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29 October 2011 @ 06:32 pm
[PLAYER INFO]
NAME: Shaz
AGE: 23
JOURNAL: [info]scissorbite
IM: aim - shiny effin curls
E-MAIL: please ask
RETURNING: --



[CHARACTER INFO]
CHARACTER NAME: Quinlan Vos
FANDOM: Star Wars
CHRONOLOGY: At the end of Clone Wars: Volume 8 - before the execution of Order 66.
CLASS: Hero or Villain, Anti-Hero or Mass Murdering Psychopath, or just pretending to be one while really acting like the other? Will they keep their dog tags, or will they strike out on their own?
SUPERHERO NAME: Your character will be asked to keep a secret identity, but whether they keep to it or not, other Capes will be calling them by their super alias when it’s given out.
ALTER EGO: Your character’s civilian name and job!

BACKGROUND:
What is your character’s world like? What is their role in it? In what major canon events did your character play a part, how did your character affect these events, and vice versa? If applicable, what important relationships do they have with other characters in this series?

This doesn’t have to be terribly detailed, but we’d like a good picture of their canon to draw from, so please make sure you explain anything particularly series-specific or that we might not understand, and also that it’s in your own words.

PERSONALITY:
What is your character like, in at least two paragraphs? What are their dreams, their fears, their general quirks and the issues that make them, them, and does their personality shift in any way after or before the point you are taking them from? If they are from a different or alternate universe, or if their personality radically shifts due to events during the point in time that you are taking them from, how is their new personality different from their normal one?

POWER:
What is/are your character’s superpower(s)? If they have abilities in their canon source, please list them here. If they do not, please create some! Every character brought into the City must have at least one power, though this may be as useful or as useless as you wish. Please indicate which abilities are canon for your character and which are not.

Additionally, each character is permitted an upper limit of three separate powers. At our discretion, we may request that you reduce, readjust, or otherwise redefine your character’s powers in order to acclimate more readily to the game setting. Characters from more Eastern-style sources are to have their powers adapted to a Western setting – for example, characters from the series “Naruto” would turn their most prominent ninjutsu into the super-powers they receive upon arriving here.



[CHARACTER SAMPLES]
COMMUNITY POST (FIRST PERSON) SAMPLE: How your character will be addressing the game at large. This sample should follow the same rough format as Cape&Cowl proper — a first-person, text/audio/video-based, intentional post to an internet community. Preferably more than a paragraph in length, this sample is to show us your character's unique voice. If you can make us laugh or outright scare the pants off us, you’re doing a good job!

LOGS POST (THIRD PERSON) SAMPLE: The name of the game is introspection, folks. This sample will both showcase how you will play in the logs community, and how well you understand your character’s motivations, hopes, dreams, quirks, etc. This sample should be a bit longer than your first, and, again, make us cry, make us laugh, or make us never want to meet your character in a back alley and you’re doing a good job!

A note: In the cases of both first person and third person samples, we do NOT accept links to samples written at other games. If, however, you are a returning player applying for a character that you have played previously at Cape&Cowl, you are allowed to link to posts made by that character in this game.



FINAL NOTES ABOUT YOUR CHARACTER:
Is there anything else about your character that you feel we should know, that isn't covered in any of the earlier sections? This field is optional.
 
 
 
08 October 2011 @ 12:37 pm

.arrival

At the very moment of reawakening your mind is assaulted. A thousand new sensations and thoughts pour in to your subconscious: data streams of unfathomable complexity, dozens of heartbeats that aren't yours, the searing pain of grief and the ice-cold emptiness of space.

It's a headache, a heartache, an everything-ache and for a few seconds your body can't handle it - it's all too much, your brain is overloaded. You want to shut it off, to kick all these sensations away from you and to run - but no, there's something there trying to drag you in. A soothing tendril of pure hope and love that begs you not to fight it. It asks that you open your mind and accept the mothership.

Your new home is trying to talk to you. The mothership has embraced you; she's in pain and she needs you to help her.

.morrimax
The Mothership is a game set on board the telepathic alien starship Morrimax as she flees through the universe in search of help. Wounded, traumatised and mysteriously missing her original crew Morrimax is confusedly sucking in all kinds of lifesignals from across the multiverses in to her sickbay to help her find her way home. She's fiercely attached to everyone she imports and no matter how much they resent her for pulling them on board she is determined to keep them as her new crew.

Having been abruptly displaced from their original timelines, your character awakes in Morrimax's sickbay with an instant telepathic connection to both the ship and everyone else in the game. Escape from the telepathic bonds that draw the new-found crew and the ship together is impossible but brief moments of respite can be found in an individual's cabin - where only the mind of the ship can penetrate the walls. Processing all the thoughts and emotions of your crewmates and newfound home is painful and traumatising but the longer your character stays on board and opens up is a to helping the mothership rather than fighting her, the easier they will eventually find it.
 
 
 
24 September 2011 @ 03:41 pm
the cast list
chez emprises & ataraxion
isaac 'c a m b r i d g e' moore
It's not that Cambridge is a particularly mean person - but he certainly seems to have trouble being nice. Outwardly Cambridge is a caustic, impatient man disinclined to suffer fools gladly; all who fall under Cambridge's acerbic eye are immediately judged and very few are ever seen to pass muster. After working so hard to achieve so much in his own life Cambridge cannot help but deem those who haven't achieved as much as him as comparatively useless – or even worse, stupid – and unworthy of both his time and his pleasantries.
if you really like an argument we should see more of each other
j u l i a n dixon-ross
a really useless vampire.
I'm starting to think I'm more of a hide-and-seek person.
g i d e o n southey
Gideon always had been a man of faith. Before the darkness fell and the world turned to hell he had dreamed of becoming a priest… but then all hell broke loose and religion as we know it ceased to be. Who cared for religion when it was painfully clear that the gods had forsaken mankind and left it to tear itself to pieces? But Gideon never stopped believing. Alright, so the deities he prayed to might be nameless and unknown, but he still hoped. He hoped that there was something greater out there, something that would make all this pain and suffering justifiable, somewhere for their torn and tattered souls to rest when the horror finally consumed them. He travels the wastelands of the world alone, for now. He picks up a few companions here and there, sometimes stopping to help wherever he can. He learns on the way, picking up all sorts of knowledge from the people he finds and writing it down in a journal that he one day hopes will become an encyclopaedia documenting the terrible times that they all live in.
I don't seem to be able to keep myself grounded. Things change around me.
I'm not sure if there's rhyme or reason - but here I am.

thomas a l d r i d g e
As a university lecturer in English literature, Thomas Aldridge started to notice the slow seeping of emotions from the essays his students handed in: stress, dread, pain, sweat and tears all became commonplace when he handled the dissertations of his over-achieving tutees. When he handled books – especially second-hand and vintage editions – he could feel the weight of emotions from everyone who had ever read them. Sad stories, romantic poetry, real-life biographical horrors… they all affected Aldridge as he soaked up their emotional resonances. The stress of absorbing his students’ powerful, hormonally-charged emotions became too much. He had tried to tolerate it - he had even tried to turn it to his advantage – but eventually Aldridge retired from his position in the university. But his love for literature kept him in the business of books – using a few old friends and contacts in the publishing business he turned his hand to running a second-hand book shop. At least he doesn’t have to read the new books that come in through his door to gauge whether they’re good or not...
It's not the words themselves that matter but the effect they have.
I'd say it's about the reader, not the story.
dr. c a l l u m rhys-bowen
A paranormal archaeologist who specialises in crypto-zoology. Callum is basically the guy you call when you think you've found a unicorn skeleton in your back garden. Is considered a bit of a joke by the international scientific community but he is completely fine with that. He wrote his doctorate thesis about a mass burial site of a Neolothic werewolf pack int he Brecon Beacons but nobody ever read it because he wrote it in Welsh. That's just how he rolls. Runs a small company (so small it's just him, his young colleague Fergus/Tom Jones and Cat the cat) that investigates crypto-zoological findings.
Look, if you don't find those vampire teeth then I'm sending you down the Wookey Hole caves with a toothbrush and a trowel to find some new ones, alright? And that is, like, a three hour train journey.
capt. jack s h e r i d a n
A dragon captain in His Majesty's Aerial Corps. Captain to the Pascal's Blue Orphirus, a French hatchling sent over to Great Britain during the peace, and currently a scout on the North-Eastern coast of England. Unfortunately for England, Sheridan really is the Irish nationalist spy that some people ocassionally suspect him to be.
Miss Darlington, if you have read my despatches then you will understand exactly what kind of man you are dealing with and what is truly at stake here.
sally 'b a t h' mills
Completely ageless and immortal, Bath will never be able to die. She has assumed a variety of roles in various governments over the years but has turned something of a recluse in the past few decades, preferring to watch over the other members of the Order at a distance.
Allow me a little fantasy, won't you? Even if it doesn't happen, I'd like to think - there's so much ruin, you see? Can't you forgive me
a little day-dreaming...

n i c h o l a s black
1803 AD and a young wind charmer runs away from home to join the Royal Navy as Admiral Nelson's latest "secret" weapon - a man of weather-magic that can whistle up winds and summon terrible storms to turn the tide of battle this way or that. Naval life suits him well: he loves the roll of the ship beneath his feet and the thrill of battle as he draws in winds and roars thunder across the sky. But even the bluest seas have black, hidden depths. for all of the mage's enthusiastic innocence he's not a mortal human but a creature of the wind and the sea - capricious, mercurial and quick to anger. Riptides and clawing currents operate beneath the glassy surface: in the deep mania of casting his weather magic in the midst of battle, Nicholas is prone to getting carried away...
I had never slept in a bed that one must hang from a ceiling before...
but now I am sure I shall never want to sleep in anything else ever again.
m o n r o e / parzi
Monroe always had a penchant for masochism and whilst being possessed by a demon wouldn’t usually be anyone’s idea of a good time, for Monroe it was (ironically) heaven. But the demon was soon exorcised – against both of their wishes – and in the process it dug its fingernails in to Monroe’s soul and tore it to pieces. Now Monroe’s physical body reflects that diseased and broken soul within: every day he grows fresh bruises and cuts. Disillusioned, angry and resentful of the world, Monroe trawls around the low places of the world seeking out new pains and new highs to try and replace the sweet agony that possession had brought him.
It's like, I'm all blistered where I should be afraid. Like a scab or somethin'. And all I'm afraid of now is pickin' it off when it gets better
and what's gonna come out from underneath it.

cities & operatives:
the supernatural:

[info]fairygodmoder[info]princelysecond[info]getouttamypub[info]fear_and_co
fandom & fandom au & fandom oc:

[info]tea_and_harper [info]deerlicious [info]spectrumofbrown [info]thebiggestfan [info]revolting_poet [info]acidatchoo [info]jellicle_bomb [info]finestwines [info]mywarmgun [info]sendhawkwood [info]letuskillthem [info]fightingtemrer [info]neverneverbird
normal humans:

[info]pretendyman [info]notmadeofmoney [info]homotango [info]en_italie
mutants & superheroes:
space & sci-fi:
 
 
 
12 September 2011 @ 10:19 pm
yet another au

But be warned: Peter Pan - the boy who tempts children away from the loving embraces of their parents with promises of wild adventures in a foreign land - is not the hero of this story.

of captain james hook:
On the morning of 19th February 1797 - five days after the Battle of Cape St. Vincent - Captain James Hook was forced to undergo the amputation of his right hand.
The flesh, stinking and superated under the negligent care of the drunken ship's doctor, was carved aside and the bone sawn just above the wrist. Surviving the trauma of surgery had been a close-run thing and had given the future James Hook his deeply-bound reliance on opiates.
Forcibly retired from the Royal Navy and forced to make-do with on a miserably navy pension, Hook discovered the true hardship of the unlucky sailors that were not treated to the mercy of dying in battle: a meagre existence as the forgotten victims of England's war with France.
he has an iron hook instead of a right hand, and he claws with it.

Now, in 1800, he makes a pitiful living in London in a rented studio above a tavern - the Jolly Roger in Marylebone Street - as a painter. Still dosing himself with inordinate amounts of laudenam in order to combat the ferocious pains of his phantom hand he takes solace in painting wild and tragic seascapes with black skies and waves like gaping mouths. Very few of his paintings sell.
His landlord - and the purveyer of his illicit morphines - is the enigmatically youthful Peter Pan, a man of twenty-something years but the charmingly boyish face of a child. Peter finds the tragic naval captain's paintings oddly delightful and takes any paintings worth anything of note in payment for his opiates - Hook resents the hold the young man has over him.
Perhaps the only creature that gives James Hook any real comfort is the young lady Wendy Darling. Wendy, a ward of Peter's and the self-appointed 'mother' of all the young orphaned scoundrels that Peter picks off the street, was the one who fashioned the crude hook that James wears in place of his long-lost hand. Wendy helps Hook: in helping James with all the menial tasks such as clothing and feeding himself she helps to preserve his dignity - and she has been known in the past to nurse him through the crashing downward spirals of his opiate highs. Once or twice she has even modelled for him, in the rare times when Hook can bring himself to paint anything other than murderous seas.
of the ever-youthful peter:
A true child of the streets, Peter was born in a prison cell to a diseased mother who rotted away and died in the two years following Peter's unhappy birth. The boy was passed out of the gaol and in to the hands of the criminal sorority of whores that had considered his mother one of their unfortunate own.
Peter always did have something of an escapist mind. As one of the prettier boys of the West End rookeries he would often be called in off the streets to put on some skirts and tread the boards of the more disreputable theatres as a pretty maid, and from then on he always did prefer fantasy to reality.
Elaborate cons were Peter's favourite criminal tricks: he loved the make-believe worlds that came with worming his way in to privileged society wearing borrowed clothes and stealing the silver from under the noses of the bourgeoisie. But this was small beer compared to the heinous criminal acts he would later commit: encircling himself with a trusted posse of runaway urchins and street rats Peter became the self-styled leader of the Lost Boys and quickly rose to become one of London's top gang leaders.
a strange smile was playing about his face, and Wendy saw it and shuddered. While that smile was on his face no one dared address him; all they could do was to stand ready to obey.

Peter came in to possession of the Jolly Roger - a Marylebone tavern populaced by impoverished artists, debauched actors and desperate whores - through foul means but ran it with the skilled hand of a much older man. Blessed with the boyish charms and pretty features Peter was popular with customers as long as they knew how to step carefully to avoid triggering his sudden fits of terrifying wrath. Despite being known for his beautiful smile and carefree attitude Peter is a murderous master of the house and lacks nearly every single moral and ethic known to man.
When he tempted the Darling brothers and their pretty sister Wendy off their impoverished-yet-honest life on the streets and offered them positions in his criminal outfit he knew he was writing them in to a debt of slavery. It was Peter's habit - he 'saved' the desperate and then counted on their considerable debts of gratitude to further his own gains. So it was with James Hook, the tragically wounded sea captain: Peter 'bought' his paintings and supplied him with opiates, enslaving him with pretty smiles and the much-desired laudanum to keep the tortured man around for his own amusement.
of wendy, your mother and mine:
blah blah whore with a heart of gold, loves peter and hook and doesn't know what to do, Tootles shoots her at one point, Tinker Bell tries to kill her at another.
'If you knew how great is a mother's love,' Wendy told them triumphantly, 'you would have no fear.'
 
 
30 August 2011 @ 10:35 pm
ONE SENTENCE STORIES
nicked from Noodles
JULIAN
The secret to surviving immortality, he thinks, is to have something - or someone - to look forward to when you wake.

MONROE
Disease and sickness, inside and out.

GIDEON
He likes to be the man that people need, regardless of whether they realise it or not.

JIMMY/VITOR
Brawling was his favourite thing for getting all that stolen blood pumping through his body.

CITY!BATH
The rubble of the city's stones were her broken bones, but the war certainly wasn't over yet.

PERICH
His human body was lovely, yes, but sometimes the peacock wished it had as many interesting colours as his other one.

DAHLIA
Choosing between her creation and her creator was like no heartache she had ever felt whilst alive - proving that even when it was dead, the heart could still break.
 
 
23 August 2011 @ 11:11 pm
the three surviving races of the known galaxy...

A E L A J A H N
a beautiful, largely secular race of peace-loving, humanoid beings, the Aelajahns have their hearts set on ridding the galaxy of the parasitic Sarrites and their apparent threat. Polite and resourceful, the Aelajah were successful in securing an alliance with the humans, which is seemingly strong and beneficial for both sides. However, the peace between these two races is perhaps not set to last, as certain humans are very close to discovering an Aelajahn secret that may not shed very bright light upon them.

S A R R I T E
troublesome pirate junkers who genetically engineered their physiognomy to look more like the neighbouring Aelajah, the Sarrite are engineering magpies who plunder Aelajahn and human ships to kit out their own. Within the past few years they have discovered a phenomenal relic on their adopted homeworld that they believe is a miracle left over from the Old Gods that created the universe.

H U M A N
having finally made the technological jump that allowed them to traverse beyond their own little Solar system, the humans race ventured forth out of the Milky Way galaxy and in to the neighbouring Triangulum. They quickly allied itself with the (seemingly) peaceful Aelajahn against the threat of the encroaching Sarrites whilst also continuing to explore the star systems in search of a possible colony site. Nearly thirty-thousand humans make up the exploration fleet, comprising of both civilian and military units from across the Earth's nations.
 
 
 
23 August 2011 @ 07:50 pm
S A R R I T E S
S A R R A X
'third of Sar' - the home planet of the Sarrite race - now uninhabitable.

S A R R I S
'seventh of Sar' - once named Carthos - the current homeworld of the Sarrites.

a junkyard planet, little more than a scrapheap.
A N C I E N T HISTORY
Before the Sarrites took refuge there and renamed it, Carthos was the dumping ground for the First Race - an unknown alien species that colonised the system hundreds of years prior. Any planets that First Race had colonised were presumably destroyed as there are no other signs of their existance other than the garbage wasteland world of Carthos. As far as anyone knows, Carthos is the only surviving world that retains physical evidence of the First Race's technological achievements.

When the Sarrites - safe in their own system of planets encircling the star Sar VI - first made contact with the outer world they saw a universe of possibilities, all of them to be twisted to their own advantage. Naturally competitive and curious the Sarrites pushed themselves to emulate the races they came in contact with, often by mimicking - or even flat-out stealing - their new-found neighbours' technology.

Their technological curiosity would get the better of them - they developed nuclear technologies that they simply did not have the capability to handle. On top of this, acutely unsustainable levels of mining left their home planet a weakened shell. After a series of catastrophic accidents, the Sarrites were forced to abandon their own homeworld and start a colony elsewhere.

The five other planets in the Sar VI system were uninhabitable. Shortly, they came across Carthos - a veritable mine of discarded metals and ores laced with hidden treasures of ancient technology ripe to be plundered. The Sarrites settled there are renamed it Sarris in keeping with the other planets of their home system.

The Sarrites quickly entrenched themselves amidst the ruined tech of the First Race and were soon advancing their technology once again. Already a highly militarised a space-faring civilisation, they started sending recon ships out to plunder and steal from other planets. The Sarrites were excellent at taking other techonologies and refitting their own ships to incorporate what they had stolen: every little thing they came across was deemed theirs for the taking.
MODERN H I S T O R Y
Not only are the Sarrites keen technological engineers but their engineering has also recently extended to genetics and biology. When their thievery and voracious appetite for the technology of others led them to war against the Aelajahn race they realised the need to adapt to suit their style of warfare against their new enemy. Already a war- and science-orientated race, they did not have any qualms with major biological experimentation on their own people in the name of victory...
B I O L O G Y
The Sarrites genetically engineered themselves to look exactly like the aliens they fought: they slimmed their masses and refined their bone structures to mimic their foes. It took several generations and hundreds of thousands of wasted Sarrite lives but the end result was that they took on a body shape indestinguishable from the Aelajah species.

Unfortunately, the genetic engineering had side effects: unless a Sarrite dies in battle it is generally expected that they will die of massive organ failure when they get in to fiftieth year. Ever since the Sarrites became completely modified the oldest one has ever managed to live was 56 years old.
HUMAN C O N T A C T
With the Human race first having contact with the Aelajahns they were naturally given a biased first impression against the Sarrites. The humans allied themselves with the Aelajahns and the Sarrites quickly lumped the two together as enemies. It was no great loss: if anything, double the enemies meant double the amount of tech they could plunder.
THE S O U R C E
Around the same time that the Sarrites became aware of the Human race they discovered their most important First Race artefact in the history of their colonisation of Sarris: the Source.
A bright blue orb of unknown material and surrounded by religious inscriptions in First Race hieroglyphic code, the Source was inexplicable and enchanting. Not only that but it had the miraculous ability to heal the injuries of those that bathed in its light - and for all their commitment and dedication to science the Sarrites were quick to proclaim it as proof of a higher power. This, they claimed, was a miracle of the Old Gods of the First Race and proof that the Sarrites were destined to take root on Sarris. A conclave of devoted worshippers formed a protective priesthood around the site of the Source, vowing to protect it and the now holy world of Sarris with their lives.


C R I B S H E E T
PHYSICALITY: average lifespan of 50 Solar years. Otherwise completely indistinguishable from Aelajahns.
SOCIAL VALUES: Meritocratic - society is ordered on those who are smartest/strongest being in charge. Not family-orientated - children are bred quickly and raised communally, with no emphasis of family ties. Competitive - Sarrites judge themselves not on their own qualities as an individual but by how much better they are than their peers. Militarised - all Sarrites are sent in to space as part of ships companies to pirate other technologies. Fighting in order to steal tech from other races is considered their primary mission.
NAMING: Sarrites names reflect their emphasis on life aboard their cobbled-together spaceships over family ties. Notions of family are non-existant to Sarrites who prefer to think of their crew members as their closest 'relatives'. As such, a Sarrite has a given name followed by their ship name.
LIFE CYCLE: Sarrites are assigned a ship aged 14 and are expected to serve on it their entire life with leave only given to take a mate and quickly produce offspring. Notions of marriage do not exist so Sarrites usually form various attachments to crew members that last only as long as it takes for the female to become pregnant and give birth (13 months - an extended gestation period is another side effect of the genetic modification).
SHIPS: Ship life is everything. Individual craft are a motley assemblage of whatever technology the crew can steal: Sarrites will often capture enemy vessels and incorporate whatever they find in to their ship. Nothing is considered useless and nothing is wasted.



 
 
21 August 2011 @ 01:27 pm
A bizarre and incongruous mix of history and sci-fi: old-style Venetian architecture complete with canals but with CPU control panels hidden in bricks in the wall. An AI computer host helps to run the city and citizens can reprogram bits of the buildings and change the weather and things. Occasionally the AI fucks things up and it’s like WHOOPS VIRUS and a mini-event like bodyswap or something is triggered. The city canal water level rises whenever there’s a glitch or virus and everything floods.


The canal water itself is full of security programs designed to look like sharks that prevent people from swimming in the canal and trying to get under the city (strictly forbidden).


The AI that runs the city is a broken but earnest program called Brian (originally called Brain but her name corruption reflects how faulty her coding has become). She welcomes new arrivals and is slowly coding everyone that has ever existed in space and time in order to import them in to the city. Unlike other games where individuals seem to appear in a new place without their canonmates, Brian is quick to reassure all new arrivals that their friends and family will arrive ‘shortly’. Unfortunately, shortly could be anything between a few hours or a few millennia. Lots of things seem to go wrong in the city and invariably they are ALL Brian’s fault, but she’s so well-meaning and apologetic that it’s hard to be angry with her for very long.


Brian created the city back in the 15th century and the complex is an actual physical place: located in the depths of the Mediterranean sea, Brian has been carefully coding the city to the best of her abilities for hundreds of years. The best of Brian’s abilities aren’t that great: the city, much like the real Venice, is a crumbling, decaying wreck. Certain areas are better than others – these are the more desirable places to live in as the code is easier to be edited by citizens and has great potential. On the other end of the spectrum are the ‘badcode’ areas – sections of the city that are darker and more rundown than other districts and are generally thought to be the slum areas.


Brian pretty much sucks and is really useless but she tries so hard to help! She actively encourages all new citizens to edit the buildings to suit their needs but unfortunately a lot of the exterior coding of the buildings was never very secure to begin with and is constantly falling down. A lot of the coding is so botched that it can’t be repaired without restarting the entire city so the outside facades of buildings generally retain their old Venetian style – it’s the insides of the building that are really open for editing (apart from in the badcode areas, where you would struggle to change the colour of the walls). The only thing that cannot be edited on purpose is the floor level/water level elements of the environment: nothing can be edited beneath these are going under the city is strictly forbidden. No basements or cellars are allowed and no swimming in the canals (as previously mentioned) is a firmly upheld law.


The only other things that can’t be edited are the inhabitants. No one has control over person-codes as they are safely kept in something called the Source Code. When people appear in the city their individual person codes have finally been calibrated and are now active in the source code repository (Brian’s code is also stored there). When a character is dropped the in-game reason is that their individual code needs to be recalibrated and has been removed from the Source Code – Brian will reassure their friends that they will return as soon as it has been recalibrated, but unfortunately they may not retain any changes to the code (such as memories) that took place in the city. Brian has limited power over individual citizen’s codes: he can temporarily affect individuals or limit their movements by way of punishment but the code soon reverts to its previous status. Individuals who have been caught attacking others, for example, may find their movements restricted to a badcode area or that they temporarily lose a sense (sight, for example). These punishments do not last longer than a few days.