Sample-OC-App-Fleetwind

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This is posted as an example of an acceptable filled out application for an OC. Although this character does not appear in the Deadzone RPG currently, the application is considered acceptable by the current moderators. Among its strong points:

 

  • This character has an interesting personality, but not a complex background. Good characterization goes farther to getting a character approved than extensive histories.
  • He is of a fairly moderate power level, with a few very high stats to serve as strong points, counterbalanced by built-in weaknesses. While high-power OCs are not expressly disallowed, we will be stricter in judging them.
  • The skills are all either justified elsewhere in the application, or can be quickly explained in the skills section.
  • It is a Seeker that is fairly close to a standard Seeker. The advantage of Seekers is that they are premade bodies waiting to be filled with interesting personalities. If a character is designed with so many physical differences from the traditional Seeker model that it cannot be easily identified as such, you've really just defeated the purpose of making it a Seeker to begin with and may as well apply for a non-Seeker OC.

 

Please do not just cut and paste this explanation for consensual RP. Use your own wording.

 

OC - Fleetwind - Decepticon - G1 Cartoon

 

Name: Breezie

E-mail: fake-dot-name-at-fake-dot-email-dot-com

 

What other Transformers have you roleplayed? Please provide a short write-up on each (name and game, at least). If you've played over five Transformers, please limit your list to the most important five. If you've played an entire gestalt team, please either list just one character from the team or the team as a whole.

 

Fleet at tf2k5 - Seeker. Thoughtful coward.

Sapphirebreeze at Suniverse - Mary Sue. Can't heal. No SNADification field.

Desk at Decepticon Redtape: The RPG - Decepticon Administrator. Has a really nice desk.

Kup at tf2k5 - Autobot geezer.

 

Explain your understanding of the concepts of consensual roleplay and in-character actions = in-character consequences.

 

Consensual role-play basically amounts to the concept that nothing can happen to your character without your consent, but neither can you do something to another character without their consent. You can pose firing at someone, but you can't pose hitting them. All of this is modified by the fact that as in life, in-character actions have consequences, and you can't go around smarting off to everyone, breaking into people's bases, picking fights, and so forth, and expect them not to get mad at you and for you to come out unscathed. There are certain actions that you can take where-in you are giving implied consent to get hurt as a result of them.

 

 

Character Information (All)

 

Character Name: Fleetwind

Character Faction: Decepticon

 

Which show/comic is this character from? G1 Cartoon.

 

Where and when was this character grabbed from in the timeline? What has happened to him? What has yet to happen to him in his established, canon timeline?

 

Fleetwind was grabbed from the G1 cartoon timeline as Unicron began his attack on Cybertron, shortly after Shockwave gave the order to scramble.

 

He was actually pretty happy to wake up on this funny planet.

 

How do you see this character's personality? His ethics and morals?

 

The primary aspect of Fleetwind's personality can be summed up in the words, "intelligent coward." Coward should actually come first, but "cowardly intellectual" suggests an entirely different thing, one far less applicable to Fleetwind.

 

Fleetwind is interested, first and foremost, in his own survival. This is his primary motivation for going into battle, which sounds like a contradiction but is not. Fleetwind considers the Autobots to be far less frightening than the Decepticons, and the risks he takes when fighting the Autobots are as nothing when compared to the risk of really pissing off a violent superior. Sometimes his cowardice motivates him to volunteering for dangerous missions that would make a braver mech hesitate. If volunteering to do something dangerous today makes it less likely that you will be ordered to do something more dangerous tomorrow, it is a smart move. So, while Fleetwind is a coward, he is not an impulsive, run away from everything sort of coward. Each action he makes is considered as carefully as time will allow (there are times when spending too long deciding is more dangerous than acting rashly, and he weighs this into his considerations as well) and geared as much as possible towards long term survival. In short, he has become very good at quickly judging risk/rewards ratios.

 

He is often also quiet and unassuming. Humble, as Decepticons go. In the ranks of the Decepticons, advancement is often gained through assassination of one's superiors. The higher you advance, the more people there are waiting in line to shoot you in the back. Thus, Fleetwind has worked very hard never to be in a position that's worth taking by force. He is capable of taking charge of a situation if letting someone else lead increases the chances of him getting killed, but he then does his best to ensure that someone else gets the credit (and attendant advancements), if possible.

 

Fleetwind does have a philosophical and artistic side, and is an aerial dancer. Often, others are surprised that he would engage in such a dangerous art, but he's found it useful for both increasing his agility and combative skills (useful for surviving actual combat), and provides practice in making those split-second fight-or-flee decisions that ensure long term survival (do I keep dancing after that mistake, and risk crashing, or is it time to gracefully withdraw and accept failure with minimal injury?).

 

As for his morals and ethics: The greatest good in the universe is his continued existence. The second greatest good is his staying low ranking. Oddly, he does still believe the Decepticons as a whole are right and proper rulers of the universe, and will not intentionally betray the Decepticon cause (unless, of course, doing so will help his long term survival, but considering what ‘Cons do to traitors, his deciding this is highly unlikely). Decepticons are designed as weapons, they are meant to conquer, and even he, coward that he is, feels something of a high in doing the very activity for which he was created: waging war (although in his case, it’s usually overridden by his fear in combat proper and instead manifests as a post-combat high). The Autobots proper place in the universe is to support the Decepticons in their conquest (as every military requires support) and they are fools for not recognizing this. So why does he not seek more power personally? Well, aside from the reasons given above (which are his real reasons), he rationalizes that every military needs its rank-and-file, and it doesn’t hurt if said rank-and-file has at least some level of competency.

 

What scares your character? How does your character react to fear?

 

Damn near everything, but mostly death. Indeed, the bulk of the personality section details how he reacts to fear.

 

Does your character have any 'attached' characters, such as cassettes, -Master partners, mini-cons, etc.? No.

 

If so, how do you intend to handle them? N/A

 

What do you see as the character's role in the game? (This doesn't have to be your function, though they're usually related somehow.) What sort of plots are you hoping to participate in? What are YOUR goals for your character? And how flexible are you on those goals?

 

He is a competent rank-and-file warrior, one that can step up and take charge if the situation requires it, but is unlikely to do so if someone else capable is present. Of course, the most fun way to deal with a character that hates to lead is to put them in a situation where they have to, and I certainly wouldn't mind if such a plot came my way, but would not be bothered if it does not.

 

There doesn't seem to be any sort of RP happening on the boards! Write a post that shows how you would start up a scene. Be creative with the environment and specific characters present, but do not pose for anyone else. This is about how YOU and YOUR CHARACTER would initiate roleplay.

 

Fleetwind drifts lightly amongst the breezes of the upper atmosphere, sighing happily to himself. For the first time since his arrival, he's taking the opportunity to experience an emotion he's had no time for of late, one he feels many of his fellows underestimate the value of: boredom. Fools crave excitement and adventure. This is why fools die. Boredom is safe.

 

The tetrajet tilts minutely as he curves in flight, and an alert triggers on his onboard radar. There's a twinge of disappointment as boredom gives way to interest, but then, he really hasn't had the chance to study this planets' weather phenomena. He opens up a channel to the other Decepticons.

 

"Fleetwind to Decepticon forces," he begins over his radio, "I'm picking up one hell of a storm on the radio. I'm moving in for a closer examination, but I'd like to extend an invitation to any who may be interested: it looks like we have a good opportunity for a game of storm tag!"

 

Original Characters

 

Alt-Mode: Cybertronian Tetra-jet

Function: Warrior

Quote: "Fitness is proven by survival."

Tech Spec Text:

 

(Yes, you get to make up the data that goes on your toy's box. When in doubt, go for a G1-style tech spec.)

 

Fleetwind is, at core, a coward and consequently avoids positions of responsibility and chances for advancement, because the higher ranked you are in the Decipticon hierarchy, the more people there are trying to take you out to advance themselves. He is surprisingly dependable in combat, where he is motivated by fear of his superior officers (which considerably outweighs his fear of the Autobots) to perform. He's worked very hard to ensure that he has a reputation as being effective enough not to be scrapped but bland and uninspiring enough not to advance. He does have a sneaky streak, mostly because it's useful in developing plans of attack that involve minimum risk to himself. In both pyramid-jet and robot form he can use his laser rifles, but he can only use his rockets as a jet. In robot mode, the upward-pointed tips of his wings can be removed and used as daggers, providing him with an option in melee combat. He is very thoughtful, and claims that in a Seeker, common sense counts as a special ability, but whether or not this is true is up to debate.

 

What is your character's origin and history? (Note: The more complicated the answer to this question is, the higher-quality the overall application should be.)

 

Fleet is a factory built Seeker, a Decepticon by make and philosophy. Fleet's military record is practically unique in the ranks of the Decepticons. Quite frankly, there is almost no one else out there who had been around as long as he had while at the same time managing to not achieve any significant advancements. Flee was perversely proud of this fact, and he has outlived numerous partners. He's made a career out of being useful enough not to slag, but uninspiring enough not to promote.

 

Why is your character a member of this particular faction? What do you perceive as his role within the faction?

 

He was built a Decepticon, a warrior, and genuinely believes that it is their destiny to rule the universe. That, and if the Decepticons rule everything, that means that they can force the universe to stop periodically trying to kill off the Transformers. Safety through tyranny, so to speak. As for his role, he is a rank-and-file warrior.

 

How is your character armed? Armored? Does he have any special abilities? (Note: Any special abilities, weapons, and armor not mentioned here will not exist in-game. We may make exceptions for generic laser pistols and rifles, but not for anything else.)

 

Fleetwind has a very Seeker-standard assortment of weaponry, including the usual shoulder-mounted rifles in robot mode and rockets in jet mode. As a robot, the upward pointed tips of his wings can be removed and turned into energon daggers, giving him an option in close combat, but he has a strong preference for ranged combat as that involves the least risk to himself.

 

His special power is almost frightful levels of common sense. He also has above-average long range sensors, because they help to alert him of danger from farther away

 

Outside of special abilities, does your alternate mode have the real-world abilities of an item of the same type? If not, what are the differences? (For example, Broadside turns into an aircraft carrier and has a bad rust problem. Aircraft carriers do not usually have rust problems.)

 

There are no real-world tetrajets, but the tetrajet design implies an unstable but fast and highly maneuverable aircraft. He is extremely agile, even as Seekers go, and is adept at transform-tricks in combat, but pays for his maneuverability with an increased fragility.

 

List their skills and rank them from Pinnacle, Excellent, Good, Average, Poor. (Note: Skills can include Knowledge skills. Joe-Seeker is an amateur metallurigst, so he would have Metallurgy: Average. He also knows a lot about rocks for a jet, so he's got Knowledge (Geology): Good.)

 

Acrobatics - Excellent

Aerobatics - Pinnacle

Escape Artist - Good (survival tool)

Sharp shooting - Excellent

Acting - Good (providing reasons why someone should not kill him)

Negotiation - Good (above)

Scouting - Amateur (explained in abilities)

Risk-Management Assessments - Pinnacle (explained in personality)

Leadership - Good (tries to avoid actually letting anyone know this)

Tactics - Amateur (more interested in using them to allow his own survival than to actually win the battle; if he were to take up chess, he would regularly sacrifice the queen to protect the pawns)

 

What does your character look like in each of his modes?

 

Robot mode: A standard style, factory-built Seeker, much like hundreds of others of his type. When strict appearances only are taken into account, the most significant difference between him and his fellows is his lighter-than-usual color scheme. His trunk, forearms and "boots" are pale (pastel, really) yellow, while most of his extra detailing is white. His wings are primarily white with pale yellow stripes, while his hands are the same pale-gray as his face. The purple Decepticon symbol stands inverted on either wing, and like most of his kind, his eyes glow red. On the ground he tends towards the nervous side, easily startled, but he gains confidence when he takes to the sky. His movements are almost dancelike at time, and he when he isn't flying, he walks with such a light step that one almost suspects that he has his anti-gravs on low power. His voice is low, inoffensive, and non-grating. One might almost say soothing, the electronic twinge actually working to increase this effect.

 

Tetrajet mode: A Cybertronian pyramid jet, much like any other of its kind, although this one is in the somewhat odd color combination of pastel yellow and white.

 

Height in robot-mode? (Just a general category here. Joe-Seeker is "Seeker height". Bob-Minibot is "minibot height". Biip-Mini-con is "mini-con height".) Also note here if your alternate-mode is not life-size.

 

Seeker height.

 

Stats

 

Since we aren't hard-coding combat, but we do want to have an idea of how your character compares to another character in combat-terms, we're using a five-tier quantitative system. Pick one of the selected options for each stat.

 

Strength: Average

Endurance: Average

Toughness: Glass Jaw

Agility: Acrobatic

Intelligence: Exceptionally Bright

Firepower: Average

Ranged: Sharpshooter

Melee: Seasoned

Armor: Fragile

 

Speed in Robot-Mode: Average

Speed in Alternate-Mode: Zoom!


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