The Calling Application
Friday, 29 July 2016 16:43![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
[PLAYER]
Player Name: Fritz
Player Age: 23
Player Contact: dumbhippiekid @ Aim & Plurk
Characters Currently Played: Naw
[CHARACTER]
Character Name: Kurloz Makara (Later, The Grand Highblood)
Character Age: 13 (eventually 16, then 19, then resetting anywhere from youth to the thousands)
Wiki Page: https://en.wikipedia.org/wiki/Homestuck & http://mspaintadventures.wikia.com/wiki/Kurloz_Makara & http://mspaintadventures.wikia.com/wiki/Ancestors#The_Grand_Highblood
please note the latter two links are from the fan-wiki and contain a number of innacuracies and canonical discrepencies. For this reason, I shall detail a breif history here:
Kurloz begins life upon a world called Beforus. He is deemed excissively verbose but friendly by those who know him, caring on such a deep level they refer to most of his relationships with some sort of reverential term like "meant to be". He is a firm believer in smiling away any bad feelings and not allowing sadness to reach him (these ideas get passed on to his girlfriend, Meulin, who later passes it to others). Above all things is his dedication to his faith (I've written more on it here) which speaks of two divine gods of dual nature and a prophecy of paradise planet on which a band of capricious minstrels would one day rise. This cult likewise for told an end of times, (two, even) which Kurloz's Best Friend and moirail (homestuck romance term) Mituna confirmed with visions of the doomed.
The three children and a number of others, totalling 12, were all destined to play a game which would incite this end of times as well as a cycle of other universes rising and coming to ruin through a series of unfortune occurences all inspired off each other. Kurloz, as a young prophet, knew of this event and frequently spoke warnings to others of his kind, but he went unheeded. This game would kill all the Trolls but the 12 children, then gifting them with titles and abilities that they would use to try and complete the game.
Before the game began, Kurloz came to rest next to Meulin. It was in this moment that a demon of the far future, using abilities of Chucklevoodoo much like what Kurloz had but infinitely more powerful, and also using an ancestral tie the demon came to have with Kurloz through the absorbtion of a family member (Gamzee Makara)... this all led to Kurloz recieving a soul-shattering vision in his sleep, one that would change Kurloz Makara forever. The power of the vision would twist much of Kurloz's good traits and warp his will and perceptions to be the perfect servent to the demon, a demon which would come to be known as one of the Messiahs, the dark half. Being used as a channel in such a way caused Kurloz to scream with such power as to echo the world-ending cry of said demon/Messiah, Lord English. It awoke Meulin and deafened her. Overwhelmed by the vision and the horror of having deafened the girl he loved, he then proceeded to bite out his tongue and sew his mouth shut so he could never make a noise again.
With the game beginning soon after, the world ended without further hitch. Kurloz Makara was given the title, The Prince Of Rage, meaning "one who destroys with rage", "one who destroys rage", or "one who id destroyed by rage" all of which eventually proved true over the course of his existence. Being made Lord English's perfect servent, he was then used to help destroy the game session from inside out, taking part in dooming it and inspiring the other 12 children to sacrifice themselves for a fresh start, resetting all their world.
Once done, the peaceful Beforus became the war ravaged world of Alternia, filled with cruelty and death. As per Lord English's will, the world had been twisted much like Kurloz Makara had been. Kurloz himself was reincarnated here, lacking memory. His soul and mind had been restored to it's former state, however, in part of the Lord's plan, he would be influenced and broken over time, until Kurloz became known as the Grand Highblood, the leader of the new cult. His status as the Grand Highblood would also grant him rule as the Empress's right hand troll. He was charged with keeping Alternia's castes in line.
He became known for his capriciousness, his brutal methods, his tendency to paint with blood, and his absolute intolerance for poor humor. He put down the rise of the Signless Sufferer and defeated the Summoner's rebels. He killed the Orphaner Dualscar and used the Marquise Mindfang to purge a secret Sufferist, the Neophyte Redglare, from his midst and life. He became a monster of rage and fear.
However, as promised of the prophecy and deals made, Alternia too would meet it's end through the same game Kurloz Makara once played on Beforus. This time, however, the troll who had been Kurloz's ancestor was reincarnated as his decsendant. Gamzee Makara would instead play the game and the Grand Highblood would die with the rest of his kind.
Gamzee Makara's story is long in itself, but ultimately Gamzee Makara would find and raise the two Messiahs, both dark and light. He would also, eventually, be used and then absorbed by the former Messiah, Lord English. Using Gamzee's power and his ancestral tie to Kurloz, Lord English would be able to reach through to a whole other universe, using voodoo to put a vision into Kurloz's head, thereby creating a cycle.
Canon: Homestuck
Entry Point From Canon: Prior to the very beginning of the Game Sgrub and multitudidous games/universes to follow. On Beforus, before his vision.
Media Type: Webcomic
Powers/Abilities/Skills: Being trolls, Kurloz is naturally gifted with perfect night-vision. Being Inidigo/purple blooded troll, he not only have hugely increased strength and endurance (especially pain endurance, and the ability to bleed out a lot without dying. You could hit a Makara with a car and they would move on. The car would not.) well beyond a human's range of capability, he also has a power called Chucklevoodoo.
The chucklevoodoo is an intensely comprehensive power with root in the the manipulation of fear and nightmares, a power that all Indigo trolls have. They can sense and feel the fears of all others around and can pick out specific things inferred by those fears. They can create new fears in a variety of different forms, like waves of panic, nagging anxiety, unease, or full on terror. They could summon these fears from the depths of one's mind or create new ones out of nothing. They can break a person down, tearing them apart from the mind and it could even touch and permanently mark the soul if he so wanted (for example, some alt.timeline ghosts of Meulin, Mituna, and Kurloz himself all retain their disabilities after dying when technically they should've been healed. They have at least a touch, each of them, of chucklevoodoo affect).
In dreams and in dream worlds, they would be able to shape the environment to his will with ease, using nightmares, which are but dreams with fear in them (it was this way he was so easily able to create his catacombs). They can also block out events and information in a person's mind, using fear, drawing up intense mental blocks that leave the victim woozy, dizzy, confused, and vaguely sick, while wondering what just happened. They can use this ability to speak directly into a persons mind that gives his "voice" an eerie echoing reverb, stirring up fears so that he may continue to speak. The downside is an increased propensity for nightmares and slow breaking down of sanity when overused. The commonality of chucklevoodoo in indigos and it's use is a major contributor to the long and short term instability of those in the indigo caste. Chucklevoodoo also tends to cause a fluctuation in vocal-volume. Intense overuse can even cause permanent damage.
Kurloz alone was deemed by the game of sgrub to be the Prince of Rage, which presumably gives to him or otherwise reveals a power to "destroy rage" or "destroy using rage" (or destroy the self through it). This means he has the ability to destroy rage, which he could do either to make a set person/group complacent, or alleviate one's anger until such a time it can resolved-- or even simply resolving it. He could be able to help calm people down, and this, tied with his chucklevoodoo, could go even past that to absolve fears and other needless negativity. There is theory that the aspect of Rage governs more than just rage itself but a whole range of different emotions, anything that is intense feeling. If this is true, this could lend to the destruction of his own feeling, or even different feelings in others. The final aspect would be in inspiring rage in others to destroy complacency.
Kurloz Makara/The Grand Highblood are, as mentioned, exceedingly difficult to kill. He can live up to 2500 years. The Grand Highblood does not have this, but Kurloz Makara, on entering the game, may have godly ability of reviving from death if it is not heroic or just, and he also can sprout wings to allow him to fly. Again, this does not apply to the Grand Highblood.
Kurloz is a quick learner and his Alternia self is proficient with a wide variety of weapons but especially clubs. His Alternian self is well skilled in a number of carnival performance acts. He can also move at incredible speed.
Heroic/Villainous/Neutral: At Kurloz's very beginning, I would place him as Heroic. He has a good heart with good intentions and his original role in the game before being changed by his god was one of heroism. On success of the game, the kids would've become gods of the new world (earth) and have looked after the people. The main point of Makaras is there tendency to swing wildly on spectrums, being "both" things. They begin as good beings and go through spectacular downfalls.
Therefore, on Kurloz's vision, he would slide into a villainous state. His intentions have been twisted by his god at this point and he primarily seeks an end to all. He will hurt even his friends in order to fulfill this goal.
On his reincarnation, the Alternian Kurloz begins more nuetral, Alternia's culture preventing any good heart from being fostered. In very little time at all, becoming the Grand Highblood, Kurloz would once again have a full villain stance. In a species of murderers and sociapaths, even they fear the power and insanity of the Grand Highblood.
My ultimate goal is to establish Kurloz's friendlier self with the other characters and then gradually shift him along his timeline, emphasizing the downfall and working on an arc where other characters might care about this terrible person yet know there is no saving him. The long goal is a villain arc. (I then may later introduce Gamzee Makara after all that and begin a different arc with him.) I hope to give him a real pressence in game.
Mentor/Journeyman/Rookie: When Kurloz begins with heroism, he is solidly a rookie. He's young, doesn't know much the world, and his optimism overshadows even the dark truths he knows. As part of the game he plays, he hasn't yet made his way up the ladder so to speak.
On his stitching, post-vision, Kurloz is a Journeyman. He is no longer a rookie, but a puppeteer, and one of villainous nature. His will is that of The Lord alone. He is no mentor, for he believes his masters above him and doesn't much like himself besides. Yet, all the same, he would not tolerate being scorned by those he deemed unworthy.
The Alternian Kurloz eventually reaches a Mentor status as he becomes the Grand Highblood, high priest of all the Cult of the Mirthful Messiahs. He teaches regularly, and in his capricious nature, he even has the occasional bit of honest and wise truth in his teachings. Bloodshed all the time would be boring and predictable after all. That's hardly funny or fun. No, the Grand Highblood sees himself as a wise man. He does not realise that in all his years of denial, there is much he doesn't understand and so it's possible he could be knocked down a peg for his true worst enemy is himself.
Which Area(s) Of The City Interest You For Your Character?
The City of Nightmares
Kurloz, even at his most good, cannot help but love the dark. His species is nocturnal and moreover, he believes it an important part of his faith and being to appreciate even the dark side of life, for all things balance each other. Also he's a young goth boy and just thinks that stuff is cool. On his eventual reincarnation, Kurloz's persona changes some to be more based around fear. He understands fear as a part of himself and essential to everyone's survival. He sees good in it, just as he understands it's power. Further, deep down, he is still a goth boy who thinks this stuff cool.
The City of Sorcery
High fantasy doesn't necessarily interest Kurloz but the shakespearean does. He has a deep interest in plays and the archaic. The history is rich, the humor bright, and the world mysterious. The city of Sorcery will most certainly have places invoking that "old church vibe".
The City of Laughter
What better place for a clown than a city of laughter? Kurloz is sure to revel in the bright humor of it all, even if he does eventually desire to twist it into something just a bit darker...
The City of Shadows
A world of darkness and criminal behaviour? Well, they do say there's no place like home.
Samples:
Pre-stitch Samples
Sitch Sample 1 Stitch Sample 2 Stitch Sample 3
Grand Highblood Samples
Anything Else?: As I shift through his timeskips, I'd like to eventually use the account
carnagecarnival and/or
comicalamity for his Alternian self. If this is okay, I will of course inform mods before such a switch over.
Player Name: Fritz
Player Age: 23
Player Contact: dumbhippiekid @ Aim & Plurk
Characters Currently Played: Naw
[CHARACTER]
Character Name: Kurloz Makara (Later, The Grand Highblood)
Character Age: 13 (eventually 16, then 19, then resetting anywhere from youth to the thousands)
Wiki Page: https://en.wikipedia.org/wiki/Homestuck & http://mspaintadventures.wikia.com/wiki/Kurloz_Makara & http://mspaintadventures.wikia.com/wiki/Ancestors#The_Grand_Highblood
please note the latter two links are from the fan-wiki and contain a number of innacuracies and canonical discrepencies. For this reason, I shall detail a breif history here:
Kurloz begins life upon a world called Beforus. He is deemed excissively verbose but friendly by those who know him, caring on such a deep level they refer to most of his relationships with some sort of reverential term like "meant to be". He is a firm believer in smiling away any bad feelings and not allowing sadness to reach him (these ideas get passed on to his girlfriend, Meulin, who later passes it to others). Above all things is his dedication to his faith (I've written more on it here) which speaks of two divine gods of dual nature and a prophecy of paradise planet on which a band of capricious minstrels would one day rise. This cult likewise for told an end of times, (two, even) which Kurloz's Best Friend and moirail (homestuck romance term) Mituna confirmed with visions of the doomed.
The three children and a number of others, totalling 12, were all destined to play a game which would incite this end of times as well as a cycle of other universes rising and coming to ruin through a series of unfortune occurences all inspired off each other. Kurloz, as a young prophet, knew of this event and frequently spoke warnings to others of his kind, but he went unheeded. This game would kill all the Trolls but the 12 children, then gifting them with titles and abilities that they would use to try and complete the game.
Before the game began, Kurloz came to rest next to Meulin. It was in this moment that a demon of the far future, using abilities of Chucklevoodoo much like what Kurloz had but infinitely more powerful, and also using an ancestral tie the demon came to have with Kurloz through the absorbtion of a family member (Gamzee Makara)... this all led to Kurloz recieving a soul-shattering vision in his sleep, one that would change Kurloz Makara forever. The power of the vision would twist much of Kurloz's good traits and warp his will and perceptions to be the perfect servent to the demon, a demon which would come to be known as one of the Messiahs, the dark half. Being used as a channel in such a way caused Kurloz to scream with such power as to echo the world-ending cry of said demon/Messiah, Lord English. It awoke Meulin and deafened her. Overwhelmed by the vision and the horror of having deafened the girl he loved, he then proceeded to bite out his tongue and sew his mouth shut so he could never make a noise again.
With the game beginning soon after, the world ended without further hitch. Kurloz Makara was given the title, The Prince Of Rage, meaning "one who destroys with rage", "one who destroys rage", or "one who id destroyed by rage" all of which eventually proved true over the course of his existence. Being made Lord English's perfect servent, he was then used to help destroy the game session from inside out, taking part in dooming it and inspiring the other 12 children to sacrifice themselves for a fresh start, resetting all their world.
Once done, the peaceful Beforus became the war ravaged world of Alternia, filled with cruelty and death. As per Lord English's will, the world had been twisted much like Kurloz Makara had been. Kurloz himself was reincarnated here, lacking memory. His soul and mind had been restored to it's former state, however, in part of the Lord's plan, he would be influenced and broken over time, until Kurloz became known as the Grand Highblood, the leader of the new cult. His status as the Grand Highblood would also grant him rule as the Empress's right hand troll. He was charged with keeping Alternia's castes in line.
He became known for his capriciousness, his brutal methods, his tendency to paint with blood, and his absolute intolerance for poor humor. He put down the rise of the Signless Sufferer and defeated the Summoner's rebels. He killed the Orphaner Dualscar and used the Marquise Mindfang to purge a secret Sufferist, the Neophyte Redglare, from his midst and life. He became a monster of rage and fear.
However, as promised of the prophecy and deals made, Alternia too would meet it's end through the same game Kurloz Makara once played on Beforus. This time, however, the troll who had been Kurloz's ancestor was reincarnated as his decsendant. Gamzee Makara would instead play the game and the Grand Highblood would die with the rest of his kind.
Gamzee Makara's story is long in itself, but ultimately Gamzee Makara would find and raise the two Messiahs, both dark and light. He would also, eventually, be used and then absorbed by the former Messiah, Lord English. Using Gamzee's power and his ancestral tie to Kurloz, Lord English would be able to reach through to a whole other universe, using voodoo to put a vision into Kurloz's head, thereby creating a cycle.
Canon: Homestuck
Entry Point From Canon: Prior to the very beginning of the Game Sgrub and multitudidous games/universes to follow. On Beforus, before his vision.
Media Type: Webcomic
Powers/Abilities/Skills: Being trolls, Kurloz is naturally gifted with perfect night-vision. Being Inidigo/purple blooded troll, he not only have hugely increased strength and endurance (especially pain endurance, and the ability to bleed out a lot without dying. You could hit a Makara with a car and they would move on. The car would not.) well beyond a human's range of capability, he also has a power called Chucklevoodoo.
The chucklevoodoo is an intensely comprehensive power with root in the the manipulation of fear and nightmares, a power that all Indigo trolls have. They can sense and feel the fears of all others around and can pick out specific things inferred by those fears. They can create new fears in a variety of different forms, like waves of panic, nagging anxiety, unease, or full on terror. They could summon these fears from the depths of one's mind or create new ones out of nothing. They can break a person down, tearing them apart from the mind and it could even touch and permanently mark the soul if he so wanted (for example, some alt.timeline ghosts of Meulin, Mituna, and Kurloz himself all retain their disabilities after dying when technically they should've been healed. They have at least a touch, each of them, of chucklevoodoo affect).
In dreams and in dream worlds, they would be able to shape the environment to his will with ease, using nightmares, which are but dreams with fear in them (it was this way he was so easily able to create his catacombs). They can also block out events and information in a person's mind, using fear, drawing up intense mental blocks that leave the victim woozy, dizzy, confused, and vaguely sick, while wondering what just happened. They can use this ability to speak directly into a persons mind that gives his "voice" an eerie echoing reverb, stirring up fears so that he may continue to speak. The downside is an increased propensity for nightmares and slow breaking down of sanity when overused. The commonality of chucklevoodoo in indigos and it's use is a major contributor to the long and short term instability of those in the indigo caste. Chucklevoodoo also tends to cause a fluctuation in vocal-volume. Intense overuse can even cause permanent damage.
Kurloz alone was deemed by the game of sgrub to be the Prince of Rage, which presumably gives to him or otherwise reveals a power to "destroy rage" or "destroy using rage" (or destroy the self through it). This means he has the ability to destroy rage, which he could do either to make a set person/group complacent, or alleviate one's anger until such a time it can resolved-- or even simply resolving it. He could be able to help calm people down, and this, tied with his chucklevoodoo, could go even past that to absolve fears and other needless negativity. There is theory that the aspect of Rage governs more than just rage itself but a whole range of different emotions, anything that is intense feeling. If this is true, this could lend to the destruction of his own feeling, or even different feelings in others. The final aspect would be in inspiring rage in others to destroy complacency.
Kurloz Makara/The Grand Highblood are, as mentioned, exceedingly difficult to kill. He can live up to 2500 years. The Grand Highblood does not have this, but Kurloz Makara, on entering the game, may have godly ability of reviving from death if it is not heroic or just, and he also can sprout wings to allow him to fly. Again, this does not apply to the Grand Highblood.
Kurloz is a quick learner and his Alternia self is proficient with a wide variety of weapons but especially clubs. His Alternian self is well skilled in a number of carnival performance acts. He can also move at incredible speed.
Heroic/Villainous/Neutral: At Kurloz's very beginning, I would place him as Heroic. He has a good heart with good intentions and his original role in the game before being changed by his god was one of heroism. On success of the game, the kids would've become gods of the new world (earth) and have looked after the people. The main point of Makaras is there tendency to swing wildly on spectrums, being "both" things. They begin as good beings and go through spectacular downfalls.
Therefore, on Kurloz's vision, he would slide into a villainous state. His intentions have been twisted by his god at this point and he primarily seeks an end to all. He will hurt even his friends in order to fulfill this goal.
On his reincarnation, the Alternian Kurloz begins more nuetral, Alternia's culture preventing any good heart from being fostered. In very little time at all, becoming the Grand Highblood, Kurloz would once again have a full villain stance. In a species of murderers and sociapaths, even they fear the power and insanity of the Grand Highblood.
My ultimate goal is to establish Kurloz's friendlier self with the other characters and then gradually shift him along his timeline, emphasizing the downfall and working on an arc where other characters might care about this terrible person yet know there is no saving him. The long goal is a villain arc. (I then may later introduce Gamzee Makara after all that and begin a different arc with him.) I hope to give him a real pressence in game.
Mentor/Journeyman/Rookie: When Kurloz begins with heroism, he is solidly a rookie. He's young, doesn't know much the world, and his optimism overshadows even the dark truths he knows. As part of the game he plays, he hasn't yet made his way up the ladder so to speak.
On his stitching, post-vision, Kurloz is a Journeyman. He is no longer a rookie, but a puppeteer, and one of villainous nature. His will is that of The Lord alone. He is no mentor, for he believes his masters above him and doesn't much like himself besides. Yet, all the same, he would not tolerate being scorned by those he deemed unworthy.
The Alternian Kurloz eventually reaches a Mentor status as he becomes the Grand Highblood, high priest of all the Cult of the Mirthful Messiahs. He teaches regularly, and in his capricious nature, he even has the occasional bit of honest and wise truth in his teachings. Bloodshed all the time would be boring and predictable after all. That's hardly funny or fun. No, the Grand Highblood sees himself as a wise man. He does not realise that in all his years of denial, there is much he doesn't understand and so it's possible he could be knocked down a peg for his true worst enemy is himself.
Which Area(s) Of The City Interest You For Your Character?
The City of Nightmares
Kurloz, even at his most good, cannot help but love the dark. His species is nocturnal and moreover, he believes it an important part of his faith and being to appreciate even the dark side of life, for all things balance each other. Also he's a young goth boy and just thinks that stuff is cool. On his eventual reincarnation, Kurloz's persona changes some to be more based around fear. He understands fear as a part of himself and essential to everyone's survival. He sees good in it, just as he understands it's power. Further, deep down, he is still a goth boy who thinks this stuff cool.
The City of Sorcery
High fantasy doesn't necessarily interest Kurloz but the shakespearean does. He has a deep interest in plays and the archaic. The history is rich, the humor bright, and the world mysterious. The city of Sorcery will most certainly have places invoking that "old church vibe".
The City of Laughter
What better place for a clown than a city of laughter? Kurloz is sure to revel in the bright humor of it all, even if he does eventually desire to twist it into something just a bit darker...
The City of Shadows
A world of darkness and criminal behaviour? Well, they do say there's no place like home.
Samples:
Pre-stitch Samples
Sitch Sample 1 Stitch Sample 2 Stitch Sample 3
Grand Highblood Samples
Anything Else?: As I shift through his timeskips, I'd like to eventually use the account
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