Fill out the following form for each character you intend to play and post it in the comments below (or link to an outside source, if you prefer). Applications are always open. Also note that there is no reserve system in place; characters are taken as they're applied for.
Name: DW Journal: Contact: Current Characters:
Character Name: Canon: Age: Gender:
Canon Point: History: Link to a wikia or write out the history if no information is available elsewhere. Personality: At least a paragraph is required (but by all means feel free to write more/reuse sections from an old application), just to give us an idea of what your character is like. All we ask is that you cover all the bases accurately. Powers: What are your character's abilities? In game physical abilities will be toned down severely and to only a little above the average human level, magical abilities will barely manifest, and psychic abilities will also be greatly reduced. Please explain how they will be toned down along with the explanation of what the abilities are!
Name: Jillie DW Journal: jilliejellyjam Contact: jilliejellyjam @ aim Current Characters: no
Character Name: John Egbert Canon: Homestuck Age: 15 Gender: Male
Canon Point: Around [s] 7275, when he has been dream-wandering through the desert for a while, and there are about twelve thousand horses present for some reason or another??
Personality: When he's had a good day, John can be a pretty nice guy overall. He's fairly easygoing and positive, and he looks out for others — including those he doesn't know, even though looking out for strangers sometimes gets him a trident through the chest. Admittedly, he can also act like a bit of an ass despite being a kind guy, with him picking on his friends interests and brushing some things off when he maybe shouldn't, but his friends all do the same to him. Fair's fair. So, John can get away with being occasionally rude, safe in knowing it doesn't actually hinder his friendships. Though sometimes he is an ass for no real reason besides that it's a day ending in "y", or because someone's set him off.
He can laugh away most things, but John's feathers definitely aren't impossible to ruffle. Very recently in his canon, he pitched a serious bitchfit when he realised he no longer liked one of his once-favourite movies. It lead into a blown-out tantrum that had him screaming about every thing he could imagine ("who cares about mules, or pastures, or dave sprite's stupid ephemeral sky visage. who cares about anything!! who cares about my birthday, or nic cage, or this boat full of idiots. JUST. WHO. CARES.") until he fainted. Actually fainted.
Still, his bad mood was settled after blowing off some steam and forcing Jack to wear a silly hat during their fight, so it's not like his dial is stuck to Unbelievably Mad all the time. In fact, he'll likely always be a guy who's all for having a good laugh over something. He would be, of course, because John's convinced that he is one damn good prankster. Truthfully, his skills could use some polishing, though his Nannasprite has easily been keeping him on his toes while they've been on the ship. When he pulls off a trick, he usually gives a private (hehehehehe.) to himself — and, yes, John types in a coloured font, though his typing style is fairly easy to read, since he doesn't do anything fancy, only avoiding capitalising things unless they really, REALLY need capslock for emphasis.
One of the things he and his father used to bond over were pranks. For most of his life John believed his father was nothing but a prankster with a huge love for clowns harlequins, and when John found out his father was a normal guy who wasn't even all that into clowns, his world fell apart a little. John's had a few earth-shattering moments, but he usually realises on his own when it's over stupid things and will snap out of it given a little time to adjust.
When John learned of his fathers death, he didn't get nor take a lot of time to dwell on it, but instead pushed forward with the plans to reset the game session, only able to hope that he'd come back. John understands that he will likely never see his father in the same context as he had before, as he would be reset with the game, but maturely he said he was just glad to know he'd be around in some way. John felt the same way for the friends he believed would die during the game reset (as they had gone off on a suicide mission that they managed to return from). And though he handled that all very maturely, when Davesprite posed as his father writing a birthday note to him in Act 6 Intermission 3, it bothered and angered John a lot. That was some serious fuel to the John-flips-out-so-hard-he-faints fire.
Back when they had been playing the game, John had been pretty slow to figure out Sburb. There had been a lot of things about the game that he didn't understand, or had to have explained to him about the basic mechanics of it. He also failed to come up with plans for finishing the game, and sometimes was prone to having stupid ideas (even though that is partly because of the voice in his head encouraging those stupid ideas, which is actually a totally normal part of the game), but he was agreed upon as the leader by his friends nevertheless. This is because, as his friend Rose said, he's optimistic despite the odds that are against them. John never saw himself as the leader, since he believes doing anything for his friends is something anyone would do, not just a leader specifically; he'd taken to thinking of himself as more of a palhoncho.
It should be noted that John eventually was able to go about things on his own. He was trusted enough to prepare for and start the game reset exactly when he was supposed to without any further supervision, setting up for it and fending off all things that tried to stop it on his own. It showed a lot of growth in his character, as this was something he'd not have been been able to manage alone from the start of the series. When he recently faced off against Jack in a dream bubble (in a fight that reflected one where he had previously died) he managed to put up a really great fight, and might have done further damage if not for Jack getting chased off by another character. He's grown up a lot.
John had once been shamelessly nerdy, though he is now slightly less so. He once held a very genuine love for films that were bad by everyones standards and would insist upon their goodness, talk about them in excess in a very nerdy fashion, and even re-enacted scenes from them with unsuspecting salamanders. Presently, he can recognise what sucks about them and John still sort of likes Nic Cage, but probably won't idolise him like he used to. He's still really keen on magic (even more-so than science now!) though.
The bulk of everything that happened in the series - while he was playing Sburb, was two years ago, from John's point of view. The bigger changes the game left on his character have stuck (the loss of his father, the strength of going God Tier, the goal to go forward into the next session), but most things don't seem as important to him any more or aren't remembered by him. More than anything, he's fed up with having been stuck on a ship for two years with the company he's got. His relationship with everyone he's interacted with is tense; he's tired of having to ask Jade to do thing's for him, he's mad at Davesprite for breaking up with Jade and pulling a mean-spirited trick on him, he's annoyed with Jaspersprite for being a stupid cat, he doesn't really want to spend much time with his grandma's sprite because she's his grandma and it's weird, and don't get him started on his problems with the carapieces and consorts. Also, up until very recently, he hadn't once seen Rose or Dave in a dream bubble (and he only caught Rose for long enough for her to distract Jack as they fought), and he's not seen any of the trolls in ages, not even the one that stabbed him while he was dreaming a year back.
Basically: he's bored and wants his trip in the golden yard over and done with, like, yesterday.
Powers: Early on in the series, John made it so he could only equip hammers to fight with, through something called his "strife specibus", which is now "hammerkind". He's levelled up and gotten fairly good at it and has some different ones, though a few of the ones listed are missing for one reason or another. He also managed to acquire a "bunnykind" specibus so that he could equip bunnies to fight with, though he's never really tried that out (save for when he got a robot bunny as a gift, but that fought on its own). Time spent swinging hammers around (and his fathers general insistence on John acquiring mangrit) has left John very physically capable and strong, though he's not been fighting much at his particular canon point.
John also has control over something that had once been dubbed the Windy Thing, which covers his being able to manipulate wind and air. The Windy Thing can be used to fly, create tornadoes, create tornadoes made out of lava (if, you know, lava is conveniently around), or ensure that paper air planes never touch the ground, no matter how long they are up for. He can also literally turn himself into air in the middle of a fight.
John can do this because in Sburb he was given the title "Heir of Breath"; his wind powers woke up before he reached a level of the game called God Tier, but now that he is at that level they're stronger than before. His being at God Tier is an important thing to note, as John is technically a god because of it; he can only die and remain dead if his death is heroic or just. If it is neither of those things, he will revive in a burst of light.
Also, he can play the piano. He's not half bad.
As for how all these things will change in-game, it can basically be said that his breath powers will drop out through the floor. If anything remains he'll basically be able to blow pieces of paper off a table. His hammers will be pretty much turned to crap once he arrives even though he can probably still hit people with a messed up hammer let's be honest here. He could technically not get any of the perks that come with being a god even though he cant really be made not-a-god because that's just what his body is now, but his inability to die will probably be translated into a quicker healing process (as breath players seem to be good at healing.) And with the whole psychic ability thing, I think we're looking at either levitation or some kind of telepathy (because that might be a good substitute for the Gift of Gab).
no subject
DW Journal: jilliejellyjam
Contact: jilliejellyjam @ aim
Current Characters: no
Character Name: John Egbert
Canon: Homestuck
Age: 15
Gender: Male
Canon Point: Around [s] 7275, when he has been dream-wandering through the desert for a while, and there are about twelve thousand horses present for some reason or another??
History: yooooo.
Personality:
When he's had a good day, John can be a pretty nice guy overall. He's fairly easygoing and positive, and he looks out for others — including those he doesn't know, even though looking out for strangers sometimes gets him a trident through the chest. Admittedly, he can also act like a bit of an ass despite being a kind guy, with him picking on his friends interests and brushing some things off when he maybe shouldn't, but his friends all do the same to him. Fair's fair. So, John can get away with being occasionally rude, safe in knowing it doesn't actually hinder his friendships. Though sometimes he is an ass for no real reason besides that it's a day ending in "y", or because someone's set him off.
He can laugh away most things, but John's feathers definitely aren't impossible to ruffle. Very recently in his canon, he pitched a serious bitchfit when he realised he no longer liked one of his once-favourite movies. It lead into a blown-out tantrum that had him screaming about every thing he could imagine ("who cares about mules, or pastures, or dave sprite's stupid ephemeral sky visage. who cares about anything!! who cares about my birthday, or nic cage, or this boat full of idiots. JUST. WHO. CARES.") until he fainted. Actually fainted.
Still, his bad mood was settled after blowing off some steam and forcing Jack to wear a silly hat during their fight, so it's not like his dial is stuck to Unbelievably Mad all the time. In fact, he'll likely always be a guy who's all for having a good laugh over something. He would be, of course, because John's convinced that he is one damn good prankster. Truthfully, his skills could use some polishing, though his Nannasprite has easily been keeping him on his toes while they've been on the ship. When he pulls off a trick, he usually gives a private (hehehehehe.) to himself — and, yes, John types in a coloured font, though his typing style is fairly easy to read, since he doesn't do anything fancy, only avoiding capitalising things unless they really, REALLY need capslock for emphasis.
One of the things he and his father used to bond over were pranks. For most of his life John believed his father was nothing but a prankster with a huge love for
clownsharlequins, and when John found out his father was a normal guy who wasn't even all that into clowns, his world fell apart a little. John's had a few earth-shattering moments, but he usually realises on his own when it's over stupid things and will snap out of it given a little time to adjust.When John learned of his fathers death, he didn't get nor take a lot of time to dwell on it, but instead pushed forward with the plans to reset the game session, only able to hope that he'd come back. John understands that he will likely never see his father in the same context as he had before, as he would be reset with the game, but maturely he said he was just glad to know he'd be around in some way. John felt the same way for the friends he believed would die during the game reset (as they had gone off on a suicide mission that they managed to return from). And though he handled that all very maturely, when Davesprite posed as his father writing a birthday note to him in Act 6 Intermission 3, it bothered and angered John a lot. That was some serious fuel to the John-flips-out-so-hard-he-faints fire.
Back when they had been playing the game, John had been pretty slow to figure out Sburb. There had been a lot of things about the game that he didn't understand, or had to have explained to him about the basic mechanics of it. He also failed to come up with plans for finishing the game, and sometimes was prone to having stupid ideas (even though that is partly because of the voice in his head encouraging those stupid ideas, which is actually a totally normal part of the game), but he was agreed upon as the leader by his friends nevertheless. This is because, as his friend Rose said, he's optimistic despite the odds that are against them. John never saw himself as the leader, since he believes doing anything for his friends is something anyone would do, not just a leader specifically; he'd taken to thinking of himself as more of a palhoncho.
It should be noted that John eventually was able to go about things on his own. He was trusted enough to prepare for and start the game reset exactly when he was supposed to without any further supervision, setting up for it and fending off all things that tried to stop it on his own. It showed a lot of growth in his character, as this was something he'd not have been been able to manage alone from the start of the series. When he recently faced off against Jack in a dream bubble (in a fight that reflected one where he had previously died) he managed to put up a really great fight, and might have done further damage if not for Jack getting chased off by another character. He's grown up a lot.
John had once been shamelessly nerdy, though he is now slightly less so. He once held a very genuine love for films that were bad by everyones standards and would insist upon their goodness, talk about them in excess in a very nerdy fashion, and even re-enacted scenes from them with unsuspecting salamanders. Presently, he can recognise what sucks about them and John still sort of likes Nic Cage, but probably won't idolise him like he used to. He's still really keen on magic (even more-so than science now!) though.
The bulk of everything that happened in the series - while he was playing Sburb, was two years ago, from John's point of view. The bigger changes the game left on his character have stuck (the loss of his father, the strength of going God Tier, the goal to go forward into the next session), but most things don't seem as important to him any more or aren't remembered by him. More than anything, he's fed up with having been stuck on a ship for two years with the company he's got. His relationship with everyone he's interacted with is tense; he's tired of having to ask Jade to do thing's for him, he's mad at Davesprite for breaking up with Jade and pulling a mean-spirited trick on him, he's annoyed with Jaspersprite for being a stupid cat, he doesn't really want to spend much time with his grandma's sprite because she's his grandma and it's weird, and don't get him started on his problems with the carapieces and consorts. Also, up until very recently, he hadn't once seen Rose or Dave in a dream bubble (and he only caught Rose for long enough for her to distract Jack as they fought), and he's not seen any of the trolls in ages, not even the one that stabbed him while he was dreaming a year back.
Basically: he's bored and wants his trip in the golden yard over and done with, like, yesterday.
Powers:
Early on in the series, John made it so he could only equip hammers to fight with, through something called his "strife specibus", which is now "hammerkind". He's levelled up and gotten fairly good at it and has some different ones, though a few of the ones listed are missing for one reason or another. He also managed to acquire a "bunnykind" specibus so that he could equip bunnies to fight with, though he's never really tried that out (save for when he got a robot bunny as a gift, but that fought on its own). Time spent swinging hammers around (and his fathers general insistence on John acquiring mangrit) has left John very physically capable and strong, though he's not been fighting much at his particular canon point.
John also has control over something that had once been dubbed the Windy Thing, which covers his being able to manipulate wind and air. The Windy Thing can be used to fly, create tornadoes, create tornadoes made out of lava (if, you know, lava is conveniently around), or ensure that paper air planes never touch the ground, no matter how long they are up for. He can also literally turn himself into air in the middle of a fight.
John can do this because in Sburb he was given the title "Heir of Breath"; his wind powers woke up before he reached a level of the game called God Tier, but now that he is at that level they're stronger than before. His being at God Tier is an important thing to note, as John is technically a god because of it; he can only die and remain dead if his death is heroic or just. If it is neither of those things, he will revive in a burst of light.
Also, he can play the piano. He's not half bad.
As for how all these things will change in-game, it can basically be said that his breath powers will drop out through the floor. If anything remains he'll basically be able to blow pieces of paper off a table. His hammers will be pretty much turned to crap once he arrives even though he can probably still hit people with a messed up hammer let's be honest here. He could technically not get any of the perks that come with being a god even though he cant really be made not-a-god because that's just what his body is now, but his inability to die will probably be translated into a quicker healing process (as breath players seem to be good at healing.) And with the whole psychic ability thing, I think we're looking at either levitation or some kind of telepathy (because that might be a good substitute for the Gift of Gab).
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The game officially opens on the 24th.