snowblindmods: (Default)
Snowblind Moderators ([personal profile] snowblindmods) wrote2015-04-06 10:43 pm

Application

Application

Applications are closed permanently. Thank you to everyone who has applied over the years!

Before applying for a character, make sure you've read the rules and FAQ. You should also refer to the application guide to see what we're looking for in our applications. You may apply for one character per application cycle and three characters total. Please put your character's name and canon in the subject line of your application comment. Applications must be posted directly to this post and cannot be links. We will screen your application if you request it of us after we review it.

Application challenges are allowed, but someone who did not place a reserve challenge cannot challenge a reserved application. Once reservations expire, an application challenge can only be placed before we process the character application of the applicant you would like to challenge.

In the event of us nearing our application cap and having more applications than slots, we will attempt to choose the most well-written applications. First-time applicants will be processed first, then applications for second characters, and finally applications for third characters. We may allow more applications to be submitted than we have slots for in the name of greater selection. We will clarify in our response if an application is not being allowed into the game because of the cap or because of issues with the application not meeting the standards of the game.

Canon Character Application


Original Character Application


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hangfire: (Default)

Lutha Pahr | OC | Reserved (1/4)

[personal profile] hangfire 2016-09-03 11:30 pm (UTC)(link)
Player Information

Name: Nik
Age: 25
Contact Info: [plurk.com profile] nikoftime
Other Characters: Luna | Zero Escape: Virtue's Last Reward | [personal profile] brokethefirst
realhunger: credit <user name="ironclaw" site="insanejournal.com"> (pic#9524128)

Peter or The Boy | OC | Not Reserved

[personal profile] realhunger 2016-09-05 04:33 pm (UTC)(link)
Player Information

Name: Tea
Age: 32
Contact Info: [plurk.com profile] teaandreveries or AIM: teaandreveries or PM
Other Characters: Tony Stark ([personal profile] definingfuture)

Character Information

Name: Peter or The Boy Wearing Red (real name unknown)
Canon: original canon
Age: Roughly 85, although he's stuck forever in his late teens.
Gender: male
Inventory:
- Worn jeans
- a plain, long-sleeve T-Shirt
- a simple hooded jacket
- high-top tennis shoes and cotton socks
- a small hunting knife with a belt sheath
- plain leather belt
- a small belt pouch with a flint starter, a pocket knife, and a skein of twine that used to be endless.
myrmidowned: (005)

Dio | Zero Escape

[personal profile] myrmidowned 2016-09-06 10:32 pm (UTC)(link)
Player Information

Name: Britt
Age: 24
Contact Info: [plurk.com profile] earthtonedhipster
Other Characters: N/A
whatjupitercouldnt: (pic#10571051)

Phi | Zero Escape | No Reserve

[personal profile] whatjupitercouldnt 2016-09-07 06:18 am (UTC)(link)
Player Information

Name: Gorse
Age: 25
Contact Info: [plurk.com profile] gorsecloud or gorsethewarrior on AIM
Other Characters: Frisk (Undertale)
andiloveyou: (smile | panting)

Dug | Up | no reserve (includes spoilers for the entire film)

[personal profile] andiloveyou 2016-09-07 02:35 pm (UTC)(link)
Player Information

Name: Kathryn
Age: 29
Contact Info: [plurk.com profile] YawningDodo or PM
Other Characters: Ecks

Character Information

Name: Dug
Canon: Up (Pixar)
Age: Unknown (likely between three and five years old)
Gender: Male
Canon Point: Immediately post-movie
Background: Disney Wiki
Dug is one of a veritable army of dogs kept by an adventurer named Charles Muntz. Like the rest of his pack, Dug was born and raised in a place called Paradise Falls in the wilds of Venezuela. Muntz is a Captain Ahab figure, having spent decades attempting to hunt down a rare bird in order to restore his own reputation, to the point of having lost all contact with the outside world (and, uh, reason). As such, the dogs who serve as his servants, airship crew, and hunters all share his purpose of capturing The Bird -- and as such, all of Muntz's current generation of dogs have never known any life outside the jungle and their shared quest.

While pursuing The Bird on a solo mission (actually, Alpha, the leader of the dog pack, sent Dug off to get him out of the way), Dug encounters an old man named Carl and a young boy named Russell who are lost among the tepuis and hauling a house suspended in the air by helium balloons, followed by the very Bird Muntz has been hunting. Dug soon changes his allegiance and helps the pair protect The Bird (now named Kevin) from Muntz, ultimately helping to save the lives of all three and put an end to Muntz's terrorization of the local bird population.


Inventory:
Dug's only possession is a brown leather collar outfitted with various electronics. It was invented by Muntz and is used primarily to interpret the wearer's brain waves into human speech (it comes out sounding like a radio transmission). The collar has several knobs that control its settings (it can be set to languages other than English and voices other than the default; canonically this includes Japanese and a voice with a stereotypical western American accent). The collar also has a small screen that can normally be used as a video communication device, which Dug is normally able to activate despite his lack of hands. Finally, the collar also contains a tracking device.

Due to the fact that none of the dogs in the film ever remove their collars, it is unclear from canon whether Dug's collar would work for anyone else who wore it, or if it is attuned specifically to him.

Personality:

It won't be a big surprise to anyone who knows anything about golden retrievers that Dug is a very friendly, outgoing sort of dog. He's playful, energetic, highly distractible, and more than a little bit stupid, though when he sets himself to a mission he gains somewhat more focus and at least tries to see things through. He's motivated almost solely by an intense desire to be liked and loved, though other, more immediate personal desires (for things like, say, a thrown tennis ball) can override his mind at a moment's notice. He's of average intelligence for a dog (arguably higher, given that he can speak and read), but he is very much a dog with a dog's priorities, attitude, and point of view on the world.

Dug's actions are typically based on what he thinks others want from him (and what will convince them to like him), to the exclusion of any other ambition of his own other than the occasional need for immediate gratification. He takes commands well (or as well as he can given his lack of intelligence), and is unlikely to question even nonsensical commands when he is convinced that following the orders he is given will result in affection. Dug also talks up his own abilities ("I am a great tracker!") partly from wanting to assure others that he is good and useful and partly from innocent delusion.

Dug is on some level aware that his own pack does not like him (he explicitly tells Alpha, their leader, that he intends to bring The Bird back so that Alpha will like him). At the same time, however, Dug is remarkably resilient against most indicators that his presence is unwanted at any given time -- though he's generally easy to cow when shouted or snapped out, Dug almost always immediately rebounds and carries on his platitudes and offers of help as if any anger directed his way must have been only a momentary mistake. Only in the most extreme of cases will Dug really register the full displeasure of another, and even then he is much more likely to continue to lurk about in wait for an opportunity to make up with the person he's displeased than to accept that he isn't wanted and move on.

Underneath his airhead exterior, Dug is surprisingly well educated for a dog; it simply does not often occur to him to apply what knowledge he possesses until someone else asks a related question. Like the rest of Muntz's dogs, Dug has been trained both in terms of being able to take commands and in terms of having the knowledge necessary to navigate the jungle and hunt down Muntz's great white whale giant rainbow bird. For instance, Dug knows as a matter of course that The Bird (named Kevin by Carl's young traveling companion, Russell) is a female tending a nest of chicks. He spends an entire afternoon and night with Carl and Russell, listening to the two of them use masculine pronouns for the bird, without it ever once occurring to him to correct them. Instead, Dug finally shares that information only when the humans ask why Kevin is gathering food on Carl's roof, and it does not seem to occur to him at all that what he is saying is a startling revelation to either of them.

Dug regularly fails to anticipate any surprise or distress a person might feel at any of the things he has to say -- or, indeed, at the fact that he speaks at all. He has been a talking dog among talking dogs all his life, so he has little reason to suppose that his own existence might be alarming to the average human. So, too, he has little reason to suppose that others do not already know everything that he knows, which is a second reason he often fails to be forthcoming with new information. Instead, Dug usually narrates his own part in whatever is happening in the moment ("I am jumping on you, bird!"), so that anything useful he might say tends to get lost in a sea of the world's most useless exposition. He speaks in a very deliberate, almost laborious fashion, and repeats himself often. Most of what Dug says is a stream of consciousness, if a sluggish one, and he possesses little to no brain to mouth collar filter.

For all that he desperately wants to get along with everyone he meets, Dug can be utterly oblivious to the feelings and needs of others. When, for instance, Carl expresses distress over being attacked by Muntz ("I finally meet my childhood hero and he's trying to kill us. What a joke."), Dug completely misses the context and bitterness of the remark and instead seizes upon the mention of jokes to tell a joke of his own. Notably, too, Dug is aware that Kevin is a nesting female who needs to get back to her chicks from the start, but still attempts to take her prisoner and take her to Muntz. Whether it does not occur to him that Muntz will not allow Kevin to go to her babies once she's captured, or whether Dug simply doesn't care about Kevin's family, the fact of the matter is that Dug doesn't feel any compunctions about taking Kevin prisoner until he joins up with Carl and Russell and their mission to return Kevin home becomes his mission as well. This kind of obliviousness or callousness isn't true absolutely across the board; Dug is capable of understanding his own wrongdoings and feeling guilt over them, he shows concern for lost strangers, and he does his best to comfort his friends when he understands that things have gone badly. He simply does not always catch on to the cues that would tell him when others are unhappy or when the situation has become dire.

While it is undeniable that Dug would prefer to live in a world in which all who know him love him, he is not above picking favorites, nor above picking sides in a conflict. Though Dug usually responds to anger and violence with quiet submission (or, when it comes to displays of anger from Kevin, complete non-reaction), he's willing and able to engage in acts of violence when pushed to his limits (notably, he bites Muntz in an attempt to defend Carl). He can occasionally be brave and clever in moments of crisis, but his spur of the moment plans are as likely to fail as to succeed (as, for instance, when he attempts to turn back the pack of dogs as they chase Carl and Russell only for the dogs to charge right past him).

Speaking of choosing sides, Dug is not an especially loyal dog. Loving a new person immediately upon meeting them can be considered sweet, certainly, but it is worth considering that it takes Dug less than one afternoon to decide that he loves Carl "like he is my master." Considering that Dug must have been raised by Muntz, his readiness to accept Carl with the same level of allegiance almost immediately after meeting him indicates that Dug's affection is perhaps a little too easily transferred. Granted, it is difficult to say how hands-on Muntz would have been with any individual dog and granted, Dug was an outcast within Muntz's dog pack and had good reason to seek out a new "pack" in their place. However, at the time Dug first began referring to Carl as "Master," Carl had yet to show Dug any kind of affection or approval whatsoever, making it clear that this was not a case of Dug finding someone kinder than Muntz and latching on to a new source of affection. He was, instead, latching on to a new person simply because he was new. To be fair, Dug's affection and loyalty for Carl (and Russell, by extension) are deepened throughout the course of the story as he does gain the humans' acceptance and affection, but it is not a stretch to expect that Dug will continue to form new connections that seem to him to be just as meaningful. His love is far from an exclusive love, for better or for worse.


Flavor Abilities:
Dug has the ability to speak English through his collar, which has a little red lightbulb that lights up whenever he "talks." The language (or accent) setting can be changed by twisting a knob on the collar; Dug would likely be capable of changing the settings more or less at random by scratching at his collar with a hind foot if he so chose, but he lacks the dexterity needed to actually select a specific setting and would be unable to direct anyone else in how to select a language except by trial and error. My assumption is that the collar includes settings for most major European and Asian languages. The communicator and tracking device functions of his collar will be nullified.

Dug also possesses all the survival advantages (and disadvantages) of a large, non-anthropomorphic dog. His hearing and sense of smell are much more keen than those of a human, he can run faster than a human, and his fur protects him from the cold better than bare human skin. However, by the same token Dug will struggle to do many things a human character might take for granted: he cannot grab and carry things except in his mouth (or if he manages to struggle into the straps of a backpack), opening doors will require significant effort if he doesn't have assistance from someone with hands, he will not be able to climb ladders or reach objects high up, it will be difficult for him to don clothing to keep himself warm or to carry extra supplies, and he is colorblind. He will be able to use the tablet to communicate by video, but will almost certainly never be capable of typing (he can at least read, though probably not very well).

Suitability:
Dug will face hardships in this game that will be utterly alien to him -- first and foremost, he's probably never been cold in his life. While Dug is used to dealing with dogs that do not like him, the level of interpersonal drama that happens on a regular basis in Norfinbury will be baffling to him. He'll be terrified of many of the staples of the setting, such as the anomalies.

That being said, Dug is likely to be fairly competent at survival. I anticipate that he will latch on to one or more people early on and rarely spend much time alone. He'll likely function as emotional support (and/or comic relief) for the people with whom he associates, though now and then he might actually prove useful, too, with his canine senses. Despite the circumstances, Dug will remain friendly and outgoing and will likely spread his streams of consciousness all over the network.

RP Samples:
With Charlie
With Phi

Corpse Party prompt:
We are rescuing you! We are taking you inside and rescuing you right now!

[This is the most important thing Dug has done in days and days, he is sure. He's not actually all that much help for carrying the person he and his friend found in the snow, but he tries to make up for it in sheer enthusiasm for the task, bounding along through the snow and dashing ahead to jump against the door of the house and knock it open. There's a lot of bustling about as everyone gets inside, and then as soon as the person in the blanket is set down Dug is jumping on them, pawing at the blanket.]

I am going to keep you warm now. My name is Dug, and you are --

[He cuts off abruptly as the blanket falls away to reveal a motionless face blackened by the cold. Dug's ears fold down tight against his head and he lets out a high pitched whine. Tail tucked, he backs off of the body, still whimpering as the voice from his collar speaks in a horrified whisper.]

Oh, no. Oh, oh no.
Edited 2016-09-08 02:31 (UTC)
brbtalkingtogod: (Default)

Lucifel | El Shaddai | No reserve 1/2

[personal profile] brbtalkingtogod 2016-09-07 11:03 pm (UTC)(link)
Player Information

Name: Ally
Age: 26
Contact Info: handing that in if accepted, if that's ok
Other Characters: None

Character Information

Name: Lucifel
Canon: El Shaddai
Age: You know when God created light? Lucifel was born that moment. Like: there was light and the shadow that came from God? That was Lucifel; He appears to be in his late 20's - early 30's though
Gender: Male
Canon Point: Post-Game

Background Link:

You had most of the history stuff with Enoch, so you can’t accuse me of spoiling this for you. I’ll add what Lucifel did while he wasn’t playing games on his cellphone. Anyways…

Let me tell you a tale. It took place 360.000, no, 14.000 years ago. Well. To me it seems like it was only yesterday. To you it could be tomorrow. It’s the story of a man, known by 72 different names… and the guy assigned to look after him since the big guy upstairs ordered to have him taken up before he dies. The man known by so many names - Enoch being his name at the time - was taken to Heaven by Lucifel, archangel and God's right hand (at the time), because God was amazed by how pious a man Enoch is for a human. So the archangel did as ordered, but he wasn’t really happy about God liking someone else more than him, since he had always been His (God's) favorite. On top of that he was told to look after Enoch, which didn’t sit well with him either, suddenly being the babysitter of a puppy-like scribe felt like a degradation, even though he didn't even think of rebelling at that time. Due to that Lucifel and Enoch didn’t get along that well at first. To make things short, let's get to the actual events of the game: Enoch messed things up in Heaven by being a nice guy to the Watchers, who were encouraged by meeting him to fall and thus defy God. Except that it actually all went according to God's plan.

The Fallen Angels formed a contract with the demon Belial, Ruler of the Darkness, lived with humans and had children with them, called Nephilim, but these children proved to be dangerous. To save humanity from the Flood that the Council of Elders originally ordered, Enoch volunteered to go back to Earth to find and capture the Fallen Angels, with Lucifel accompanying him as his support. However, he was not allowed to directly intervene in Enoch's mission. Sometime after 80 years since their journey began, Enoch noticed that he has become immortal. To keep the journey going Lucifel has to get him back on his feet and he makes his first promise to Enoch: that he wouldn't be going anywhere. He would stay by his side, always. It's one of the turning points in their relationship, as this promise was one of the stones set for their friendship. Occasionally during the journey and as they are in the Tower Lucifel keeps God informed about their progress.

This is where I skip forward, since Lucifel isn’t doing much other than summing up what happened after each chapter. He takes a more active role in the game once after Enoch and Armaros met and Enoch dives into the Darkness to save Nanna, a little girl that had been following them around once they had reached the Tower. Since Enoch was essential in capturing the remaining Fallen Angels and Lucifel isn't allowed to directly act himself, he convinces Armaros that he should go and save Enoch in his stead, appealing to him because Enoch and he used to be friends before his fall. Lucifel gets Armaros to enter the Darkness and save Enoch - and Nanna along the way - for them. However, before they reach Enoch, Belial calls Lucifel on his cellphone, shocking the usually calm and composed archangel and foreshadowing what has happened to Enoch. The scribe got corrupted by Belial and got turned into a puppet of his. Armaros is forced to fight Enoch and defeats him, but Belial is upset by this unexpected turn of events and tries to keep both Enoch and Armaros in the Darkness. And this is Lucifel’s moment to shine: he takes hold of the unconscious Enoch and leaves Armaros behind to be consumed by the vileness. Lucifel just had Armaros do all the dirty work and got Enoch back with the most little of effort. He had been told to get Enoch back at any cost, which is what he did.

For 10 years Lucifel has to wait for Enoch to recover from the vileness corruption he suffered when he had been in the Darkness, so the scribe's body went Han Solo and his soul was sent to heaven to heal. The archangel stayed with Enoch's body on earth, even worrying over his soul, wondering what is taking him so long to return. Despite that he stayed by Enoch's side, watching over him, just as he had promised.

Once Enoch got freed from the vileness and his doubts they continue their mission to catch the remaining Fallen Angels. The archangl resumes to act as Enoch's support and keeping God informed. Although one time as he talks to God, Lucifel suggest to him that he should take a break and that he could take care of things for him... which foreshadows things that may happen in the future.

We make one last time skip, so if you put up with it for so long, then congratulations! After many more battles you reached the end of the game!

Just to notice that your princess is not in this castle. The princess being the leader of the Grigori. After the Tower is destroyed by Enoch and the credits rolled, Lucifel speaks to the player one last time, telling them that the game is done and that this is the last report from this side and that we will see him again.
Edited (broken link, sorry) 2016-09-07 23:07 (UTC)
darkincrement: (Default)

Vanitas | Kingdom Hearts | Reserved

[personal profile] darkincrement 2016-09-07 11:41 pm (UTC)(link)
Player Information

Name: Pan
Age: 21+
Contact Info: panishment@aim | panpirate@plurk
Other Characters: Zell Dincht | Final Fantasy VIII

Character Information

Name: Vanitas
Canon: Kingdom Hearts: BBS
Age: Unknown (15/16 physically.)
Gender: Male
Canon Point: Just before meeting with Aqua, Terra, and Ventus at the Keyblade Graveyard.
Background Link: Here.
Inventory:
Voidgear (Which I assume will be missing)
Helmet
Weird bodysuit with a butt cape.
Boots
Gloves
Belts
Pet: One Flood.

Personality:

To put it simply, Vanitas is an arrogant bully. He’s the darkness from inside of Ventus’ heart, which means he’s a walking bag of negative traits. Vanitas is cold, ruthless, and apathetic. His entitlement runs to the point of belief that he has every right to use and dispose of anyone who crosses his path.

Vanitas will study others to figure out where it hurts. He will use any and every weakness against others to get what he wants. When Ventus first encounters him in the Land of Departure, Vanitas says just enough to push Ventus into doing what he needed of him. He continues peppering insults, partial truths, and threats to keep Ventus going down the path he needs him to. Vanitas also broke apart a memento important to Ventus in order to goad Aqua into action.

Vanitas thinks of himself as mostly flawless. He may be rude, but he has a very good reason for his arrogance. He’s tempered his abilities during the course of his entire existence for his goals. Despite his chaotic nature, he’s very much in control of his emotions. This control enables him to send out his negative emotions into physical form and spread them across different worlds. His control is also the reason he comes off disconnected and calm.


However as composed as he can be, there are also rare moments when he may lose his composure. He laughs when everything seems to be going his way. He sounds a lot more passionate during the heat of battle. And he gets impatient when his expectations aren’t met. At the end of Ventus’ story, Vanitas has shown desperation when he realizes that everything was for naught.

He may have a Master, but he operates on his own agenda. Vanitas’ goal is to become whole again and Xehanort’s plans give him the means to accomplish it. He has zero issues with trashing the plans completely if they don’t seem to be going his way. When Ventus doesn’t quite meet his expectations, he tries to put an end to his other half. Vanitas also sought after Aqua as a backup plan in case Ventus keeps disappointing him.

He’s both sadistic and masochistic. If it means getting stronger or obtaining his goal, he will sacrifice himself to get what he wants. The unversed are direct links to him and are his emotions. When they are killed, all the negativity and pain flows back to him. He’s literally pulling pieces of himself out to double his pain, get stronger, and to make Ventus strong enough for their merging.

When Vanitas was created, he was left with all the pain and negativity from Ventus. He was dealt a bad hand, which doesn’t excuse his actions, and he uses it to fuel his ambition without remorse. His goal is to become a real boy whole again. Becoming whole is the only way to free himself of the constant pain and to regain what he was was rightfully his.

Thanks to Vanitas’ one sided connection, he got a front row seat to everything Ventus went through, which further fueled his entitlement complex. While Vanitas trained under rigorous conditions, Ventus was treated with kiddie gloves thanks to his fragile condition. Ventus knew love and care, while Vanitas was left at the wrong end of a keyblade through their Master’s training. In Vanitas’ head, Ventus was raised to be weak willed, soft, and had everything Vanitas didn’t. His friends, Aqua and Terra, got Ventus to respond when Vanitas couldn’t. Ventus is his other half and it wasn’t fair that Ventus didn’t have to go through the same hardships to him. He wants to rip everything away from Ventus just to give him a taste of what he’s been through.

Vanitas views friendship as a weakness to exploit. He has no issue with threatening and carrying out any threats against others in order to get what he wants. During the events of the game, he promises Ventus that he will choke the life out of his two best friends to get Ventus to go along with his plans. He brought up Terra in order to get Ventus to leave is quiet and safe home. Vanitas even broke a wooden keyblade, a memento made by Terra, in order to push Aqua to fight him. Even if he witnessed it through his link with Ventus, friendship is beyond his comprehension. People are to be used and discarded at his own discretion.


Flavor Abilities:
His eyes almost seem to glow yellow.
He has an innate connection to Ventus and anyone connected to Ventus’ heart. It just allows him to feel emotional feedback from those connected. (If he’s allowed to keep this, it’ll be only with permission from the player of any characters connected. Characters connected directly to Ventus are Sora, Xion, and Roxas.)
Vanitas is pretty agile and fast.

His Unversed comes with it’s own flavor abilities-
The first being that Vanitas has a direct connection. So he feels it when it dies or can figure out where it is.
The second being that it usually can change into a shadow blotch on the ground and move like that (I will understand if this ability isn’t allowed when they arrive).

Suitability:
Vanitas is very driven and goal oriented. He will keep trying to do everything he can to get out of Snowhell to be able to complete X-blade back home.
He’s observant and had one of the most cunning and philosophical Masters in the Kingdom Hearts universe. Some of that has rubbed off on him.
He will be doing research on everyone and everything. Compiling as much information for himself in order to use against others.
I would like him to learn to work with at least one other person for an extensive amount of time to achieve a goal.

RP Samples:
Action
sample (10 comments)




Network Samples
July TDM (4 comments)

[ When Vanitas discovers all the food he just acquired from the school to be expired, he promptly throws his meal against a wall. The rest the food is thoughtfully traded for the homemade first aid kits people left in the clinic house. He even went the extra mile of pulling all the bandages, pain killers, and antiseptic spray from their bags and containers to stuff them full of the moldy food. The supplies for helping people are going to serve a better purpose inside of his bag.

Once his task is completed and the hot water used up, he decides to ascertain if he’s alone. The network seems to be full of the issue, which means it’s happening everywhere. ]


Great. Which loser pissed the admin off now?
You have by tomorrow to fess up.
If you don’t, then I’ll use my own methods to find out.
Starting with the kiddies.


--

[ The video features the front door from inside of the house. The camera is trained on one of the shadowy residents of Norfinbury as it ambles it's way towards the entryway. The feed ends and soon after a message appears: ]

Are these things actually useful?
All they do is move from place to place.
Carrying on with their meager existence.
Pathetic.


[ It’s stupid. Are they some kind of after image or maybe shadows from another dimension that are bleeding through? There is another reason everyone could be seeing them and he knows he can use this to feed some paranoia. Time to see how many people he can bother with their possible future. ]

They could be proof we’re close to hello.

[ The message ends there. ]
dumed: sketch by Doug Wheatly for A New Dawn (Default)

Kanan Jarrus | Star Wars

[personal profile] dumed 2016-09-08 02:35 am (UTC)(link)
Player Information

Name: Banah
Age: 27
Contact Info: [plurk.com profile] lilpocketninja or PM
Other Characters: Jim Hawkins

Character Information

Name: Kanan Jarrus
Canon: Star Wars Rebels
Age: Roughly 28
Gender: Male
Canon Point: During Rebel Resolve, when he's being captured by the empire..
Background Link: Here.
Inventory:
+Long sleeve shirt and pants, boots, fingerless gloves, belt/blaster holster
+Armor covering his right arm from fingers to neck
+If possible, two halves of a lightsaber base (presumably with the crystal that makes it function removed). It has its own wiki article because of course it does.
howdull: (happy] look up)

Sherlock Holmes | Sherlock (BBC) | Reserved

[personal profile] howdull 2016-10-01 08:59 am (UTC)(link)
Player Information

Name: Fossil
Age: 29
Contact Info: [plurk.com profile] bibbety
Other Characters: Alphonse Elric, Bucky Barnes

Character Information

Name: Sherlock Holmes (full name: William Sherlock Scott Holmes)
Canon: Sherlock (BBC)
Age: Early to mid thirties
Gender: Male
Canon Point: Just after leaving Leinster Gardens with John and Mary, during Season 3, episode 3 (His Last Vow)
Background Link: Here
Inventory: Dark suit and white shirt
Long Belstaff coat
Scarf
Leather gloves
Violin, case, bow, and sheet music (hand penned)
Mobile phone (only able to turn on, no other function)
Fifty pence piece with a bullet hole in
Wallet (including cards/driver's license, etc)

Personality: Sherlock Holmes is many things - a terrible flatmate, rude, socially ignorant, addicted to solving interesting crimes, selfish, and a genuine genius. He is a master of deduction, using his insanely good observational skills to read the world and the people around him with, usually, a high level of accuracy. Just a clue such as the smell of a specific chemical can lead him to a chocolate factory, or glancing at a man he's just met and reading soldier in the straightness of his posture. He can be a hard man to define beyond the surface of the rude crime solving genius, and even his closest friends often remark that they have no idea what goes on in his head.

The most important thing in Sherlock's life is his work. He is a man absolutely obsessed with his work, he lives to solve crimes. He doesn't care about any monetary reward and, arguably, he cares less about seeing justice done than he probably should. It's the thrill of the chase, the puzzles that need to be solved, the great game. It can lead to him getting too involved and too attracted to the criminals he hunts down. Moriarty can get under his skin like nobody else because he's an equal genius, so much so that he chose to confront him personally rather than involve the police or John, and he nearly took a possible suicide pill just to prove he was right after being voluntarily kidnapped by the serial killer. All of those are the reasons he loves his work, is obsessed by it, and will go to extraordinary lengths while he's on a case. A good example of this is when he befriended, dated, and even eventually proposed to Janine for the sole purpose of gaining access to his quarry's office.

It's in this obsession with his work that his addictive personality first really shows itself. He is genuinely addicted to the thrill of crime solving and can become extremely moody, angry, and depressed when he doesn't have anything to occupy his mind. It's that boredom, between cases, that has driven him in the past to seek out drugs. He would not describe himself as a drug addict, but the people who know him (specifically his brother Mycroft) would probably say different.

He describes himself as a high functioning sociopath, mostly because of his difficulty in empathising with other people and his lack of social graces. He just doesn't care what most of the people around him have to say, they bore him with their idiocy, and he isn't shy about letting it show. It can also lead to him making inappropriate comments or deductions, such as not understanding why a woman may find the stillbirth of her child distressing years after the fact, or celebrating with enthusiasm how exciting a case is in front of the victims. Part of this is not caring, but part of it is a genuine misunderstanding and he will take corrections under advisement. Sometimes.

Despite this lack of understanding of empathy, he is incredibly good at manipulating people and playing a part when necessary. The aforementioned sham engagement required him to act lovingly and considerate, he once cried on cue just to pretend to be an old friend of a dead man in collecting clues, and he convincingly showed fear while disguised as a vicar. All of these acts are only ever done in pursuit of his greater goal. He would never consider just social niceties as a good enough reason to feign interest.

He learned from an early age that his manner and ability to observe what most other people couldn't was not conducive to making friends, and so he didn't try and pursue them. He has professed that sentiment is the death of logic, and that it's these errors in judgement that will be the death of the human race. But that isn't entirely true, for Sherlock has a sentimental side too. It can be seen briefly in small acts of kindness to the long-suffering Molly Hooper, or in how utterly outraged he became - to the point of nearly beating a man to death - when Mrs. Hudson was held at gunpoint, or in defending Mary even after she shot him. But where it really shines through is in his relationship to John Watson.

To say that Sherlock loves John would be entirely accurate. Not in a romantic fashion, nor even probably in a familial fashion, it's just an intense bond with a man who has become his best friend against all the odds. Watson is the humanising part of him, his grounding force, and an excellent partner to solve crimes with. It was the threat of John's death (along with Lestrade and Mrs. Hudson) by Moriarty, that drove Sherlock to fake his own suicide to protect them. It would be accurate to say that Sherlock does not make friends easily, not by any means, but the few he has are incredibly important to him.

That's not to say that the power of friendship somehow makes Sherlock less of an asshole. He is a selfish man and often doesn't think beyond his own needs, wants, and interests. He can be very cruel to Molly, even knowing of her feelings for him, and is always insulting John's intelligence. He has even gone so far as to attempt to drug John, or to actually drug Mary, his parents, and his brother (Mycroft) all in the aid of a case. His selfish attitude can be seen again when he reveals his death was all a ruse, he's surprised when John has moved on with his life and equally surprised at the anger. He expected to be greeted with open arms and for everything to go back to how it was, and it took quite a bit before he saw John's perspective on the matter.

Sherlock is incredibly childish sometimes, and often incapable of taking care of himself in the basic ways that an adult should be able to. He doesn't dust, clean, or really do his own shopping. He can forget to eat, he treats his landlady like a housekeeper, and he can sulk for days. He even showed up at Buckingham Palace in a bedsheet because he petulantly refused to be more accommodating for his big brother. He has shot the wall just out of boredom, and often conducts gruesome experiments with parts of corpses without thinking of the consequences to the people around him.

In short, he is a man capable of extremes in both directions. He can be so incredibly selfish as to fake his own suicide and let his best friend grieve for two years without a single word, take drugs just to assist in his thinking process, and lie to a woman about his feelings for a case; and he can be so incredibly selfless as to murder a man just to save the future of a woman who shot him, and dive into a burning bonfire to save a friend.

Flavor Abilities: None, he's a squishy human being. All his abilities are intelligence and deductive based.

Suitability: Sherlock is a man who thrives on a mystery, and the more dangerous or deadly it is, the more he thrives. It will be an endless source of annoyance to him that he can't figure out the problems of the admin right away, but it will definitely give him something to do. He should be pretty useful to the mystery solving team, even if he will likely make all of them want to kill him in about four seconds flat.

RP Samples: Multiple threads on the test drive meme
Edited 2016-10-01 09:11 (UTC)
wilsonsheart: <user name="idiopathic" site="livejournal.com"> (i'm unstoppable)

Amber Volakis | House M.D. | Reserved

[personal profile] wilsonsheart 2016-10-01 10:06 am (UTC)(link)
Player Information

Name: Danielle
Age: 24
Contact Info: [plurk.com profile] ddsapphire
Other Characters: Quark ([personal profile] averytinyparticle), Ginger Hale ([personal profile] lacecase)

Character Information

Name: Amber Volakis
Canon: House M.D.
Age: 32
Gender: Female
Canon Point: Season 4 Episode 9
Background Link: here
Inventory: The outfit she was wearing (coral-colored knit shirt and matching coral cardigan, gray button-down jacket, white necklace, mustard-colored corduroy knee-length pencil skirt, flower-shaped silver earrings, brown flats). Her lab coat, a blue pen, her hospital badge.

Personality:

The biggest, most driving part of Amber is definitely her ambition. When she sets her eyes on something, she doesn't care what it takes to make it happen--she'll make it happen. She doesn't care how that makes her look...or what she has to do. Throughout her unofficial employment by House at the Princeton-Plainsboro Teaching Hospital, she spends every ounce of her energy trying to be the best candidate. To prove herself. Arguably, she worked harder than anyone else who was trying to win House's favor. Arguably, she was one of his best candidates. She learned at a young age that, as a woman, she'd have to try twice as hard as a man to get far in life--and that she'd have to be twice as ruthless. She contented herself with the fact that she'd never be loved if she wanted respect. Still, she chose respect. Having that was almost more important to her than being liked. By the end of her run in the show in the episode "Wison's Heart", none of her coworkers could boast that they considered her a friend or that they were particularly torn up over what had happened to her, only visiting her as a courtesy (and probably more for Wilson's benefit than anyone else's). House quickly coined the nickname "Cutthroat Bitch" for her, rarely using her actual name in place of it. Although it's a crude thing to call her, she does go the extra mile to get others fired.

But it's not just in her work that Amber shows this side of herself. Her gift for manipulating others is one that she uses for all walks of life, not just as a means to an end in getting House's approval. She puts on the image of the prideful, spurned career-woman to trick eight people into quitting their job, acts like a superstitious, worried friend to Thirteen to try and shake her off of a case, and even pretends to be a broke, pregnant woman in order to con a mattress salesman into cutting the price of one of his wares. She knows how to adapt her personality to fit a situation, and the things to say that are best to her advantage. She's not perfect, of course, and a more perceptive individual is usually able to call her bluffs...at least once they've realized her tendencies to lie to get her way. Amber's not a trustworthy person. That doesn't, however, suggest that she's heartless or completely selfish.

Although she chose respect over likeability, and as a result strives to be the most respected and feared person in the room at any given moment, the confidence she exudes is as much of a coverup as the rest of her facades. She doesn't like that people don't like her--she doesn't think there's anything that she can do to change it, and feels that being smart and terrifying is the only thing she can do to keep herself from being perceived as worthless. Amber figures that if people are going to dislike her no matter what, she has nothing to lose. Sometimes, her own lack of self-esteem can be evident in the way that she treats others. Because she works so hard and sacrifices so much to establish herself, she has no sympathy for those who are stuck in poor situations. She thinks that they're just not trying hard enough to improve themselves, and resents "losers" for their laziness. She acts, generally convincingly, like she doesn't care what people think of her and that she can't be touched because she embraces her backstabbing nature. She definitely does care, as much as it would be easier not to, and this is shown most clearly when House finally fires her and she breaks down into tears, stating that she's "trying not to care" as she does.

Amber's insecurities also manifest themselves in her drive. To her, everything is about winning. She doesn't want to win, she needs to win, and she'll do everything to get that victory. More than once, this fact is shown as being both one of her greatest strengths as well as her ultimate downfall. When the men and the women are split into two teams for a "battle of the sexes", Amber demands to be placed on the men's team as she believes he'd never fire the whole of his male candidates over the female ones. When that backfires and the men are on the verge of getting fired, she forsakes both teams goes rogue, not stopping until she finds a solution to the current diagnostic puzzle. And in the end, her need to be the best is what drives House to fire her, telling her that although they both play the game (and she's often described as House's female counterpart) and play it well, their difference lies in the fact that he can accept when he's wrong or when he's lost, and she can't. Although she doesn't lack in compassion, she definitely suppresses it in favor of that want for victory, and because of that, she's deemed a poor fit as a doctor on his diagnostic team.

Throughout all the trials and tribulations that surround her, both before and after her time as one of the fellowship candidates, Amber remains a wholly independent figure. Although she quickly becomes romantically involved with James Wilson after being fired, and he explains to House that she seemed to "need his help" and that this falls into his pattern of wanting to "save" women, she's never put in a position of needing to be taken care of. She always has a job waiting for her to fall back on in the event that being part of House's team doesn't pan out, she holds her own with House when he tries to sabotage her relationship with Wilson and accuses her of only using him as a means of revenge or leverage, and even challenges Wilson himself when she feels that their dynamic may become co-dependent. He moves into her apartment, she organizes and asserts herself in the walks of their love life, and when she sets him up for a decision to see if he'll act in his best interest or quietly suffer and do whatever she wants, she makes him take it back. Amber explains to Wilson, when he doesn't understand why defaulting to her decision was what she didn't want, that she can take care of herself on her own and he shouldn't do that to himself. In the end, she recognizes he'd only become unhappy and that would cause their relationship to fail. Even in a relationship that committed, she stays true to her core values and never lets herself get put in the backseat.

Flavor Abilities: None.

Suitability: The most exciting thing about having Amber in Snowblind is that, as a doctor, her motivations would be something wholly unique from the rest of the current cast of doctors. She's not as seemingly sketchy or lacking in morals as Stein or House (appears to be)--but far from being as selfless as Wilson or Watson. She'd be a presence who would actively help others...but mostly so she can further help herself in the long run. It would be interesting to play her as a network presence of someone who's putting on a very definite facade to manipulate people into liking her more, and treat the whole survival situation as a game that she needs to win. Not just to get home, but to get answers--and get them before anyone else who might underestimate her. Every scenario, no matter how dire, is one she can use to prove herself.

RP Samples: here and here
nursetemple: (Default)

Claire Temple | MCU | Reserved

[personal profile] nursetemple 2016-10-01 10:54 am (UTC)(link)
Player Information

Name: Ellie
Age: 30
Contact Info: [plurk.com profile] ellievolia
Other Characters: Zach Spencer ([personal profile] majorlazer)

Character Information

Name: Claire Temple
Canon: Netflix MCU
Age: 34
Gender: Female
Canon Point: End of Netflix’s Daredevil s1 episode 11
Background Link: MCU Wiki
Inventory: She’ll arrive in Norfinbury wearing: jeans, black low heeled leather ankle boots, a white vest, gray hoodie, green lightweight jacket, and her usual underwear. In her pockets: her phone, a portable phone charger, a coin purse with a few notes and coins, a card holder with a couple credit cards, her driver’s license, her hospital id card, a picture of herself, her mom and her sister when they were little.
If possible, she’d also have her small supplies bag, containing first aid supplies: bandages and gauze, nylon thread and needles, needle holder, iodine, disinfectant and wipes, hydrocortisone, antiseptic cream, saline, some painkillers, tweezers, disposable gloves, safety pins, sticky tape, rounded scissors, suture removal scissors, hemostat, eye light, closure strips, scalpel.
All in small amounts and only single use for the instruments (at least until she finds a way to sterilise them, if she does).

Personality:
An experienced ER nurse, Claire is strong-willed, almost by default. She has to be, to go through any and every single shift at Metro-General. Her job is her pride and takes up most of her life; she is definitely married to it, and frequently pulls double shifts, staying behind at the hospital to make sure her patients are well-cared for. Living in a small, rundown apartment building in Hell's Kitchen, there isn't much for her to come home to, besides cute neighbors and a collection of potted plants she's growing on her fire escape.

At this point, she knows most low level gang members kicking around Hell’s Kitchen, and she’s stitched most of them back up at one point or another; she has a knack for talking to them, and they respect her for her bluntness and honesty. She's not the kind of beat around the bush, which works out for her sometimes but she finds absolutely necessary in her job. She has no time to sugarcoat things for people who don't deserve it.

When she meets Daredevil, he is passed out in her building’s dumpster. She saves his life, patching his multiple stab wounds and giving him an emergency pneumothorax - she doesn’t call the police nor an ambulance, instead deciding to take care of him herself, as she recognized him to be a vigilante. This was the start of her relationship with Matt Murdock; a complicated one that would put her life in danger and lead her to question many of her ethics.

She thinks of herself as a person with strong morals; she wants to do good, and to help people, to help her city be a better place to live in. But she can also be judgmental - she is with Matt when she pointedly tells him he put someone in a coma. Part of it is to cover her fears; fear that Matt will lose himself and start killing people, fear that her city will become unlivable, fear that her connection to Matt will just end up hurting her.

Despite some spitefulness, her need to do good tends to take over any pettiness. When Ranskahov was about to die, despite having been abducted and hurt by him, she helped Daredevil save him. Still, when a thug attacks them and Daredevil keeps him tied up, Claire helps him, giving him instructions on where to stab the thug to hurt him the most. She’ll break rules and laws when she believes it right, which is also how she manages to get herself a sturdy first-aid kit built from pilfered hospital supplies.

She can be brash to her patients, but it is more about keeping them safe than real anger or annoyance. She can also be sassy, with a quick wit that shows she’s not afraid of pushing back, even against gangsters and criminals. But she's also loyal, to her family, her friends, the people she loves and cares for. Sure, she sees plenty of gang members during her shifts at Metro-General, but some of them she's actually built a rapport with, and they'd protect her, just like she protects them when she can. Mainly, she keeps that loyalty to her loved ones and people in need.

Part of her morals also come from her upbringing. Raised by a Puerto-Rican, religious mother, Claire was held to high standards, and wanted to make her proud every single day. She attended church, Sunday school and confession, and has maintained her faith through the years, even if she isn't as devout as she was as a child. She still relies on her faith when times get tough - she leaned on it when she was kidnapped, and trusted that Daredevil would save her. She also uses it to try and get through to him, telling him she doesn't wish for him to become like the martyrs she remembers from Sunday school.

She trusts few things in her life; her own skill, her family, her faith and the Devil of Hell’s Kitchen. Even if she doesn’t always believe in his methods and sometimes his motives, even when she worries that he will lose himself, she believes that he’s doing it to help Hell’s Kitchen’s people, and that’s why she sticks by him and promises she will keep helping him if he needs her. She wants to do good for her community, through her job and her day to day life, be it by helping kids get out of gang life before it's too late or stitching up Daredevil.

She has feelings for Matt, but both of their fears are keeping them apart. She doesn’t want to be with someone who is so close to losing himself - refuses to be a martyr and live in fear for his life, and he’s afraid that she’d be hurt beyond repair by staying with him. She redefines their boundaries after her kidnapping, but promises she’ll help him when he needs it. She doesn't want her feelings for him or her helping him to define who she is; her own job, her own life comes first for her. While she's willing to help him as much as she can, she also wants to keep her own independence, and dislikes depending on him.

Claire is a strong, independent woman who’s made her own path in a city riddled with crime and gang wars. Every day she fights to make her neighborhood a better place, while never leaving anyone behind. She adapts; speaking fluent Spanish when necessary, pulling out all sorts of pop culture references, from comics to video games, when she’s dealing with kids in the ER, gathering supplies to help Matt whenever she has to. She's loyal to a fault, and will hurt people who have hurt her, or her loved ones, should she think it necessary, and without remorse. Not that she isn't ruthless, either, but she can definitely lash out, in fear and pain and anger. But she's still level-headed most of the time, as her job requires.

Flavor Abilities: None, besides her extended knowledge of ER nursing and her fluency in Spanish.

Suitability: Claire is used to New York winters. Obviously, it’s not the coldest of cold Alaska winters, but she is resilient, and resourceful. The setting would definitely take its toll on her after a while, especially the psychological horrors it inflicts on the town’s residents, but she’d fight for her - and everybody else in town’s - survival. She is very stable mentally, but over time this kind of isolation and despair will definitely make things difficult!

RP Samples:
network sample
action sample
Edited 2016-10-01 11:34 (UTC)
exequies: <user name="aiamari"> (Default)

Undertaker | Kuroshitsuji | Reserved

[personal profile] exequies 2016-10-01 02:59 pm (UTC)(link)
[Accidentally replied to the mod comment the first time. Reposting in the right place.)

Player Information

Name: Zan
Age: 32
Contact Info: [plurk.com profile] indecorous
Other Characters: n/a

Character Information

Name: Undertaker, The (real name unknown)
Canon: Kuroshitsuji
Age: Unknown, but canon evidence indicates he's a few centuries or more. Appears to be in his late twenties/early thirties.
Gender: Male
Canon Point: Post-Weston School Arc, around chapter 107.
Background Link: This is a stupidly detailed page; just ignore everything that isn't manga canon, please.
Inventory: 1 pair thigh-high boots
1 pair black trousers
1 black cassock robe
1 black wool over robe
1 grey sash
1 black mute's hat
1 emerald(?) ring
1 long, mala-bead necklace
various ear piercings (4 small hoops, one plug and one industrial bar)

Here is a break down of his outfit, though he would be missing the locket chain around his hip.

Personality: One thing is certain about the Undertaker: he's a very good actor. After deserting his position as a grim reaper some fifty years prior to his canon's current date, he went deep into hiding among the humans he had previously 'hunted' for their souls. At some point in between, he took on the role of an undertaker. Residing in or near London's notorious East End, he also served as an informant between the city's criminal underbelly and the vigilante family of nobles who were known as the Queen's Watchdogs, and assisted them for several generations. At least, until he defected once again to pursue his own interests. Undertaker's priorities are always liable to shift depending on what's the most beneficial to him.

As an undertaker, he created an eccentric persona for himself as the sole proprietor of his own mortuary and funeral parlor. His long hair, claw-like black nails and joker-like grin could upset even the most stoic of Victorian sensibilities, never mind his penchant for terrifying any living visitors who came his way. But these attributes also made sure that no one desired to stick around his workplace, making it an ideal spot for him to experiment on the deceased. He even admitted in his introduction to 'removing organs for research' but no one ever thought to follow-up on this statement. More specifically, this research was into bringing humans back from the dead, which would become his main obsession. But he genuinely seems to enjoy making people uncomfortable, just for his own kicks. Others' personal space frequently goes ignored by him, and he will get hands-on with people regardless of whether he has permission or not. The latter is generally only with people he has some sort of liking towards, and is more 'friendly-ish' than anything overtly intrusive. But he also has a practical reason for his invasiveness: he's horribly near-sighted to the point of being practically legally blind. While this may be a handicap for most people, he has apparently compensated for it by sharpening other senses to a finer degree. It doesn't keep him from wanting a clearer picture of what people look like, however, just for his personal curiosity. Another unlikable personality trait is that he can be extremely obnoxious with his quirky antics and laughter.

The latter is an especially important aspect of him. Undertaker values laughter higher than anything else in existence, or so he claims. Call it a coping mechanism or a neurosis (which is more than likely, given all reapers were once humans who died by suicide), but making him laugh is a guaranteed way to get at least a partial favor from him, and it makes him far more likely to share information with another party. In canon, it's the only manner of payment he accepted for his aid as an informant, and even influenced him into saving another character's life (though in that case, ulterior motives can't be completely ruled out).

This lackadaisical attitude makes it difficult to tell if he really takes anything seriously, to an outside observer. It's nearly impossible to truly get under his skin, and even when his plans go awry he doesn't seem to be terribly bothered by it. The only time he's shown an inkling of anger has been toward Queen Victoria, herself. He professes to 'not be a fan' of hers, and laments the ugly responsibilities she puts on the shoulders of her Watchdog, instead of dealing with them on her own. The implications are that they have some sort of history together, whether it's simply because she keeps getting the Watchdogs killed or not. Either way, it's driven him to attempt to warn people away from placing themselves under her thumb.

And here we come to his darker side. Though he's perfectly happy to play the fool when it suits him, he is deadly sharp and intelligent underneath the surface. He claims that his curiosity towards humans was what made him defect as a reaper and take up the torch of reviving the dead. His experiments were successful, and resulted in the creation of what he calls his 'Bizarre Dolls'--or zombies, basically. Simply bringing people back wasn't enough for him though, as he continued to perfect his dolls to cure their insatiable need for opening up the bodies of the living in their search for a soul. In his own words, "even the dead can evolve", and by continuing his project he was able to make dolls that possessed partial self-awareness and the capability of speech.

This drive to conquer death also seems to be influenced by his own, personal losses. He kept a chain of memento lockets with hair belonging to seven people, one of which was the grandmother of one of the series' main characters, Ciel. Her son (Ciel's father) was the Watchdog after her, who Undertaker also knew closely. He is shown to still be mourning his death, grieving that his body was so badly burned in the fire set to his mansion after his murder that his "bones were turned to ash". Concerning Ciel himself, Undertaker has shown to be extremely protective of him and even went so far as to test the loyalty of his demonic butler and guardian, Sebastian, and manipulated him into protecting Ciel even more closely. First by tricking him into revealing the nature of their contract, and later by placing him in a position where the demon had to choose between capturing Undertaker or protecting his master. Both times, he verbally reinforced the idea (and warning) to protect Ciel at all costs. This penchant for manipulation and foresight can also be considered strengths, even if they're somewhat malevolent ones. His acting allows him to observe others while making himself seem like less of a real threat, and he is perfectly capable of lying or tricking people if it benefits him. This is also shown in canon when he fools a doctor named Ryan Stoker into becoming his research partner, using the other man's resources and theatrical personality to become the 'face' of their business and later betraying him when his usefulness was bled dry. He also has an impressive body count, though indirectly, of people he apparently considered less important when he unleashed his bizarre dolls on a cruise liner full of passengers.

These layers to his persona form a complex individual who's as slippery as he is silly, and as dangerous as he is deeply strange.

Flavor Abilities: As with all grim reapers, Undertaker's eyes give off a faint yellow-green glow that is especially noticeable in dim or dark surroundings. In addition, his training and work has made him very agile and stronger than a normal person, though I expect his strength would be dampened under Snowblind's permits.

Suitability: Undertaker is no stranger to living in less than desirable conditions, or being around death and terror. Given his intelligence and observational skills, he would be able to assess his options and form contacts with those who would benefit him the most. And try to stay away from those who didn't.

He has the potential to struggle substantially with the limitations on his abilities. Being reduced to something very close to human in a setting is something I've yet to explore with him, and while it would take some time I'm interested in playing out his adjustment period as well. Since reapers were once human, it wouldn't be impossible for him to adapt. I'm also interested in exploring how this limitation would impact his survival skills and strategies of both dealing with other characters and Norfinbury's climate and dangers. He's already good at both improvising on the spot or thinking ahead with excessive strategizing. Being combat trained, he can defend himself though he also picks and chooses his battles rather than dive blindly into danger.

With as many other interesting characters already in the game, he wouldn't have a problem finding entertainment either.

RP Samples:
log sample
network sample
ritu: (Default)

Ritsu Kageyama | Mob Psycho 100 | Reserved

[personal profile] ritu 2016-10-01 07:38 pm (UTC)(link)
Player Information

Name: Twin
Age: 24
Contact Info: [plurk.com profile] twintales
Other Characters: n/a

Character Information

Name: Ritsu Kageyama
Canon: Mob Psycho 100
Age: 13
Gender: Male
Canon Point: Chapter 50/End of anime season 1
Background Link: Here! (Warning: This page contains manga spoilers!)
Inventory: School uniform; metal spoon.

Personality: (Warning: This section will contain vague manga spoilers!)

On the outside, Ritsu is an overachiever. He consistently outpaces his classmates, scoring well on tests and doing well in sports, though he doesn't seem to focus on either of these things very strongly. He's a bit of a loner, his closest connection clearly being his older brother, and even simply talking to him will usually net a cold or aloof response. His only club activity is being a member of the student council, where he is poised and polite with his seniors. In general, he's a focused kid who tends to take things a little too seriously.

Underneath, Ritsu is still an overachiever, but the source isn't quite his inherent intellect and skill, rather a complex regarding his older brother. He was enamored from a young age at his brother's skill with psychic powers, longing to have his own, even going so far as to carry a spoon with him at all times to practice bending it - and never succeeding. This failure suffocated him. Everything else came so easily to him, and yet the one skill he desired, the one skill he actually wanted, he was incapable of achieving. His successes with school and athleticism meant nothing to him, and his esper brother crowing over his successes in those fields felt like stabs in the heart. No one seemed to understand that what he really desired was power. This duality - an exterior of perfectionism and an interior of jealousy marred with feelings of failure - is key to who Ritsu is.

The realization that everyone saw him as a model student, despite having no interest in that path, led Ritsu to participate in the Big Clean-Up, a plan put forth by the president of the student council to re-shape their middle school into a safe space free of delinquents. Ritsu agreed to assist, longing for a reprieve from his "perfect child" persona and to feel true foolishness for once. Ritsu's entire participation in the Big Clean-Up was what made the event such a success. Because he is a planner by nature, never moving forward without one ready (and in fact getting frustrated at people who fly by the seat of their pants, evident in his relationship with Shou), he was successfully able to frame certain students and give the others reason to believe - or at least pretend to believe - in these framings. Ironically, his desire to do something foolish and thoughtless was made a success by Ritsu's own perfectionist, planning nature. The Clean-Up would never have succeeded without Ritsu's involvement and fore-thinking, such as planting the mouthpieces of recorders into a delinquent's bag when he realized the plan to simply frame him by placing the items in his desk wouldn't provide enough evidence. Still, Ritsu is a boy with a conscience. Having never experienced this kind of raw, foolish emotion that ended in something truly horrific (a student being run out of the school), Ritsu was overcome with guilt at what he was doing, and that feeling exploded inside him. From this apex of emotion, his own psychic powers were awoken. Sensing where they had come from, instead of quitting and coming clean with what had happened, Ritsu continued participating in the Clean-Up, letting the guilt feed into his powers to strengthen them, even partnering with an untrustworthy spirit so that he could learn how to control them. Because he understood where they came from, he saw no issue with continuing with the Clean-Up, despite knowing the emotion feeding his power was guilt and disgust. To Ritsu, the end justifies the means - and to Ritsu, the end was strong psychic power. Once delinquents from other schools began to appear in search of the hidden banchou (who, unbeknownst to Ritsu, was his own brother), he began to take care of them himself, using them to grow even stronger and more skilled by using his psychic abilities to beat them down. Even when his brother found out and tried to understand what he was doing, Ritsu simply lied to him to continue feeding the guilt, claiming he was terrified of him and needed psychic powers to protect himself. In a way, this was half true - Ritsu did believe he needed psychic powers to protect himself, but not in a physical sense. Rather, he believed that by finally having these powers, he could finally see himself as a success. Even as they grew stronger, that feeling of success never happened. So Ritsu continued to grow stronger.

Despite the desire to be strong, Ritsu has clear barriers in mind, though "limiters" may be a better choice of words. He cannot envision anyone being stronger than his own unthinkably powerful brother, and most of all, cannot imagine himself being as strong as him. This has led Ritsu to involve himself in dangerous fights that, logically, he knows he will lose, but feels no qualms about picking them despite that and simply uses them as exercises in getting stronger. His sense of scale is limited to being either "My brother" or "Weaker than my brother," with the entire world being dumped into the latter category. Because of this, Ritsu can be narrow-minded when it comes to interacting with other people (or things, such as spirits), as he believes he can eventually out-power them - they are doable barriers he can eventually pass. In Ritsu's mind, his brother has broken the sound barrier. He has seen the incredible power his brother possesses back when he was very young (though notably he denies that this was truly his brother, rather a manifestation of his power and not truly him). Because he believes he cannot do the same, he believes no one else can, either. This makes them a fair fight.

Still, Ritsu is a child. He's unfortunately jumpy, easily flustered, and narrow-minded when it comes to others. He's a loner, not really reaching out to others and even in canon has remarkably few, if any, friends before he begins to meet other psychics after his awakening. His closest connection is that with his older brother, who he has an almost god-like image of. He is judgmental of others, very easy to read, and easily embarrassed or made angry, as evidence by his relationships with Reigen (who he sees as a fake) and Shou (who he respects as a psychic but is easily frustrated by his proclivity towards unplanned action, such as showing up unannounced to his middle school culture festival). His brother is a hot-button issue for him, and even speaking marginally bad of him will cause him to lash out. In short, he's a child who is still growing into himself, and outside forces do nothing but bother him.

Flavor Abilities: Ritsu is an athletic and intellectually gifted kid. He is on the honor role in his school and is also a member of the student council. He also placed ninth in a marathon at a later part in the manga (though without substantial training, the author noting at some point that he is a fast kid).

While in canon Ritsu has psychic powers such as telekinesis and the ability to exorcise spirits, those powers will be rendered unusable in Norfinbury due to their advantage.

Suitability: Ritsu is a child who finally unlocked incredible powers that he's dreamed of having ever since he can remember, traversing a hell of guilt and disgust to achieve them. In Norfinbury, the pain he went through will be rendered completely moot when he awakens without them there anymore. Because the Ritsu I'll be playing is taken from the point directly following his awakening as an esper, the stress and anger of losing something he has been working all his life to obtain will definitely eat at him. Due to the way in which he awakened his powers before (and evidence from Claw showing that intense emotion is needed to awaken powers), he will definitely put himself in dangerous situations or participate (or even spearhead) programs meant to fuel his guilt and disgust in an effort at re-awakening these powers, however likely at success he deems them to be. It will definitely take a good amount of time for Ritsu to understand that psychic powers are not needed for him to live a happy life, especially when things were just becoming positive back in Seasoning City after the harrowing events in the Claw organization that kidnapped him. Still, I'm hoping to play him as discovering alternate methods of achieving self-worth and happiness by making connections with others (something he deeply lacks in canon, aside from his relationship with his brother - being apart from him will also deeply upset Ritsu, by the way; this kid is in for a real shit awakening) and discovering other skills that he, himself, is proud of. This boy needs some self love and what better place to find that than an ice town full of monsters? I'm positive he'll have a great time.

RP Samples:
Sample one (Action spam)

Sample two (Network, using one of the test drive meme prompts):

This is in regards to the new "Scavenger Hunt" application on the tablet, but...

I'm not very concerned with finding all the items listed at this moment in time. Does anyone know what they're supposed to be gathered for? Where do we take them if we collect them all?

Though I doubt anyone is going to be able to find some of these...


[Not without a good amount of trouble, anyway.]
actuallydaredevil: (Default)

Matt Murdock | Marvel-616 | Reserved

[personal profile] actuallydaredevil 2016-10-02 04:19 am (UTC)(link)
Player Information

Name: Jan
Age: 25
Contact Info: [plurk.com profile] cantito, aim: anpanjan, discord: Smokey#9413
Other Characters: n/a

Character Information

Name: Matt Murdock
Canon: Marvel-616
Age: Mid 30s (comics don't ever age!)
Gender: Male
Canon Point: Volume-4, issue 14
Background Link: Marvel Wiki, but to sum up Matt's canon point, he fucked up a lot in Volume 2 and decided denial and cheer were the perfect solution to dealing with all that in Volume 3. Volume 4 continues the "cheerier" Daredevil arc, with Matt's cheery facade taking hit after hit as the world (or The Owl) continues to prove his ideals wrong.
Inventory: Matt is arriving in his awful red suit, so that includes:
- his BRIGHT RED 3-piece suit (including accessories, gloves, belt buckle, shoes, etc)
- his walking stick, stripped of all the cool extras
- his actual Daredevil suit (the spandex one) which he wears underneath all those layers Matt, you are so dumb.
- his cell phone
- a stack of "Matt Murdock (Daredevil) Attorney at Law" business cards

Personality: Matt Murdock's life is suffering. Literally, fans complained about Mark Waid's run being "too lighthearted" when it dealt with things like Matt's depression and his best friend's cancer. His powers give him headaches on the regular-- but you try having super senses and living in New York City, that's enough to give anyone a headache. But yeah, with Matt's past, the fact that he moved forward instead of wallowing in his guilt was considered light for Daredevil. He's got baggage.

So this is Matthew Michael Murdock, A.K.A. Daredevil: a masked vigilante who believes in justice and goodness and never kills despite how much his enemies might deserve it. Sure, he lost his father as well as his sight, but Matt hasn't once lost sight of what's important him: doing the right thing, helping the weak and doling out justice. In essence, making the world a little nicer for the nice guys and a little scarier for the bad ones. He stubbornly clings to this to get him through most days, believing someone has to do it, and that someone is him.

Backed by his ideals, Matt is relentless-- fighting for justice in an unfair world. He is stubborn, proud, prone to theatrics and a little self-absorbed thanks to his Daredevil persona taking up such a big part of his life. This is Matt with a long, long history of comics behind him and a legacy of fighting criminals and helping police catch killers. (Yes, the Silver Age stuff did technically happen. It's embarrassing. Don't ask.) He's got a brand to maintain, and that brand comes with an ego to match. He may put the greater good above himself in every instance he can, but it still wounds and nags him if someone calls him out on the whole "Man Without Fear" bit.

See, despite his claim to being fearless, Matt has very real fears. He worries about his loved ones, strangers, his friends. This usually ends up with him believing he knows what's best for people and how to keep them safe (it doesn't always work.) His intentions are good, but Matt can be over-protective and overbearing and often has to be kept in check by Foggy to keep from making poor decisions. He's not winning any awards for self-preservation, but when it comes to other people, Matt will not take sacrifice for an answer.

Matt's also really, really big on guilt. He blames himself for every mistake, every fault, every injury placed on his friends or every failed relationship he's ever had. If guilt had scholarly merit, Matt would have a PhD. Even when he tries to be cheery and optimistic, deep down, Matt blames himself for everything wrong with his life and the lives of his loved ones, or at least worries that he might be somehow to blame. (Yes, he tried to blame himself for Foggy's cancer at first, Foggy just wouldn't have it.) There's plenty of reasons for it, too. Matt was raised Catholic, so he's got Catholic guilt from the start; he really was to blame for most of Volume 2, so it's not unfounded when he was just awful for so long; and he's a superhero, so being targeted by super villains makes his fear of endangering his friends that much more likely. Still, he tends to slump in this and pull away from people when the guilt gets too bad. He tries to hide it and tries to fight it, but he has good days and bad days.

Snowblind is probably not going to give him very many good days.

Flavor Abilities: Matt has enhanced senses that make up for his lack of sight, as well as a fifth "radar sense" that allows him to detect the shape of things surrounding him. He cannot perceive facial features, printed designs or read digital displays. His senses are strong enough that he can perceive people's expressions usually by their body language or sound/smell, but unless something is written in ballpoint pen or etched/engraved, he straight up can't read it. For the purposes of Snowblind, I am reducing his radar sense to work only in whatever direction he's facing (as discussed) and because it is a "sense" I hope to one day take it from Matt if he dies :3c

Suitability: Matt is in a unique place in the Marvel universe where he's both known by everyone and yet rarely involved in the major events/players of the world. That said, he's got History with Natasha so finding her and being stuck with her is going to be a big surprise for Matt. Outside of canon CR, Matt is a hero first and foremost and will do his best to help people and figure out who or what is behind the mess at Norfinbury. He's stoic and suffers silently when it comes to his own pain, so I expect he'll be well suited for exposure... of course that means that by the time they start to really affect him he will snap and be awful, which I'm looking forward to. Matt's been to dark places in his canon and while he'll try not to regress, it's a slippery slope.

RP Samples: one and two
pistolproof: makes all the hearts go doki doki (the jack sparrow trademark smile)

Jack Sparrow | Pirates of the Caribbean | Reserved

[personal profile] pistolproof 2016-10-02 10:21 pm (UTC)(link)
Player Information

Name: Silas
Age: 25
Contact Info: [plurk.com profile] worldwanderer
Other Characters: N/A

Character Information

Name: Captain Jack Sparrow, the one and only
Canon: Pirates of the Caribbean
Age: Late 40s
Gender: Male
Canon Point: Post At World's End
Background Link:
Jack Sparrow on the potc wikia. It should be noted that the information on the wikia is not solely limited to the events of the movies. They include all of the Pirates of the Caribbean books. This is not headcanon. All of the books are published under Disney, as were the movies and as such, they are all part of the same canon. They include:
• The 13 Jack Sparrow books, which detail Jack's life as a teenager.
The Price of Freedom, which details how Jack obtained the Black Pearl.
• The 5 Legend of the Brethren Court books, which details Jack's two years as Captain with Barbossa as his First Mate.
Inventory:
His compass
His black leather tricorn hat
→ Sailing garb of the 1740's. Specifically: long brown boots, brown linen pants, a red and white striped sash, a torn white undershirt, a faded blue waistcoat, a long brown coat, three belts (two worn across his waist, the other across his front).
→ A red bandana
→ 4 different rings
→ Various beads, ribbons and trinkets of which tie into his hair and belt. This includes: the shrunken head of his mother, the shinbone of a reindeer, a chickens paw, the pelts of animals, etc., etc..
mightypirate: teeshirt design by angicita (http://www.redbubble.com/people/angicita) (Default)

Guybrush Threepwood | Monkey Island | Reserved

[personal profile] mightypirate 2016-10-02 11:30 pm (UTC)(link)
Player Information

Name: Psi
Age: well north of 18
Contact Info: [plurk.com profile] PsiYamaneko or PM
Other Characters: Haurchefant Greystone and The Joker

Character Information

Name: Guybrush Ulysses Threepwood
Canon: Monkey Island
Age: 18
Gender: Male
Canon Point: Shortly after the events of the first game.
Background Link: Wiki
Inventory:
-Thin shirt and pants
-shoes
-tons of gold and obnoxious glittering jewelry
-the still wriggling beard hair of a ghost pirate


Personality:

Guybrush, Guybrush, Guybrush...
I've been teaching this course for months, and I can safely say...
That you're the single worst student I've ever met!
I'VE PICKED LINT OUT OF MY BELLY BUTTON WITH MORE LEARNING POTENTIAL THAN YOU!


Ask someone about Guybrush and they will probably sigh a deep, long-suffering sigh and say they wonder how he is able to function in daily life. He is incredibly clumsy and naive and entirely lacking in the quality of conscientiousness. He is also mean spirited at times and has a way of influencing people without making many friends.

Guybrush approaches most things in his life with optimism and a sense of adventure. Adventure is one of the things that drives him and if he isn't on the move or working on many projects at once he is likely to get bored and into trouble. He envisions himself as being a pirate and a great one. In truth, however, he is often scatter-brained which causes him to come across as simple.

He has only minimal amounts of charisma, which tends to frustrate him because any "crews" he assembles inevitably form nonviolent mutinies where they just decide not to listen to him anymore. Even after saving the Caribbean from the undead he is unable to command any real respect. A legend does eventually grow around him, speaking of a tall beast of a man who is accompanied by a big, black parrot but this is only ever a legend. People who meet him in person are never impressed. For killing the undead pirate LeChuck he feels he is deserving of nothing less than total adulation. He desperately seeks attention from other pirates or people he admires and will throw a tantrum at worst or simply get fussy at best when he doesn't get it. He will sulk like a child if things don't go his way. Because of this other pirates may sometimes find him a witty conversationalist but not somebody they'd ever want as a constant companion and certainly not someone they'd ever want as a captain. His self-aggrandizement tends to annoy people after a while.

He is prone towards saying the wrong things and he rarely does things the easiest way. He is not a hero; he scares easily and is even known to leap into the arms of total strangers when terrified. Goofy as he acts, however, it takes intelligence to be so creatively dumb. The patina of idiocy is misleading. He is actually highly literate; able to use and pronounce large words without error, talk circles around others, and he eventually becomes a published author. He has incredible mental agility and an unparalleled gift for lateral thinking but, unfortunately, he lacks the patience to actually learn anything so he doesn't have much conventional knowledge. And he repeats mistakes. Frequently. His tendency to day dream and get lost in his own often nonsensical thoughts also makes him an easy target for an ambush.

Despite the fact that he scares easily, he has great moments of bravery when he has to and will place himself in harm’s way to protect a principle or a loved one. Danger is about the only thing he takes truly seriously. He has gone to Hell, literally, to save the person he loves. Once he conquers his own fears and insecurities he gets the job done, albeit in incredibly circuitous ways. He is the only one willing to stand up against world-endangering evil, though sometimes this is because said evil gets in his way. If danger threatens him and him alone he will flee the situation. It is only when more people are caught up in it or his creature comforts and quality of life are at a substantial risk that he'll act.

Guybrush, even though his moral compass is run under Chaotic tendencies, rarely attacks others unless provoked first. When he is provoked he goes on a verbal offense instead of using his sword but he is a capable swordsman when violence becomes necessary. Even at his worst, however, he does not enjoy violence and prefers outfoxing his opponents. Left alone he prefers to keep to his own and further his own goals and he has little patience for people who try to boss him around and tell him what to do. This distaste even persists after he becomes a political figure himself through marriage. Rather than take any part in governing an island, he wanders. It's what he prefers doing. Sometimes he does try to do right by people but in the end he is seldom completely moral. At his best Guybrush can still easily become quarrelsome and he is constantly able to lie, cheat and steal for his own gain. He will be affable and charming to strangers but the second this starts to inconvenience him he'll turn the charm off. This can even happen in mid conversation; Guybrush will compliment someone and then start to insult them if compliments don't get him anywhere. His stunts are usually harmless but he is known to stoop to alarming cruelty out of spite if he's pushed too hard. For example; in the series he's sawed off another pirate's peg leg, thrown someone off a cliff, and he's nailed a person into a coffin causing them to be entombed alive. He can also be emotionally manipulative and abusive and will reduce grown men to tears if it will benefit him in some way. He does sometimes feel guilt over his more selfish actions but being a pirate means being selfish. Or at least that is what he tells himself.

Of course being roguish and amoral does not equate to being evil. Guybrush is not evil. Beneath the cruelty and egocentricity there is a heart. As he ages in his own world this becomes more and more apparent. Guybrush gains wisdom and learns to be more gentle and open minded about people. He learns to treat others with kindness and he learns to stick up for the principles he's gathered over his life. At the age of 28 he dies, sacrificing his life to destroy an evil deity and save the world. This means that there is a small part of him even now that is capable of selfless acts. His eventual capacity for heroism and benevolence does not grow from nothing.

Guybrush is a complicated young man who largely seems to be bumbling and naive, which he certainly is, but he is also very clever. The frivolous, almost childish way that he behaves most of the time masks the cunning deviousness that he is truly capable of. To say that he is dangerous might be exaggerating a bit but if he winds up on someone's bad side he is fully willing to make that person's life extraordinarily difficult and unpleasant.


Flavor Abilities:

Guybrush can hold his breath for ten minutes. In canon this tends to be a passive ability but for a survival horror setting I'd say it is something he has to more actively prepare for. If he is suddenly in a situation where he is robbed of oxygen or if breath is knocked from him before he's put in such a situation he would pass out fairly quickly. In other words, he actually has to be able to fill his lungs for this ability to work. If the ability needs to be lost then he's just a regular human and will come in without any flavor abilities.


Suitability:

Physically, he is not at all suited to the setting. He's from the Caribbean and is used to that sort of climate. Mentally, he will be interested in solving the puzzles he stumbles across. He has very little knowledge of modern technology even including the many anachronistic details of his universe but he is extremely gifted in lateral thinking.

Beyond the puzzle solving, however, his character has the potential to evolve due to the setting. At his current canon point he is fairly mean spirited but he does eventually change and become a self-sacrificing hero. Norfinbury could push him more towards selfishness or more towards heroics, it depends on how he experiences it which could be very interesting to explore.


RP Samples:

Norfinbury
Uno
Dos
Tres

And Extras:
A
B
C
D
These extras show a bit more of his sarcasm, puzzle solving and willingness to steal from people.
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passingmemories: (15)

Roxas | Kingdom Hearts | Reserved

[personal profile] passingmemories 2016-11-01 10:46 pm (UTC)(link)
Player Information

Name: Silas
Age: 30
Contact Info: [plurk.com profile] chromatus
Other Characters: N/A

Character Information

Name: Roxas
Canon: Kingdom Hearts
Age: Looks about 15-16
Gender: Male
Canon Point: Post-3D
Background Link: Here
Inventory:
Organization XIII outfit
- Black boots
- Black pants
- Black gloves
- Black shirt (even if it’s never shown)
- Black coat

Personality:
Roxas is unique when it comes to Nobodies since he is capable of real emotions. He possesses an actual heart, though he has been told by the members of Organization XIII that he was like them, a being without a heart. Since being reunited with Sora and sharing the others memories, he feels the same things a person with a heart feels.

Roxas displays the fact that he is a rather happy, carefree, cheerful and at ease kid when around friends. He makes friends easily, and loves to spend time with them. Axel was his first friend in the Organization, and they had their own tradition of meeting on top of the Clocktower. This gave Roxas something to look forward to and cherish, even with the addition of Xion into the mix. He continued this tradition with his new friends, Hayner, Pence and Olette when he arrived in Twilight Town despite having no memories of his former life in which he did this with his other friends. Just like with his former friends, Roxas was always glad to be doing things with them like adventures around town. He expressed his happiness with smiles and teasing his friends and planning things to do with them, such as a beach trip with the Twilight Town crew. They were a regular group of kids that were enjoying their last week of vacation with as much fun and excitement as they could. As an Organization XIII member, he was far from regular, but his two friends were still able to make him smile.

He is also an extremely loyal friend. He is more than willing to stand up for them and defend them when someone questions or insults them. He does this for his Twilight Town friends when Seifer refers to them as losers to goad them into fighting him, fighting Seifer to make him take it back. This loyalty also extends into promises. He promised Axel and Xion that he would always meet them after their missions on the Clocktower to eat ice cream. Roxas promises Hayner that he would face him in the Struggle Tournament, and was able to keep that promise to his friend. If he does break the promise, he does whatever he can to rectify this, such as when breaking the promise to go to the beach with his Twilight Town friends. This also translates into him being fiercely protective of both sets of friends.

Roxas shows he can be kind and caring. When he heard that Axel may have been killed, he becomes devastated with worry, showing how deeply he cared for his friend. This is remedied when Axel does manage to make it back alive, and Roxas becomes overjoyed and lets his friend know he much worried about him. He shows his caring to Xion when he was more than willing to help her do her missions when she became incapable of wielding the Keyblade, even if it meant doubling his load. His caring extends to his friends in Twilight Town as well. After winning the Struggle championship, he presents them each with a marble from the trophy. His friends are everything to him, so he does what he can to show he appreciates and cares for them, even if he doesn't get anything in return for it.

He is far from unintelligent. This intelligence builds over time, as he originally was at about the intellectual level of a newborn when he first entered the Organization. It made him seem naive and slow to the other members, but as more things were explained to him and he learned, his rate of intelligence went up drastically, despite still having no memory of who he really was. In Twilight Town, he shows how intelligent he was by seeing things for what they really were and weren't. He isn't easily fooled by his enemies, and thinks things through before making a decision if his anger doesn't get in the way. He is quick to retain any knowledge he receives, such as knowing how to fight with a Keyblade even if his Twilight Town self doesn't remember what the weapon actually was.

The young man can also be rather determined and competitive. The determination he shows to do his missions, or even to win the Struggle Tournament, can make him seem stubborn. If he thinks he can do it or beat it, it is very hard for him to back down. Seifer is able to use his competitive side to goad Roxas into a fight when they were on a mission to retrieve the pictures that were stolen. His missions with the Organization were also met with that stubborn determination, especially when certain members of the Organization, namely Saix and Xigbar, question his actual abilities and strength. His determination helps him win the Struggle Tournament against Setzer, and he proudly displays his Championship Belt to the crowd.

Roxas can be prone to bouts of melancholy, stoicism, episodes of solemn attitude, and can become distracted. When he starts finding out about who he was and what he was in his time with the Organization, he would at times withdraw from even his friends. When in Twilight Town, this occurs once more, and he starts feeling lost and confused. The happenings around town and the strange dreams he has while in Twilight Town add to the heap of confused feelings and brings out more of his sadness. When Naminé reveals the truth to him about everything, it was then he truly hit rock bottom with his depression. Xion's death also affected him greatly, as he starts crying as she fades away.

A temper that comes along with a devil-may-care attitude is one of his worst traits. When angered enough, his anger becomes out of control and difficult to reign in. A source of anger to him in the Organization was whenever Saïx referred to Xion as an 'it', yelling at his superior in rage. When he infiltrates the mansion, his victim of rage is the computer that DiZ had in the basement of the building. His rashness, cocky attitude, and flares of temper at times makes him jump into battle without thinking of the possible consequences, such as his fight with Axel. When irritated, his words can be clipping and blunt, which is shown when he snaps at his friends in Twilight Town for not believing him when he tells them about what he saw. He rebels when the Organization try to tell him where his “place” in all this was, and rebels against DiZ's commands to go back to his other half. He can hold resentment, such as against Xigbar and Sora, which adds to his anger. Though it can be both a positive and a negative, Roxas is a strongly independent individual. He has little patience for people who seem to try and bend his will or try to confuse him, such as certain Org members and Diz. This temper also makes him more than willing to fight Sora for control of Sora’s heart, Roxas being upset that Sora was the one allowed to be free while he remained inside of him.

Roxas knows that Sora is the one who has the power to change things for everyone, showing that despite his former hostility towards the other, he has accepted this. He still yearns to be his own person, with his own heart, and hopes to one day to have those things.

Flavor Abilities:
Roxas is physically stronger than the average person and able to jump higher. He is also incredibly durable, with a high endurance to match. He can move rather quickly, and has almost unrivaled agility. He's also fairly intelligent and has good problem solving skills in fights, making a him very adept combatant, which also translates to outside of battle.

He’s capable of dual-wielding Keyblades, and able to use magic, including the element of light itself. As a Org XIII member, he was the one who controlled the Samurai Nobody, and he was able to create and travel through dark portals. Though since none of these can be used here, it’s not that important.

Suitability:
Roxas has experience in traveling to different worlds, so winding up here wouldn’t be too much of a surprise. Since he was a part of Sora, he knows there’s places with snow, even if he never experienced them with his own body, so it’ll be a shock when he feels just how cold the cold can be. He’ll have all of the same survival skills as his Somebody (even if that basically just amounts to gathering food and traversing the environment) so it would be great to see just how much he’ll adapt using his own body, and Sora's and his own memories.

RP Samples:
ONE
TWO
THREE

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