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Author Topic: Broken Bonds: Sentinel inspired, semi-sandbox, modern AU  (Read 271 times)

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Offline BitterSweetTopic starter

Broken Bonds: Sentinel inspired, semi-sandbox, modern AU
« on: August 29, 2015, 02:56:38 PM »



No one recognizes a Golden Age until it’s gone ...

Sentinels and Guides – For as long as they have existed, they have needed each other to survive. Human civilization has always heavily relied upon the guardianship and protection brought to it by the relationship between these two. Sentinels protect, Guides counsel, the course of myth and history has been shaped by their stories, wars fought and won by the frightening strengths of the two bound as one. These wars would lead to the creation of a horror – The Empathy Bomb – that would eradicate thousands of Guides in an instant. Numbers, once high, dwindled. Now Guides are rare and Sentinel outnumber them a hundred to one.

Now, the Tower oversees all Sentinel and Guides within their district, carefully policing them and their actions.  In a time of quasi-peace, bonded pairs are not required for the military and Sentinel and their Guides may pursue different occupations. Some choose to become Hunters. Others police. The world, and the options, are endless.

Life goes on, but always under the watchful eye of the Tower.

Will you, Sentinel, manage to find your Guide and bond? Guide, will you come out of hiding and accept your calling to be at your Sentinel's side? Will either of you choose to aid in the fall of the oppressive Tower that controls your lives?

And what of you, Normal? You who are neither Sentinel nor Guide, whose teeming numbers make up most of humanity. Will you support the Tower, who has always protected you? Or will you side with the Resistance whose words are beginning to make sense?

The choice is yours.

Welcome!  Take a look around, we're under new management!

This game is nearly two years old, and we’re doing a bit of a refresh; new GM, new recruitment thread, and some slight changes to the way it works.  Bittersweet is a fairly plot/action focused GM and, while the game will remain mostly sandbox, she will also be creating group or game-wide plots to add to the excitement.  Plans are in the works for some Guide Hunts, the Tower Police are in the midst of a murder mystery, and we welcome players who are eager to get out there and sink their teeth into the world!




Offline BitterSweetTopic starter

Re: Broken Bonds: Sentinel inspired, semi-sandbox, modern AU
« Reply #1 on: August 29, 2015, 02:57:30 PM »
So What's it About?

Broken Bonds is a leisurely paced, group game set in an alternate, somewhat dystopic, present day London.  We're looking for new players to join us in our adventures!

The game is inspired by the old TV show ’Sentinel’ and AU fanfiction that sprang from it (specifically  'Chameleon' by Velvetmace and the general feel of the Guide Development Project AU).  However, the world is independent from the source material and you don't need to be familiar with it to play.  Faustus was the creator of the game, which has passed from Stygia, to the current GM: Bittersweet.

Basically, this is a world where humanity evolved into three sub-types: Sentinel, Guides and normals (normals are, by far, the most common type of human).  Sentinel and Guides have unique abilities and special roles; Sentinel have highly acute senses, physical prowess and powerful instincts while Guides are empaths, able to read and influence the emotions of others.  Sentinel and Guides are biologically destined to bond with each other - a profound psychological and physical tie that is (supposed to be) lifelong.  Each benefits from the bond, but Sentinel truly need to bond to thrive; Guides provide mental and sensory stability that a Sentinel really can't do without.  Throughout most of history, the number of Guides and the number of Sentinel were roughly equal but wartime tragedy has resulted in a catastrophic drop in Guides - now Sentinel outnumber Guides 100-to-1 - and most Sentinel struggle to survive without a Guide's support.

Beyond the personal, the Towers oversee modern civilization; originally intended to benefit humanity, the Tower system has become a worldwide fascist government whose main purpose seems to be to concentrate power in the hands of a few highly entitled Sentinel at the cost of pretty much everyone else.  Guides, in this new world order, are a persecuted (yet priceless) minority, while Sentinel are the spoiled political and social elite.  Around and amid all this are normals; they may not be directly tied into the struggles Sentinel and Guides face but they are constantly faced with the consequences.

The Tower's abuses have sparked a Resistance; men and women from all walks of life who refuse to stand idly by while the Tower's fist closes tighter and tighter around humanity's throat.





The following are the rules for Broken Bonds. Please read these and understand that by applying it is assumed that you commit to them. While we attempt to keep these rules stable, if something begins to pose a problem we will make a rule about it and enforce it.
Rules
  • Be excellent to one another. Do not fight. Do not squabble. If an altercation between players occurs, please bring the matter to myself or a Co-GM who will periodically patrol the thread for me when I cannot. We will be perfectly happy to sort out the discrepancy between the players and arrive to the most fair and just solution allowed. Do not turn us into a broken family.
  • Do not God Mod another player's character! Due to the nature of the characters it is easy to accidentally cross into this territory. Please do not control their actions. YOU control YOUR character. On that same tangent please do not make yourself invulnerable to everything. Nothing more boring than a “perfect” character.
  • NO PLAYER CHARACTER MAY BE KILLED WITHOUT PLAYER'S EXPLICIT PERMISSION TO DO SO. There is no leeway to this rule. Don't do it.
  • Never, EVER do something to a player's character they do not like. Consult with the player before making a decision that you think might be a bother to them, even if they list it as okay in their Ons and Offs. Communication is paramount between players! Please use it.
  • Communication is important. If you are going to be gone longer than a day or two, please try to notify the GMs. We are very understanding about outside life. We are busy and sometimes it gets hectic. Everyone has lives. That is okay. But let us know so we're not missing you.
  • You are not expected to post once a day. We ask that all players post about 7-10 days for each active thread. If you are going to be out for an extended period, please let us know and be mindful of any group plots your characters are in; try and move them to the sidelines or give a friend permission to gently move your character as needed.  Note: if a player is involved in a group/main plot and they do not post in a timely fashion (and, especially, have not notified their partners or the GM they are going to be gone) the GM/admin team may use NPCs or some gentle retro-changes to move the plot past the stalled character.  This applies only to group/plot threads - individual thread posting rates are the responsibility of the posters.
  • Please have a good grasp of the English language and grammar before applying. We fancy individuals that use complete sentences, full thought, and detail their posts with enough for another character to react to. Use your best judgment, but give enough for the players to respond to. Multi-Paragraph is best.

What this means ...
This game lends itself well to OTP/soulmate themed storylines but it is not limited to that by any means.  We have Sentinel, Guide and normal characters in play, all with plenty of opportunities. 

Broken Bonds is LGBT*+ welcoming, with characters (and players) of a variety of orientations and gender identities; right now we have a fairly strong m/m lean (though we have a couple of  lovely ladies who might like temporary or long term company).  We're very open to expanding orientations but if you want to have f/f or m/f romantic pairings, it might be helpful to bring in a buddy who can partner with you until the game's balance is more equalized (if you’re looking for a romantic/sexual storyline).  That said, BB is not a solely smut or romance focused game, there's quite a bit of action-adventure going on.


Speaking of ...

The Tower/Resistance dynamic means there are folks who have 'taken sides' and are fighting either to preserve the status quo or upend it.  We're looking for people who'd like to get in on this!


Some specific things we're looking for:
  • Sentinel working for the Tower, Resistance or in Circus Street
  • Normals working in the Tower, Resistance or in Circus Street
  • Guides ... we are looking for Guides on a limited basis.  They are supposed to be rare and it can be problematic playing them (they are often in hiding, or imprisoned in the Tower), so we'll be working with you to help make sure there's good place for your Guide character
  • Morally ambiguous or morally dark Tower loyal characters.  While there are plenty of good people striving to maintain their humanity in the Tower's generally fascist structure, the Tower is a despotic organization and we'd like a few more people to give the Tower that proper evil-ish feel.
    • Overly entitled Sentinel
    • Crooked cops
    • Abusive GCA's or SAs (see below)
Things we're not looking for:
  • Normals, in particular (but Guides and Sentinel as well), who are just hanging out somewhere in London.  In the past we've had characters who are not affiliated with anyone or anything and not had good luck integrating them into the game.

The Tower
Ever present is the Tower, the facility that serves as Government and Military, oversees the training of Sentinel and Guides, and may be considered a headquarters of sorts.

Both Sentinel and Guides are required to turn themselves into the local Tower when they turn eighteen; Sentinel receive training to control their senses and selves, while Guides are ‘protected’ (essentially held in purdah) and ‘assisted’ with choosing a responsible Sentinel to bond with.  Guides are a priceless, yet oppressed minority, and the Tower system ensures they are confined, controlled, then doled out to deserving Sentinel.  In the Tower’s opinion, deserving Sentinel are usually those who show sufficient fanatic devotion to the Tower and it’s goals.


Some suggested roles:
  • Tower Hunters: these folks are a subset of the military tasked with hunting down rogue Guides.  They're under the direction of Dorian Mondeaux and are almost always Sentinel.  Characters here can expect some action-adventure with some moral quandaries since it's their job to capture and imprison people who have done nothing but be born a Guide.  They may cross-work on anti-terrorism cases.
  • Tower Police: these folks are tasked with tending to all Sentinel or Guide related crime in their area.  They are frequently Sentinel but can be normal or Bonded Guides.  Characters here can expect classic police work; investigating crimes, dealing with criminals, with the usual assortment of gritty work, politics and moral grey areas.
  • Sentinel and Guide Trainers: These especially skilled Sentinel and Guides train others on how to use their abilities.  For most Sentinel, the skills learned here are the only way they will ever have any control over their senses and emotions.  For Guides, the approved Tower training focuses mainly on preparing them to be a good helpmeet to their future bondmate.  Guide trainers, even unbonded, have more freedom than most Guides in the Tower.
  • Guide Care Assistants and Sentinel Aides: Normals who work in the Tower either taking care of the unbonded Guides who are 'guests' in the Tower, or the Sentinel who are residing in it.  Guide Care Assistants are as much jailors as helpers, and Sentinel Aides may seem servile but their true job is to monitor the health and mental stability of the unbonded Sentinel in their care.
  • Tower Staff: doctors! office workers! librarians!  We'd be happy to see them all.  We have some medical staff already so that's a good place to start.

Resistance
The Resistance is a loosely organized group of people who realize the Tower does not have anyone’s good in mind; they may be peaceful and academic or violent, hands (and bombs and guns) on people.  Normals, Sentinel and Guides can all be found in the Resistance.

Shii has a great Want Ad up for roles in their Black Rabbits violent Resistance faction.  Medics, hackers, street level thugs ... take a look!

We have had a more peaceful arm of the Resistance in the past but it's not very active at the moment.  If you're a good planner and are inclined towards that please let us know, we'd love to get that back off the ground.


Circus Street
Bawdy playground for everyone!  Circus Street is a legal Sentinel Fight Club, bar and burlesque entertainment destination - one of the better known in London.  An ... arrangement with the Tower Police means the law generally looks the other direction regarding some of Circus Street’s less savory activities so it’s a bit of a safe haven and a place to let off steam for both the Tower and the general population.  Hart manages the place and he’s always on the lookout for good staff to keep the place running smoothly.
  • Performers: burlesque dancers, singers/musicians and pretty much anyone else who might take the stage.
  • Staff: bartenders, janitors, Hart’s accountant, and similar folks keep the doors open.
  • Fight Club Staff: a licensed EMT or doctor is required in legal fight clubs, and there needs to be the bookie who manages the betting around the fights (gambling is legal in London), bouncers assigned to keeping pre- and post- fight rowdy Sentinel from trashing the place.  House Fighters are Sentinel hired by Circus Street to provide opponents and entertainment when the roster of visiting Sentinel isn’t full, they also help Circus Street profit off the fights. 
  • Fighters and their agents: some Sentinel (and a few foolhardy normals) make their living on the fight circuit, using their strength, reflexes and instincts to beat each other up. Circus Street is a high end Fight Club and a fighter here can turn a good profit.  Their agents are people who help them schedule fights, keep track of their money, publicize their growing fame and, of course, make a profit off their Sentinel’s blood, sweat and tears.  Some of these fighters are hired by Circus Street, others  may be free agents scheduled to fight there (and elsewhere).
« Last Edit: August 29, 2015, 03:01:13 PM by BitterSweet »

Offline BitterSweetTopic starter

Re: Broken Bonds: Sentinel inspired, semi-sandbox, modern AU
« Reply #2 on: August 29, 2015, 02:57:48 PM »
Making a Character ...

There are few rules regarding character creation. Take just a second to read the following, then feel free to enjoy yourself and create your character!
  • Play only as many characters as you can handle. Please start with no more than two per person. The maximum amount of characters any one player may take on is five. No player may have a greater amount of Guides than other types of characters at any given time, so if you have two characters, they may NOT both be Guides.
  • Please make your character image no larger than the suggested image in the application. If you need help resizing, we can help you. Just PM the image to Dotley and she will fix it!
  • Spirit Animals should be real animals that exist in today's world. If you wish your character to have a spirit animal that is extinct, a member of the species has to have been alive at the time of the character’s birth. (For example, Golden Toads were last seen in 1989 - if your character was born prior to that year, it could, in theory, be their spirit animal.)
  • Problematic character tropes: There are a couple of common character tropes that pop up often but are sometimes difficult to engage in a game.  The Lonely Lurker is a character who ‘hates everyone’ or ‘prefers to be alone’ or otherwise has no desire or mechanism to get them to interact with other characters.  Problem is ... then the character (and player) sit around with no one to thread with.  Anti-social characters are just fine!  But if you create one, make sure that you are skilled in ways to get that character engaged despite themselves.  Widow and Orphan Control - ah, tasty angst!  We all like it but overdone it stops being emotionally significant.  Try and keep the horrible deaths of mothers/fathers/siblings and pets to a minimum.

Sentinel and Guides
Please refer to the tables below for more detailed characteristics of Sentinel and Guides.  You can also find detailed information on the history and physiology of Guides and Sentinel in our wiki, if you so desire.

Sentinel : Characteristics and alliances
  • Characteristics
    • Heightened senses – All senses are much more acute than average human. It is not advised to use all senses at the same time as overload, referred to as Zoning, is easy to occur, especially without the presence of a Guide. Senses are comparable to various animals in strength.
    • Greater reflexes – Sentinel will react faster and stronger than their average counterpart as their bodies are better equipped to handle the stress.
    • Have spirit animal – While it may not always be visible, and is invisible to a Normal, the spirit animal is often present in their lives. It may serve as an aid but will often have difficulties interacting with the tangible world. Exists as an animal representation of the individual.
    • Higher aggression rates and possessive tendencies – A Sentinel is more in-tune with their “animal” nature and may behave in a territorial manner that an animal might. Scent marking is especially common to state their territory to other Sentinel, primarily due to their heightened sense of smell.

    In the Tower
    Well, Sentinel are pretty much everywhere here, the Tower is meant for them.  Many Sentinel join the Tower because it’s where the unbonded Guides are and it’s the best opportunity to earn a bond.  Tower Sentinel are soldiers, police, hunters and also scholars and government employees, their skills also lend well to investigative work, spying, and medicine.  Sentinel who are legally registered can be considered ‘Tower’ Sentinel, even if they do not live in the Tower (which is not required once a Sentinel has finished their training), they can be found all over London, doing all sorts of jobs.

    In the Resistance
    There are plenty of Sentinel in the Resistance, aware of the Tower’s oppression of the world and fighting against it.  They can be tacticians and strategists, are often ground troops - the ones taking the fight to the street - or spies, double agents, terrorists and scholars.  Since quite a few Guides end up in the Resistance, it’s another good place to seek a bondmate.  Unlike in the Tower though, where Guides are kept imprisoned and handed out to Tower approved Sentinel without their consent, Guides in the Resistance have much more freedom, and often empathic skills to defend themselves - and frequently aren’t very fond of Sentinel in general.  A Sentinel looking for a Resistance Guide has their work cut out for them.  Some Resistance Guides use an unbonded Sentinel’s desperation against them, stringing them along with hints of approval and the hope of a bond.  Even when a Sentinel is aware they’re being played, it’s very hard to resist their instinctive drive to please a potential bondmate and earn their regard.  Resistance Sentinel are under constant threat from the Tower and, if caught, usually face merciless punishment.

    Going Rogue
    Some Sentinel want nothing to do with the whole thing.  They don’t register with the Tower and they don’t fight against it.  Many rogue Sentinel are young, roaming the streets in gangs like packs of feral dogs, running from the police, chasing down rumors of ‘wild’ Guides and fighting each other and in illegal cage matches.  Rogues are periodically hunted down by the Tower.  Rogue Sentinel are infamous for chasing down unbonded Guides like animals, assaulting them, and savagely forcing a bond on the hapless Guide.  If caught by the Tower, rogue bonded pairs are usually divorced to free up that Guide for a more worthwhile Sentinel.
Guides : Characteristics and alliances
  • Characteristics
    • Empathy – Guides are able to sense emotions in others. Training leads to it occurring in varying degrees, but it is the defining trait of what makes a Guide.
    • Emotion Projection – Once trained, many Guides are able to actually project emotions onto others. They can send out feelings of joy or calm to help relax a fried Sentinel, or help them close their senses down to a manageable level again. It is this very gift that has made them so invaluable to Sentinel.
    • Emotion Manipulation – You've seen my face before. No, really, you totally have, I'm a normal not a Guide. Manipulating others into having certain feelings, sometimes used to disguise, is a trait reserved for only the strongest of Guides. Once they understand how to do it, though. . .
    • Mental Exhaustion – Because they project feelings or absorb others, Guides will often become mentally exhausted. This shows up in the form of headaches from exertion, but can go so far as to have physical effects.
    • Have spirit animal – Exactly as Sentinel have a spirit animal that aids them and is a representation of the self, a Guide also has one. They function in the same manner.
    • Have different pheromone scent from Sentinel and Normals – The scent is usually only noticeable when around un-Bonded Sentinel and is their body's natural, chemical reaction to the Sentinel. On a basic, biological level all Guides seek to achieve a Bond, whether they like it or not. . This scent is what many Guide Hunters use to track them during Hunts.

In the Tower
Well ... the Tower isn’t a great place for  Guide, even after they’re bonded.  Though every Sentinel desperately needs a Guide, the Tower seems determined to make the process of bonding as miserable as possible.  Unbonded Guides are held in Guide Housing, a virtual purdah where they are locked in their rooms at night, under constant supervision, and escorted everywhere they go.  Most of what unbonded Guides do in the Tower is try and find the least odious Sentinel to bond to via the Tower interview process, and train to serve that future Sentinel.  They are usually also assigned menial white collar jobs in various offices within the Tower.  Especially talented unbonded Guides may be Guide Trainers, though that’s discouraged.  Bonded Guides have a lot more freedom, in a manner of speaking.  They are the legal dependents of their Sentinel but may begin to pursue careers, leave Guide Housing and otherwise begin to have a bit of a life - one that is legally and socially centered on their Sentinel, whom they will spend the rest of their life with.  The Tower is hard on Guides but many do manage to find a bondmate they love, and a life they enjoy.

In the Resistance
Here, Guides can shine.  Resistance Guides are not only taking back their own lives, they are fighting for the freedom of all Guides.  Guides in the Resistance are often in leadership roles; strategists, spies, information brokers and the center of a Resistance cell.  They often have strong empathic abilities, necessary to keep the Resistance Sentinel around them in line and in their work.  Resistance Guides have a variety of opinions about Sentinel - not all of them positive and they certainly don’t tolerate a Sentinel trying to force themselves on a Guide.  It’s not uncommon for Resistance Guides to string unbonded Sentinel along, hinting that they might bond, if the Sentinel proves themselves worthy.  The Tower really wants Resistance Guides back in their clutches and hunts them mercilessly.  Once caught, the Guide can expect the devoted attention of Tower officials who will help them re-learn what it means to be a proper Guide and be bonded to a suitably strong Sentinel who will keep them in line.

Going Rogue
The least safe option for Guides, rogue Guides have neither the oppressive oversight of the Tower nor the safety of a group to protect them.  Most rogue Guides are young, and don’t stay unbonded for long - they’re hunted down by the Tower or by rogue Sentinel who forcibly bond them.  The key to staying free and rogue, for a Guide, is to stay invisible, unknown and undiscovered so jobs that allow that are good.  Some rogues are skilled in the particular types of empathic manipulation that keep them unnoticed, and may work as investigators, spies, con artists and other careers where their unique abilities give them an advantage.  Many move from place to place, a few are hidden by friends and family.


On Normals:
What about Normal Characters who are neither Sentinel nor Guide? In the midst of Guides with Empathy, and Sentinel with heightened senses, where does the Normal fit in? Won't a Normal Character be boring? A character is only as boring or as exciting as you make them! It should be mentioned that if you want a character who can move relatively freely, with little oversight, a Normal might be the right fit for you! Normals can have Tower or Resistance sympathies, or they may want nothing to do with either faction! If you're not sure about making a Normal character, let me point you towards some stellar examples of exciting Normal characters:




Character Types vs Gender and Roles: There seems to be a notion that all Guides must be submissive - and peaceful and delicate - and that all Sentinel must be dominant - and violent and physically imposing. In-game stereotyping and Tower propaganda support these assumptions but they are not necessarily true.  A Sentinel may be dominant or submissive in nature, male or female, slender or bulky and the same for Guides.

While Sentinel often tend to display a bit more aggressiveness, due to their inherent animalistic tendencies, this does not require them to be dominant. While Guides may be able to read and to an extent manipulate the emotions of others, this does not require them to submit to another's will.

Basically, YOUR CHARACTER can behave however you wish, be whatever gender you wish, and whether they present as Sentinel, Guide or Normal is entirely up to you! Your character can also be whatever sexual orientation you wish - just be aware that this is a LGBT-friendly game, so even if your character isn't gay, lesbian, bi or trans, there are several characters who are.



Character Sheets
Character Sheets should be PM'ed to Dotley. They will then forward the CS to Bittersweet with notes intact. Please don't be surprised if you receive suggestions for modifications to help flesh out your character, or changes to help them better fit within the world concept.




Player Username : Mostly a notation for the GMs, but what is your Elliquiy username?

Full Name : As much as is applicable for your character!
Codename and Nicknames : Codename only applicable for Sentinel and Guide characters. Normals have no need to worry about it, unless pursuing a career where one would be required. Feel free to explain the reasoning, if you want, behind a nickname or codename!
Age and Birthdate : Pretty obvious here.
Gender : Male? Female? Trans? Genderqueer? Non-Binary? Go for it!
Marital Status : Single? Married? Divorced? Yes, Guides and Sentinel may be married before Bonding, but there is a sticky situation about that. . .
Sentinel, Guide or Normal? What is your character? If Sentinel or Guide, are you already Bonded?
Bonding Preferences : If applying to play a Sentinel or a Guide, let us know a little about what kind of bondmate you are looking for!  (will only do opposite-sex sexual Bonding, but same-sex Bonding is fine if platonic).  If the character's idea of what sort of bondmate they want is different than your plans for the character, let us know!  Also, if the character is already paired off for bonding, let us know that too!
Spirit Animal : Applicable for Sentinel and Guide characters, not Normals. What animal is it that best represents your character? What is it they see?  Please note that spirit animals must be real, non-mythological/legendary creatures that were alive (ie: species was not extinct) at the time of your character's birth.

Occupation : What does your character do for a living? See the section on suggested jobs and careers for some suggestions. Normals, you have the world at your fingertips. Go crazy.
Alliance : Do you ally with the Tower? Or are you a member of the resistance against it?

Height : Simply put, how tall is your character?
Body Type: Skinny, Buff, Built, Chubby, etc. Detail as much as you desire.
Hair : Colour? Style?
Eyes : Colour
Distinguishing Features : Any tattoos, piercings, scars, etc. that may be unique to your character should be listed here.
Anything else? If the character image you have chosen to use is absolutely perfect /except/ they need to have a lip piercing, note that! Or if their hair is styled differently. Wrong fashion? Whatever you need to correct with the character image, note that. Anything you believe we forgot in terms of appearance, feel free to note that as well.

Likes : What does your character like? Name a few things to help us get to know them.
Dislikes : What is your character less-than-fond of? Give us a few examples.

Personality : Here is where we really get to learn about them as a person.  Attempt to shoot for two, good and solid paragraphs, ideally describing how your character shows themselves to the world, and the personality hidden beneath that, if their "game face" is different than what's going on beneath the surface.

History : What is your character's history up to this point in their lives? You can be vague, but try to give us things to work with. Be creative with the history and enjoy writing it! Please go for two paragraphs minimum.

Sexuality : Please give us your character's sexuality. It is open to change throughout the course of the game and does not need to remain static unless you want to.
Sexual On's : Put simply, you may name a few of your character's greatest YES PLEASE items. You may simply directly link us to your own Ons and Offs if you do not feel like typing this section out.
Sexual Off's : These are your hard-limit NO'S with your character. You may directly link us to your Ons and Offs if your character's hard-limit no's happen to coincide with your own.
Anything Else? Anything about your character we missed?  Do you want your character's ideas of their desires to be different from experiences they may have in the game (such as, the character thinks of themselves as straight but ends up in a same-sex relationship, or vice-versa).


Meta Info:
What do you want to do in this game: (are you here for action? Drama? Horror?)
Something you’d like to have your character involved in, or happen to them: (give me some ideas for your character)




[/list]
Code: [Select]
[b]Player Username :[/b] [i]Mostly a notation for the GMs, but what is your Elliquiy username?[/i]

[b]Full Name :[/b] [i]As much as is applicable for your character![/i]
[b]Codename and Nicknames :[/b] [i]Codename only applicable for Sentinel and Guide characters. Normals have no need to worry about it, unless pursuing a career where one would be required. Feel free to explain the reasoning, if you want, behind a nickname or codename![/i]
[b]Age and Birthdate :[/b] [i]Pretty obvious here.[/i]
[b]Gender :[/b] [i]Male? Female? Trans? Genderqueer? Non-Binary? Go for it![/i]
[b]Marital Status :[/b] [i]Single? Married? Divorced? Yes, Guides and Sentinel may be married before Bonding, but there is a sticky situation about that. . .[/i]
[b]Sentinel, Guide or Normal?[/b] [i]What is your character? If Sentinel or Guide, are you already Bonded?[/i]
[b]Bonding Preferences :[/b] [i]If applying to play a Sentinel or a Guide, let us know a little about what kind of bondmate you are looking for!  (will only do opposite-sex sexual Bonding, but same-sex Bonding is fine if platonic).  If the character's idea of what sort of bondmate they want is different than [b]your[/b] plans for the character, let us know!  Also, if the character is already paired off for bonding, let us know that too![/i]
[b]Spirit Animal :[/b] [i]Applicable for Sentinel and Guide characters, not Normals. What animal is it that best represents your character? What is it they see?  Please note that spirit animals must be real, non-mythological/legendary creatures that were alive (ie: species was not extinct) at the time of your character's birth.[/i]

[b]Occupation :[/b] [i]What does your character do for a living? See the section on suggested jobs and careers for some suggestions. Normals, you have the world at your fingertips. Go crazy.[/i]
[b]Alliance :[/b] [i]Do you ally with the Tower? Or are you a member of the resistance against it?[/i]

[b]Height :[/b] [i]Simply put, how tall is your character?[/i]
[b]Body Type:[/b] [i]Skinny, Buff, Built, Chubby, etc. Detail as much as you desire.[/i]
[b]Hair :[/b] [i]Colour? Style?[/i]
[b]Eyes :[/b] [i]Colour[/i]
[b]Distinguishing Features :[/b] [i]Any tattoos, piercings, scars, etc. that may be unique to your character should be listed here.[/i]
[b]Anything else?[/b] [i]If the character image you have chosen to use is absolutely perfect /except/ they need to have a lip piercing, note that! Or if their hair is styled differently. Wrong fashion? Whatever you need to correct with the character image, note that. Anything you believe we forgot in terms of appearance, feel free to note that as well.[/i]

[b]Likes :[/b] [i]What does your character like? Name a few things to help us get to know them.[/i]
[b]Dislikes :[/b] [i]What is your character less-than-fond of? Give us a few examples.[/i]

[b]Personality :[/b] [i]Here is where we really get to learn about them as a person.  Attempt to shoot for two, good and solid paragraphs, ideally describing how your character shows themselves to the world, and the personality hidden beneath that, if their "game face" is different than what's going on beneath the surface.[/i]

[b]History :[/b] [i]What is your character's history up to this point in their lives? You can be vague, but try to give us things to work with. Be creative with the history and enjoy writing it! Please go for two paragraphs minimum.[/i]

[b]Sexuality :[/b] [i]Please give us your character's sexuality. It is open to change throughout the course of the game and does not need to remain static unless you want to.[/i]
[b]Sexual On's :[/b] [i]Put simply, you may name a few of your character's greatest YES PLEASE items. You may simply directly link us to your own Ons and Offs if you do not feel like typing this section out. [/i]
[b]Sexual Off's :[/b] [i]These are your hard-limit NO'S with your character. You may directly link us to your Ons and Offs if your character's hard-limit no's happen to coincide with your own.[/i]
[b]Anything Else?[/b] [i]Anything about your character we missed?  Do you want your character's ideas of their desires to be different from experiences they may have in the game (such as, the character thinks of themselves as straight but ends up in a same-sex relationship, or vice-versa).[/i]
[hr][hr]
[b]Meta Info:[/b]
[i]What do you want to do in this game:[/i] (are you here for action? Drama? Horror?)
[i]Something you’d like to have your character involved in, or happen to them:[/i] (give me some ideas for your character)
[/quote]
« Last Edit: August 29, 2015, 03:17:45 PM by BitterSweet »

Offline BitterSweetTopic starter

Re: Broken Bonds: Sentinel inspired, semi-sandbox, modern AU
« Reply #3 on: August 29, 2015, 02:58:03 PM »
<reserved.

Offline BitterSweetTopic starter

Re: Broken Bonds: Sentinel inspired, semi-sandbox, modern AU
« Reply #4 on: August 29, 2015, 02:58:18 PM »
<reserved>