application
PLAYER INFO
Name/Handle: Tess
Personal Journal: [Unknown site tag]
Contact: heartbreak.bandit at gmail dot com
Current Characters: Orphaner Dualscar (
envvy)*
Player Age: 24
CHARACTER INFO
Name: Aradia Megido
Series: Homestuck
Canon Point: After launching the asteroid off into space
Reference: MSPA Wiki
Age: 6 sweeps/13 years old -- aged up to 18 human years
Gender: female/female
Suitability: She's been alive. She's been a ghost. She's been an all-knowing frog sprite. And now she's an immortal sparklefairy. Aradia has been through a great deal and seen a great many things. Though she's still a girl, she has seen more in her 13 years than many will see in their lifetime, and her life (and death) experiences have plied her with wisdom beyond her age. Beyond that, as a society, trolls are greatly put upon from an early age, forcing them to grow up much quicker than most human children. From the time they hatch, they are put through dangerous trials that often result in death. Upon surviving these trials, they are paired with a wild animal as a caretaker, and though they're referred to as something like a parent, the relationship is symbiotic, so a young troll largely must care for themselves, as well as their "parent". Troll society puts a great deal of pressure on on their young to reproduce. While this does not necessarily imply "readiness" in and of itself, the idea of having sexual relationships is not something new or strange. She's already aware that she'll be expected to have intercourse with her romantic partners-- and if she does not, she'll be killed. No ifs, ands or buts. On a personal level, Aradia is a very frank individual and age aside, would be unlikely to have any qualms with it conceptually, in the long run. (Even if she finds the human method kind of strange!) Any potential hang ups she may have are not solely due to her age, but the same sort of concerns any adult would have as well-- if her choice of partner is appropriate, if her morals allow her to accept taking multiple partners or whether she should attempt to stick to just one, etc.
Appearance: Five years has had quite a noticeable effect on her physique-- namely in the natural developing of curves, as well as adding on good couple inches. Whereas she was once little-girl height with no curves to speak of, she has grown into a woman of roughly average height with a very classic feminine figure. Her horns have also grown a little longer as well, and the maroon coloring has almsot entirely come into her eyes.
Background: MSPA Wiki
Personality: Your name is Aradia Megido, and so far in your six sweeps, you have been a troll, a ghost, a frog, a robot, and a fairy. And you have had quite a time of it.
For someone who has been through so much, Aradia manages to take the things that have happened to her in stride, and possibly even a little too far in stride. Death no longer phases her-- in fact, she celebrates it! While she may have always had a penchant for the morbid, it’s taken a turn for the severe now that she’s come back to life again. She means well enough, but her off-handed treatment of death, dying, and doom can be out of place when she fails to see that it might perturb her friends. (And it often does.) But she herself is done with dying, and intends to stay very much alive, despite the rate at which her friends keep getting picked off.
As a ghost-frog-robot, her personality may have left something to be desired, a fact that she owns up to once she comes back to life. Though her treatment of the humans before may have been less than stellar, she seems to have a great deal of interest and respect for them in her newly-reborn form. Even having just met them, she trusts Dave and Rose to help guide her friends through space in hopes of continued survival, and enjoys a positive rapport with Jade in the dream bubbles. She even goes so far as to make attempts at adopting human culture, although her idea of what funerals entails is a little twisted and once again makes her friends uncomfortable. But it’s the thought that counts!
Blunt to a point, she manages to be firm without being negligent. Though she gives credit where credit is due and is apt to show her appreciation or respect when it’s appropriate, she has no qualms in telling off someone she cares for. More than once in her first life and in her second, she tells Sollux off for being too grumpy or negative, though it’s clear she cares about him and values his talents and opinions-- just not the opinions steeped in doom and gloom.
She holds a strong sense of duty to her friends, both living and dead. In ways, it can be a good thing. She takes it upon herself, as Maid of Time and one of the few players able to navigate the Dream Bubbles where the dead and dreaming reside, to chaperone her friends through the bubbles, ensuring that they’ll be where they need to be and see what they need to see. On the other side, though, it can takes it toll when something bad happens. Although Tavros’ accident and subsequent paralysis is entirely Vriska’s fault, Aradia takes it to heart as something she should have been able to prevent, had she not been distracted. There’s no reason to bear the responsibility, but she does.
Taking matters into her own hands, Aradia is much more laid back now than she was before, when she would seek revenge for wrong-doings. Now she is much more relaxed, but still takes control of the situation when she needs to. It’s through her insistence that she and her friends explore some of the mysteries surrounding their universe, through use of the Dream Bubbles and their ability to allow inhabitants to relive memories. And when humans and trolls finally meet, Aradia is the one who plies them with the plans to escape the omnipotent villain who happens to be hot on their trail and intent on killing them.
Given the circumstances, she hasn’t had much of an opportunity to explore the interests she had before her death, having given them up as a result of the apathy she felt as a ghost. She was once keenly interested in archaeology, and a big fan of Troll Indiana Jones, with the latter most likely influencing the former. She loved discovering things and exploring ruins. She was also fairly active in FLARP (a form of hardcore live-action roleplay) along with her partner Tavros, as one half of Team Charge.
Coming to the Country is likely to not have a great negative effect on her. Many of her friends are here to assuage any concerns she may have had, and her forward and frank nature will make it easy for her adjust and figure her own way around things.
Character Powers/Abilities/Skills:
Being a low-blooded troll, Aradia is genetically inclined to an array of psychic abilities. She is able to commune with the dead and possesses a strong telekinesis that affords her a great deal of power. Both of these will start out greatly weakened. At 10% of her usual power she will be unable to communicate reliably with the dead, and what she does hear will likely be inaudible or indecipherable. As for the telekinesis, she will be unable to move much more than small household objects, such as plates, cups, and possibly small chairs if she tries very, very hard. Not only that, but her grasp on her abilities will be shaky at best, until she able to ascend to higher castes.
Just to make things complicated, as a series, Homestuck specifically calls out a number of game abstractions that are actively recognized by characters. Whereas many an RPG character has never thought twice about how they could carry five stacks of wolf guts, fifty red potions, and an entire armory’s worth of weapons, Homestuck addresses this through the use of Sylladexes, accessed through different means called Fetch Moduses. Each character employs a different sort of Fetch Modus and is able to switch them out if they choose. And why carry something in a bag or put it in a pocket, when you can stuff it into an infinite space and not worry about it?
Aradia’s Modus of choice is a Ouija Board-- it bars her from actually taking an item from her inventory herself, and instead relies on the spirits of the dead to choose the item she needs for her. The limitation to this will come two-fold in game: one, through the usual power dampening. If since she will be unable to communicate with spirits as well as she would have, she will be unlikely to get them to remove items for her at will. And two, her sylladex space will be greatly limited, from infinite down to 20 items at any one time.
As the Maid of Time, Aradia is able to navigate the flow of time, mastering the ability to travel between different timelines and manipulate them as necessary. To a point, she is able to figure out where a timeline has splintered and many of the Aradias from other timelines have traveled to the alpha timeline and taken steps in order to keep things on the right path. Having reached the top of her echeladder and achieved God Tier, she has a complete arsenal of attacks (called Fraymotifs) as well as special abilities above and beyond. Most notably, she has demonstrated that she is able to stop a single being in time, with an unspecified duration, and release them from the time stop.
Much like Dave, the other Hero of Time already in-game, her time jumping will be limited to 20 minutes at a time and will take a great deal of energy out of her to do even that much. Her time stopping abilities will be much more severely limited at first as well. To start, she will be unable to do much more than cause a brief one or two second time stop, if she’s lucky. Due to the fact that she will be a little less certain on how her own abilities could affect the timelines in the Country, she will avoid using her Time powers as much as possible. Any in-game uses will be discussed first with relevant players, and if it seems applicable, with the mods as well.
Once upon a time, when she was alive the first time, she was also pretty good with a whip. Like Indiana Jones good. That’s just how good she was. And she don’t give a damn ‘bout no snakes. Bring on the snakes.
SAMPLES
First Person Sample:
wow look at this place its just like one of my adventure movies!
ok so now that im here what are we doing
are we going to go explore some haunted pyramids
do we get to ride two-humped humpbeasts across the sand dunes
trek out into the desert
fend off rogue desert raiders threatening to take all our stuff and leave us for dead in the vicious sun
no?
no adventure?
in that case i really do have to ask what im doing here :)
i was kind of doing something back where i came from
and since i cant get back there on my own as it is
and i seem to have lost track of my cool powers
i have to guess that there is probably foul play afoot!
so hey whats going on here
Third Person Sample:
Awakening in a stifling desert in the middle of the day being chased by goodness-knew-what wasn't the nicest wake up call for Aradia, especially when she found out a few seconds too late that her time bending abilities were all but kaput. It was serendipity that someone was there to rescue her just moments after she'd come to this realization, brightening her day thus far a little bit. Not that this was really the most ideal situations, but once her cordial requests to go home had been turned down, she had turned to asking questions, and yet she found that she knew very little about this place in spite of it. It troubled her, but she wasn't deterred. She knew her help was needed, and that the definition of help was a little dubious, and that there were definitely some time shenanigans afoot but they didn't belong to her. And even though she barely knew him, somehow she had come to the conclusion that Dave Strider was not interested in pulling time antics on her to make her look older. That was about as far as she managed to get before there were more pressing matters at hand, like seeking shelter and water.
Actually, if it hadn't been for the fact that she was in the middle of something when she had been plucked out of her proper timeline, she might have jumped all over the opportunity. Her whole life, she had been convinced that places like this didn't actually exist, that they were the sort of things you only saw in the movies, and now here she was, living an old dream from before she had died the first time. It was enough to spark a keen interest in her. As for the alpha timeline-- there wasn't a whole lot to worry about there. Things would go as they were meant to, no matter how long she had to stay here. They couldn't contain her forever, and whatever point in time they returned her to, there was always the option of hopping back in time and continuing on. She was sure her past, future, and alternate timeline selves already had this covered in some way.
All that was left for her to do was live in the present, emphasis on living.
It wasn't that she was bothered, really, just that she was curious. She had so little information on her situation, and she was itching to learn more. Why was it so hot here? Why was she able to be out in the sun without being blinded, and yet when she tried to roll up the sleeves of her shirt, it still burned her skin? Were there other trolls here? Were there trolls she knew, from her timeline? All of these questions swam around in her head and she figured that she had asked quite enough questions as it was, so she kept them to herself for the moment. There would always be time to go out in search of answers, but she was promised what she had figured out would be her new hive, and gladly allowed herself to be escorted there.
The hive was smaller than she had expected, but comfortable none the less, and nothing she couldn't live with. A hive was a hive, and she wasn't the type of troll who really needed a lot of space indoors. She was happy to spend as much time outside of it as she could, especially if there was a whole new country for her to explore and learn about. With nothing tethering her to one location, why shouldn't she leave? There was just no sense in not taking the lay of the land.
Exploring her new dwellings with fascination, she inspected all the strange, human-esque appliances that she had only seen in blips in the dream bubbles and yet had never been able to interact with them. The architecture was strange, the interior design was strange, and all of it was to be studied and cataloged in her mind like she was studying some ancient, long-gone civilization. It was during her inspection that she noticed something oddly out of place in the room, something that drew her attention above all else. Placed upon on the strange, squishy apparatus in one corner was a small yet clean mirror. (Of course, she had not yet learned the word for bed, and would be perplexed to find that she was supposed to sleep on it.)
Picking up the mirror she turned it into her hands, gaining a sense of utility from it. Seeing as her sylladex had been cleared out, and she'd had trouble captchaloguing anything anyway, utilities were hard to come back at the moment. Seating herself upon the Squishy Apparatus, she set to giving it a thorough inspection. If it held any secrets, she would be the one to figure them out.
Name/Handle: Tess
Personal Journal: [Unknown site tag]
Contact: heartbreak.bandit at gmail dot com
Current Characters: Orphaner Dualscar (
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Player Age: 24
CHARACTER INFO
Name: Aradia Megido
Series: Homestuck
Canon Point: After launching the asteroid off into space
Reference: MSPA Wiki
Age: 6 sweeps/13 years old -- aged up to 18 human years
Gender: female/female
Suitability: She's been alive. She's been a ghost. She's been an all-knowing frog sprite. And now she's an immortal sparklefairy. Aradia has been through a great deal and seen a great many things. Though she's still a girl, she has seen more in her 13 years than many will see in their lifetime, and her life (and death) experiences have plied her with wisdom beyond her age. Beyond that, as a society, trolls are greatly put upon from an early age, forcing them to grow up much quicker than most human children. From the time they hatch, they are put through dangerous trials that often result in death. Upon surviving these trials, they are paired with a wild animal as a caretaker, and though they're referred to as something like a parent, the relationship is symbiotic, so a young troll largely must care for themselves, as well as their "parent". Troll society puts a great deal of pressure on on their young to reproduce. While this does not necessarily imply "readiness" in and of itself, the idea of having sexual relationships is not something new or strange. She's already aware that she'll be expected to have intercourse with her romantic partners-- and if she does not, she'll be killed. No ifs, ands or buts. On a personal level, Aradia is a very frank individual and age aside, would be unlikely to have any qualms with it conceptually, in the long run. (Even if she finds the human method kind of strange!) Any potential hang ups she may have are not solely due to her age, but the same sort of concerns any adult would have as well-- if her choice of partner is appropriate, if her morals allow her to accept taking multiple partners or whether she should attempt to stick to just one, etc.
Appearance: Five years has had quite a noticeable effect on her physique-- namely in the natural developing of curves, as well as adding on good couple inches. Whereas she was once little-girl height with no curves to speak of, she has grown into a woman of roughly average height with a very classic feminine figure. Her horns have also grown a little longer as well, and the maroon coloring has almsot entirely come into her eyes.
Background: MSPA Wiki
Personality: Your name is Aradia Megido, and so far in your six sweeps, you have been a troll, a ghost, a frog, a robot, and a fairy. And you have had quite a time of it.
For someone who has been through so much, Aradia manages to take the things that have happened to her in stride, and possibly even a little too far in stride. Death no longer phases her-- in fact, she celebrates it! While she may have always had a penchant for the morbid, it’s taken a turn for the severe now that she’s come back to life again. She means well enough, but her off-handed treatment of death, dying, and doom can be out of place when she fails to see that it might perturb her friends. (And it often does.) But she herself is done with dying, and intends to stay very much alive, despite the rate at which her friends keep getting picked off.
As a ghost-frog-robot, her personality may have left something to be desired, a fact that she owns up to once she comes back to life. Though her treatment of the humans before may have been less than stellar, she seems to have a great deal of interest and respect for them in her newly-reborn form. Even having just met them, she trusts Dave and Rose to help guide her friends through space in hopes of continued survival, and enjoys a positive rapport with Jade in the dream bubbles. She even goes so far as to make attempts at adopting human culture, although her idea of what funerals entails is a little twisted and once again makes her friends uncomfortable. But it’s the thought that counts!
Blunt to a point, she manages to be firm without being negligent. Though she gives credit where credit is due and is apt to show her appreciation or respect when it’s appropriate, she has no qualms in telling off someone she cares for. More than once in her first life and in her second, she tells Sollux off for being too grumpy or negative, though it’s clear she cares about him and values his talents and opinions-- just not the opinions steeped in doom and gloom.
She holds a strong sense of duty to her friends, both living and dead. In ways, it can be a good thing. She takes it upon herself, as Maid of Time and one of the few players able to navigate the Dream Bubbles where the dead and dreaming reside, to chaperone her friends through the bubbles, ensuring that they’ll be where they need to be and see what they need to see. On the other side, though, it can takes it toll when something bad happens. Although Tavros’ accident and subsequent paralysis is entirely Vriska’s fault, Aradia takes it to heart as something she should have been able to prevent, had she not been distracted. There’s no reason to bear the responsibility, but she does.
Taking matters into her own hands, Aradia is much more laid back now than she was before, when she would seek revenge for wrong-doings. Now she is much more relaxed, but still takes control of the situation when she needs to. It’s through her insistence that she and her friends explore some of the mysteries surrounding their universe, through use of the Dream Bubbles and their ability to allow inhabitants to relive memories. And when humans and trolls finally meet, Aradia is the one who plies them with the plans to escape the omnipotent villain who happens to be hot on their trail and intent on killing them.
Given the circumstances, she hasn’t had much of an opportunity to explore the interests she had before her death, having given them up as a result of the apathy she felt as a ghost. She was once keenly interested in archaeology, and a big fan of Troll Indiana Jones, with the latter most likely influencing the former. She loved discovering things and exploring ruins. She was also fairly active in FLARP (a form of hardcore live-action roleplay) along with her partner Tavros, as one half of Team Charge.
Coming to the Country is likely to not have a great negative effect on her. Many of her friends are here to assuage any concerns she may have had, and her forward and frank nature will make it easy for her adjust and figure her own way around things.
Character Powers/Abilities/Skills:
Being a low-blooded troll, Aradia is genetically inclined to an array of psychic abilities. She is able to commune with the dead and possesses a strong telekinesis that affords her a great deal of power. Both of these will start out greatly weakened. At 10% of her usual power she will be unable to communicate reliably with the dead, and what she does hear will likely be inaudible or indecipherable. As for the telekinesis, she will be unable to move much more than small household objects, such as plates, cups, and possibly small chairs if she tries very, very hard. Not only that, but her grasp on her abilities will be shaky at best, until she able to ascend to higher castes.
Just to make things complicated, as a series, Homestuck specifically calls out a number of game abstractions that are actively recognized by characters. Whereas many an RPG character has never thought twice about how they could carry five stacks of wolf guts, fifty red potions, and an entire armory’s worth of weapons, Homestuck addresses this through the use of Sylladexes, accessed through different means called Fetch Moduses. Each character employs a different sort of Fetch Modus and is able to switch them out if they choose. And why carry something in a bag or put it in a pocket, when you can stuff it into an infinite space and not worry about it?
Aradia’s Modus of choice is a Ouija Board-- it bars her from actually taking an item from her inventory herself, and instead relies on the spirits of the dead to choose the item she needs for her. The limitation to this will come two-fold in game: one, through the usual power dampening. If since she will be unable to communicate with spirits as well as she would have, she will be unlikely to get them to remove items for her at will. And two, her sylladex space will be greatly limited, from infinite down to 20 items at any one time.
As the Maid of Time, Aradia is able to navigate the flow of time, mastering the ability to travel between different timelines and manipulate them as necessary. To a point, she is able to figure out where a timeline has splintered and many of the Aradias from other timelines have traveled to the alpha timeline and taken steps in order to keep things on the right path. Having reached the top of her echeladder and achieved God Tier, she has a complete arsenal of attacks (called Fraymotifs) as well as special abilities above and beyond. Most notably, she has demonstrated that she is able to stop a single being in time, with an unspecified duration, and release them from the time stop.
Much like Dave, the other Hero of Time already in-game, her time jumping will be limited to 20 minutes at a time and will take a great deal of energy out of her to do even that much. Her time stopping abilities will be much more severely limited at first as well. To start, she will be unable to do much more than cause a brief one or two second time stop, if she’s lucky. Due to the fact that she will be a little less certain on how her own abilities could affect the timelines in the Country, she will avoid using her Time powers as much as possible. Any in-game uses will be discussed first with relevant players, and if it seems applicable, with the mods as well.
Once upon a time, when she was alive the first time, she was also pretty good with a whip. Like Indiana Jones good. That’s just how good she was. And she don’t give a damn ‘bout no snakes. Bring on the snakes.
SAMPLES
First Person Sample:
wow look at this place its just like one of my adventure movies!
ok so now that im here what are we doing
are we going to go explore some haunted pyramids
do we get to ride two-humped humpbeasts across the sand dunes
trek out into the desert
fend off rogue desert raiders threatening to take all our stuff and leave us for dead in the vicious sun
no?
no adventure?
in that case i really do have to ask what im doing here :)
i was kind of doing something back where i came from
and since i cant get back there on my own as it is
and i seem to have lost track of my cool powers
i have to guess that there is probably foul play afoot!
so hey whats going on here
Third Person Sample:
Awakening in a stifling desert in the middle of the day being chased by goodness-knew-what wasn't the nicest wake up call for Aradia, especially when she found out a few seconds too late that her time bending abilities were all but kaput. It was serendipity that someone was there to rescue her just moments after she'd come to this realization, brightening her day thus far a little bit. Not that this was really the most ideal situations, but once her cordial requests to go home had been turned down, she had turned to asking questions, and yet she found that she knew very little about this place in spite of it. It troubled her, but she wasn't deterred. She knew her help was needed, and that the definition of help was a little dubious, and that there were definitely some time shenanigans afoot but they didn't belong to her. And even though she barely knew him, somehow she had come to the conclusion that Dave Strider was not interested in pulling time antics on her to make her look older. That was about as far as she managed to get before there were more pressing matters at hand, like seeking shelter and water.
Actually, if it hadn't been for the fact that she was in the middle of something when she had been plucked out of her proper timeline, she might have jumped all over the opportunity. Her whole life, she had been convinced that places like this didn't actually exist, that they were the sort of things you only saw in the movies, and now here she was, living an old dream from before she had died the first time. It was enough to spark a keen interest in her. As for the alpha timeline-- there wasn't a whole lot to worry about there. Things would go as they were meant to, no matter how long she had to stay here. They couldn't contain her forever, and whatever point in time they returned her to, there was always the option of hopping back in time and continuing on. She was sure her past, future, and alternate timeline selves already had this covered in some way.
All that was left for her to do was live in the present, emphasis on living.
It wasn't that she was bothered, really, just that she was curious. She had so little information on her situation, and she was itching to learn more. Why was it so hot here? Why was she able to be out in the sun without being blinded, and yet when she tried to roll up the sleeves of her shirt, it still burned her skin? Were there other trolls here? Were there trolls she knew, from her timeline? All of these questions swam around in her head and she figured that she had asked quite enough questions as it was, so she kept them to herself for the moment. There would always be time to go out in search of answers, but she was promised what she had figured out would be her new hive, and gladly allowed herself to be escorted there.
The hive was smaller than she had expected, but comfortable none the less, and nothing she couldn't live with. A hive was a hive, and she wasn't the type of troll who really needed a lot of space indoors. She was happy to spend as much time outside of it as she could, especially if there was a whole new country for her to explore and learn about. With nothing tethering her to one location, why shouldn't she leave? There was just no sense in not taking the lay of the land.
Exploring her new dwellings with fascination, she inspected all the strange, human-esque appliances that she had only seen in blips in the dream bubbles and yet had never been able to interact with them. The architecture was strange, the interior design was strange, and all of it was to be studied and cataloged in her mind like she was studying some ancient, long-gone civilization. It was during her inspection that she noticed something oddly out of place in the room, something that drew her attention above all else. Placed upon on the strange, squishy apparatus in one corner was a small yet clean mirror. (Of course, she had not yet learned the word for bed, and would be perplexed to find that she was supposed to sleep on it.)
Picking up the mirror she turned it into her hands, gaining a sense of utility from it. Seeing as her sylladex had been cleared out, and she'd had trouble captchaloguing anything anyway, utilities were hard to come back at the moment. Seating herself upon the Squishy Apparatus, she set to giving it a thorough inspection. If it held any secrets, she would be the one to figure them out.