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Applications

Applications are always open and can be submitted at any time. The mods will review and process applications on the first weekend of each month. The allotted time for revision requests is 72 hours following the request, with an absolute cap on all revision submissions ending on the following Friday evening; any revisions submitted after that time will have to wait for next month's application review. Application rejections will be issued for characters that did not meet the guidelines stated in the game's rules and FAQ (shame on you for not reading them!), and/or for applications that have repeatedly failed to show improvement after multiple revision requests (at least three).

If you're not sure your character concept will be allowed, you're welcome to ask the mods first before creating a full application. This doesn't necessarily guarantee your application will be allowed, as it still must meet the minimum standards.

You can submit your application publicly or privately. Public applications can be read by anyone. Private applications will be fully screened, and should be used if there are aspects of your character you wish to keep secret (such as in the case of villains), or if you're just shy.

[Click here to switch to private applications.]

PLAYER
Player Handle: [The online name you prefer to go by.]
Player Contact: [How can the mods and other players contact you?]
Rules: [Have you read the rules and FAQ? Do you have any questions? Do you agree to abide by these rules to the best of your ability?]
Goals: [What are you hoping to get out of the game? For example, do you enjoy adventure plots, or prefer living the big city life? Do you want to run campaigns as a mini-mod? Are there any character-specific goals you want to aim for OOCly?]

CHARACTER
Name: [Character's full name and any nicknames or titles they've gained.]
Age: [Character's age; may include how old they look as well]
Race: [Character's preferred race. If it isn't listed on the Races page, please include a relevant link or describe the key characteristics about your race's abilities, society, and traits.]
Class: [Character's class(es). If it isn't listed on the Classes page, please include a relevant link or describe the key characteristics, abilities, and special conditions of such a class.]
Social Status: [Is your character rich? Poor? A runaway princess from an ancient fallen kingdom?]
Inventory: [Does your character possess any special items? You don't need to list common adventuring gear or clothes, but please include things such as magic items and/or weapons, mounts, and significant possessions of monetary value (house, boat, etc.)]
History: [The details of your character's background. It's useful to include family and upbringing, details about where they grew up, how they became their class, and so on. You're allowed to be vague on some details if you're hoping for other players to app characters that significantly affected yours, such as siblings, adversaries, and so forth. There's no word limit, but please make sure it gives the mods and players a good idea as to what events shaped your character into the way they are today.]
Personality: [How your character reacts to others. Include goals, motivations, likes and dislikes, and any key traits. Your total word count, including strengths and weaknesses, should be at least 700 words.]
Strengths: [What personality traits work to your character's advantage? This shouldn't include physical skills and abilities; focus instead on the positive aspects of their personality that help them to succeed.]
Flaws: [How does your character suck? Again, no skills or abilities should be listed here, only negative personality aspects that cause difficulty and challenges. Ideally you should have at least three. Flaws are what make a character interesting, so don't leave them out!]
Additional Information: [Here's the part of the application where you can take the most liberties. Share with us all the other things you want us to know about your character. You can add detailed stat sheets, character art, lists of spells, things you want to accomplish throughout the course of the game, writing/tag samples, and so on. For the most part, your app will not be judged negatively by what you add here unless it conflicts with the information submitted above.]


(no subject)

Date: 2020-03-10 01:27 am (UTC)
mannix: (Default)
From: [personal profile] mannix
PLAYER JudgeCF
Player Handle: Also JudgeCF!
Player Contact: PM'ing this account is fine, as well as [plurk.com profile] JudgeCF
Rules: Yes, not at the moment, and yes
Goals: OOC'ly, I enjoy adventure plots and general CR building. I might enjoy comm-wide stuff, though I don't know how that'd go in a more dressing-room game.

IC'ly, I'd eventually like to play out a dramatic scene where Mannix, after gaining some heroic fame, is brought before his Church and deemed unworthy for further clerichood. And the redemption arc he'll undertake to prove himself worthy again, natch. In general, I'd also like any character development that involves him growing in confidence, faith, maturity, and general heroism. But all CR is welcome; he's a sociable, if awkward nerd.

CHARACTER
Name: Mannix
Age: 1. He looks like a mature mouse.
Race: An Awakened, i.e. sapient mouse.
Class: Cleric (Knowledge)
Social Status: Poor. He hails from a scriptorium where the monks took vows of poverty.
Inventory: A holy symbol and suit of barded chain mail, each to his tiny size. They're gifts from his master, though he can't explain how the latter got them.

History: Upon maturity, Mannix, then a dumb house mouse, took up residence in a cloister of The Church in a small town. There were no females or other like animals for company, so he often, despite his timidity, sought the company of the monks as they engaged in their religious duties.

Clement, the abbot of the cloister, took notice. Though he was the superior there, he didn't have the heart to remove the vermin as he ought, moved by the mercy and pity so lauded in the faith. Clement, when he was allowed outside of the cloister, fostered friendship with a druid whose Circle's immediate goals overlapped with the Church's. They spoke often of their differing lives and circumstances, and the subject of the cloister's church mouse came up. When the Circle's work was complete and they began to move on, the friendly druid, Silvan Birch, wished to grant a parting gift. He asked if he might see the mouse in question. In secret, Silvan had been magically inscribing a precious agate for the occasion. Using his druidic powers, Silvan easily drew out the mouse, and asked Clement what he'd like done to the creature.

Clement confessed a fondness for the beast; they weren't allowed pets, of course, but he liked the facsimile of one that would poke its head out every now and again to observe their prayers and rites. It seemed to him something approaching reverence, or near as an animal could demonstrate. Alas, he admitted that, much as he liked the creature, it'd be proper to remove him. Mice are pests, and the droppings, disease, and other mischief he might spread made the environment unsuitable. Silvan replied that he knew a way to tame it, so that it'd be a boon to the Church, and not a nuisance. Indulgent and curious, Clement asked how. Silvan smiled and completed the ritual he'd performed on the stone. Handling the mouse in his other hand, he touched and awakened it, granting it the gift of sapience.

Such a spell charmed Mannix to Silvan, though the latter explained he had to leave the following day, and so put the newly awoken mouse in Clement's care. Clement accepted, in a mix of shock and humility. He chose "Mannix" for a name, meaning "little monk", and raised him in the arms of the Church.

Clement and his fellow monks, though firm as ever in the duties of their walk of religious life, taught Mannix all they could of the creed. Clement in particular took his strange responsibility quite seriously, estimating that Silvan, in reckless generosity, had done no less than deposit an orphan. Mannix, like all mice, matured quickly, and was intelligent even by the standards of awoken animals. Despite the handicaps of his size, he eagerly assisted the brothers in their chores. He especially loved the scribe work, where he was allowed to read all he liked of the words, tomes, and scrolls the cloister painstakingly reproduced. All Mannix' recreation went to the voracious consumption of every written thing.

Metaphorically speaking. In his prior unenlightenment, Mannix had eaten some parchment and used more for his nest. While Clement explained that, in his unreasoning state, he was blameless for any trouble he made for them, the moral mouse was still wracked with penitent feeling. He then remembered reading about clerics; supremely gifted members of the faith whose intuition and devotion allowed them to wield great, holy power. One of their most trivial cantrips would allow the restoration of a scroll Mannix ruined. So, privately, in the still of night, Mannix got the scroll, traced a holy symbol with ink, and practiced the somatic and verbal gestures, praying with all his heart for the success of his repentance. To his surprise, it worked. When he showed Clement his good deed, the latter was astonished.

The next day, Clement asked if Mannix might perform such a feat again. He tore his sleeve, and asked Mannix to mend it just as before. When he did, Clement knew, and explained, that the Mending he cast marked Mannix for a cleric. It was an occasion for joy and sorrow. Joy, for it meant Mannix was favored by the Good they worshipped, called for a separate purpose. Sorrow, for it meant Mannix must leave them. Clerics are meant for other than the monastic duties of the cloister; to go out in the world and contend with the powers and principalities therein.

From then on, Clement tailored his teaching to spellcraft and martial pursuits; or as much as a mouse could learn from what scrolls and instruction the cloister had. Once he'd prepared all he could, the two gave tearful farewells, and Mannex was released to pursue a life of adventure.

Personality: Mannix, like any mouse, is timid. Despite the great destiny clerics must face, he's not looking forward to it. Only obedience and devotion to the Church and the Good keep him going in the face of adversity. Were it not for supernature, nature would have stopped him dead in his tracks. He's a small creature in a world of predators, both material and spiritual. Were it up to him, he'd live all his years in the peace and study of the cloister's confines. Alas, he knows that the Good's desires are infinitely superior to his own, and if the Good desires danger, so be it.

He serves under the Knowledge Domain, or in the Church's vernacular, the patronage of St. Scholastica. He has a deep love of study, theology, and the written word. As a mouse, he lacks the martial might expected of his calling, unable to wield mace or shield in the faith's name. Ergo, he's better suited to pure spellcraft and putting his intellect to work. After all, he was distinguished from his bestial brethren purely by the gift of sapience; what would be more appropriate than utilizing said gift to the glory of The Good? Though his timidity plays into it. He much prefers thinking and solving problems from afar than getting into the visceral thick of it.

Outside of those he knows--a handful of monks--, Mannix is shy and unconfident among others. Talking mice, when they aren't wizard's familiars, are strange enough, let alone ones who proclaim the sovereignty of The Good. His shrill and piping voice doesn't help, nor does his strange way of speaking. While he understands the very heights of sophistication when it comes to subject matter, he expresses himself with a simplicity and bluntness not much more complex than a kobold's. The quiet and charitable brothers accepted his eccentricities. The rest of the world isn't so understanding.

Nonetheless, he is curious. His mousey nature has him constantly sniffing things out, and he's cautiously excited to explore his new surroundings, loud and boisterous though he receives them. In his heart of hearts he hopes to perform and serve all The Good expects of him, and live up to his portentous calling.

Strengths: Mannix is LG to a T. He is kind and, barring a lack of social graces, polite, with a childlike single-mindedness in promoting the faith through word and deed. His virtue of studiousness is second-to-none. There isn't a field in the world he hasn't studied, nor a library whose depths he wouldn't eagerly plumb. If there's any hope of a cerebral solution to a problem, Mannix will find it. He strives to embody every virtue The Church would have; mercy, justice, temperance, etc. He's quick to succor the suffering and bring light to darkness. He's a ball of activity, eyes and ears alert to whatever opportunities for good exist. Mannix also possesses the earnestness so common to animals, and can easily find the (very large) words appropriate to encourage and uplift. He has his heart on his sleeve, and very little potential for deception.

Flaws: Having lived in a cloister all his life, Mannix's social skills leave much to be desired. He's not used to dealing with people outside the faith; no little obstacle when he's supposed to bring all peoples into it. The scrolls and works he's studied don't contain much slang or colloquialism, so despite his large vocabulary, he's lost in the rough-and-tumble outside world.

Mannix is a nerd, prone to preaching and logical argument should conflict arise. He's genuinely surprised when the rational approach fails. How could they not see the reason, the logic, the perfectly woven morality of his point of view? His intellectualization of every problem leaves him grasping in matters beyond the head.

Gluttony is a temptation. Mice eat often, and Mannix is no exception. When his jaw isn't expositing a deluge of facts or scriptures, it'd ideally be gnawing on a treat. He'd have a snack at all hours if he had his way. Fasting is, for him, a hard sacrifice.

Cowardice, however, is his greatest weakness. He's not stupid, at least not in the realm of facts. He knows that clerics are called upon to fight: to spill blood, burn away evil with sacred flame, and smite the wicked. He wants none of it. Part of this is his adoration of Clement, a role model whose kindness and gentleness are his reason for being. The other part, however, is his base nature. Only in territory disputes with other mice do his species get violent. Otherwise, he prefers flying to fighting.

Mannix can be mercenary, sometimes viewing others as a means to an end. He likes to be resourceful and use everything and everyone at hand, and, when it comes to conflict resolution, can be colder than an intellectual approach really warrants.

Additional Information: Mannix' church, creatively called "The Church" is a big part of his character. Setting-wise, it's the most dominant good-aligned faith, or the most "human" religion. Large and aggressively expanding, and inclusive enough to gain influence and absorb rival faiths. In general it's a boon to the world, though some of the higher-ups aren't above playing political games t curry favor and acquire resources.

So feel free to play off it! Either as a fellow member, or a sourpuss who doesn't like the sheer size of it, an apostate, etc. Sky's the limit.

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