zita: (Default)
This is an excuse setting for playing out panfandom, "jamjar" game scenarios without having to actually join a game. (...Theoretically.) It is mission-focused and allows for voluntary or (mostly) involuntary inclusion of characters, though it wouldn't be workable for literally every fictional character ever.

You have been recruited by an organization that calls itself The House. The purpose of the House is to maintain the stability of various interconnected worlds, maintaining the boundaries between them and preventing cross contamination that could cause worlds to collapse into one another.

HOW DID YOU GET HERE?
You are a wildcard, which is the term for any person that has stepped out of their home world. By default, it is assumed that the whole House is made up of wildcards and some have been here much longer than others. (But you can do whatever you want with that.)
  • Voluntary Recruitment- Whether through an ordinary job ad that quickly led you somewhere extraordinary, or through a direct pitch from a member, the House reached out into your world for someone like you. Working for the House offers steady pay, a steady roof, a noble cause, and a chance to see the wonders of other worlds. (...Or were you offered something else?) You accepted.
    • By default, recruited characters are able to travel to and from their home world as needed. (Unless you want to inconvenience them by disconnecting their world for a little while/for a long while. You know. Things happen.)

    • By default, time passes at the same rate in the House and the worlds. The House is understanding about your other obligations. (Feel free to change the time exchange rate if you need to in order to make a character work.)

  • Lost in the Shuffle- The flow of energies between worlds is capricious and strange. You came unstuck from your home, and washed up in the House. The House offered you shelter and support in exchange for work.
    • By default, lost characters do not have access to their home worlds. They won't be able to return unless their world is found/connected.

    • This overall scenario assumes a character is willing to work for the House/go on missions/etc. Otherwise, make up your own fun.


WHAT IS HERE LIKE?
I'm thinking "playing card themed headquarters built on islands floating in the mysterious void between worlds" but you can go somewhere else with it if you want. A big enough organization takes a lot of support, so there are several bridged islands where people live and can do mundane tasks like growing food and living non-House lives. (You could have characters end up there, I guess.)

JOBS IN THE HOUSE
The House has four divisions (called suits) that do different things. Characters generally have a job that falls under a suit, which gives some idea of what they're expected to do around the House/in the field. Don't worry too much if a fit is imperfect. Each Suit is led by a Face, usually using the title of King, Queen, or Ace (whichever they like.) Flesh out the Face cards in the House (and any further hierarchies within the suits) however you want. This is for structure/flavor/the fun of sorting people into things.

  • Hearts - The suit of diplomacy, soft skills, expression, and people-wrangling. Some Hearts really are very nice. Some Hearts are just very good at pretending when it suits them.

  • Diamonds - The suit of force. Diamonds go out and do stuff, like fighting scary creatures, exploring dangerous areas, or protecting people. Diamonds can be pretty heroic, but they can also just be dangerous.

  • Clubs - Clubs know things. They use knowledge they have to assist in missions, and to discover deeper understanding of the worlds and the links between them. Clubs are a very broad suit and will recruit experts in specific subjects as well as people who are just very good at finding information (even if less specialized.)

  • Spades - Trouble. Spades try to scout out dangers before they get big, and deal with internal House problems that have gotten out of hand. They sometimes borrow from other suits if they don't have a Spade just right for a job. If there's someone traveling between worlds causing problems, Spades are probably tracking them. If there's corruption inside a suit, the Spades are trying to untangle it. Basically, if you want intrigue, that's probably something the Spades are dealing with. The relationship between Spades and the other suits can be a little tense, given that Spades borrow personnel and keep an eye on other suits' activities.

A mission team can have any number of characters from any number of suits. A mission team might be a Heart that bluffs the team's way into an exclusive party, the Club who has the knowledge to copy the ancient spell written on a priceless urn they're trying to find, the Spade who has been following the urn's mysterious owner across three worlds, and the Diamond who breaks heads when one of said owner's goons realizes the House has come calling. For threads, a mission team could really be any two people doing anything that sounds reasonable for their skillsets (or that they could end up stuck with due to an accident.) NPCing a bigger team is a thing you do if it seems fun.

TRAVEL BETWEEN WORLDS
The House calls this "cutting through the Shuffle." The Shuffle is the void of energy between worlds. Unshielded exposure to the forces of the Shuffle is not survivable for most beings.

Worlds are either connected (networked into the system of worlds the House has contact with) or unconnected, and sometimes connections can open and close.

Reaching connected worlds is mostly done through gate portals in the House's portalyard or through an established portal on a world, though it's also possible to travel through weird little cracks in reality you find that you're not sure where they go (sometimes to disconnected worlds.) Those sufficiently good at magic might eventually learn to make portals.

It's also possible to travel through the void itself in craft that look like small spaceships called Shufflecutters (...or just ships). Shufflecutters are shielded, and can phase into and out of worlds. This is the only way to try to reach disconnected worlds, but that's also very difficult because navigating out there is not really a hard science.

WHO'S IN CHARGE? ALSO, IS THERE DEEP LORE?
You can deal with the authority within the House as much or as little as you feel like for the purposes of a thread. The House's leader is called the Dealer. The Faces all report to the Dealer and have a great deal of weight, but the Dealer has final say and is the person steering the House's efforts.

The thing about deep lore is that most of the time, you don't need it for the sake of just playing in a jamjar setting. When playing in a game, this information often goes unrevealed for very long periods of time anyway. Explore it as it becomes relevant. Who is the Dealer? Are they being sincere that the House's efforts are to help the worlds? Does the House have a secret agenda? How did all of this start, and where is it going?

On that note...

#AESTHETIC
The Faces and the Dealer might wear cool symbolic masks that represent their roles in the House. Masks might be commonplace in general as part of the uniform. (Basically, this is an excuse to either not get hung up on who people are and/or to make for dramatic reveals if/when you decide who somebody important is if you want to do that. If not, do whatever you want.)

Lots of white. Lots of playing card suits. Go nuts.

EQUIPMENT/ABILITIES/CHARACTER ALTERATION STUFF

On mission, wildcards are given clothes and supplies that don't stick out much in the world they're going to. Fake IDs are also possible if necessary. Shifting devices/glamour magic can be used to disguise wildly incongruous characters (such as disguising an alien on a modern day Earth, or turning everyone into some kind of mermaid to go under the sea like this is Kingdom Hearts.)

Wildcards can generally use equipment/powers they brought with them from home. By default, being brought into the world of the House doesn't change anything about a character, but if you want to use it as an excuse to humanize/change scale/heal your character's terminal magic curse disease, go for it.

Nerf your own superpowers however you want/need to. Give characters superpowers if you want.

You do have a magic interdimensional space communicator phone, because of course you do.

I NEED AN EXCUSE FOR SOMETHING TO WORK WHEN IT PROBABLY SHOULDN'T
Is your character's magic tied to something universe-specific, but you want to use it elsewhere? It's fine, it just works. The Clubs tell you some mumbo jumbo about how this is an integral part of your character's "Pattern" that is "resilient to translation between planes" or something like that.

I NEED AN EXCUSE FOR SOMETHING NOT TO WORK BECAUSE I DON'T WANT IT TO
Pattern interference! Sorry, that magic doesn't work in this place because this world's Pattern just cancels it out. Woops, we can't replicate this non-magical technology because it's actually Pattern-sensitive and only the copy you brought with you from the proper world is going to work. It turns out you can't learn someone else's magic because you're from different worlds and it doesn't work with your Pattern.

Did that thing used to work but now it doesn't? The Pattern must've got messed up. Maybe that can be fixed somehow?

DO WE HAVE ENEMIES?
Travel between worlds isn't exclusive to the House, lots of other wildcards exist. Some were with the House, but went rogue. Some people figure out cutting through the shuffle on their own. Rogue former-agents of the House called discards might turn up and cause trouble.

If you need to build up some enemies organized on the same level as the House, grabbing tarot suits/major arcana for a rival theming might be a great place to start.

The true agendas of rivals are likely pretty dependent on what the deep truths are in your own House lore. Get your fingerprints everywhere, it's yours.

WHAT ARE MISSIONS LIKE?
In general, the House attempts to be secretive about its activities because it's much easier that way. Usually, wildcards are expected to keep a low profile, especially on newly connected words.

But also, there are worlds the House interacts with a lot and/or where big loud events have occurred. They may have formal contact with government or other major authority on these worlds. Worldbuild whatever you need.

Missions can be whatever you want them to be. Some examples:

- Go to a world and recruit a person with special skills to join the House.

- Creatures from World A are leaking into World B, we need someone to chase them back through the leak and close it up.

- A shady corporation is using technology that shouldn't exist on this world, figure out how they got it and stop that from happening.

- A member of the House needs a rare and special flower/magic rock/ancient tome/brand of tea from a specific world, go get it for them.

- An artist who is destined to create a great and important work has lost their muse. Inspire them to create again so that the timestream continues the way it's supposed to.

- A wizard did something and now two worlds are intersecting, which is very dangerous and very confusing for all concerned. Cut through the chaos and figure out how to undo the merge.

- Someone explored a mysterious reality crack and hasn't come back, go find them.

IDEAS CAME FROM...
Kingdom Hearts, Interstitial: Our Hearts Intertwined, maybe some Magic: the Gathering. If you're reading this, you're welcome to borrow the House. Just don't pass it off as your own work, and don't try to enforce a "canon" version of it.
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Cayde:
- Let Cayde tell you all you need to know about circles and triangles
- Shitstirring, getting into dumb arguments, pulling pigtails
- The universe has denied him firearms and this is cruel and unusual
- Cayde is very good at outdoorsing, he'll fit right in and be able to share that knowledge
- Cayde is so glad that there are many candidates for team dad, because he is much happier as team weird uncle. Less pressure.
- Make this robot man deal with the fact he's mortal again and needs help from others
- Cayde you can let people in a little and it won't hurt you
- He's going to try to go off and do wildly dangerous things on his own and be very surprised and frustrated if you don't let him (don't let him)
- idk I just want Cayde to be really excited about having a horse at some point, it would be good
- hunterspider

Kevin:
- It's a hard life being a skateboarder in fantasyland where they haven't invented concrete yet.
- I guarantee you someone here needs a hug and Kevin is going to find them
- Kevin is so responsible about his dog, it's cute but also Kevin buddy where did you learn to be this worried?
- Everyone loves when other characters notice things are wrong with theirs and I am no exception, someone please notice how much of Kevin's existence is shaped by fear and how hard he's trying at all times
- Can we have Kevin vs some other vampires somewhere
- Just let Kevin have friends, he has home friends too these days but he was very lonely for a long time and he's a sweet kid.
- idk if I can keep the fact that Kevin can talk to animals but I think it's very funny and puts him at disney princess tier
- Kevin is very gentle and kind but that doesn't mean he's a pushover. Put him in a spot where he needs to stand up against people he likes and respects very much and tell them they're wrong.
- Who wants to learn to do a sick kickflip?

Karkat:
- Ridiculous fucking flipouts, he has a mouth and he will scream
- He absolutely hates this fantasy adventure destiny bullshit and wants it all to leave him alone, he feels like the universe is mocking him
- Put Karkat in a spot where he can't sink back into insisting he's just some fuckup/denying that he might be a net positive for the group. He's actually not awful at stabilizing a group and looking out for other people emotionally when he gets out of his own way.
- It is, however, still funny when Karkat makes a big mess of something and has to deal with it. He contains multitudes.
- I don't want it to become A Whole Ordeal that the whole game has to be aware of, but explaining troll romance to people if the ideas are relevant (or if it would just be especially obnoxious) is fun.
- Karkat knows he's not a badass, but we could make some serious strides on his internalized "if I can't be a terrifying murder badass, what am I even worth?" that his fucked up home universe saddled him with.
- Hey Karkat buddy do you want to unpack any of that trauma or...?
- Karkat wants to know who's in charge so 1) he can laugh at their suffering and 2) so that there's no chance he'll get stuck with the job
- I want Karkat to establish a memo board in the castle and to forever rue the day he decided to do this
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PERMISSIONS


BACKTAGGING: I'm happy to accept replies to old threads. I myself have a tendency to let something go if I've been unable to get back to it for long enough, though, because I start to figure the other player has probably moved on by now. If we have an old thread I seem to have dropped that you'd like to get back to, feel free to let me know you're still interested.

THREADHOPPING: I don't think anyone does this on memes. In games, network threads with threadhopping are fun and good (as long as, obviously, the subthread isn't somehow locked/privated or w/e) and you don't have to ask. Logs, maybe but we'd have to talk OOC first.

FOURTHWALLING: I generally don't enjoy situations where my characters are told they're fictional. I'm usually okay with things like "dude you sound like you live in a video game" or a broad kind of canon familiarity if I'm actually playing someone reasonably famous, but please communicate with me about what you want to do with that.

AU SCENARIOS?: In general, I'm probably here for it.

CROSSCANON?: Dude I love crosscanon as much if not more than canon stuff. I'm not familiar with what other people are playing from like 90% of the time so you gotta work with me, but yes. Hell yes.

OC/AU CHARACTERS?: I am usually down to play with OCs and AUs, though I reserve the right to say "no thanks." The things that put me off are mostly pre-established shipping, and setups that assume my character is going to react in a very specific way that gives me no leeway as a player.

ASSUMED CR?: SURE THING, MAN. Go for it on memes, though if it's not a specifically shippy meme please don't go hard on shippy out of nowhere. In games I'm comfortable with people picking up my character's name somewhere if they've both been around for a while and not crossed paths, especially because people seeing each other on networks makes sense, so feel free to do that.

I in fact encourage you to approach with some light assumed CR if my character's already been introduced in a game and been doing things in public. I have played so many hello-my-name-is threads. So many.

TOUCHING/HUGGING/KISSING CHARACTERS: You don't need my permission for your character to decide to do something. How mine responds is based on the situation and who your character is to them. If you want to check what I think that will be before you commit yours to their course of action, go ahead and ask.

VIOLENCE/DEATH/ETC: Sure, our characters can fight. Death is something we're gonna have to talk about OOC, though. Unless it's like... "one character kills the other: the meme" or something where it's obvious what we're doing.

TELEPATHY/MIND READING POWERS: I'll work with you and tell you what characters with these can get off of mine. Most characters are going to range from uncomfortable with it to actively hostile about it, naturally.

SHIPPING: Fuckin' love me a ship, but I like to let chemistry develop naturally and see where it goes. If anything's too pre-established/assumed I can get bored quick. I don't feel beholden to canon relationships and am willing to break things to explore something fun.

SEX SCENES: I just don't generally enjoy writing out smut threads. I'm fine alluding to my character's sex life and writing dialogue and situations involving sex, but writing back and forth sex-act-doing posts is not my thing.
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Dexter Grif
Local asshole doesn't want to do work, helps while complaining
RED VS BLUE

[personal profile] whyarewehere

Pronouns: He/Him
Age: Early to late 20s depending on canon point
Species: Human
World: Centuries into the scifi space future. Interstellar travel. Aliens tried to kill humanity a little while ago. That's over, but there's a lot of fallout. That said, this is also a comedy canon that plays a lot of things ridiculous.

What They Do: Soldier, kind of. Retired hero, kind of. Grif was a disposable soldier used to run live simulations for a shady military project. He and his disposable idiot friends exposed the shady project, went on to save a colony planet from a shady corporation, and are now loved (and tolerated) by its people.

Personality: Grif is sarcastic, opportunistic, pessimistic, and funny (intentionally and unintentionally). He's used to being stuck in bad/stupid situations he can't do anything about and being resigned to it. Actually very capable of loyalty and caring a lot for others, he just has to hide it under a layer of bullshit and weaponized laziness or he feels like he'll be called out/mocked for it. Loves food, dumb scifi shows, and finding the stupidest possible hills to die on in an argument.

Possible Ideas:

  • Do you need a slacker coworker to fight with? Who doesn't?

  • Grif is great for befriending (against his will) characters who are kinder and more sincerely heroic than he is, especially if they could use someone to be the Fuck Off, Asshole friend.

  • Please argue with him about inane and stupid things it's always so much fun.

Shipping?: Grif has had a crush on his best friend for years, but is held back by internalized homophobia/fear of emotional vulnerability. In general he tends to admire people who are more sincere than he is, which he sees as a kind of courage. He struggles with expressing any fondness for anybody at all, and expects to be mocked for softer feelings.

Notes: I've played Grif for like a billionty years. I've done a lot of things with him and can pretty much always pick the voice back up, but sometimes I want a long break.


Garrus Vakarian
Alien vigilante sniper always down for a galaxy-saving quest
MASS EFFECT

[personal profile] scopingmechanisms

Pronouns: He/Him
Age: 26-29 depending on canonpoint
Species: Turian

World: In the 22nd century, humanity tripped over the existence of a whole galactic community of aliens. 30 years later, signs start cropping up that the Reapers (giant sentient squid-shaped spaceships with huge lasers) that wiped out the galaxy's previous megacivilization ~50,000 years ago were trying to come do it again. People didn't want to believe this. It happened. The day had to be saved. It was all very stressful and bad.

What They Do: Sniper and small-unit tactics expert. Garrus was a space cop on the Citadel (the gigantic space station/capitol city), a job that left him frustrated and restless. He quit to join the team of a human agent of the Citadel Council, and helped hunt down a rogue operative who was trying to help the Reapers come back. After, the government denied any further Reaper threat existed. Garrus started a vigilante gang harassing the mercenary companies on a lawless asteroid. When the mercs finally pinned him down, he got lucky his human friend showed up again and pulled him out. He got less lucky that it was because they needed him to try to stop the Reaper invasion again.

Personality: Good intentions and a very hard head. Struggles with black and white thinking in places. Is frustrated with rules and red tape and feels like "a bad turian" for chafing under his people's rigid hierarchy and sacrifice-for-the-good-of-everyone ethos, but has honestly internalized a lot of things and is miserable if he doesn't feel like he's doing anything good to make the world better. (And for Garrus, that generally means shooting at and pissing off the worst kind of people.)

Exceptionally loyal if he believes in you. If you matter to Garrus, he will burn everything down and follow you directly into hell if you ask.

Things that could be fun:

  • Give him something to do. Garrus doesn't idle well. Alternately, don't and if he can't find trouble, he will create it.

  • Do you want to be part of a doomed vigilante merc hunting group?

  • Do you want to be exhausted and kind of fucked up by a nearly apocalyptic war/alien squid robot spaceship invasion?

  • Mass Effect Things™, if your OCs or AUs wanna hang out I am sure we can do something.

Shipping?: I do ship him with Shepard, any gender (though my pref runs more Paragon than Renegade.) In general, he admires strong convictions and bold action. Garrus is surprised if somebody expresses romantic care for him, and is nervous but earnest if he wants to respond in kind.

Notes: New character, I've never had the opportunity to play Garrus in seriousness before and need to stretch the Mass Effect muscles again.


Prince Zagreus
The son of Hades himself is actually a pretty nice guy, dies lots
HADES

[personal profile] upstyx

Pronouns: He/Him
Age: Whatever it means to be a young man when you're a young god
Species: Greek deity
World: A specific retelling of Greek myth with some of the details changed. Zagreus grew up in the House of Hades deep in the underworld. The realm is populated mostly by the shades of the dead spread across its many environments according to whether their deeds merited reward or punishment in death. Only recently, he began being able to communicate with his weird and capricious relatives on Olympus.

What They Do: Runaway turned security expert. Zagreus was unhappy living under his stern, brooding father. He began making attempts to escape from the underworld, assisted from afar by his Olympian relatives and on the sly by his underworld friends. Each time, he'd be killed by something and flow back down the river Styx. Eventually, after reuniting with his mother and resolving some family drama that had started when he was born, Zagreus reconciled with his father and took up the job of intentionally testing the underworld's security systems.

Personality: Mischievous, good-natured, and exceptionally determined. Though Zagreus is the prince of the underworld, he's not arrogant. Zag's confident (even a little cocky) in his skills, but he also treats the denizens of the realm with decency and basic respect. He's politely curious about others, patient, and a good listener. Zagreus also has a lot of experience acting friendly and maintaining cordial terms with people that he doesn't actually trust, especially his hot-headed and prideful Olympian relatives. Some people (*cough*his dad*cough*) are uniquely good at getting under his skin and alert to the cracks in his facade, though, and he's not immune to footmouth.

Possible Ideas:

  • Did you die? Wanna try and prison break your way out of the underworld with the son of Hades?

  • Did you die? Do you need someone to hear out your regrets? The runaway prince actually has a pretty solid ear to lend when he's not busy dying. ...And he might be able to pull some strings, if it's a problem that can be helped from down here.

  • Young chthonic god has never spent much time on the surface and he's stuck up here, what will he fuck up?

  • Smash up your Greek myth inspired things with mine, there will be weird edges to mesh but it'll probably be fun.

  • It would be really funny to me to let Zagreus talk about his frustration with his dad with someone who also understands having dad problems on a much less underworld deity scale.

Notes:
- New character! Haven't gotten to play him.
- I'm a little more interested in figuring out crosscanon situations over canon ones, though I'm also up to interact with castmates.
- My Greek mythology knowledge has gotten kinda anemic and I'll need to do some reading to dig into it more properly.
- Not really a big shipper on this one. I'm not opposed to any configuration of Zagreus's canon ships, and I'm here for it if some chemistry hits right, I'm just not actively seeking it out.


Crow
Amnesiac space hero is learning fast, has a bad past
DESTINY 2

[personal profile] sovtreboot

Pronouns: He/Him
Age: Uncertain due to some weird space magic, looks like he's in his 20s, missing all but the last 2 years of his memories.
Species: Human (Awoken)

World: A weird space apocalypse happened due to a force called the Darkness. In the centuries since, a magic sky orb (long story) has used a force called the Light to resurrect chosen dead people to act as Guardians. Guardians cannot remember their past lives, but they gain semi-immortality and space magic powers that they use to defend the Last City on Earth from various weird space monster/alien/robot problems and the Darkness. There are a lot of buckwild guns.

What They Do: A scout, ranger, and saboteur. Crow was resurrected only a couple years ago. In his previous life, he was Prince Uldren Sov of the Awoken people. (They live far from Earth and are suspicious of Guardians.) Uldren was corrupted by the Darkness, turned on his own people, killed a leader of the Guardians, and was hunted and put down himself. Resurrected, he came to be called Crow. After a long period of being pressed into the service of an alien mobster, he's finally made some non-hostile contact with the Guardian leadership. They understand his situation, but are struggling to figure out how to integrate him given his recognizability. He still doesn't know who he is or what he did, and isn't sure he wants to know.

Personality: Daring, resilient, and growing strong principles. Out from under the Spider's control, Crow is quickly gaining confidence in himself and his beliefs. He cares a lot about protecting the vulnerable and even extends that to aliens, staunchly defending the personhood of species most Guardians despise. He takes his new responsibilities seriously, but he does still have a sense of humor and an inner longing to be admired for his nerve.

Crow's first years were full of violence and exploitation, so he is not overly trusting. Still, that experience means that any generosity shown to him means a lot to him.

Possible Ideas:

  • AU people into Destiny with me, do it coward

  • Alternately, tell me what kind of problems a dude could have amnesia about causing where you're from. Does your character know? Feed me drama, I hunger.

  • Terrible crime asshole has leverage on their enforcer, but the enforcer isn't such a bad dude and what if you could get him out of there....?

  • Dude's basically a space elf I'm sure I could fit him into a fantasy setting somehow and it would be easy.

  • Semi-immortality is fun but thoroughly optional.

  • I'm sure that Crow talking to Cayde-6 could only end in Some Shit but I have no idea what kind or how, if someone wants to find out with me I'll be there, like, five minutes ago.

Shipping?: Crow only has a couple years of living memory and is still rebuilding his sense of his place in the universe. Even if he feels anything, he knows it would be unwise to pursue just yet. In general, though: Crow admires competence, wit, and especially the courage it takes to offer an open hand in kindness when one knows it could be bitten.

Notes:
- Crow, being a Guardian, has a Ghost named Glint. Ghosts are small drones that handle communications, navigation, hacking, pulling things in and out of magic space storage, and (most importantly) reviving Guardians when they die. You aren't a Guardian until you're chosen and imbued with Light by a Ghost.
- Destiny 2 sometimes moves a little fast for me to keep up with and I won't pretend I know all lore well.


Agent Carolina
Competitive former super soldier working through her trauma
RED VS BLUE

[personal profile] onequartershark

Pronouns: She/Her
Age: Late 30s at most recent canonpoint, 20s at earliest
Species: Human
World: Centuries into the scifi space future. Interstellar travel. Aliens tried to kill humanity a little while ago. That's over, but there's a lot of fallout. That said, this is also a comedy canon that plays a lot of things ridiculous.

What They Do: Super-soldier project survivor, has been busy tearing apart what's left of that project and keeping its scattered resources out of bad hands. When Carolina was young, her mother died in the alien war and her father became distant and obsessed with his work. Eventually, Carolina grew up and became part of a secret super soldier project her father was Director of. Carolina became the team's leader, was super competitive about it, and it ultimately hurt her very badly. After the project fell apart in murder and fighting, Carolina vanished and focused on hunting down (intending to kill) her father.

During that hunt, she ran into another surviving agent, a gaggle of low-level troopers, and an AI who was kind of her weird fucked up AI project little brother (Epsilon). They were also looking for the Director.

After finding him and getting that closure, Carolina and Epsilon worked together, she learned a lot of valuable lessons about friendship, helped the rest of the gang save a colony from a civil war, and failed at "retirement."
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Eddie Brock (& Venom)
Investigative reporter has an alien slime monster body-roommate
VENOM (2018)

[personal profile] symbiyeet

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John-117 (The Master Chief)
World-saving legend won't stop, can't stop, doesn't know how to stop
HALO

[personal profile] prettycoolguy

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Karkat Vantas
Crabby alien teenager survives multidimensional LARPing apocalypse
HOMESTUCK

[personal profile] pasthole

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Cayde-6
Robot gunslinger grew responsibility, wishes he could ungrow it
DESTINY 2

[personal profile] cachedout

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Kevin Ingstrom
Teen skateboarder/vampire exceptionally chill considering all the trauma
VAMPIRE: THE MASQUERADE

[personal profile] likeits1999

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Leonard Church ("Alpha")
Loudmouth AI extremely convinced he's actually a computer ghost
RED VS BLUE

[personal profile] gotfragged

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JAK
Young man gets mad AND gets even
JAK & DAXTER

[personal profile] ecounfriendly

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ELUDHA




tl;dr: Characters are transported to a fantasy world where they have an empathic bond to a cool, mutating monster pal. Unfortunately, the rest of the world is really not big on this whole being friends with monsters thing and it makes life complicated. It might also make you complicated. (Also, it's inspired by a Magic: the Gathering set.)


Premise


Welcome to Ikoria. Large crystals grow across the landscape, and wonderful and terrifying beasts stalk the open plains and the deep forests. The people of Ikoria fear them, and each day is another struggle to be human in a world full of monsters.

Three sanctuaries have found strategies to grow despite the hostile environment: Skysail is a floating city of balloons and airships that scatters to the winds when threatened. Lavabrink uses magic to shield itself from attack by manipulating volcanic lava flows. Drannith stands bold on the plains, mobilizing a highly trained military to guard its high walls.

Now that you're here, you have to survive here. Perhaps you would blend into one of these cities and learn the Ikorian way of life, but there's just one tiny little problem. That problem is your monster.


Bonders


Monsters come in many shapes and sizes, from towering dinosaurs to crackling fire elementals. Like it or not, you now have a bond with one of these creatures. You feel what it feels, you know what it knows, and it seems pretty invested in hanging around with you as much as possible.

Unless you're clever and careful, interacting with Ikorian civilization is going to be a problem. Luckily, you're not alone: The great crystal you woke up under is the heart of the Bonder's Enclave.

The Enclave is a place where people bonded to monsters have come together to protect each other and build a home for themselves. It's nothing like the sheltering stone walls of Drannith or the near-freedom of flying in Skysail, but if everyone works together, it's a place where bonders can have a life.

Bonders are a weird bunch, but that just means you fit in out here, right?


Monsters


Ikoria's monsters are broadly categorized into five clades, and yours is no exception. Monsters may mutate to show features from several different clades, but everyone's monster starts out in only one or two at most. Additional clade mutations can be bought with activity. The five Ikorian clades are:



Cats

Feline monsters can resemble just about any kind of cat, great or small. They can be as small as a kitten to as large as a house, though cats seldom reach truly gargantuan proportions. In addition to obvious traits, horns, spikes, and the occasional pair of wings would be unusual on Earth cats, but cat monsters must not have got the memo.
  • saber teeth
  • manes
  • retractable claws
  • night vision
  • feline grace



Dinosaurs

Ikorians mostly recognize dinosaurs by scaly or leathery skin and a preponderance of spiny bits. Bipedal or quadrupedal, running or flying, big and slow or small and fast, herbivorous or carnivorous, dinosaurs run the gamut. Some are feathered, but it's less common than one would expect. Dinosaurs are one of the likelier clades to get huge. Small ones have a reputation for spitting acid.
  • scaled hide
  • grasping talons
  • massive size
  • acid spit
  • fearsome roar



Elementals

Easily the most diverse-looking clade, elementals make the category based on their state of being more than their appearance. While they can be shaped like anything, the key thing that defines an elemental is its body made of energy or a substance. Creatures that are part elemental are also less flesh-and-blood than others. Lightning, fire, ice, stone, and plantlife are common components for elementals. These unearthly creatures feed on ambient magical energy, especially from the crystals.
  • element control
  • glowing
  • energy channeling
  • elemental immunity
  • warping form



  • Beasts

    The beast clade are typically (but not reliably) plant eaters. They are usually large and shaggy, festooned with horns and antlers, and their legs end in hooves or paws. Beasts are something of a catchall clade for anything that's clearly not an elemental, dinosaur, cat, or nightmare, and they can resemble a wide variety of animals.
    • shaggy coat
    • hooves
    • horns and antlers
    • great size
    • unusual animal features



    Nightmares

    Multi-eyed, long-toothed, horribly slithery, and with too many legs, even small nightmares look terrifying. Most nightmares will eat meat, but they are unique among monsters in that their main form of sustenance is strong human emotions, especially fear. Nightmares see well in the dark, or (in some cases) don't require vision at all, hunting prey by scent or heat trails.
    • flexible skeleton
    • many eyes
    • keen senses
    • duplicate limbs
    • whippy tails and tendrils


    Mutation and Crystals


    Ikoria's crystals are tied to the natural energy flow of the world. The crystals flare when monsters are near by, the larger the monster the brighter the flare, but some are immune to this. (Yes that's a feature you could get.) Ikoria's people use crystals as parts of warning systems as well as for channeling magical energy for practical purposes.

    Spikes of energy in the crystals can cause monsters to change size, develop new features, and sometimes pick up traits from outside their clade(s). This is how monsters become more powerful/interesting.

    Bonders are not immune to this influence: being bonded to a monster long term causes people to start to resemble their monster somewhat. The more this happens, the more you set off the alarm crystals and the harder it is to pretend you're normal.

    (There is no minimum for this but there is a maximum, you don't just turn into a monster.)

    What Would You Do?


    Have monster friend problems, solve resource issues, deal with hostile monsters, find ways to get things you need/sneak into sanctuaries, get in trouble with Ikorian authority, get in trouble with the bonders that are native to this world, learn to do magic, figure out why monsters are so unusually hostile to humans and solve big world problems that way, shenanigans
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I'm so close to being able to do fun things instead of busting my ass over school. So close.
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Man, the thing that's most dated about dreamwidth as a platform is lack of a like function. I'm not talking about in terms of saving content to return to later, memories are there for that. I just mean the "[x] liked this" level of communication where someone wants to give a thumbs up without having to type an otherwise substanceless comment about it.

I haven't actually found anything to engage with today, it's just a thought that crossed my mind.
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I don't know, I figured I'd post over here because why not. Considering the tumblr apocalypse and all, and pillowfort is cute and new but its uptime is supremely unreliable rn.

I think that years on tumblr have fucked up my sense of how a blog works? I am not really someone who produces content anymore. (I actually am not even sure I ever was.) My tumblr experience was mostly reblogging shitposts, most of which were fandom agnostic.

I don't know how to live among my fellow fans anymore, I am a feral woods hermit peddling dubious memes.

All that was really on this blog was me storing pieces of writing or other text I wanted to show to friends, so I've privated all that now. (If you thought something was cool and want to see it again lmk.)

Also if you just came back to dreamwidth: lol hi, sup.
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Ever get a really stupid idea for an AU that doesn't go away?
Yeah. So. Red Team as a pack of WtA werewolves.

Dumb AUness )
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There are 3 major places characters might live on the western continent: The Holds, the Crafthall, or the Weyr.

Holds
(The 3 Western Continent Holds are described at the end of this entry, under the map.)
Holdings are territories belonging to a Lord or Lady Holder, with Lords being more usual. The Hold itself is the home of the Lord or Lady. Holds are large, impressive, and made of stone. They're built to withstand harsh winters, hot summers, and Thread if it comes to it. All Holds have a sort of castle town surrounding them to support all the work that needs done, which is also considered part of it. There are markets and workshops and housing and pretty much what you'd expect.

Smaller settlements occur throughout holdings. These range from little fishing villages and cotholds all the way up to minor holds in their own right, but all are beholden to the Lord or Lady of the Hold. The whole Holding itself is bound to the Weyr that defends it in turn, and tithes supplies to support it.

Most people on Pern are holders. They do their day jobs, raise their families, and are the cogs that keep the world turning. In general terms the climate amongst holders is traditionalist with a list of expected gender roles, especially among the nobility. Marriage of one's children is of great concern for those with a lot to inherit off and need to establish good trade.

Growing Up Holder
If you were born a holder you were raised in the most traditional Pernese family situation. You probably had both a mother and father who were married, and likely had several siblings. (Probably fewer, if you were from the more congested area around the Hold proper.) If you were the oldest, especially if you're male, your parents probably groomed you to take over the family business. If you're approaching your twenties you might even have an eye on respectable marriage prospects, and (if so inclined) perhaps be planning to start your own family.

Even if your parents weren't trained academically in a particular craft, they had something they were good at in order to put food on the table. You probably assisted once you were old enough, or were apprenticed to someone of a different trade.

If you were searched as a dragon candidate, you probably found life in the Weyr alarmingly different from home. The commonly fractured family structures are weird. The military efficiency and urgency surrounding Falls is a bit overwhelming. The Weyr is a more liberal, pragmatic, fast-moving place with different social mores and it often leaves candidates very nervous of their future. What would it be like to remain here permanently, with a dragon or otherwise?

Crafthalls
Crafthalls are frequently built into Holds or at least very close by. Their populations are smaller than Holds generally, and their entire purpose is to further their profession and train its new members. Each craft has one hall on the mainland somewhere, but Western Hold has one shared crafthall and this is, naturally, a source of much collaboration and bickering. The person in charge is the Mastercrafter, technically, but there's usually a great deal of delegation that goes on unless the Mastercrafter has an unusual talent for management.

While there are a lot of "just folks" in crafthalls, most of the hall's support staff are family of crafters.

Growing up Crafthall
If you aren't from the crafthall itself you were most likely born a holder, as Weyrs tend to be more reluctant to let their viable youngsters go because dragons need candidates. Still, you might be weyrbred if you were especially talented.

If you were born there and not chosen as an apprentice, your life has gone a lot like it would at any Hold. Otherwise, you were singled out at a relatively young age (probably 6-8) as special by a practiced member of the craft. You had a gift, and circumstances (family, obligations, transportation to the hall, the crafters) allowed you to pursue it. You lived in a dormitory with other children your age and studied and practiced hard, growing in the academic end of your trade and developing your skills. You were much better educated than most Pernese youths.

As an adult (depending on merit and personal choice) you either rose to a well-respected place in the hall with students and projects of your own, or you took to the road to put your abilities to work in the Holds and Weyrs as a journeyman.

Sometimes crafter apprentices are Searched by dragons, but the halls are very loathe to let their gifted youth go. It's seen as a waste of talent. Candidates searched from crafthalls that were pursuing mastery of a craft are likely to be bitter about losing all they've worked for, as even if they don't Impress to a dragon and return to the hall their studies have been disrupted irreparably. They will always be behind.

Weyrs
Weyrs, capitalized, are essentially Holds for dragonriders. Weyrs, uncapitalized, are the personal quarters of a rider and their dragon. A Weyr has hundreds of weyrs.

That clarified, a Weyr defends several holdings from Threadfall by sending wings of dragonriders to burn the spores out of the sky before they touch the ground. Life in the Weyr revolves around maintaining a fighting force of dragons, and during a Pass (as now) it's a busy place. The leaders of the Weyr are its Weyrleader and Weyrkeeper, which are the riders of its current dominant dragon pair. This seems insane to holdfolk who are used to trusting authority to an established bloodline, but given how central dragons are to the Weyr it makes things easiest if both the winged and non-winged denizens agree that the same people are boss.

The Weyrleader is the Weyr's military head, and rider of the bronze dragon that last mated with the senior gold. The Weyrkeeper is that gold's rider, and is the domestic head. The Weyrleader runs drills, organizes the wings, and leads the charge in Threadfighting while the Weyrkeeper manages the Weyr's economic and political affairs. There are usually several junior keepers that ride the younger golds, acting as assistants.

The Weyrleader's is a glamorous but extremely taxing job, and its holder can change twice a year if the senior queen is particularly fickle. The Weyrkeeper, by contrast, will likely hold their rank until their dragon cedes her dominance due to old age or severe injury. The Keeper is thus a pillar of stability about which the whole Weyr turns, while the Leader is forever a product of the changing times.

Beyond this, a Weyr runs similarly to a Hold but with a much narrower purpose and a different culture. Weyrfolk value a person's accomplishments without consideration for their origin and tend toward a degree of blunt practicality that holdfolk (whose occupations are passed from parent to child, as well as social class) would find artless at best and without apparent rhyme or reason at worst. Your pedigree means nothing in the Weyr. They just want people in the job they do best, and that is your social yardstick.

Growing Up Weyrbred
You were raised underfoot in a dragon Weyr. While it's possible you know both of your parents and had a childhood similar to a holder, there's a solid chance your mother raised you alone (if she had the resources) or you were brought up communally in the Weyr's creche. This is especially likely if one or both of your parents were dragonriders, as tending a dragon and other duties leave no time to raise a child. If you were creche raised, even if you know who your parents are your relationship with them is probably distant and awkward.

The crecheworkers brought you up with other kids near your age. You were educated as part of a group and worked and played together with your classmates for as far back as you can remember. Most of you grew up fully expecting to be chosen as a dragon candidate, and few were disappointed.

If you weren't chosen or aged out of candidacy, however, it was likely easy to find work. There is always something to be done around the Weyr, and your upbringing taught you basic skills in several areas to ensure you could find it. You could also have left for life in the Holds now that your dragonless future was set, but crossing that cultural border goes better for some than it does for others. As a weyrbred person you are less traditional and have a more merit-based view of life than a holder. Questions of inheritance, descent, and purity of blood are a bit baffling and your views about women being in charge of things are quite different. Whether you like it or not, the Weyr left its mark on you and it will likely never rub off.

Living as a Dragonrider
Regardless of where you are from, if you Impressed you certainly spent time as a candidate. During your candidacy you were taught how to care for a dragon and participated in ground crew duties about the Weyr, assisting with upkeep of the dragons and learning how the system works. You were extremely busy except when you were asleep, and likely mended harnesses and hauled firestone in your dreams too. A full dragonrider, likely one with a wounded dragon keeping them out of the air for a while, served as the Candidatemaster. They were a combination of den mother and instructor for your class.

You stood on the hatching sands with the rest, possibly after several failed attempts, and that day your life changed. Your dragon was egg-sticky, wobbly, and very hungry when you first met him or her, and while the world was a bright and confusing mess they were sure of one thing: they loved you. And whatever you might have felt, whatever fears or hopes you’d had, in the end they didn’t matter. You loved them back.

You were secluded with the hatchling for a week, feeding them and ensuring their hide was kept oiled, but the most important part of this time was getting to know one another. Your dragon came to trust you, and you learned to separate your thoughts from one another's. With your bond secured and your dragon strong enough to face the world, you and the other new dragonriders from the clutch were trained together. Whether or not you wanted to be here in the first place, your dragon loved you and you worked too hard not to be proud of your accomplishments.

The odds are several of you did not make it to graduation. Learning to fly, flame, and travel between is extremely dangerous, and few clutches graduate intact. You likely knew someone who suffered an injury that prevents them from serving in a fighting wing, someone who was killed in early flight or fire drills, or someone who disappeared on their first hop between and was never seen again.

You never quite get used to loss, but as Pern's only line of defense against Thread you will know more of it and be expected to do your job just the same.

But it's not all bad. Once trained you graduated to a fighting wing, which was your new family. As a dragonrider you are well-respected by most Pernese and have an important duty you perform.

On Dragon Loss
Sometimes, dragons or riders die. Dragons were not engineered to survive on their own. When a rider dies, their dragon travels between in grief and is never seen again. Riders who lose dragons report they feel as if they've lost half of themselves, they usually plunge headlong into a deep depression. With proper support, a dragonless rider can live on and begin to rebuild their life, but it hurts.

FIGHTING WINGS
12-33 dragons, led by the Wingleader (a bronzerider, very very rarely a brown or grey) and their two wingseconds. (Bronze, brown, or grey. Blues and greens just don't have the stamina to fight a whole threadfall, and the upper wing leadership needs that.) The size of the wing determines how many wingthirds it has, if any. These officers can ride any dragon color.

Wings recruit from the ranks of newly graduated weyrlings to fill in for missing/injured members or (in more fortunate times) give overworked riders some relief.

A wing has a name chosen by its founding riders, colors, and can have an emblem if you'd like to make one up. Different wings tend to specialize in flying certain parts of a threadfall, whether it's the high clumps or catching what the first wave of dragons misses. Generally, larger wings of many smaller dragons are better above with the smaller wings of slower and heavier dragons below.

Gold dragons cannot breathe flame, but the queen's wing can participate in fighting threadfall at the lowest level by having their riders carry flamethrowers.


MORAN HOLD
Moran is the oldest of the three holds under Western Weyr's watch. It was founded by sailors from Tillek, and is named after the captain of the first ship to land on the western continent. The Moranese are best known for carrying on Tillek's tradition as fishermen, but also prove quite successful at maintaining livestock and farming. The land it sits on is fertile and mostly open, and the abundance of food means that Moran Hold sports the largest population of the three.

During the threadfree Intervals, Moran Hold does a roaring sea trade with the northern continent. For the last 240 turns, however, Thread has been falling on Pern. This limits voyages to a much smaller range to ensure that ships are within reach of Western Weyr's protection when Thread falls, so most cargo coming in is from and to Toril Hold to the west. Trips out to the smaller islands to the south also occur from time to time, but it will be a while before anything big is established there. It's not a good time to be living out on the isles, and dragonriders tend to resent these bold settlers for being so far away.

The Moranese are generally hard working people, with sons raised on the decks of ships or in the fields and sometimes the daughters too. It's more common for women to do less physical jobs (such as selling/trading goods and keeping records) if they do have work outside tending the household, but not unheard of especially if the family is large. Moranese take pride in being sturdy and steady, as well as the courage of their ancestors for first sailing west. They also have the strongest ties to the northern continent, though this is more through romantic idealism and a sense of ancestral pride than anything tangible these days. Moranese like their traditions just fine.

WESTERN HOLD
The second hold, and the most important in the scheme of the wider world. Most of Pern has scant metal resources, but the western continent is different. The mountains are rich with ore, and Western Hold's core purpose revolves around extracting this precious resource. Western Hold sits up in the mountains to the north, with mines delving deep into them. Wherhandling is a common and useful vocation in the mines. As a knack for handling dragonkin is thought to run in the blood, it's also said that Western always provides the most likely candidates to Impress outside the Weyr itself. Western is also the wealthiest of the three holds due to its metal, and while mainlanders think of it as hicksville they can't deny the importance of the resource or its economic influence. The upper crust at Western are proud of this and like to think they're more important than they might actually be.

Western is also the cultural hub of the continent, home to Western's (admittedly modest) official branches of major crafts. The talent of Western smiths comes as no surprise, but it's in their harpers they take the most pride. The whole western continent is proud of its roots and there is no better way to honor them than through tale and song, celebrating the things that are uniquely Western as well as the old ballads.

Western does produce its own food and herd animals (predominately sheep and goats) but does a lot of trade with Moran to the south. Most of Western's working folk are involved in the mining or some extension of maintaining those operations. Women serving as wherhandlers are unusually common, and considered a weird Western continent thing by mainlanders and even some people from the other nearby holds.

Generally, Westerners are known to be active and resourceful but perhaps a bit too self-congratulatory as a whole. They're often the source of new fashionable trends on the continent that ruffle the feathers of the more traditional Moranese.

TORIL HOLD
Torilans, if we're honest, probably better embody the spirit of the first ambitious sailors to go west than Moranese do. Don't tell this to the Moranese, it makes them cranky.

Toril is the smallest hold but it makes up for it in force of personality. Across the strait from the other two holds and the Weyr, Toril Hold has a sense of adventure and frontier spirit that has faded in its older brethren. Their primary export is lumber, taking advantage of the large forests to their north. These are, of course, not an inexhaustible resource but for now Toril is doing quite nicely. Imported metal from Western Hold is also fueling some small industrial advances, and if mechanization become a thing on Pern it's going to be at Toril Hold.

Toril Hold also boasts the best booze on the Western Continent.

Toril and the Weyr are sometimes a bit strained with one another, as Torilans are raring to expand their borders and the hold will not be the smallest for much longer. Meanwhile, Western Weyr is leery of having even more territory to protect with its limited compliment of dragonriders. To compound the hold's problems, a significant part of Toril's population comes in from the mainland. Dissatisfied holders take dragonback passage here pursuing the promise of unclaimed land they might work for their own. Toril's Lord has been making a nice profit off these ambitious newcomers, but the threat of Thread has kept settlers more contained than they'd like to be and there are cultural rifts between westerners and mainlanders that cause some social troubles, leaving Toril with a bit of a fractured identity. On the bright side, exploring and mapping the unexplored territory to the north and west provides a vocation for many of Toril's restless and eager youth.
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