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cambium ([personal profile] cambium) wrote2022-09-29 05:37 pm

applications.

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APPLICATIONS
APPLICATIONS ARE CURRENTLY: OPEN BY INVITATION
Current players must submit AC (excluding hiatus and check-ins) for at least one month before they are able to extend an invitation.
Players can extend one invitation per month.

PLAYER

Name:
Preferred pronoun(s):
Contact: plurk, discord, pm (default)
Invited by: must be verified by that player by replying to the application before it will be processed

CHARACTER

Name: western order (given name, family name)
Canon: include a wiki link if available
Canon point: include any notable injuries/abnormal state of being
Age: both actual age and apparent age if there is a discrepancy

Summary: Summarize your character's history and personality in a maximum of ten sentences, focusing on the most important parts that impact the character. Topics may include the canon setting and the character's role within it, past events that fuel the character's motivation, future goals and aspirations, important relationships, etc. Broad strokes are preferred, just enough to get a good sense of the character.

Powers/abilities: can be exceptional or mundane

Inventory: Characters may arrive with the clothing and items on their immediate person, excluding anything alive. For characters with hammerspace, please choose up to five items.

OTHER

Sentimental item: Please choose one small item the character did not have on them at their canonpoint and which belongs to a different character from their canon. Briefly explain the character's feelings towards the item and/or its owner.
Gemstone: Please choose one primary color and one secondary color, and optionally describe the gemstone in terms of pattern, size, amount of polish, etc. Colors do not have to be related to the character, and can be decided arbitrarily by the player. All gemstones will appear damaged in some way.

Lost memory #1: Briefly describe a memory that the character will lose, which may be an event, a person, a concept, etc and does not have to be a major memory. Explain the effect this loss will have on the character's beliefs, personality, etc.
Lost memory #2: Same as above.
Altered memory: Briefly describe a memory that will be altered, both the original memory and what's changed in it. Explain the effect this alteration will have on the character's beliefs, personality, etc.

Sample: Samples must be within the last 12 months, with a minimum of five comments from your character. Only threads will be accepted, not written prose samples. Threads may not be purely network.
Submit your application below; do not link to a character journal.
Include in the subject line: player name, character name, canon.
Please use the following form:
violetlies: we hate each other therefore the sex is mindblowing (Default)

Tulip, Kokichi Oma, Danganronpa

[personal profile] violetlies 2022-10-08 05:12 pm (UTC)(link)

PLAYER

Name: Tulip
Preferred pronoun(s): He/him
Contact: [plurk.com profile] osomatsuniisan

CHARACTER

Name: Kokichi Oma
Canon: Danganronpa (V3: Killing Harmony)
Canon point: Post-Ch5
Age: 19

Summary: A pierrot who never fails to entertain no matter the cost. Kokichi is a complicated little guy - he hides his true personality under a veil of secrecy, he's constantly calculating, and he never lets down his guard unless he's very, very comfortable or if he absolutely has to (especially when he views any situation as particularly volatile). He was admitted to the Gifted Inmates Academy under the title of Ultimate Supreme Leader - a very questionable title that Kokichi claims is because he leads a secret organization with over 10,000 members (this is a lie - his secret organization, DICE, is a small group with 10-ish members that mostly specializes in hacktivism). Post-admission into the academy, he was roped into a killing game where he played the part of a challenging rival to Shuichi Saihara, Ultimate Detective, who sought to discover the mysteries of the academy...and Kaito Momota, Ultimate Astronaut, who saw Kokichi as the 'villain' to his 'hero', and Kokichi found no reason to dissuade that notion. After all, every story needs a villain. It's just that their story always ends tragically...which his did, as well. But, something that could be said in that situation and others...Kokichi is never boring. Just how he likes it.

Powers/abilities: Kokichi has intelligence that could be considered on-par with genius level. He's not superhuman levels of intelligent, but he's definitely incredibly smart as far as humans go. He's cunning and capable, and his ability to craft lies without flinching is remarkable. He's also very good at reading others, and can usually tell whether someone is lying or not by reading into their words and body language. He's perceptive to a fault.

His investigative skills are nothing to be sneezed at, either - although Kokichi is liable to hide the full extent of his information from others, he's very adept at gathering it and is able to make leaps in logic some others might not be able to keep up with, which makes him inclined to assume that most just can't keep up with his logic period. Eventually, he'll usually be willing to come out with the truth, but it'll take some finagling to get there...usually in the form of interesting or amusing him enough or seeming like you can keep up with his thoughts.

He's remarkably convincing and persuasive even towards those who feel they shouldn't trust him. He's naturally adept at swaying people to his side, something displayed with his Ultimate talent of Ultimate Supreme Leader. He's a naturally inclined leader, and knows how to work crowds to get them to see his perspective as the best one, so long as they're not too stubborn - but even if they are, he's able to use that, too. He's no stranger to acting and playing any role he needs to, including being a villain. His organization at home, DICE (according to my HCs), acted as a bit of a home for runaways like himself and kids without a safe place to go, so he's very used to talking to kids in particular, too.

Kokichi is also adept with computers and hacking - my headcanon being that his organization at home, DICE, acted as a 'hacktivist' organization (on top of a hideaway for runaways), so he knows how to use computers and technology to accomplish his goals pretty well. He's also able to come up with blueprints for inventions fairly easily, including mechanisms inside them, though he usually never has no hand in creating them himself (he's outsourced to the Ultimate Inventor before), even if he most likely probably could, though perhaps not at the quality he'd like them to be.

Inventory: 1 School ID, 1 Shuichi's hat (sentimental item), along with the clothes on his back (he's not wearing a shirt at this canonpoint and is only wearing a white jacket with space patterns on the inside belonging to one Kaito Momota on his upper body)

OTHER

Sentimental item: Shuichi's hat. A hat that signified Shuichi Saihara taking center stage in the killing game, as he tossed it away after his friend Kaede's death and when his resolve was strengthened. Shuichi existed primarily as Kokichi's rival - someone he admired - and someone who he sought to bring out the best in by existing as his rival. Kokichi remembers the hat quite well (and making fun of it in turn), but he considers it a precious possession.
Gemstone: Purple (primary), pink (secondary). The gem is teardrop shaped and is primarily purple with pink twinges near the bottom. It reminds Kokichi himself of blood. It is very cleanly polished. The damage to it, however...resembles a jagged lightning bolt going across it from the upper right. It should look like Monokuma's eye.

Lost memory #1: His death. Kokichi has forgotten the memory of his demise and his plan with the linoleum press, only leaving him with memories up to the point where Maki threatened him in the hangar with the idea that he was a remnant of Despair. This has left him with a bit less trust in his classmates overall, and a lot more uncertainty concerning where the 5th trial went. He's certain at this point that the 5th trial is for Maki murdering him, but he can't say for sure.
Lost memory #2: Trial 4. Kokichi cannot remember Trial 4, leaving him unaware of how he steered Gonta in the wrong direction and led to his demise, nor that Miu was killed. He's aware neither were present after that, but his memories want to fill in the gap in the wrong ways - he's not blaming himself as much, but if he ever remembers, he'll be filled with guilt. It's a relief, but it's also a shoe waiting to drop.
Altered memory: The door he discovered was opened instead, showing an outside world that seemed to be apocalyptic. Even if they were released, the students of the academy were destined to die no matter what. This makes him a lot more comfortable in the fact that he's passed away (or at least is convinced he has), but has left the other students with a lot more uncertainty and hopelessness.

Sample: Here's one.
violetlies: Hiding in the clothes rack at walmart like a 4 year old. Already scared 3 people. New fav weekend activity (right up 'til ya spill)

[personal profile] violetlies 2022-10-08 06:04 pm (UTC)(link)
Aaaa tyty!!

Taken care of~! Glad to join!
rottencactus: (49)

Jami, Mayoi Ayase, Ensemble Stars

[personal profile] rottencactus 2022-10-11 04:43 am (UTC)(link)

PLAYER

Name: Jami
Preferred pronoun(s): They/Them
Contact: [plurk.com profile] takatorabatta

CHARACTER

Name: Mayoi Ayase
Canon: Ensemble Stars!! Mayoi link and Canon link
Canon point: Feather-light Brush of Small Wings Event
Age: 18

Summary: Mayoi is an anxious shut-in who would sooner climb into the ceiling than have a face-to-face conversation with another person. He is extremely self deprecating, who frequently tears himself to pieces the moment he lets a shred of confidence slip by him, fears having attention centered on him, and was, until very recently, living in the basement of a corporate entertainment building. He is also an idol.

Not only is he an idol, but he is so talented, with a voice so lovely, that he spent many years giving advice to young idols-in-training practicing alone, late at night, and garnered a reputation as a phantom who if you encounter him, is surely guaranteed to improve your ability tenfold. He did this all the while living in the vents and never actually showing up for class or meeting anyone. He is in fact, so poorly socialized that his concept of boundaries is very poor and he often uses his vent scuttling to watch people without their permission. He is aware of this bad habit, and is actively working to better himself. His idol unit, ALKALOID, are invested in helping him get better because despite being a colossal suspicious weirdo, Mayoi is a very gentle and caring person, who really just wants to help others. He's a fusser and a worrywart and spends a lot of his time looking after the other members of his unit with little concern to his own needs and finds a lot of joy in teaching and guiding others.

So there you have it: Idol Phantom of the Opera who is about seven mental illnesses wrapped up in a trench coat doing his absolute best, and like ...succeeding about 60% of the time.

Powers/abilities:

Mayoi has no supernatural abilities that we know of, but Ensemble Stars is weird. It has canon vampires and witches and sometimes it will rule in favor of slapstick or shock value rather than realism so I am going to talk a little about Mayoi and his specific weirdness.

Mayoi can canonly will himself out of existence so well that in an effort to not inconvenience his roomate, he made himself so quiet that his roomate thought he was being actively haunted instead of sharing a room. Mayoi can be standing in a corner, in the shadows, and blend in so well that he can go completely unnoticed. He has been called "As silent as the dead" and earned the nickname "phantom" as a result. I don't think this is inherently a supernatural ability, but it is abnormal and worth noting.

He does also have a number of other non-supernatural abilities worth noting. He's a singing and dancing prodigy, he's an excellent teacher and its something he's actually occasionally capable of being smug about, and he is extremely sharp and observant; for example, he can learn how to make complex dishes just by reading a menu. He is also good with tinkering with small electronics and working with small handicrafts. He apparently builds deadly traps out of small appliances and rigs the vents with them so people stay away from his possessions. Because that's normal. He also likes to build tiny dioramas. Cute!


Inventory: His autumn casual outfit, his phone, a stuffed bear, a copy of phantom of the opera, and a small travel sewing kit. These should all be within reach of each other in his dorm room.

OTHER

Sentimental item:

One of Shinobu's kunai blades. Shinobu is a very dear person to him, regardless of the memory he's going to end up losing of him.

Shinobu is the head of the Ninja association and Mayoi joined initially because of his attachment to Shinobu, but then eventually found purpose as a true member, wishing to believe in Shinobu's idealistic but lovely mantra of "Ninja's help others from the shadows". Mayoi sees being a ninja as something to strive for so that he may one day leave behind his identity as a phantom, which he finds a detestable reminder of what he hates most about himself.

Also I think Mayoi should have a knife. Get that kid a knife.

Gemstone: Clover shaped, black for its primary color with smatterings of purple that looks kind of like glitter. It is heavily scuffed, making the gem seem matte almost, and the glitter of purple almost impossible to see.

Lost memory #1: His job with the Dead End Cafe. This memory is important for several reasons. It's a job he took as a member of the Ninja Association with Shinobu and it leads to him coming to find pride in "being a ninja" over being a phantom that goes beyond his adoration of Shinobu. It makes him forget his catastrophic panic attack that he has working in the cafe, and then also takes away the moment where he realizes, that not only did Shinobu and the others working the cafe come to find him after he fled during said panic (he excused himself to use the restroom and then escaped out the window), but they were not angry at him for fleeing. They reassured him and then found a position for him to work back-of-house instead, managing orders and cooking dishes, where he thrived for the rest of the job. He came away from this experience bewildered by the capability of human kindness.

Mayoi views himself as subhuman and every little stride he takes with overcoming that happens because of the continued kindness of the people around him. Having this particular event wiped from memory is going to set him back on that progress.

Lost memory #2: Tatsumi's little Sunday drive. This one is a little silly but it has funny potential practical use. Tatsumi is the only member of their group with a drivers incense and right before their job performing at a Motorshow, he offered to take them on a drive since Hiiro had never been in a car before. Apparently his driving is so speedy and terrifying that it left Mayoi so afraid he outright fainted in the car, and any subsequent mentions of the word 'car' immediately has him in a panic, saying often in terror 'carscaryscarscarycarscary'. Without this memory he won't be so afraid of moving vehicles, and also if someone who knows him from canon ever comes along, they will know something is off immediately if he isn't just wholesale chihuahua vibrating at the sight of a vehicle.

Altered memory: How the MDM ended. The MDM is a huge Live that his unit was told to perform well in or be fired. It ended in them winning! And it basically guaranteed for a little while, that Mayoi and the rest of ALKALOID would be relatively safe from losing their jobs as idols. There was a lot of pride in that win and it gave them all hope for what they could accomplish in the future.

I'll change this so that they do not win against Crazy:B. They still clearly did not lose their jobs, as Mayoi will have later memories of them working as idols, but there will be a certain unease and urgency in regards to wanting to get back home. That feeling of accomplishment is dampened by the pressing anxiety of trying to stay in the good graces of his boss. This memory will give Mayoi the unshakable feeling of "being on thin ice" with his idol career.

Sample: here
rottencactus: nice (69)

[personal profile] rottencactus 2022-10-11 05:20 am (UTC)(link)
Here I am!
prayererror: ("they're not alike at all are they?")

zach, dimos, nier re[in]carnation

[personal profile] prayererror 2022-10-11 05:23 am (UTC)(link)

PLAYER

Name: zach
Preferred pronoun(s): he/him
Contact: [plurk.com profile] bobamochi

CHARACTER

Name: Dimos
Canon: Nier Re[in]carnation
Canon point: From the end of his character story, shortly after Rion has died. He hasn't yet deteriorated physically or mentally.
Age: Unknown. However, he appears to be a grown man, and he's an 'older model', whatever that might mean.

Summary: Dimos is a stoic, blunt man made of clockwork and purposed for war. It turns out that he was first present during a military stoush lead by the eldest prince of his kingdom, and when the generals' tent is destroyed by their enemy, he forces the prince to escape.

The escape is not successful, but he does prevent an assassination attempt upon said prince. Afterwards, for disobeying orders given by the generals (to assassinate the prince himself, thus absolving them of culpability), his systems are reset and he's abandoned in a palace basement. When the very same prince, not recognising him as the Dimos model who saved him, comes along, Dimos once again overrides his programming for his benefit, and chooses to stop the war that the tyrannical King has started with every neighbouring kingdom.

From a war machine to a bodyguard for a peace broker, Dimos is accustomed to being recognised instantly as the former by civilians, and set upon as an enemy. However, he moves only in self-defence or by order of his chosen master, putting his entire existence into trying to achieve ideals he doesn't fully comprehend (like much of human emotion and desire). Even when the prince's terminal illness claims him at last, Dimos stays by his side until his reason is completely worn away by a century's worth of anger at humanity for rejecting the peace they tried to achieve, and he's finally mercy killed by a bounty hunter.

Powers/abilities: Dimos specialises in gunmanship, never seen without his pistol and primarily using that in battle. However, he also comes equipped with, and thus can assumedly use proficiently, two hunting knives. He's also canonically shown to be good at bare-fist fighting and subduing human foes. I assume there's some level of superhuman strength, given that he's created for war above all else. He also has the capability to chew food, as well as taste-test it for the presence of poison or drugs. Maintenance can also be counted as an ability, since it allows him to run small repairs on his system, and I assume that should larger injury occur, he can use parts from other Dimos models to replace them.
I completely forgot. He also exhibits the ability to construct furniture from scrap wood and cloth, building a bed on the spot with material found in a basement. What is wrong with this man.

Inventory: One pistol, 20 bullets, two bowie knives.

OTHER

Sentimental item: A large silver drop earring, in the shape of phi. It belonged to Rion, and thus immediately inspires intense loyalty and frustration in Dimos, at not being by his side.
Gemstone: Black with red pinpoints. Shaped roughly like a bullet, but wholly unpolished.

Lost memory #1: Rion's song. Or, more specifically, the content of it (a song about a hero fighting evil for his people), and the fact that it started stirring Dimos' free will. He just remembers that he likes hearing people sing, and he can't quite pinpoint why.
Lost memory #2: The concept of letting anyone help with his maintenance. He'll be suspicious about anyone who tries, but without external help, it won't be as efficient at repairing internal damage.
Altered memory: Rion's death. Dimos does not remember that he's died at all, only that he's incredibly ill and on the verge of death. This means that, instead of being furious at humanity, Dimos is motivated to help, and motivated to go home to someone he thinks is still alive.

Sample: here u go
prayererror: (love's papier mache body)

[personal profile] prayererror 2022-10-11 06:08 am (UTC)(link)
This journal right here, officer! This one right here!!!
ribticklers: (165)

Mel, Sans, Undertale

[personal profile] ribticklers 2022-10-11 07:15 pm (UTC)(link)

PLAYER

Name: Mel
Preferred pronoun(s): she/her
Contact: [plurk.com profile] maiiau, PM

CHARACTER

Name: Sans
Canon: Undertale
Canon point: Neutral - Family Ending
Age: 30; he's a skeleton but he does appear his age if you can tell that kind of thing in skeletons

Summary: Sans is a skeleton who loves telling jokes, hanging out with people, eating bad food, and happens to be aware that he and everyone he knows is stuck in a time loop at the whims of an anomalous child. He can't remember all of these time loops, but he knows they're happening, he has the data on them, and he's observant enough to pick out what's up in the middle of things, and this means he's generally pretty depressed and has given up on most things--but not quite entirely, because he still cares about people in spite of himself, and sometimes that even includes the anomaly. In this particular timeline, it does, as the human didn't kill anyone and just has to go around one more time to get them out of the Underground, and Sans is actually about as close to hopeful as he can get under his circumstances that maybe the human is actually going to get them out of this. Sans adores his brother, who is the coolest guy in the whole world, and mostly Sans just wants to chill and let other people do the hard work, except that's not exactly true. Sans actually can't really help but get involved in trying to keep an eye on things that go wrong, he just does it on his own time and by himself because he doesn't want to get other people involved usually. Sans isn't actually from the Underground, but he gave up trying to go back a long time ago; he's really good at giving up, but also he hates it and has a lot of issues as a result. He's secretly a scientist and wildly clever and observant. He'll lie and cheat if he thinks he has to, and in fact tends to expect to have to. Ideally for Sans, nobody will know any of this, and will just see the jokey skeleton man.

Powers/abilities:
-skeleton monster
Sans is a skeleton monster. His body is composed primarily of magic, plus some dust for matter. He looks like a four-foot tall skeleton. He doesn't need to breathe and is less impacted by (but not totally immune to) temperature changes. All monsters are more fragile than humans, but Sans is particularly fragile. As in 1HP fragile. HP applies to battle more than it does to accidents; a single blow with intent to harm him will kill him, but if he just trips or something, he'll probably survive. Even with something like tripping, though, he's still extremely fragile, just not "immediately dies" fragile. When killed, Sans turns to dust rather than leaving a corpse. Unlike any other known monster, Sans does bleed... Something. It might be blood. We just don't know. Because Sans's whole body runs on magic, using magic drains his reserves. Sans has extremely high magic reserves, but they're far from infinite. Magic uses up his energy, and if he overuses it, he'll pass out. Combat magic drains him the most, teleportation the least--he hates fighting and uses his teleportation all the time. It's like exercise, you get better at what you use often.

-vulnerability to intent
Monsters are vulnerable to the intent of their enemies. The more someone wants to hurt or kill him, the more damage they will do to him if they successfully strike him. Of course, with Sans, any intent is enough to kill him.

-lv and exp perception
Sans is capable of seeing the amount of LV (LOVE, or Level Of ViolencE) and EXP (EXecution Points) someone has. You gain EXP by killing, and when that EXP is high enough, your LV increases. The higher your LV, the greater your capacity to hurt others and the less you are hurt by others. This would be handled with a permissions post; anyone who doesn't want Sans to perceive this about their character could just let me know and he'll see a weird blank spot instead.

-unique damage dealing
Sans deals one damage at a time... Per thirtieth of a second. Normally a monster's magical attacks grant some period of invincibility, but Sans's don't. This means he is capable of doing a massive amount of damage in a very short period of time, with the damage being added to as long as someone is touching one of his attacks.

-bone magic
Sans has the ability to summon bones that do a very small amount of damage very quickly while not knocking the person they're being used on away. This means if someone doesn't step out of the way of the bones, they're going to die a rapid death of a thousand cuts. Sans's bones ignore defense almost entirely; something that provides temporary invincibility should still work. As is monster custom, Sans tends to organize these bones into patterns. Sans's patterns require precision, careful timing, and sometimes platforming, but unless someone has completely let their guard down, it's always possible to dodge through these patterns without taking any damage. Sans is capable of also using light blue bone attacks. These do not do damage if you stand still while they go through you (automatic movement like breathing doesn't count as movement).

-blue magic
Sans utilizes blue magic--gravity manipulation. He can turn someone's soul blue and manipulate their gravity, be that lifting them up, keeping them down, or slamming them into walls, although throwing someone hard enough to slam them into something hard enough to hurt uses a significant amount of energy. He can't use this on himself.

-gaster blasters
Sans is capable of summoning large monster skulls that shoot large beams of magic. He can summon many at a time aimed as he pleases. They take a few moments to warm up before firing, providing potential time to get out of the way. Their damage works like his other attacks: one point of damage but applied very rapidly.

-karma
Sans's attacks apply KR, or KaRma. This is a poison effect that drains health over time. It stacks based on how many attacks have been taken, with the gaster blasters applying more poison at once than a bone attack. Karma's effects are based on LV; the more LV, the worse the poison. Karma is incapable of killing someone alone; it will always leave someone just on the brink of death at worst.

-teleportation
Sans is capable of teleportation, which he refers to as shortcuts. He prefers not to be watched when he takes them, because when he's observed, the whole world blacks out for a moment for whoever is watching as he changes his position. Sans has to know where he's going in order to teleport; he can't teleport into somewhere completely unaware of the layout, and having been there before is ideal. He cannot teleport through magical barriers (I'll always ask before I have Sans attempt to teleport through an NPC's barrier, magic or not). Sans's teleportation can be used to dodge attacks and swap up the attacks he's using as well, hopping from one attack pattern to another in the moments the world blacks out. Sans is capable of bringing other people and objects with him if he touches them. He is also capable of teleporting small objects short distances on their own (such as a teleporting a key onto someone else's keychain).

-non-magical
Sans can cook and sew to a competent degree, although he generally avoids doing so unless the interest or the need to help out Papyrus strikes him. He's great with jokes and knows how to play trombone, ideally for jokes. Sans is incredibly observant and great at reading people, especially when he knows what he's looking for--he can count the player dying up to twelve times just based on their expressions before he stops being able to distinguish the exact amount. Sans is masterful at dodging and much quicker on his feet than you'd expect when he puts his mind on it; he's very good at ducking and twisting around someone trying to attack him. Sans has a background in science, with a working knowledge of quantum physics (he keeps his joke books and quantum physics books in a superposition, because that's just the kind of person he is) and an interest in astronomy, though considering he lives under a mountain, that knowledge isn't nearly as developed.

Inventory: outfit he's wearing, cell phone (it had an inventory system that is now down to five slots), trombone, whoopee cushion, random small change (gold coins), Toriel's joke book (sentimental item), keys, bowl of candy (stolen from the tdm intro)

OTHER

Sentimental item: Sans will have Toriel's joke book. Toriel is Sans's closest friend outside of Papyrus, who he bonded with by telling jokes through a closed door. He likes her a lot, enough to make a promise to her about watching over any human who came through the door even though Sans both hates promises and knew, once he saw the human, that the human was an anomaly with time powers. Toriel used the book to come up with jokes to tell Sans later; he won't look in it, because that would obviously spoil any jokes he hasn't heard yet, but he's going to want to keep it safe.
Gemstone: Cyan (primary) and yellow (secondary). Resembles a star sapphire, with the majority of the stone being cyan and the star shape being yellow. Looks like it was once polished but could now use some fixing up. A perfect sphere, except for the chipping.

Lost memory #1: Sans will forget Asgore ever existed. He'll be working under the assumption that Toriel has always been queen, and because of that also won't remember that six children had been killed by Asgore and taken before the human dropped in. This gives Sans a closer attachment to the crown in general, being better friends with Toriel than he was with Asgore, but mostly it's a source of confusion over what actually took place Underground with canonmates.
Lost memory #2: Sans has forgotten how almost all of his combat magic works. He remembers he can use basic bone magic to do basic damage. He doesn't remember the gaster blasters, using blue magic to throw people hard enough to hurt them, light blue bone magic, karma poisoning, or his unique way of rapidly dealing damage. Note that he can still do all these things, as magic reacts to intent. This means that he is going to be approaching things with an even stronger predisposition toward avoiding fights. It also means that if he's cornered he is in danger of doing an unpredictable amount of damage. He could also potentially really hurt someone who didn't need to be treated with nearly that much violence. With that level of unpredictability regarding what he can do, it's going to put Sans on edge whenever he thinks it might come up.
Altered memory: Sans is originally from somewhere other than the Underground as we know of it, be that a completely different world or a slightly different instance of the Underground. Sans is going to have this altered to believing he always lived in the Underground as we know of it. This removes the earliest source of existential crisis and depression; he no longer has the memory of having given up on returning home. This means he's going to be more proactive when it comes to trying to figure out how to get home and also help him shake off a bit of his depression, though far from entirely.

Sample: here
Edited 2022-10-11 19:18 (UTC)
ribticklers: (088)

[personal profile] ribticklers 2022-10-12 01:34 pm (UTC)(link)
Thank you!
umurice: (20)

March, Hiiro Amagi, Ensemble Stars

[personal profile] umurice 2022-10-13 03:50 am (UTC)(link)

PLAYER

Name: March
Preferred pronoun(s): She/Her
Contact: PM for contact info

CHARACTER

Name: Hiiro Amagi
Canon: Ensemble Stars!!
Canon point: Before the Cards Event
Age: 16

Summary: Hiiro grew up in an isolated and remote village as the second son of its chief. Hiiro, as the second son, grew up being told that he will be Rinne's aide, and was tutored and trained only what he needs to survive and to aide Rinne. However, one day Rinne runs away from the village and never returns. Five years later, Hiiro chases after him when their father falls ill, intending to bring him back to lead the village. Believing that 'idols' were the cause of Rinne's change in character, Hiiro swore to destroy idols by... well, becoming an idol. However, since he knew nothing about idols, he ended up on the verge of being fired before he could find Rinne, so he does his best with the rest of the newly formed 'Alkaloid' unit to fulfill their directives in order to keep their job.

Hiiro is ridiculously sheltered and naive, described as 'pure' by his peers and his brother. He has a positive outlook in life and is extremely cheerful, but the lack of friends from growing up makes him struggle with understanding personal space and social cues. He believes himself to be an idiot due to the criticism of his village, but he's surprisingly empathetic, insightful and has really good instincts. As the leader of Alkaloid, he performs his duties with confidence like a good soldier, while also learning how to enjoy being an idol.

Powers/abilities: While Hiiro doesn't have any supernatural powers, he does have some unique quirks. He's got extraordinary senses (like reading wind direction and perceiving quiet sounds no one else hears), but tends to describe it as detecting something's presence, whether it's Mayoi in the ceiling, a ghost haunting the hallways, or finding the presence of glasses in deep river water at night. He can sense blood lust and hostility, as well as whether someone is trustworthy or not.

Aside from that, Hiiro is an extremely skilled martial artist, and prior to joining the martial arts club, he's always fought with the intention to kill due to his training. He's a skilled hunter and tracker, able to use information and cues to find his target when he sets his mind to it. While he does think of himself as an idiot, Hiiro is actually really good at remembering things and uses that to ace his exams, enough to threaten top students. As an idol, he's got a confident singing voice and is a quick learner when it comes to dancing.

Inventory: Clothes, Hold-Hands device

OTHER

Sentimental item: A ratty bromide that belongs to Aira Shiratori
Gemstone: Cyan and vermilion. It's a really rough gemstone, though some parts have signs of starting to be polished.

Lost memory #1: The martial arts club. Hiiro had joined the martial arts club as his recreational activity in Yumenosaki, where he learned to control his powers because not everyone fights to kill in the world. Guess he might go overboard when he encounters a fight now until someone tells him otherwise.
Lost memory #2: Feather Touch. It was the first live where a member of Alkaloid (Aira) had been the one to design the vision of the performance. It was inspiring for Hiiro who had no desires in his life due to how he grew up, and he often references it as one of the things he's inspired by. It does affect how he perceives his work and how important it is to desire something as an idol, and might set him back some in his progress of becoming an indivual and not just his brother's aide.
Altered memory: His personal outfit. In the original timeline, his peers helped him understand that his personal outfit has to reflect him as a person and were vehemently against the original design that was pretty much a reflection of Rinne's own outfit. It was important for Hiiro's development of his 'self', especially because he likes to do a 'What would Nii-san do?' when he's unsure. In the altered memory, he keeps his original design with reservations from others. It sets back some of that individuality as Hiiro would've been convinced that the "right" thing was Rinne's style, flashy and loud.

Sample: TDM Sample
umurice: (Default)

[personal profile] umurice 2022-10-13 04:28 am (UTC)(link)
I'll be using this one here!

Also is there a way for him to respond to that letter?
Edited 2022-10-13 04:31 (UTC)
umurice: (15)

[personal profile] umurice 2022-10-13 05:16 am (UTC)(link)
Thank you!
hundredpower: (301)

Candace, Barnaby Brooks Jr., Tiger & Bunny

[personal profile] hundredpower 2022-10-14 11:15 am (UTC)(link)

PLAYER

Name: Candace
Preferred pronoun(s): she/her
Contact: PM, [plurk.com profile] moonsilver, moonsilver#4734

CHARACTER

Name: Barnaby Brooks Jr.
Canon: Tiger & Bunny
Canon point: Season 2 Episode 8, during the museum arson/bombing
Age: 27

Summary: Born to roboticists Barnaby and Emily Brooks, Barnaby Brooks Jr. was orphaned at four years old when they were murdered in their own home. Heavily traumatised by this loss, Barnaby was taken under the wing of a family friend, Albert Maverick, and vowed to hunt down and get revenge on the killer. Using his NEXT superpowers, he enrolled at the Hero Academy and debuted as a superhero on Maverick's reality rescue entertainment show, HeroTV. His employers paired him up with Kotetsu T. Kaburagi, aka Wild Tiger, a veteran hero with the same power as him who was intended to be Barnaby's foil to enhance the newcomer's image. The two of them found each other insufferable at first and argued often, but over the course of their work together, Barnaby began to warm to Kotetsu's kind and heroic nature, and his willingness to support and protect Barnaby through his problems.

With Kotetsu's help, he was able to piece together the truth of his parents' murder -- that the culprit was his father figure and mentor all along, Albert Maverick, who had been liberally rewriting Barnaby's memories and manipulating him to become the ideal star to market his show. Maverick is taken into custody, and Barnaby finally catches his parents' murderer after twenty long years. With his goal achieved, yet because of the deep affection and respect he has developed for his partner, Barnaby opts to remain a hero in order to stay with Kotetsu.

Powers/abilities: When activating his NEXT ability, Hundred Power, Barnaby's abilities are boosted a hundredfold, giving him super strength, speed, jumping ability, agility, healing, hearing etc., however this has a five minute time limit before he has to wait an hour to use it again.

Even without his power, he's able to hold his own in hand-to-hand combat, preferring powerful kicks as his preferred fighting style. Although he lacks Kotetsu's endurance and is more quick and fragile, he is a tenacious combatant; in a protracted battle even where he's outmatched, he will keep getting up again until he can no longer move.

He has various other skills from his hero career, for example he's skilled at driving a motorcycle, and he is trained in disarming bombs.

Inventory: His phone, glasses, storage bangle (which contains and allows him to wear his hero suit at the press of a button), and the black undersuit he arrived wearing under his hero suit.

OTHER

Sentimental item: Kotetsu's wedding ring, from his marriage to his late wife Tomoe. As Tomoe did before him, Barnaby has great love for Kotetsu, and wants more than anything to spend the rest of his life with him as his partner, even after they retire from their hero careers. Although they're still prone to bickering, they know each other well enough to communicate without saying a thing, and will readily trust each other with their lives.
Gemstone: Pink (primary), white (secondary), resembling rose quartz in the shape of a small flower. It is highly polished and smooth, but on the underside, is scuffed and chipped.

Lost memory #1: Maverick's death. Barnaby was never able to gain closure with Lunatic killing Maverick once he was in custody; in some ways this will be exacerbated if Barnaby believes Maverick is still alive and might regain his erased memories someday, providing him with the answers he's been searching for his entire life regarding the deaths of his parents. This (as with all his missing/changed memories) will be a cause for distress for him once he discovers the inconsistences, as Maverick's manipulation of his memories over two decades is the cause of much of his personal suffering.
Lost memory #2: The pin that Kotetsu gave Barnaby in December 1978. Barnaby considers this one of his most cherished memories, as Kotetsu had been helping and supporting him at one of his lowest points. Kotetsu has a matching pin, and they both consider them to have great sentimental value. Without memories of the pin as a reminder, Barnaby would have a more negative association with the memory, the later argument the two of them had that day.
Altered memory: Barnaby's memories of his dinner date with Kotetsu constantly being postponed by hero work or other engagements is changed, so that he believes they did have a chance to go for dinner and drinks together. This change means Barnaby believes they have been able to strike a better balance in their relationship between their work and personal lives, and are closer as a result.

Sample: TDM threads
hundredpower: (008)

[personal profile] hundredpower 2022-10-14 04:01 pm (UTC)(link)
Thank you! Here's his journal.
darkenedmoon: (me a drama queen?)

ducky, yotsuyu goe brutus, final fantasy XIV

[personal profile] darkenedmoon 2022-10-14 09:29 pm (UTC)(link)

PLAYER

Name: Ducky
Preferred pronoun(s): She/her
Contact:
PM, A Duck@0728 on Discord, [plurk.com profile] nightlocke

CHARACTER

Name: Yotsuyu goe Brutus
Canon: Final Fantasy XIV, Yotsuyu goe Brutus
Canon point: Prior to her death at Castrum Fluminis.
Age: 32

Summary: As Yotsuyu, she is spiteful and stone-hearted. She takes pleasure in committing atrocities against her fellow Domans, as she blames them in part for the pain she has endured. But endure she does; suffering abuse from her adoptive parents, her 'brother' Asahi, and the nobleman they sold her to. In the wake of Sashihai's death, when she is sold to a pleasure house, she endures yet again, doing what she must to survive; even catching the eye of the crown prince of Garlemald, Zenos yae Galvus. She has no true love for the man; he serves only as a means to her ends. In truth, she fears him, fears his anger, and dares not disobey him. Her sheer hatred for her own people serves Zenos' ends as well; it is for this reason Yotsuyu is named as the Acting Viceroy of Doma in his stead; he says her petty hatreds serve him well, as he intends to crush the entire country beneath the weight of her furious retribution. She describes for the crown prince of Doma how she would no longer be a slave to her parents, her husband, or the pleasure house--as a spy for the Empire, she would be free and receive due compensation--her exact words. Yotsuyu also describes the sadistic pleasure she felt upon seeing a beaten Doman lying in the road. "My heart...my heart skipped a beat. Lying at my feet, groaning in agony, sobbing in despair. Powerless, helpless, hopeless! A vision forever seared into my soul... There was nothing I would not do to feel that joy again. To bend this cruel, twisted world to my whims! ...Now, having borne witness to my life's work, have you aught to say to me?" Only then do the heroes realize that Yotsuyu planted explosives throughout the castle, perfectly content to take them all with her if she has to taste defeat.

However, fate has different plans. She survives, due to Gosetsu Daito, Hien's retainer, and ends up with a case of amnesia. The resulting persona, "Tsuyu", is a sweet-natured and innocent woman, childlike in nature. She does not recall that she and the samurai Gosetsu were bitter enemies, caring for him after the injuries she caused at Doma Castle leave him weak. When the villagers at Namai treat her as a vengeful ghost, she asks what she has done that has people hating and fearing her so much. Even the Doman prince, Hien Rijin, is tempted to slay her, but Gosetsu asks him to show her mercy. And perhaps she could have remained an innocent, had her 'brother' not forcefully reminded her of the things she lost. Through Asahi's manipulation, she murders their parents, decrying them for turning her into a "monster"--a clue that Yotsuyu does indeed realize the things she has done are wrong, but it is too late to be turned from her path now.

Powers/abilities: Marksmanship: it has been shown in canon that she is not too shabby with a pistol, though it was a brief glimpse.

Strength: Yotsuyu was used by her parents, being their girl-of-all-work. This meant backbreaking labor daily, caring for their rice paddies and moving stones, as well as other such things. It only ended when she was married off, but it is doubtful that it really ended then, either. She's hardly superhuman, but she is stronger than the average Hyur.

Games of chance: in canon, it is shown a few times that Yotsuyu has fondness for "casting the stalks", a type of game. Gosetsu mentions it at the fall of Doma Castle, and as Tsukuyomi, her primal self, she challenges the Warrior of Light with it. "Come, let us cast the stalks and look upon the fate of Doma. I see a future in which the sun sets on this wretched land once and for all!" Yotsuyu is something of a risk taker, in the hopes the gamble will turn out in her favor.

Espionage: After being sold as a courtesan, Yotsuyu cultivated a talent for spying, relaying information against Doma to the Garlean Empire. Often plying those she sought information from with drink, she learned to glean important information from dross, and it is likely in that time she learned to forge documents as well--or at least make flawless copies. Yotsuyu also has knowledge of lockpicking, though if the locks are technologically advanced, she'd be useless.

Clever/quick learner: despite being mostly unschooled--instruction was better given to Asahi, after all--Yotsuyu liked learning and at least attempts to maintain a certain level of mental acuity.

Administrative/people skills: Yotsuyu had to carefully maintain the country of Doma, while inflicting hell upon its people. She also had to have a delicate touch with Zenos yae Galvus, the crown prince of Garlemald. Despite her willingness to serve him and obey his commands, he sees her as expendable and cares little, willing to use her--even unto death--to fulfill his desires. (Mostly, he sees the people subdued by Garlemald as amusing prey to hunt, if he so chooses.) He flatly tells Yotsuyu that she is only valuable to him due to her petty hatreds, and so she does what she can to placate him and survive. (While she remembers him now as a kinder master, it doesn't change things she's picked up in canon.)

Eikon Summoning: Though it was due to the machinations of her brother, Yotsuyu gained the ability to summon the primal Tsukuyomi into herself. A list of powers and how they go off can be found here, though it is designed to be a raid guide. (Additionally, I'm perfectly fine with this aspect being a regain, as this is A Lot.)


Inventory: Her robe, obi, and a pair of wooden sandals. An elaborate hairpin and a weblike necklace of black silk. One pistol with eight bullets. An enameled metal mirror, a ceramic pipe and a tobacco pouch.

OTHER

Sentimental item: A belt buckle of sorts. A netsuke belonging to the samurai Gosetsu Daito, both enemy and friend.
Gemstone: Black (primary), white (secondary), much like snowflake obsidian. Yotsuyu's stone is primarily black, shaped like a crescent moon with one tip broken off. Delicate white traceries ghost over the stone to break up the black, like clouds passing over the moon at night.

Lost memory #1: That those she views as her "parents"--actually her aunt and uncle--are not her true parents. Her true parents died of a plague when she was very young, and they adopted her. This makes her less inclined to believe she deserves kindness, as her aunt and uncle were never kind to her, treating her as little more than a burden.
Lost memory #2: She does not remember Asahi's betrayal--his goading her to kill their parents. While she was amnesiac, he tried to jog her memory many times, attempting to coerce her to remember so that she would be returned to Garlemald. When it returned, Yotsuyu intended to hide in the Doman enclave and commit suicide--but her parents found her there, and she slew them instead. She will not remember that here, but believe that Asahi came upon her and applauded the attempt, so Yotsuyu did not go through with it, and that it only cemented their rivalry (which culminates with his death at Castrum Fluminis).
Altered memory: Instead of Zenos yae Galvus being a cruel and brutal master, she thinks that while he was still haughty and prideful, he did not have utter anhedonia and disregard for those who served him. So she believes she served her lord with devotion, and as such it sparked a rivalry with her brother, Asahi.

Sample: Yotsuyu on the TDM
spaghettimonster: (BROTHERS)

Swirl, Papyrus, Undertale

[personal profile] spaghettimonster 2022-10-15 07:44 am (UTC)(link)

PLAYER

Name: Swirl
Preferred pronoun(s): they/them
Contact: PM this account, [plurk.com profile] swirlingflight

CHARACTER

Name: Papyrus
Canon: Undertale
Canon point: Neutral ending: Royal Guardener Papyrus
Age: Unspecified in canon, but he's not one of the teenagers - I usually go with low-to-mid 20s. He feels like somebody on the fifth or sixth year of undergrad, on his fifth or sixth attempted major, you know?

Summary: Papyrus is one of the backbones of Undertale, being the character with the most lines, the boss of the second region, and the first of the friends the player needs to 'date' to bring about the happier endings of the game. He's introduced as the loud, human-hunting brother of jokester Sans, giving monologues of dramatic threats in between bantering and bickering with his brother, slowing the player with the array of puzzles and traps he's built along the road... And this is largely a persona, one he drops after his boss fight - when he gives up on capturing the human as his avenue to popularity - and switches gears to one of fostering friendship.

His motivations between both these personas, his underlying motivation, is one of wanting to be important - to be memorable and to matter, rather than be forgettable or irrelevant. He usually approaches this as wanting to be Important, from that first impression of wanting to join the royal guard, to seeking other positions of influence in the underground. In most of the neutral endings, he's close to the rulership of the underground as an assistant or figurehead; in the endings where he isn't, it's because he's dead, or helping Undyne through her grief and depression, or helping exiled queen Toriel protect future humans, or because he's following Flowey's plan to prevent the final battle of king vs human. Even in the happiest ending he's quick to run ahead of the others, seeking to make the first impression on the surface humans on monsterkind's behalf, and he volunteers to be ambassador if no one else claims the position.

If Papyrus has a past inspiring this motivation, no one in the game mentions a word of it - he is a character of the present and near future, full of quirky comments and no childhood stories, quick to jump from dream to dream when the circumstances change and he sees a new way to gain the approval and standing he craves. Papyrus doesn't restrict himself to the practical or even the plausible, either - his skin care products and exercise routines are only making him more moisturized and muscular in his own mind, and his thoughtlessness in knocking on a front door for training at midnight only paid off because Undyne was impressed by his tenacity in staying there until morning for the answer. He's self-absorbed in ways where he's quick to announce his own greatness, but eager to cheer others on and willing to give special and inconveniencing help - what he thinks is best, or interesting, rather than necessarily helpful.

Powers/abilities: Skeleton #2 here with a similarly long power list:
    Skeleton monster: Undertale's monsters are made mostly of magic, with very little physical matter to them. Skeletons are solid bones while alive, small piles of dust if killed - and they are very vulnerable to the intention behind attacks on them. An adult could playfully punch his shoulder painfully hard and it would only hurt, while a child with enough murdering experience could kill him with only a single whack of a feather duster. While death isn't really in the picture in Austice, the increased severity of injuries from a murderous attacker means it may come up.

    Monster magic: monsters make projectiles of magic as a form of expression and a way of interacting with the world, used both for day-to-day tasks like cooking and punching holes in cards, and as their primary resort in combat. Papyrus's are mostly shaped like bones. They come in white (solid, hurt on impact) and blue (semi-solid, hurt only if the target is intentionally moving).

    Precise control: Papyrus is one of the only two characters in the game who demonstrates the ability to hit hard enough to kill and stop the attack partway, leaving the human alive. (We knows this ability isn't typical, as at least one monster very specifically doesn't mean to kill the human, and will look briefly horrified if they accidentally do.) This precision is also used for showing off, spelling words with his bone attack patterns at one point.

    Blue magic: used in the game to turn the skeletons' fights into platforming puzzles, it's best translated into narrative as a momentum- or gravity-manipulation kind of magic. Where Sans seems to fling the human against the walls/floor/ceiling, Papyrus seems to use it on himself, (1a) repeatedly sliding around (1b) without walking, (2) double-jumping in the air, and (3) leaping unnaturally far from a standing position. With this interpretation, we see him increase gravity for a couple minutes of combat, and change/reduce gravity for bursts of several seconds. We don't see any extended flight, and he gets tired after exerting himself for the combat.

    Slow/limited healing magic: Undertale has hitpoints as the abstraction for measuring injuries from magical and physical altercations, and healing magic restores the points lost. It does not seem to help with things like poisoning, heatstroke, or illness, and can't help with lethal injuries - no monsters heal themselves or their dying friends. Papyrus doesn't seem to have the knack for quick healing in combat, but he can and will heal the human while monologuing before his fight if they arrive injured, as well as restoring them to full hp if he captures them. I'm happy to accept other limitations if they're helpful for keeping game balance!

    Gaster blasters: I should say upfront, we never actually see Papyrus use these - he mentions a 'special attack' that the dog steals and prevents him from using at any point in gameplay. But in a specific set of circumstances, Papyrus brags that "had I only used my special attack, you surely would have been blasted to...," without elaborating further. Given that phrasing and not wanting to create powers out of nowhere, the simplest interpretation about what the special attack could be is a similar blaster attack to what Sans uses. The main difference that, as Papyrus's magic doesn't have the rapid papercuts approach that Sans's has, his blaster presumably does a single large burst of damage.

    Teleportation, barely: There is one instance in the game where Papyrus uses the same "shortcut" ability that Sans does: during the prank of Frisk walking in the dark. The blacked out screen and sound effect are notably slower than when Sans teleports away, as though Papyrus is out of practice with the ability. I'm extrapolating that Papyrus has the potential to teleport, but doesn't use it nearly as much as his brother does, and so lacks the skill and speed Sans displays. It may not be relevant - unless Papyrus loses the memories involved in his decision not to use the power, he won't use it.

    There's also some oddities, like when Papyrus mentions seeing through the phone before he hastily changes the subject, or turns to watch the human go by underground... but these may just be humorous videogame shenanigans. I include these here mainly because they're fun to be aggravated by - I don't know how to begin to turn these into powers for a dwrp game.

    Beyond magical/exceptional powers, he also displays some skill with visual arts (painting, snow sculpture), carpentry and plumbing (tall sink), electrical mechanics (puzzles), taxes and bureaucratic reading (following the latest legalese re: puzzle mandates), wordplay (makes a lot of puns), and mostly functional insomnia (he admits to snoozing occasionally, but does not sleep 8 hours a day).

Inventory: Ceremonial Royal Guard armor, t-shirt and shorts underneath, cell phone (with hammerspace inventory now reduced to 5 slots), a spare decorative bone, some gold (currency)

OTHER

Sentimental item: A blue teacup in the shape of a fish. It belongs to Undyne, Papyrus's ex-boss and now-friend, and had been gifted to her by the (now-deceased) King Asgore. In Undyne Papyrus found a friend as willing to be loud and enthusiastically herself as he tries/pretends to be, someone who appreciates his company in a way few do. He values her happiness enough to scheme on her behalf, manipulating her into actions he's sure are best for her (namely, attempting friendship with the human and confessing to her crush).

Gemstone: A piece of snowflake obsidian, black and white, carved into a simple, small skull. It has a crack extending up from one eye socket, and a chunk of the other cheekbone missing from the mouth to the eye.

Lost memory #1: Papyrus will forget Flowey's existence. 'Flowey the flower' had control of the timeline before Frisk fell, and in his many time loops he got to know the rest of the monsters very well - including what buttons to push to get various reactions out of them. In the timeline that game's beginning interrupts, Flowey had secretly befriended Papyrus, giving him predictions of the future and advice on what to do about it. This friendship had been going on for weeks, if not months or longer - the specific timeframe isn't clear - but the relevant things are that some of Papyrus's hopes and fears at the game's start were tweaked by the flower's input, some of his actions in the game were based on the flower's advice, and Flowey had been the first seemingly effortless friend Papyrus ever made. Without that, his tendencies towards overconfidence and insecurity will both be exaggerated - he'll know he's succeeded at making friends and other dreams, but he won't be able to replicate the ease he had with some of it, and the apparent increased difficult will feel like he's reverting to old habits.

Lost memory #2: Some of the details about the magic barrier. He'll remember that the barrier traps monsters inside, that human souls are more powerful than monster souls, and that it would take the power of about seven human souls to destroy the barrier. He won't remember that it takes the power of a human soul and a monster soul to exit the barrier, or that passage is based solely on soul power. Without those details, he'll think that the human could have left without incident just by asking Asgore to let them pass. And with his altered memory, he'll be under the impression that he and Sans had the ability to go through at any time, and simply weren't using it for some reason - which will leave him more frustrated with Sans's tendencies towards laziness.

Altered memory: Papyrus's childhood / background. Instead of growing up wherever and however he did in canon - never specified - he's now solidly under the impression that he's a reanimated human skeleton. It's uncommon knowledge in Undertale that ghosts are capable of not just briefly possessing objects, but of becoming them - binding their souls to the objects and bringing them to life, by experiencing strong enough emotions to fill the bodies with their magic. Papyrus won't believe that he's outright an ex-ghost, but he will believe that something similar happened - that someone, maybe the king or the previous royal scientist, used a lot of spiritual power to bring two skeletons to life. The memories of his creation and immediate aftermath will be muddled, being the equivalent to childhood's learning process. He'll remember that Sans is older than him and was already used to being a person, that Papyrus was disoriented and distressed by Hotland's steam vents, and that he honed his blue magic to feel more confident navigating the area. His clearest memories are primarily based when the skeletons moved to Snowdin, including the events actually mentioned / portrayed in the game. This altered background will give Papyrus a stronger sense of kinship with the humans in the game, a fun potential hook with the necromancers and anyone horrified by necromancy, and mutual bewilderment with his brother's conflicting memories.

Sample: TDM top level
darkenedmoon: (smile or smirk)

Re: ACCEPTED

[personal profile] darkenedmoon 2022-10-15 02:06 pm (UTC)(link)
Thank you! This is her journal!

And I think I'll take Eikon Summoning as a regain, for both of our records. Thanks again!

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