAMPLE:
Log Thread

VOICE SAMPLE:

  1. "What is your criminal history? Don't worry, you won't be punished here for past crimes."
    "I'm a terrorist. I didn't actually do anything, but it's not like that matters to the pigs. I mean, I did steal a car once, but I got away with that one. So that doesn't count."
  2. "Has anyone ever harmed you? How will you react if you encounter them in this world?"
    "Haven't we all been harmed by this shit society? It's death by a thousand cuts. You're harming me right now, wasting my time with these stupid fucking questions. Look at that guy over there. Look at his paisley tie. That's harming me, but I'm taking it in stride."
  3. "Do you believe in second chances? What would be the exception?"
    "I'm Catholic. Look it up."
  4. "Do you feel that every life is equal in value? What makes someone less deserving?"
    "Oh, now you're just baiting me. I'm not getting into this fucking debate. I don't have a uterus."
  5. "What do you need from this world in order to consider it your home?"
    "A hundred million dollars and a castle transported from Ireland and reconstructed stone by stone in Shenandoah. Not a shitty castle, either. One of the cool ones."
goldtoxicity: (pic#13528893)

(frozen comment) josh foley | marvel 616

[personal profile] goldtoxicity 2020-09-09 08:21 pm (UTC)(link)
goldtoxicity: (000000000483)

(frozen comment)

[personal profile] goldtoxicity 2020-09-09 08:21 pm (UTC)(link)

PLAYER INFORMATION


PLAYER NAME: Shikki (& she/her they/them)
PLAYER CONTACT: minimoffs @ plurk, FIST FIGHTS#7869 @ discord
CURRENT CHARACTERS: NA

CHARACTER INFORMATION


CHARACTER NAME: Joshua Foley
JOURNAL: [personal profile] goldtoxicity
CANON: Marvel 616
CANON POINT: X-Men Blue #32
AGE: 21
ALIAS: Elixir

SYNOPSIS:
There's no much to show for Josh Foley's 21 years of life. He's a highschool dropout. Never held a job more than a few months. He bounces between teams almost as often as he falls into comas. His legacy exists as off-record missions and a modest body count he never wanted.

There's a reason they say, "welcome to the X-Men, hope you survive the experience." Mutants live hard lives. In fact, he used be part of the reason why... until it turned out that he was a mutant. An omega level biokinetic - a healer. Something nobody could've saw coming from his punkish personality. His family disowned him on the spot and he was brought to Xavier's School for the Gifted. There he found friends, a family who loved him unconditionally, and purpose. Xavier's lessons taught him his powers were meant to be used to benefit other people. He believed him, wanted to be an X-man even. Mutants were starting to gain acceptance because of the X-Men.

Then a witch said three little words. No more mutants. Those words triggered the events that turned the quad into a mass graveyard. In the aftermath, the true nature of his powers was revealed: biokinesis wasn't just healing. He could kill just as easily. He was reduced to the use of his powers, and used he was. Worse still, blind eyes were turned when he needed them most. His protests fell on deaf ears.

He died twice while they watched.

When he came back he was alone. It left him unstable and angry, convinced Xavier and the X-Men were both wrong. Their methods didn't work, they cost his friends and himself their lives. Nobody cared. Magneto was right, and when the offer came, he joined him instead.

ADAPTATION:
First and foremost, Josh doesn't trust the government. Any government. And so there's no way in hell he's going to register unless someone puts a gun to the head of someone he loves. He's well accustomed to struggling and so has no problem making his own way without whatever they'll offer him for selling his soul. He'll say he's good without heroism and will try to make his own way.

Only that won't last so long. ImPorts may not be mutants, but they're close enough that he won't feel comfortable sitting on the sidelines while they throw themselves into the line of fire for the sake of others.

PRESENTATION:
Josh immediately rings every dumb jock and fratboy bell there is. He's flirtatious, boisterous, friendly and warm like an overeager golden retriever. He doesn't seem to be too bright, either. You might get the impression that you could fake throwing a ball and he might be tempted to chase it. Which is why it's surprising when he opens his mouth and rattles out some hidden wisdom about the meaning of life and death, or the exact breakdown of how your nervous system works.

You don't get the impression he's wearing a mask, exactly. Joshua Foley seems to be precisely what he presents himself as... Though there's certainly a hidden darkness within him. Aspects of himself he feels are best left suppressed and hidden. They show in how he often speaks before he thinks. Or the flash of a righteous temper when he's provoked. When not in the spotlight Josh seems melancholy and beaten down, though he's quick to shove those feelings aside if caught during one of those moments. His life has been hard and he suppresses those feelings rather than dealing with them directly. Attending a party or making out with a pretty girl is easier than going to therapy.

While perhaps not the most accurate one, heroic is an easy word to describe. Josh is one of the first people to leap into danger to protect others. He sets his own well being aside to ensure their safety, and does his best to be a comforting presence.

PSYCHOLOGY:
In all honesty, the X-Men did a number on him.

People literally lived or died based on his actions. That's a heavy weight to put on a sixteen year old boy. When someone died he blamed himself for not being strong enough. And as his powers evolved and he became more skilled, he fixated on how he always had this potential and didn't achieve it when it mattered. Survivors guilt plagues him, and when he can't save someone he has a total breakdown.

Death - touching it, experiencing it, coming back from it - has made it incredibly difficult for him to regulate his emotions under stress. Josh reacts explosively under pressure, lashing out verbally and sometimes with his powers when he feels overwhelmed. He's prone to reckless and thoughtless decisions in the heat of a moment, or leaping at quick fixes for bigger problems. He truly thinks he's too dangerous to live, but because his powers make him largely immortal, he has no choice.

Josh values others far above himself, and while most of it stems from genuine compassion, the rest comes from how he was treated. To most people he's interacted with Josh is a tool first, and a person at a distant second. The body count mentioned before is a product of that treatment. He stated he didn't want to kill again, that he wanted to forget what he knew and go back to a normal life, but he was too useful to be allowed to. He was put into situations where killing was the only outcome. Josh is a follower by nature and caves to stronger personalities.

POWERS:


  • POWER #1: Biokinesis (Power Umbrella)

    DESCRIPTION:
    Josh has the ability to manipulate biological material on a genetic level. This includes single-celled organisms and complex creatures like humans. This rolls the Diagnostic Power, the Lead Power, and the Gold power into one powerset. In short, Josh is able to sense and manipulate biological matter within a range of fifteen feet. He divides these powers subconsciously into 'healing' and 'harming' which significantly affects how he uses them. He no longer need to physically change from Gold to Lead in order to switch which side of his abilities he's using. His skin still shifts between gold and lead, and changes to reflect his mood and intentions as that's his subconscious messing with his appearance.

    On the healing side, Josh could feasibly heal five people from near death. Skin to skin contact is the quickest way for him to heal someone as it focuses all his power, but he's able to project that energy within a fifteen foot radius in a much weaker fashion. The closer you are to him, the more effective it is. He wouldn't be able to heal a life threatening stab wound from fifteen feet away, but he might be able to slow the bleeding and try to encourage clotting.

    On the harming side, he could maybe kill one person with a touch - but doing so would push him to his limits and have him drop into a coma or kill him outright. He physically feels what he's doing to other people's bodies and the mental strain of it is too much for him to handle. He also wouldn't be able to significantly hurt someone from fifteen feet away, but he could potentially slow them down by making their muscles produce more lactic acid.
    WEAKNESS:
    Josh's powers do not work on non-organic lifeforms. If you're a robot or made of anything other than fleshy bits, he's screwed and won't be able to beat you in a fight.

    His energy capacity is also limited. He could heal maybe five people from near death, but that sixth one is going to take everything he has and will knock him out.

  • POWER #2: Healing Factor & Immortality

    DESCRIPTION:
    Josh has a passive healing factor. So long as he has the stamina he can heal almost as quickly as wounds are inflicted upon him.

    However, he's not fully immortal. Josh can still die - he just has the ability to get back up after falling into a death-like stasis period. If he's killed with minimal injury to his body (a single bullet wound to the chest, a broken neck, no damage directly to his brain) he's not completely dead and will be able to revive himself in under twenty-four hours.
    WEAKNESS:
    While Josh may be able to shrug off a good amount of damage, but his healing factor is finite. Recovering from injury takes energy - he could shrug off maybe four lethal wounds, but that fifth one is going to kill him. That will drop him into that death-like stasis.

    And he can still die in the proper Mask or Menace way. If there's major damage - severe damage to his brain, severe internal damage, being vivisected, etc. Then he's good and dead and needs to rely on the process of the nanite revival to bring him back.

SKILLS:
Josh served as a member on the X-Force and is theoretically trained in special forces fighting as the X-Men use telepaths to transfer combat and vehicle skills to their field members. Josh also has several PhDs worth of knowledge surrounding the biosciences in his brain.
IN-GAME DEVELOPMENT:
n/a

SAMPLES


THREAD SAMPLE:
A log!
VOICE SAMPLE:

  1. What is the most historically important event that has occurred within your lifetime?
    "M-Day, I guess? Like, uh, that was the day the Scarlet Witch depowered almost my entire species. It really messed things up for everyone. A lot of people died, and everyone who survived - I mean, nothing was the same after that, y'know?"
  2. What is the most unique thing about you?"
    "I'm a mutant? I guess? Like, there's not a ton of us left. And uhh... My mutation turned my skin gold, or I turned my skin gold, the details are foggy on that - I guess that's pretty unique? Not too many living oscars."
  3. Have you ever served in the military? What is your experience with armed combat?
    "Not, like, officially. I mean it wasn't an actual military but things got pretty military-ish at my school. I've got some training in hand to hand and weaponry, but like, I mosstly use my powers."
  4. What is the worst thing that's ever happened to you?
    "Uhh... I dug my way out of my own grave once. That's pretty high up there on things that have sucked."
  5. Have you ever killed anyone? What was your reason?
    "I... I really don't want to talk about that. No, seriously, I don't want to talk about it. Are we done?"

Edited 2020-09-09 21:53 (UTC)
kidsmenu: (Default)

(frozen comment) Claudia the Vampire | Interview with a Vampire

[personal profile] kidsmenu 2020-09-20 10:28 pm (UTC)(link)
kidsmenu: (tearful)

(frozen comment) Re: Claudia the Vampire | Interview with a Vampire

[personal profile] kidsmenu 2020-09-20 10:29 pm (UTC)(link)

PLAYER INFORMATION

PLAYER NAME: China
PLAYER CONTACT: [plurk.com profile] shramp
CURRENT CHARACTERS: Joseph Kavinsky (The Raven Cycle)
RETURNING CHARACTER?: Yes

CHARACTER INFORMATION

CHARACTER NAME: Claudia de Lioncourt
JOURNAL: [personal profile] kidsmenu
CANON: Interview with a Vampire (film)
CANON POINT: An hour before her death, imprisoned by Armand
AGE: ~60 years old
ALIAS: None
SYNOPSIS:

'The child forever,' Claudia is an abomination to vampire-kind-- a twelve-year-old girl who was turned into a vampire. Ostensibly, this saved her from death by plague; in reality, her 'maker,' Lestat de Lioncourt, used her to stop his companion, Louis, from leaving him.

Claudia's intellect grew while her body remained young. Frustration drove her to impetuous-- but secretive-- killing and violence against humans. She eventually resented Lestat's domineering attitude as well as her own dependency on others to survive in human society. She herself manipulated Louis into killing Lestat-- or so she thought. Lestat survived and turned other vampirekind against her, for the high crime of turning against her maker-- but leaving Louis unmarked. Sentenced to death, she awaited uncertainty at her canon point.

In her canon, Claudia is the iconic victim of circumstance, who becomes a monster because of the impossible circumstances she has faced.

ADAPTATION:
Given the opportunity to have autonomy and public respect from others for the first time in her life, Claudia will thrive as an ImPort.

She may become either a villain or a hero, without personally investing in either role. Instead, her priority will be to enjoy people and experiences now that she's seen as a fully independent person. She'll be equally susceptible to unsavory or positive influences, embrace her new rights to create projects, and seize every opportunity to learn new skills, from robotics to languages. She will still struggle with the craving to drain and kill a person during feeding on an approximately annual basis.

Underneath it all, she'll always have an amoral, but emotionally unstable streak. She has choices now, but she spent decades expressing rage through murder, and enduring both intense love and the constant fear of abandonment, which would mean death.

PRESENTATION:

In her child-form, Claudia markets herself as an adorable and innocent little thing. She doesn't make much effort to hide her vampire nature or the fact she's old-- and wise-- beyond her years. However, she's fully aware people assume she's more harmless than she actually is, and plays that to her advantage.

Her adult woman form is a bit more novel, and therefore challenging! In part informed by her vampire nature, Claudia has no sense of sexuality at all, and will identify as aromantic/asexual unless she gives up her child shape entirely. She will still err on the side of playing off a 'harmless, innocent' persona-- perhaps sometimes to her detriment.

Notably, a flashpaper temper is likely to get the better of her sometimes in both shapes.

PSYCHOLOGY:

When Claudia says she wants a normal life, that's actually true. 'Simple pleasures' are actually that. She wants to have conversations without being condescended to, to make plans, spend money, choose what she wants to learn.

However, forced codependency is still codependency that shaped her. She fears abandonment and can overreact to the threat thereof. Her hope, much like feminist memes, is to 'have it all:' both independence and loving, respectful relationships.

She's inclined to keep her history of manipulation and murder a secret. On some level, she knows they were 'wrong.' Backed into a corner about these matters, she'll get defensive and insecure. After all, she just wants a fresh start.


POWERS:

  • POWER #1: Ricean Vampire

    DESCRIPTION:

    Superstrength: Due to her child size, she is not as strong as adult vampires. Her maximum lift is 300 lbs, easily enough to overpower or even carry most adult humans or shift a car. Her agility and balance are also good enough for her to manage most bulky items of this weight.

    Superspeed: Like other vampires, Claudia is unnaturally quick. In closed spaces, she is capable of small, brief bursts of speed that are faster than human perception, giving her the advantage of surprise over most mortals. Over longer distances, she can run at approximately 30 MPH.

    Enhanced Durability: Vampires seem significantly hardier than humans, their skin, muscle, bones, etc. seemingly able to tolerate more punishment before breaking. They are probably about as tough as a kevlar vest.

    Blood Drinker Physiology: Claudia depends on drinking blood to survive, preferably human blood, requiring a feed at least very other night to maintain optimum functioning. She often kills her food, with no deleterious psychological effects. Note, she will become very ill if she drinks the blood of a dead being.

    Low-level Mental Influence: Claudia seems to have a mild 'compulsion' ability like the one established with Ricean vampires in other media, hinted at for example when her piano teacher collapses in lessons beside her, after she fed from him.

    WEAKNESS:
    Specific range limitations are noted above. Additionally--

    Sunlight/Fire Sensitivity: Exposure to sunlight leads to Claudia's rapid incineration and destruction. They are similarly sensitive to any sort of burning fire.

    Mentalist limits: In general, she may use this ability to enhance her lies or make others more friendly or protective toward her. Psionic defenses and strength of will may defend against this, and she cannot mind-control anyone into doing something that would harm themselves. She has about a 10 foot range.

  • POWER #2: Dollmade

    DESCRIPTION:
    Claudia can shapeshift into a human woman, eighteen years-of-age or older (including an elderly woman).
    WEAKNESS:
    When she utilizes this ability, utilizing this power completely locks out all of her vampire abilities, rendering her considerably more vulnerable, in exchange for the change in looks, ability to eat food, etc.
  • POWER #3: Child's Play

    DESCRIPTION:

    Scream: Angry screams can lead to small explosions around Claudia, generally only of inanimate objects (player consent otherwise). In life-or-death situations, if she is therefore emotional enough, these explosions might cause injury.

    Animate Toy: Claudia can animate man-made toys and perceive sight and sound through them. Movement with these toys is limited by their physical texture and make-- a little doll's table, for example, might be able to stiffly walk around, but slower than a walking human. This power requires her to go into a partial trance, requiring as much concentration as reading, leaving her vulnerable to attack.

    WEAKNESS:

    Claudia's scream power has an effective range of 100 feet for both live and inanimate targets. Live and more durable targets (such as metal, as opposed to glass) require proportionate effort, and after using this power to grievously harm another character, she would be exhausted and potentially incapacitated. This will be subject to player consent.

    She can affect or observe through a maximum of 5 toys at once, with each successive toy requiring more effort. She must typically be in the same city as a given toy. Sensing toys without having seen them first makes the connection tenuous and more difficult to established. Permission must of course be granted by any players involved.

SKILLS:
Claudia has 60 years of knowledge and skills appropriate to a 60-year-old American bourgeoisie woman who happens to be a vampire. This includes a grasp of supernatural and mundane Earth history, and related subjects of study, such as languages (French, Spanish, Italian, English), literature, poetry, and basic mathematics. She can also play many instruments, including the piano and violin. In a meta sense, she's also exceptionally good at studying (and research in general).
IN-GAME DEVELOPMENT:
In previous game tenure, Claudia reconciled with Lestat de Lioncourt (without properly talking about anything; she still has no idea she ultimately dies) and also Louis de Pointe du Lac. She also started to study MoM-era advanced science and technology from a combination of PCs and local native-run schools. She made quite a few friends from different walks of life and was generally much happier than she was in canon.

SAMPLES

THREAD SAMPLE:
Log thread with Lestat on MoM
VOICE SAMPLE:
  1. "Why do you want to return to your world of origin? What did you leave behind?"
    That would presume that I want to return to my world of origin. Why on Earth would you presume such a thing?
  2. "What is the most historically important event that has occurred within your lifetime?"
    I discovered other vampires! Much to my eventual regret, but it was very exciting when we first did it. Louis was with me. For years, we'd thought we were all alone. A bittersweet discovery.
  3. "Have you ever served in the military? What is your experience with armed combat?"
    Certainly not. That would be unbecoming even if my body could have grown up. No, I should amend that; I've met plenty of warrior women here. To each their own.
  4. "What is your criminal history? Don't worry, you won't be punished here for past crimes."
    I killed to eat before I knew any better. I was more physically powerful than my child mind knew what to do with, and I didn't understand their deaths any better than I did my own.
  5. "Is there anyone who holds a grudge against you? What will you do if they're here?"
    Perhaps. If the vampire Armand were to Port in, I believe his principles would stop him from attacking me now that the circumstances have changed. But you'd have a hard time stopping me from having words.