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Haven Mods ([personal profile] havenmods) wrote2013-09-29 03:39 pm
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Applications Two


APPLICATIONS ARE CLOSED!
The next application opening date is Friday 16th January, 7pm EST.
The next application processing date is Friday 23rd January, 7pm EST.

IMPORTANT: PLEASE POST YOUR APPLICATIONS HERE ON THE NEW APPLICATION PAGE


We're so glad you're thinking of joining us in Haven, where we are all safe.

In order to apply for a canon character, please fill out the information below and post it in a comment in this entry. For an OC, please apply using the OC information. Please do not link to applications, all applications must be posted here. Please do not delete your applications; if you do not want it to be seen, you can request for it to be screened after a decision is made.

You may apply for two characters every application round, to a total of six characters. Only two of these may be from the same canon, and they cannot be too familiar with one another. Please make sure to mark the header of your comment(s) with RESERVED or NOT RESERVED, as well as the character name and canon. App challenges are not allowed currently.

Try to remember spelling and grammar are important, and in app length quality and not quantity is what matters. All parts of the application must be your own work, plagiarism will not be tolerated, though you are welcome to reuse your own old applications.

If you are asked for revisions, please don't panic! It doesn't mean the mods don't like you, only that we probably need more information before making a decision. If you are asked for revisions, you will have one week to supply them.

Applications are open on a monthly cycle, where they will be opened on the second Friday of every month for a week, and then processed on the third Friday of the month, before being closed again.

We now have a test drive community at [community profile] haventest which is continuously open. Posts there may be used in lieu of a sample in the application. You may also link posts, logs, or threads from other games and memes in lieu of samples, though we ask that they be no more than one year old. As of November 22nd 2014, samples cannot be "where am I" intro posts. The reason for this is that we often find it hard to gauge characterization from those, as most people when immediately in a new surrounding are confused or frightened.

While we encourage players who have dropped to re-join us, we do not encourage the continual rapid dropping and re-apping of the same character in a short time period. You are welcome to request specific housing, and all attempts will be made to accommodate that request, but it may not always be possible.

To see what we are looking for:
Canon Characters:
Sample Application (Faith Lehane)
Sample Application (Iroh)

Original Characters:
Sample Application (Mors)
Sample Application (Vera de Barr)
Sample Application (Malkus Iverwelling)

Previous Game History:
Sample Application (Abel Nightroad/Mayfield RPG)
Sample Application (Bolin/Discedo)

The old application post can be found here if you would like to look through past accepted applications.

Applications will be open on the following dates (from 7pm EST):
12th-19th December
16th-23rd January

Applications will be processed on the following dates (at 7pm EST):
19th December
23rd January

To apply for a canon character, please fill out this form:


To apply for an original character, please fill out this form:
sandsofhell: (Default)

Martin Walker || Spec Ops: The Line

[personal profile] sandsofhell 2014-06-15 04:06 am (UTC)(link)
Name: Alex
Contact Info: I would prefer just using the Private Messaging system.
Other Characters Played: N/A
Requested apartment: N/A

Character Name: Captain Martin Walker
Canon: Spec Ops: The Line
Canon Point: Ending, after he rides off with Falcon 1
sandsofhell: (Default)

Re: Martin Walker || Spec Ops: The Line

[personal profile] sandsofhell 2014-06-15 04:07 am (UTC)(link)
Background/History: Here
Personality: Walker has been shown to be a rather disturbed and emotionally unstable character as the game progressed. He is capable of moments of clarity and rationality; however as the pressure is put on he often has trouble in telling what is real and what is not. This could point towards the possibility that he has developed a version of Schizophrenia –a rather sever case as well. He often hears voices, which are not there, being broadcasted over a radio, which was broken. He sees dead bodies as being legitimately living persons. And last of all, he sees a dead man as being the cause for all of the atrocities that he had encountered.

Schizophrenia is not the only thing he possesses either. He also holds some very obvious anger issues that often pop up when in stressful situations. This problem could stem from a version of clinical depression brought about by post-traumatic stress disorder. It is also because of this PTSD, that Walker has developed his Schizophrenia in the first plan. Because his mind has to deal with so many emotionally scarring, and often illogical, decisions and scenes -it has decided to mix Walker’s imagination into how he perceives reality. Often times this also means that as reality becomes more and more warped, and things begin to spiral out of control, Walker begins to feel the heat. Thus as a result his mind begins to struggle with bringing things into focus, while still keeping to the reality that it had created for Walker. A reality where he and his team are in the right and the ones who are in the wrong are clearly definable.


Now when all is said and done, and everything is working out as Walker’s reality deems it to, he is often calm and professional. Avoiding the use of swear words and just generally acting like everything is as how it should be -granted that at the end of the game this also seems to be mixed in with his depression, as he had come so close to “completing suicide”. Or perhaps he had already been dead as the game seems to have pointed towards. Anyway, now onto his mode of depression; as stated Walker has seen some shit man. As things progress and the reality of the situation begins to slowly dawn on him and his sanity slips out the door, Walker’s emotional state begins to crumble. As he is, once again as stated, unable to come to grips with what he has seen, heard and done. Towards the end he is even given the choice between ending his life; either by pointing the gun towards his head or allowing the hallucination that had been plaguing him the entire time take his life.

Emotionally he is deader than Bambi’s mom; something that he covers up through his air of professionalism. He hides it behind his mask of professionalism rather well until a situation calls for it, even going as far as taking in a bit of humor from time to time to help complete the ensemble.

All in all I could probably go on and on about the complexity and how extremely well rounded his character is presented at times. But to cut a long story short, he is insane, off the walls bonkers and a war criminal that may or may not be put on trial for his actions. This is all depending on whether or not he is actually alive or dead.

Abilities/Powers: Physically Walker is a soft, walking tank. He has been shown to be more than capable of surviving things that would have normally killed most others; while still being able to dish the damage out as well. His training from Delta Force had ensured that every aspect of his being is that of a top tier predator. He has been showcased to think very quickly on his feet, have some basic knowledge of foreign languages, as well as martial arts and applications of various weaponary.
Items/Weapons: His combat knife, an AA12 and three drums of ammunition to go with it -because why not have a suicidal maniac have a gun in a horror game?
Sample Entry: Link to an ongoing thing.
Sample Entry Two: A garden, he had found a garden. Blinking several times and looking the place over with calculating eyes. There was no one here. It was quiet and felt lonely as the dying plants gave an air of death to the place. It was calming to Walker; there was no one here to talk to, no one to fight, at least as far as he could tell. He breathed in the musky air deeply. Perhaps there was a reason for there not being many people here? But no matter what, the calmness had overcome him.

Walking a bit further in, looking over the various, withered plants before sitting down next to a bush; he was feeling tired again. So very, very tired that he could scarcely breathe if not for the cool, dead air surrounding him, filling his lungs with dead plant matter and whatever else was floating around. No matter what, he has now officially deemed this place to be his most favorite of places here in this purgatory. Perhaps he could even work to bring a bit of life back to this place? Perhaps he could claim some of the plants for his own?

The possibilities were endless, and somewhere in his mind a voice whispered to him, they were back. And they wanted their commands from him. He does not deserve their loyalty as he is the one who had killed them. So, he shut them out again with considerable strength.

He felt even more tired now than before…. A garden to care for would be nice, Walker decided. It would give him something to focus on, something to care for and protect. A reason to keep going perhaps; at the very least he does not have to worry over plants whispering poisonous words in his ears or distorting his vision.
Edited 2014-06-15 04:08 (UTC)
sandsofhell: (Default)

Hope this one looks better for you. Re: -> REVISE

[personal profile] sandsofhell 2014-06-21 06:44 am (UTC)(link)
Personality: Now before everything in the game had happened Walker appeared to be a rather normal guy, albeit a bit of a hard ass. Though exactly when his spiral into madness had begun is relatively unknown, it could be agreed on that it had began after whatever had occurred in Afghanistan; where he was stationed previously. After having been saved by Colonel Konrad, Walker seems to have developed a bit of an obsession with the man. Praising him as a hero and even attempting to emulate him, hence why he had gone off of the original mission and into one based around rescue. Walker wishes to be the hero that he had believed Konrad to have been. Thus almost all of his motives had been aimed directly at achieving such a goal. However it was also these good intentions that would lead him into a spiral of madness and death.

But once again before we get into the nitty-gritty, I must say that Walker is and was a professional soldier. Even after his decent into madness we may see glimpses of it shining through. Having been given some of the best training that United States Army could give has helped to sharpen his mind and allow him to think clearly in whatever situation that Walker may be in. He always sticks to the plan that he has in mind, he always kills and moves as efficiently as possible; though this is mostly lost within the brutality of his actions and the insanity that plagues his mind. At the end of the day, however, one cannot question that he almost always has a plan and goal in mind - one that he always carries out with cold, robotic efficiency that only a soldier can perform.

With all of that out of the way, why don’t we try to start dissecting the good Captain’s psychological profile? Walker has been shown to be a rather disturbed and emotionally unstable character as the game progressed. He is capable of moments of clarity and rationality; however as the pressure is put on he often has trouble in telling what is real and what is not. This could point towards the possibility that he has developed a version of Schizophrenia – a rather sever case as well. One that could have been brought about by what he had experienced in Afghanistan. Now, while the game itself does not really state what had happened specifically. We can conclude that it was traumatic enough to cause his mind to…invent things. He often hears voices, which are not there, being broadcasted over a radio, which was broken. He sees dead bodies as being legitimately living persons. And last of all, he sees a dead man as being the cause for all of the atrocities that he had encountered. More specifically Colonel Konrad, the man who had saved Walker after the Kabul incident that no one talks about.


Schizophrenia is not the only thing he possesses either. He also holds some very obvious anger issues that often pop up when in stressful situations. This problem could stem from a version of clinical depression brought about by post-traumatic stress disorder. It is also because of this PTSD, that Walker has developed his Schizophrenia in the first plan. Because his mind has to deal with so many emotionally scarring, and often illogical, decisions and scenes - it has decided to mix Walker’s imagination into how he perceives reality. Often times this also means that as reality becomes more and more warped, and things begin to spiral out of control, Walker begins to feel the heat. Thus as a result his mind begins to struggle with bringing things into focus, while still keeping to the reality that it had created for Walker. A reality where he and his team are in the right and the ones who are in the wrong are clearly definable; where he is the hero that he had emulated Konrad to have been.

Once again, when exactly these issues had first popped up is not really made known. However, it could be safely assumed that they had developed over time and that his time in Dubai had only brought them to a head. This train of thought could be made even more obvious and safely assumed when one mentions Walker’s apparent service record. To go from a regular soldier to having his own Delta team to fight alongside him would point towards him having served for quite some time. Because of this he must have seen quite a few things even before either Kabul or Dubai. This is not just a draftee, or a four-year soldier, he is most certainly career. It is very much possible that when mixed together with his near-death experience and everything else that he would have experienced, that his mind would place up guard rails in an attempt to help heal his ego.

But after witnessing the horrors being wrought within the ruins of Dubai, including those that he and his team had caused, everything would start cracking apart. Those careful safe guards that his mind had put into place would have slowly decayed. This had only been made worse when Marin had decided on the use of white phosphorus against a group of soldiers in their way. Unfortunately so was a group of innocent people; people that the soldiers had been helping. Thus would have begun Walker’s break down. As his mind just would not have been capable of making sense of anything happening. Absolutely none of it had originally fit into his version of reality, from there on out, everything fell apart. It would not be until the end of the game that Walker would be capable of regaining his sanity after finding the now mummified body of the person he had been hunting.

Almost instantly everything that he had thought had been real was shattered. From there on it was a matter of Walker having to both come to grips with what he had seen, and to accept what he had done. The reality had almost completely broken down Walker. As he had contemplated giving in, to commit to suicide and either turn the gun on himself, or allow the illusionary Colonel finish the job. Despite having worked past this harsh reality and choosing to shatter the illusion and save the survivors; Walker is still seen suffering from his illusions. Thus pointing towards the need for future, psychiatric help as his visions will most likely continue to haunt him for the rest of his life. While after the credits, he is seen having regained some of his composure and professional attitude that he had before everything had first began.