Having a bit of trouble with character creation? Fear not! Below is a more in-depth guide on how to create your character, going into detail about some of the parts you may need help with. We encourage everyone to carefully read through all of our information before creating a character. If, however, you happen to not find the information you need here, you can talk to us on the Discord!
Please reach out to us if you need help!
First and foremost, remember that all applications MUST be on Google Docs! The formatting needed and a template is available on the How to Join page. You are free to edit the formatting as you see fit, but all required information MUST be present and in a similar order and must be easily legible.
Remember that this group takes place in a modern setting. You can get creative with clothing and weapons, but keep in mind what would be plausible. Your character probably won't have a ray gun or hover shoes!
When thinking of an age for a character, remember what rank you had wanted for them. The higher the rank, the older your character may be. While older characters can be in lower ranks, younger characters would most likely not be in higher ranks.
Codenames can be anything you want them to be (as long as they are appropriate) and are not required! All Revivals can have a codename, whereas only high-ranking Peacekeepers can have code names (This includes the highest rank of a given section and second in command).
Your first weapon is completely free! Your character can start with either one large weapon or dual wield two smaller melee weapons. You cannot automatically dual wield guns or larger weapons, and the second weapon must be purchased.
The art on your application should be two colored fullbodies, which can be drawn by you or another individual, as long as the other artist is credited. Bases are not allowed and stealing artwork will not be tolerated.
Mutants commonly have physical mutations to accompany their powers. You can use mutations to spice up your design! However, mutants are still human. They still need to look somewhat human! Synthetic mutants will have less mutations, and non-mutants usually none at all. Though, they sometimes can! (More about mutations can be found here.)
Your character's number will be assigned upon reservation! The number is always located on the inside of their right forearm. Revivals will sometimes have a small scar from the removal of their chip.
Revivals do not have a set uniform, though it should be darker colors and practical for their rank. Peacekeepers all have set uniforms, though depending on their mutations, may have slight modifications to them.
One of the first things you will decide about your character is their status. In this world, there are three different statuses your character can assume; True Mutant, Synthetic Mutant, and Non-mutant. A character will interact and be affected by magic differently depending on their status. Below are in-depth descriptions of what each status means and how they may affect your character.
TRUE MUTANTS
Info: People born with powers are called True Mutants. They readily react to majium and tend to possess more physical mutations along their powers (i.e. pointed ears, animal morphology, etc.). True mutants naturally draw in magic, which they can then use in the manifestation of a special power.
Character Impacts: Mutants are gifted with extraordinary powers, but at a cost. In the case of true mutants, heavy physical mutations may occur as a result of their connection to magic. Once identified as a true mutant, individuals are given a tattooed number and a chip in their right arm to monitor them. Their appearance combined with sometimes hazardous abilities and a bad reputation means that most true mutants face prejudice. Especially those who are heavily mutated, who are often pushed to live in the Slums. One is expected to repress and hide their mutations if they expect to be accepted into society.
SYNTHETIC MUTANTS
Info: Synthetic Mutants, or Synths for short, are those who were not born with powers, but showed abilities upon drinking Nectar. However, they’ll always rely on it if they want to keep their powers. Synthetic mutants must consume nectar for their powers to manifest, as they do not passively absorb magic.
Character Impacts: Much like true mutants, Synthetic mutants usually have visible mutations, though typically less. Upon being identified as a synthetic mutant, they will also receive a tattooed number a chip in their right arm. Their abilities, in some cases, may not be as powerful as that of true mutants, however they enjoy much more freedom than true mutants. They are considered less dangerous, and thus can participate relatively free in society. Synthetic mutants can come from all walks of life. There are exceptions, as the more visibly mutated individuals may experience some of the struggles true mutants face.
NON-MUTANTS
Info: The last classification is Non-mutant. Also known as Normies, Non-mutants are your average unmutated human. These individuals have little to no reaction to magic, and do not possess any sort of powers. Normies must rely on their natural physical abilities to fight.
Character Impacts: At present, non-mutants are a minority. But despite that, non-mutants are still some of the most influential people in Thalos. Non-mutants are held in high regard for their lack of mutations, and are viewed in a much more positive light. They are much more likely to live comfortably in the upper districts, where they are protected by the Peacekeepers. Though, it is not unheard of for non-mutants to possess small mutations, and can been seen in normies who come from families that are mutated.
>>More about the different types of mutants can be found here!<<
Unsure how to build a power? Never fear! Here is some guidelines to help you figure out the power you'd like your character to have. More info on magic can be found here!
Consider what status your character will be; a true mutant, a synthetic mutant or a non-mutant. This can effect the power of your character, or maybe even if they have a power at all. This will also affect how mutated they may appear.
Abilities should NOT be overpowered. Everyone has strengths and weaknesses. Some powers we may not allowed are; Total mind control, complete regeneration, etc. We will also not allow any extremely graphic powers or mutations that can be considered body horror.
Your character can only start with one power. Your power can have many uses, but you cannot start with multiple powers! For example, you cannot start with both pyrokinesis and hydrokinesis.
Powers should be fairly unique from other powers that are already in the group. Most characters will not have the same power as another, though there are a few circumstances where they can (such as family). New characters can have similar powers to existing characters, just not the exact same.
One of the most important things about a mutant is what you decide to do with their mutation
Having trouble with history? No problem! Below is guidelines on how to develop and write a history for your character!
Please make sure that if there are any sensitive topics in your history, to put a trigger warning at the beginning of your history.
While writing your history, be sure it matches up with our group timeline. Use it to help guide the events in your character's life!
Histories CAN be rewritten in the future. You simply have to talk to the mod team first! We want you to be happy with your character and have the freedom to develop your character as you see fit.
Consider where they grew up. Did they live outside of the city? In the rich, lavish homes of Uptown or in the streets of the Slums? Where they spent their time can dictate their personality and help build it.
Think about what your character's home life and family was like. Were they an overall happy family that perhaps went to ruin? Or were they perhaps never happy at all? Were they raised by both parents, one or perhaps a guardian?
Next, think about their transition to their faction and any events that may have lead to it. For Revivals, what made them leave it all behind for a life in the woods? For Peacekeepers, what made them consider joining their forces? Some individuals may have taken some time before deciding to join their faction, while others have already been with their faction for years.
Histories do NOT have to be super long and can be as little as 500 words. We look to make sure that your character is simply properly developed. Though we do encourage everyone to take their time and think out their history, as it does shape who your character is.
Begin your history with your character's childhood. Add in some details about it, what their personality was like at the time, and perhaps some events that maybe shaped them to be the person they are today!
Where did your character go to school? There are different schools for different walks of life, and depending on where they went, they may have encountered different types of people.
Your character's power should have an impact in their history. When did your character's power start to manifest? When they were extremely young, or did it take a while to start showing? Mutations typically begin to kick in around puberty. In Thalos, children will be tested for reactions to majium tests to see if they have some sort of power around twelve. They are then tattooed and chipped. Consider how your character's power may have affected them. How did they react to it? How did their family react? What changed in their life, if anything at all?