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


navigation

godsspeed: (wings)

Castiel | Supernatural | Reserved

[personal profile] godsspeed 2017-02-01 08:32 am (UTC)(link)
Player Information

Name: QV
Age: 21
Contact Info: [plurk.com profile] questionableveracity | Discord: quodVide#2951 | Email: applestoatoms@gmail.com
Other Characters: None

Character Information

Name: Castiel
Canon: Supernatural
Age: Around 500 million years old
Gender: None (he/him/his pronouns used for consistency and convenience but he’ll answer to most others)
Canon Point: End of Season 4
Background Link: Here
Inventory:
  • A full set of clothing, including:
    • A white buttonup shirt
    • A navy blue tie
    • A black sportcoat
    • A pair of black dress pants
    • A pair of black dress shoes
    • A tan trenchcoat
    • A pair of socks
    • A set of underwear
  • $0.54 in spare change
  • A pink barrette
  • The businesscard of an AM radio station ad time salesman named Jimmy Novak

Personality:
    In order to best understand Castiel it's important to first note that he is an angel and that angels in Supernatural canon differ from humans in some significant ways. Constructed specifically to be soldiers and messengers by Abrahamic God, they have a series of directives hard-wired into their minds, including obedience to His will first and foremost and protection of His creation. They’re designed to be emotionless, impartial instruments of Heaven, keeping all of its plans and prophecies moving along smoothly but otherwise staying out of Earthly affairs and watching from a distance. However, they are capable of rebelling against their programming or otherwise creatively reinterpreting it to suit their own needs - an ability that’s proven critical as well as devastating with the disappearance of God prior to the series beginning, which threw Heaven into chaos as every Angel tried to what they thought He would want them to do.

    With that in mind, there are a few traits of Castiel’s that are common to most if not all angels, the first being how poorly he adjusts to autonomy. As a being who was literally made to serve and who has done so from the beginning of time, Castiel has a tendency to flounder without some form of direction - he says himself, albeit at a much later canon point; “Explaining freedom to angels is a bit like teaching poetry to fish”. He’s far from a mindless follower, but in the absence of a superior who he trusts to make the right choices he’ll often turn to the nearest person he finds worthy of respect for direction. For example, when he first began to have doubts about whether his orders were truly the will of God, he initially looked to Anna - his former commanding officer and a defector from Heaven herself - basically pleading with her to tell him what to do, and later to Dean Winchester when she told him he had to to think for himself. Though he later comes to be more confident when it comes to acting under his own agency, his strengths mostly lie in making practical, tactical decisions rather than big-picture ones - normally, someone provides him with the end goal ("retake heaven", "stop the apocalypse", "open purgatory", etc.) and he works out the execution. Long story short, he makes a much better second in command than a leader and knows it, being very reluctant to take command of anything at all unless put under significant pressure to do so.

    The second is his tendency to think in terms of the bigger picture. Castiel has existed since very close to the beginning of time, or at least life on Earth, as he mentions being present for the first animal to flop out of the ocean and onto land. He’s seen countless species go extinct (including the Neanderthals, who he mentions having had a particular fondness for) and the rise and fall of civilizations, wars, famines, genocides, and through it all he watched, only intervening when God deemed it necessary. Under the circumstances, it's not terribly practical or encouraged for angels to get attached to any one thing, be it a person, country, or anything at all, and as such Castiel tends to take a sort of “ends justify the means” or “the good of the many outweighs the good of the few” approach to decision making. If killing an innocent child, a defenseless old man, or even a town of thousands of people can save the lives of millions more, he is perfectly willing (if not necessarily happy) to do so. While he picks up the Winchesters’ affinity for trying to pick a third option and save everyone in later seasons, he tends to fall back into this line of thought when left to his own devices, and as of his canon point he’s not quite so capable of that kind of lateral thinking.

    The third is that he's just very obviously inhuman in mannerisms and affect. He stands with a very stiff posture, makes awkward, sudden movements, and has very little innate concept of personal space or privacy, expressing confusion when people get upset with him for things like suddenly appearing standing over their shoulder or watching them while they sleep. He's stoic and unemotive, tends to be very literal-minded when it comes to turns of phrase, and has great difficulty lying convincingly as well as normally seeing very little point in doing so. It's implied that all of this has to do with how Castiel has spent very little time inhabiting a human form and walking among them – he just isn't used to trying to operate a human body in a way that looks normal and isn't vaguely unnerving. The fact that he's just naturally a very serious individual doesn't help much with that, though it should be noted that he isn't a total robot, just that he tends to react in ways that are either very subtle – he spends a great deal of his time wrapped up in a sort of low-key melancholy, mostly having to do with the impending End Times – or very sudden and unexpected – the few times he openly expresses anger, it's accompanied by violence, physical intimidation, and open threats, all springing from his usual calm demeanor with little to no warning.

    As hinted at above, Castiel is far from the ideal of the impartial, distant observer that angels of his rank are meant to be. His drive to do what is morally right is as strong as any other's, or perhaps even stronger, but the issues arise in that his sense of what is right often clashes with that of his superiors'. While most angels seem to define “the right thing” as whatever the written directives left behind by their absent God seem to command, Castiel harbors a deep fondness for the Earth and balks at the notion of destroying a single of its inhabitants without good reason. Again, what counts as a good reason to him is something of a numbers game, but he has made a nuisance of himself several times over the centuries because of this; being implied to have resisted unleashing the Biblical plagues on Egypt and later expressly shown to have subverted the Apocalypse as described in the Book of Revelations for fear of the collateral damage, despite direct orders. While this might initially seem like an unambiguously good trait, it can actually do as much harm as good, making him very easy to manipulate if one appeals to his sense of righteousness or, perhaps more importantly, his sense of guilt. It's demonstrated in canon multiple times over that if Castiel is under the impression that he's broken something, he will jump at almost any opportunity he's given to fix it, even if it means working with unsavory types or considering courses of action he finds abhorrent.

    Castiel also has very poor impulse control and something of an addictive personality. This might seem like an odd trait for an angel, but a great deal of it has to do with his being noncorporeal and thus not subject to the temptations of earthly vices for billions-or-thousands of years, and as such he just has very little practice actually exercising temperance at all. Glimpses into a possible future timeline show him freely indulging in whatever mood-altering substances he can get his hands on at all hours of the day in order to cope with being trapped on a post-apocalyptic Earth and cut off from Heaven. While it takes him a good four years and a the end of the world to get to that point, in the more immediate future he still reports drinking "a liquor store" when particularly upset about the absence and apparent indifference of his Father, and also makes next to no effort to stop indulging the cravings inflicted on him by Famine (the horseman of the apocalypse) despite being fully aware of what was going on. It seems to be general consensus among angels who have spent time in human form that giving in to material pleasures feels really good, and while Castiel is usually capable of focusing on more important things when the situation calls for it, it's undeniable that he has some pretty unhealthy coping mechanisms when things get to be too much for him to bear.

    Last but certainly not least is both Castiel's greatest strength and his biggest problem: he really likes people. To go into greater detail into some of the things already touched on, Castiel is better at putting the big picture ahead of his own feelings than most humans, but by angelic standards he is very bad at it, and this compassion forms the primary divide between him and his Heavenly superiors. Again, angels are meant to take their orders without questions, but when Castiel begins to have doubts about the divine plan and its massive projected collateral damage, he proves entirely willing to put his faith in one mortal man to subvert the prophecy. While his own uncertainty was a large factor, Dean's pleading with him and appeals to his sense of righteousness were enough to convince him to rebel against Heaven and thus everything he'd ever known. After this he becomes dedicated to protecting Sam and Dean to a fault - with many of the other angels openly mocking him for the way he tends to drop everything to come to their aid - willing to defer to their plans even when their success is wildly unlikely and their failure would mean death and destruction on a massive scale. In the absence of a God or his fellow angels, he instead turns to his friends to believe in, steadily picking up their mannerisms and habits as he learns how to be human from them and at times seeming to desire their approval above all else. It's implied that this is not the first time this has happened with him, either, but only the first time that he remembers, as angels also tend to have more "inconvenient" memories erased if they happen to rebel. Like as not, many of his previous acts of disobedience were brought on by humans who were able to convince him of the unnecessary brutality of his orders.

Flavor Abilities:
    Castiel is an angel possessing a human body. In canon this grants him a number of superhuman capabilities, such as heightened reflexes, accelerated healing, the ability to toss grown men around effortlessly and shrug off bullet wounds, and a near total immunity to poisons and drugs. As outlined in the FAQ he’ll be brought down to peak human levels – still a lot stronger than you’d expect from a guy who looks like a sad accountant, but no longer superhuman.

    Having literally been built to be a soldier, Castiel also an immensely skilled fighter, specializing in using his bare hands and bladed weapons. However, he's very used to being able to win fights by value of his overwhelming angelic strength, speed, and endurance, so adjusting to combat with more human levels of power will likely take him some time.

    In terms of less practical abilities, with effort he can cast the shadow of a pair of broad, feathered wings emerging from his back, about 12-15 feet in span. They aren’t corporeal (someone touching his back wouldn’t see or feel anything) and he won’t be able to fly anywhere with them. He can also make his eyes glow electric blue, but not for sustained periods of time and not bright enough to see by. When angels die they tend to glow bright white from the eyes and mouth before giving off a burst of energy that scorches the silhouettes of their wings into whatever surfaces they happen to fall on - I'm not sure if this'll need to be nerfed, but the force of the blast is only strong enough to blow things around a bit, and it only happens on death.
Edited (I posted. The wrong draft...........) 2017-02-05 21:23 (UTC)
24karat: particularly when you don't have much left (preen for your dignity)

Hugo Vasquez | Tales from the Borderlands | Reserved

[personal profile] 24karat 2017-02-02 01:20 am (UTC)(link)
Player Information
Name: Dapper.
Age: 22.
Contact Info: [personal profile] rusticolus here, [plurk.com profile] protectobot, and I have a tumblr, skype, and discord I can give on request!
Other Characters: N/A.


Character Information
Name:
Hugo Vasquez
Canon: Tales from the Borderlands
Age: 35
Gender: Male
Canon Point: Post-death.
Background Link: Spoilers for the game:: [ Here ] and [ here! ] They're both more or less the same, but the second one focuses a little more on Vasquez himself. For the sake of a more cohesive application, I've gone ahead and rewritten it to be more suitable as a character history.

Formerly a much less swanky mail room employee with much less hair, Vasquez had the questionable distinction of being one of Handsome Jack's many punching bags before he worked his way up the corporate ladder. He took every fist to the face as an honor, and the almost-daily beatdowns fueled his rise to...not exactly the top, but pretty high up there in his division. He worked with Rhys for a time, resulting in an intense workplace rivalry that made pretty damn clear that they weren't going to get along--they consider each other to be their nemesis, and to say their relationship isn't friendly is something of an understatement. This all came to a head when Vasquez killed their boss and took his job, using his newfound position to demote Rhys--all the way down to 'assistant vice janitor'. Their meeting wasn't all in Vasquez's favor, however; due to an inopportune call on speaker phone and a little hacking, Rhys got just enough information about his rival's plans to throw a wrench in them.

When Fiona, Sasha, and Felix's Vault Key scam is launched, one particular brand-new Senior Vice President takes an interest in the deal, and it all begins to spiral downhill from there. With a little unwitting help from August, the son of a bandit queenpin trying to make some money under her nose, the group of con artists very quickly find themselves with ten million dollars on the line, freshly embezzled from Hyperion itself; while Vasquez had intended to be the one sealing the deal, after his meeting with Rhys that revealed the change in management, Rhys decides to take matters into his own hands. With his car and his money stolen by his rival in order to steal a transaction meant for his highlight reel, Vasquez has no choice but to handle the problem in a much more personal way--by getting another car, a needlessly overcomplicated shotgun, and going down to Pandora himself to try and sort things out himself. In the meantime, the deal's gone incredibly south--the key is revealed to be a fake, and the money is stolen by a crew of bandits that wind up using the case as the grand prize for a race. While Rhys and his crew catch a stroke of luck through discovering the core of a long-dead Atlas project, Vasquez is bearing down on them all the while. He catches up with Rhys and Vaughn after they've escaped the bandits, fully intent on killing them--with a little quick hacking, he's remarkably unsuccessful, and for a while, he's pretty well occupied elsewhere getting ready for round two. During this time, he sets up an alliance of convenience with August, and together, they form the welcoming committee for Rhys and his companions when they reach Old Haven in their search for the Gortys Project.

With both halves of the Gortys core in hand, our protagonists and their friends enter Old Haven's Atlas facility, only to find the two people who have the biggest grudges against them (at the moment) in a stroke of bad luck. Vasquez and August take Sasha and Vaughn hostage, using their newly-found prisoners to at least get Rhys and Fiona into the Galatarium, the hub of the Gortys project. While Vasquez thinks he's gotten the upper hand for once, his moment of almost coming out on top is rapidly shattered--with the assistance of the Handsome Jack AI embedded in his brain, Rhys hacks the security systems as they activate, turning the turret droids on Vasquez and his bandit allies. During the struggle, Sasha and Vaughn escape, and Vasquez is forced to retreat rather than lose his life in addition to his arm. It's somewhat humiliating, but his options are limited--not for the first time, Rhys has gotten the better of him, and he wastes no time in getting out of the way while he can.

After surviving the Gortys compound with a lot less blood and way less leverage than he'd like, Vasquez runs directly into another problem as he exits the facility--Vallory herself, the queenpin August had cut out of the Vault Key deal. No matter who gets blamed in the end, one thing remains constant; Vallory's done with Vasquez, and in order to tie off loose ends, she shoots him directly in the chest with a shotgun. Surprisingly enough, he's not out of the proverbial game yet, continuing to show up through numerous desecrations of his corpse and image until Rhys finally gets back up to Helios.

How high his ambitions, how tragic his end. It's hard to say it wasn't deserved, though.

Inventory:
[1] Suit, containing - black jacket with Hyperion detailing, white button-down shirt, black pants, yellow tie, socks, black shoes.
Assorted accessories, including -
[1] Gold pinky, prominent 'H' and all
[1] Gold tie clip
[1] Pair of 'H' cufflinks, in--you guessed it--gold

Personality:
Vasquez is one of the many sharks in the water at Hyperion, just waiting for the first sign of blood to show where the weakness lies. He's vicious and often relies on force, physically reacting with ease when Rhys threatens him in his new office, with no qualms against killing to get where he wants to go. He murdered his boss by shoving him out of an airlock so that he could take his position, and he's never once shown any signs of remorse for the action. His ambition is at an all-time high once he's in that new office, and he's already making plans to curry more favor with Hyperion by the time his former boss is floating by the window. Prideful and arrogant, he's of the opinion that he's able to get as far as he wants by virtue of a little something called destiny, although he uses the same angle to try and put others in their place without hesitation. It's nothing personal (unless you're Rhys)--it's just how things are, and always will be. There are some people who were built for success, and he counts himself as one of them. As for everybody else? Well, they're just going to have to make do with what they've got. He's certainly not going to lend a hand--although he can be convinced with the right proposal.

At his worst, he's spiteful, conceited, and manipulative, with a short temper that goes hand-in-hand with whole slew of threats and physical abuses. He's not a man that subscribes to the mantra of 'live and let live', preferring something a little more along the lines of 'an eye for an eye'--he gets mad, and gets even. His reputation precedes him in the halls of Helios, and he's able to intimidate even security with little effort--everybody knows he's a vindictive asshole, and nobody wants to cross him, with good reason. He's without a doubt an unpleasant guy, and fancies himself one of the apex predators of Hyperion. While he may not be that high up on the food chain in actuality, his opinion on his own rank is far from unsubstantiated, considering the fact that it doesn't take much from him to get people to scatter. He doesn't think much of the other departments in the company, and inconveniencing or otherwise outright ruining their activities--he doesn't even flinch at stealing ten million dollars from the company in order to get his Vault Key scheme rolling, and it's highly likely that he didn't even think about paying it back. Needless to say, this didn't earn him any favors with accounting, although he certainly didn't mind.

While he's well-known for being a douche of monumental levels, Vasquez is not without his positive traits. He wouldn't have gotten this far otherwise--without the know-how to safely navigate the murder maze of Hyperion, he'd either still be in the mailroom or dead. With how outgoing he is, socializing is his strong suit, and he finds it easy to get what he wants through simple negotiation, no matter how fond he is of simply going at things head-on. Vasquez can be charming and personable when the situation calls for it, provided he respects the person he's dealing with--whether or not they outrank him is another important factor. He's capable of playing nice, although his composure is likely to leave him whenever he's interacting with somebody he knows to be dangerous outside of a situation he controls--it's a little hard for him to keep his cool when he's face-to-face with people like Vallory who have similarly few issues with killing people. He's determined to work through things regardless of the obstacles and will take matters into his own hands to ensure they get finished rather than leave them to anyone else, even if this may be on account of his preference for being the one in charge.
His self-confidence and the ease with which he can make decisions means that he has little difficulty keeping things moving, and he's adaptable enough to roll with the punches when plans don't pan out. Instead of losing steam when his Vault Key scheme falls through, Vasquez gets right to it--he goes right down to a planet that's unequivocally declared a death trap to both exact his revenge and steer things back on course. Even if thinking on his feet doesn't always get him where he wants to go, as evidenced by when Rhys and Vaughn outsmart his first attempt at catching them, he moves on to a new step one as soon as he's able and rethinks his plans from there. It doesn't matter if things don't go his way--he'll figure out how to twist things to be more in his favor. In that way, it can be said that he's excellent at making the best out of a bad situation, although his motivations are almost always selfish.

Vasquez is nothing if not a high roller, well-accustomed to the luxury and power he's accumulated during his time with Hyperion. Like most everybody up on Helios, he's gotten a taste for the best, and the elitism he's fallen into is just about company standard--it's hard to find somebody who hasn't gotten at least a little accustomed to it, and he's no different. He's used to playing a game of high risk, high reward, and he's been having a lucky streak for quite some time now. Vasquez has gambled with personal property, company money, and even people; it's all chips on the table according to Hyperion, and sometimes you have to pay in order to win. Just about everybody is beneath him in some way or another, particularly the inhabitants of Pandora--anybody stuck planetside has very little worth in his eyes, unless they've proven themselves to be useful to his purposes. He tends to view others as means to his ends or tools to be used and then discarded--they're stepping stones at times, and once he's gotten to where he needs to go, he's done with them.
This cycle of violence means that Vasquez is a little desensitized to it; it's just business, after all, and everybody in the company knows what they're in for when they make it up to Helios. Some people don't last long--Vasquez prides himself on the fact that he's not only survived, but also thrived in the almost outright warzone that is his workplace. People get stabbed in the back (sometimes literally) or tossed out airlocks into space all the time, and keeping your head down is the best way to make sure you don't lose it. Only the people resourceful, brave, crazy, or terrifying enough can handle the high ranks of Hyperion without meeting a similar fate, and Vasquez counts himself among the brave and resourceful. (He's fond of the idea of being terrifying, too. That suits his image just fine.)

In short, Vasquez is perfectly adapted for the vicious ecology of a corporate environment. Surviving out in some frozen town, however? Not so much.
tidalflame: (Default)

Zidane Tribal | Final Fantasy IX | Reserved

[personal profile] tidalflame 2017-02-03 04:37 am (UTC)(link)
Player Information

Name: Psi
Age: antediluvian
Contact Info: [plurk.com profile] PsiYamaneko
Other Characters:
Haurchefant Greystone | Final Fantasy XIV | [personal profile] silverfuller
The Joker | DC Comics | [personal profile] harlequinofhate

Character Information

Name: Zidane Tribal
Canon: Final Fantasy IX
Age: 16
Gender: Male
Canon Point: After throwing himself over Kuja in the Iifa Tree
Background Link: Wiki
Inventory:
His clothing consisting of
-sleeveless vest
-sleeveless shirt
-jodhpur pants
-boots
-gloves
-belt
-and a leather harness strapped around his shoulders with a scabbard that now has nothing in it.

And a deck of Tetra Master cards.


Personality:

"You don't need a reason to help people"


Zidane is a capricious, impish young rogue with an obvious zest for life. He is carefree, friendly and always willing to lend a hand to those in need. On the surface he is a laid back scoundrel who loves adventure and women. His face is known in various bars and there are plenty of people who role their eyes at his antics. He is a thief who steals both to feed himself and for the sheer adventurous joy of it. While he can respect the value of a fine bauble, he sees more sport in the searching and the lifestyle itself. To him it represents freedom. He does not actually care much for material wealth. Rich people bore him; he finds their food unsatisfying, their homes ostentatious and he generally has no interest in being one of them.

To strangers he is a mercurial and curious person. Since he follows his heart and not his head, emotion usually dictates his actions and he can do some bizarre things on the whim of the moment. He's event made friends thanks to this. Amarant, for example, decided to follow Zidane just to see what made him tick and why he would spare Amarant's life after beating him in armed combat. Zidane welcomed his company.

And why not?

Zidane can see when someone is genuinely sinister and when someone is trying to get by in a bad situation or is just doing their job. Because of this, he will sometimes reach out a hand of friendship even to enemies, if he sees good in them. Friendly as he is one would expect him to have the patience to match but he does not. His wells of patience can run dry fairly quickly. If someone annoys him enough he will shut them out, sometimes sooner rather than later. People who try to push him around and tell him what to do are particularly likely to end up on his more disgruntled side, even if they are generally good people otherwise.

Though good, Zidane himself is not always terribly nice. He'll mouth off at people, steal from people, cheat, lie, and resort to violence when he has to. While he doesn't usually kill guards, he is not above beating them unconscious and taking their gear to disguise himself while he wanders around whatever castle they were stationed at. His temper can also flare up especially if he feels like he is losing control of a situation or if something has gotten between him and his friends.

Living by the motto "You don't need a reason to help people", Zidane spends a lot of energy offering a shoulder for his friends and companions to lean on. He has a sympathetic ear when someone needs to share their feelings, he is quick with a pep talk to help those who are feeling down in their spirits, and his constant smiling and upbeat attitude has a way of winning people over. To Garnet he is emotional support, helping her find strength in the face of a war her mother started. To his old associate Freya he is a source of optimism as she faces her grief over losing her love and her home. To Vivi he is both a big brother and a guidepost for finding a sense of purpose. Zidane loves his friends and will willingly place himself in harm's way to protect them. He can be pragmatic about this philosophy. Anyone in need is someone he'll try to help but if his friends are under threat as well they're the ones he'll focus on. Many of his companions change and find new strength as they revolve around him while he remains a pillar, at least outwardly.

Some of his eagerness to help others is to distract himself from thinking about his own problems. While not a miserable person by any means he does have questions and concerns about himself and his place in the world around him. He doesn't give himself the time to let these questions bubble to the surface very often which means he does not tend to be very inwardly focused. This lack of introspection can lead him in to trouble as he can be a bit obnoxious without realizing it. He only cut back on his over the top flirting when he met a little girl who hit on him in the same way and it made him uncomfortable. It also means lacks the conventional wisdom to fully think things through. He has plenty of street smarts but that won't stop him from knocking himself unconscious for days trying to rescue someone.

Despite how apparently friendly and charming he is in his demeanor he actually offers very little of himself to the people around him. Having been raised by thieving actors, he's learned to be quite a thespian and has mastered the art of showing the world what he wants it to see of him which is a man with many talents and few worries or cares. He's definitely shut off more than he lets on and he sometimes has trouble really understanding people at the deepest, most empathic level. When he does really understand someone's situation it is usually because he sees some of himself in it. He recognizes Vivi's desire to find a home, for example, because he went through something similar. He returns to the Iifa Tree to save Kuja, despite Kuja having nearly destroyed the world, because he believes he could have done the same had his circumstances been different(more on why below). This mindset can work to his advantage a lot of the time. Since he often finds himself leading people or bolstering morale he finds he can't afford to voice his insecurities. It's safer to keep them concealed beneath an armor of bravado and impetuosity. Pragmatism is not his only motivation for keeping people at arm's length, however: He has problems letting people in, since he is convinced that they won't truly understand him. What he has to learn to see over his adventures is that they do understand him and can see through his tough guy act when he is suffering. They know him better than he knows himself.

But his tendency to not share himself emotionally is understandable. His whole life he's had a vague sense of not belonging. He does have people he considers friends, of course, and he thinks of the Tantalus theater group as his family but he never knew where he came from until very recently. Growing up this way he created a slight rift between himself and the rest of the world. He engages the world most of the time but when under intense emotional strain he tends to push people away and prefers to keep to himself. This makes him something of a hypocrite. He does not practice the same advice he likes to give to the people around him. He tells someone at one point that it is okay to cry if she feels like she has to, but he would never let anyone see him doing the same.

Some of Zidane's unwillingness to let people close is starting to change thanks to recent events. As it turns out, the world he's lived on most of his life was not the one he is originally from. He is a powerful Terran Genome, created and conceived for the purpose of disrupting the cycle of souls through violence. He was supposed to annihilate all living things on Gaia. Thinking that he might be an enemy to the people he'd grown to love almost literally destroyed him (he was losing his soul at the time as well) and it was only through that experience that he really started to open up to people and let them carry his burdens as he was always eager to carry theirs. It's a lesson he's still learning to put to practice.



Flavor Abilities:
Zidane is lithe and agile, able to leap far and do acrobatic flips. His acrobatic prowess will be nerfed down to be within human limits which for him means he won't be able to jump quite as high.

He also has a prehensile tail, but it won't be able to hold his weight anymore.


Suitability:
Zidane is a character who can do well with friends or in isolation. He enjoys making friends and will cheerfully engage people he comes across, but he also spent time when he was thirteen traveling alone so being by himself is not unfamiliar to him.

Cunning and resourceful, he has skills that will help him survive. He will probably be a source of morale to characters who need it but he will also need to learn how to lean on others when he needs them. This will require him to learn to trust people around him. If he doesn't learn to trust people he will probably withdraw more and more into himself.

In terms of how he interacts with the environment his focus will be on survival if he is by himself or his companions if he has any. He is clever enough that he will also dip into puzzle solving but Mister Body-Check-The-Wall is unlikely to ever be the best puzzle solver in a room. His world is medieval fantasy with steampunk airships so he won't know what computers are or what a tablet is. Luckily, he will manage to figure it out fairly quickly thanks to his innate curiosity.

What will probably be the biggest upset to him is how Norfinbury can mess with his senses. He's always been confident in his own judgment and rarely second guesses himself. The reality that his own eyes and ears will lie to him sometimes will frustrate him.


RP Samples:
TDM: 1 | 2 | 3 | 4
mycatfromhell: (9)

Kuro | Blue Exorcist | Reserved

[personal profile] mycatfromhell 2017-02-06 05:30 am (UTC)(link)
Player Information

Name: Hydok
Age: 25
Contact Info: [plurk.com profile] hydok
Other Characters: Franken Stein ([personal profile] circumsutus)

Character Information

Name: Kuro
Canon: Blue Exorcist (manga/second season of the anime)
Age: ??? a couple hundred years old probably
Gender: Male
Canon Point:
Background Link: not the best wiki link but it's got basic info
Inventory:
I mean he's a cat... He's got a collar with an exorcist pin on it, but that's it.

Personality:
When Kuro is first introduced, he's a ranging, unstoppable monster attacking everyone and everything around him after hearing his previous master, Shiro, died. Multiple trained exorcists have been brought in to deal with him, and there's absolutely nothing they can do to stop him or calm him down, and he's absolutely immune to everything they try to kill him. He's huge and terrifying and destructive and incredibly intimidating.

And then, Rin (the adopted son of his previous master) realizes that Kuro isn't berserking because he's gone feral after the death of his master, Kuro was just upset and in denial about Shiro's death. In fact, every time Kuro's started raging and destroying things, it's because he was upset about a personal loss.

Because, see, Kuro may be a demon and a cat, but he absolutely loves people. In the past, he was a protector god of silkworms, eating pests that would have killed the worms, and was worshiped by the people who cared for the worms. He didn't just do it for the worship (though being worshiped is always nice), he did it because he really loves people and loves when they pay attention to him. It's implied that he worked as a guard at the gates of the exorcist academy because he loves the attention. And then, afterwards, he became Rin's familiar because he really liked Rin and Rin's friends. Which means he's going to get really attached to... everyone who pays any attention to him.

But not too attached, he is a demon cat after all. His first priority is himself, and while he'll protect someone if they're in situation where there's an enemy to fight, he won't do things like share his food or put himself into dangerous situations for them unless it's truly life or death (and even then, he probably won't share his food). Also, despite being a demon who's hundreds of years old, he's developmentally and mentally not much more than a regular housecat. Don't expect complicated plans or emotional depth from this guy.

Kuro: giant demon cat who just really loves people and loves when they pay attention to him and has the potential to get really really upset about being forgotten or when people die. Please pet him.

Flavor Abilities:
Giving him the ability to communicate with anyone (not just by using his canon demon telepathy) as cleared by mods here.

In canon, he's strong enough to knock over bulldozers and carry several people on his back, as well as being able to shrug off attacks that would have killed or incapacitated most other demons (he's immune to tranquilizers, holy water, holy silver, and basically everything else). But in Snowblind he'll be limited to carrying at most two people, and won't be any more resilient than you would expect from a giant cat.

I'm also thinking in general his strength/speed/jumping capabilities would be reduced, but I'm not sure by how much.

Suitability: Kuro is a giant demon cat, he can totally handle being in snowhell. And because he loves people, he'd be focused on taking care of his new friends and making sure they're okay rather than trying to solve any mysteries or puzzles. He's going to struggle a bit with not being an unstoppable juggernaut, and his first instinct is going to be to attack anything that gets in his way. It's going to be a huge learning experience, and he's not going to be a happy cat, but he's going to do his best here.

RP Samples:
Test drive! There are some action and network samples.
agravating: (Wait)

Mary Elizabeth Watson | BBC Sherlock | Not reserved

[personal profile] agravating 2017-02-08 01:53 am (UTC)(link)

Player Information

Name: Bizzy
Age: 30
Contact Info: Plurk is brb_herding_cats; brb.herding.cats@gmail.com
Other Characters: Death the Kid/[personal profile] equal_shots

Character Information

Name: Mary Elizabeth Watson
Canon: BBC Sherlock
Age: About 39 to 40
Gender: Female
Canon Point: Mid-episode of The Six Thatchers and before you go further spoilers abound in this application when Mary flees London while frequently changing locations and shedding identities
Background Link: The Bakerstreet Wiki
Inventory:
-Bright red puffy coat with a hood
-Multicolored knit scarf (it’s pinkish/reddish)
-Black gloves
-Black knit ski-cap
-Blue floral button-down shirt
-Dark blue pullover sweater
-Blue jeans
-Black socks
-Black tennis shoes
-Wedding band and engagement ring
-Brown saddle-style purse with a floral pattern on the flap
-Wallet with photo ID, debit card, small amount of cash
-Cell phone, which will not work here
-Keys to her flat; keyring has a mini flashlight and mace (thanks to her husband)

Personality:
Imagine a bright, cheerful and social nurse working in a clinic, who manages to put you at ease while simultaneously setting you up for an unpleasant procedure, who has managed to do all of the unpleasant work so quickly and efficiently that you hardly know it’s happened. That’s Mary Elizabeth Morstan.

Now picture an assassin in the dark, hidden in the shadows. Cold and calculating, frighteningly clinical, detached from their prey. Equally as efficient as the nurse of the clinic but in violent opposition to the nurse’s ideals, willing and able to put their own need for self-preservation above all else. This is Rosamund Mary.

Very different identities belonging to the same person.

At first glance, Mary is a typical clinical nurse: a woman of intelligence, gentle, compassionate, and organized. Patiently going about her day, arranging the doctor’s schedule, and using her attention to detail to initially examine patients before the doctor sees them. It’s her kindness that helps ease the sting of Sherlock’s death for John and her easygoing nature that smooths over his return from the grave a few months later. After a few moments of incredulity, Mary takes the detective’s return in stride—pleased, cheerful and at times even amused by his behavior. It’s a show of how easily she handles even monumental change.

Protective to a fault, Mary doesn’t hesitate fleeing the country when she thinks her presence might be putting her husband and daughter in danger. Like many decisions she makes, it’s a snap one—rash and potentially excessive, without allowing for discussion amongst those she is closest. She can be secretive and closed off, distancing herself from others when she feels it’s necessary. Her desperate need to protect her family and the associated fear of not protecting them leads her to make poor decisions at times.

In light of all her positive traits, Mary is still a magnet for danger, a result of spending much of her adult life as an assassin for hire with a group of three others. She is an excellent liar, and while she’s left behind much of her past life, the sense of self-preservation remains. She would have done anything to keep John from knowing of her past, and has piled lies atop lies at times when she was faced with no option but to reveal some of her identity to him.

As a result of this work experience, Mary is an exceptionally intelligent and perceptive individual. While she is no rival for Sherlock, she picks up on clues and deduction easily—occasionally faster than John. She’s a linguist and it’s suspected by Sherlock but not confirmed that she is not English by birth, having adopted the accent as part of a cover.

Ultimately, what appears to be Mary’s real personality--the one that isn't altered, that isn't putting on a show of some kind--is somewhere in between. She’s quick witted, sharp, fiercely loyal and exceptionally intelligent. She’s perceptive and occasionally manipulative for both her own and other's best interests. She can be rash and secretive to her own detriment. She is a truly devoted, caring and loving person. As she says with her dying breath (not to be overly theatrical) her time as Mary Watson—a mother, wife, and nurse—was the only life she’d had that was worth living.

Flavor Abilities: Mary is very much human. She’ll be retaining her training from being an assassin, but it’s all human-level abilities.

Suitability: I would like Mary to be working with John and Sherlock in attempting to unravel some of the town’s mysteries. It’s in her nature to slowly pick apart the questions of what is going on around her, particularly when the situation is dangerous.

I’d also like to see her start to use some of the medical training she presumably has, considering she does work as a clinic nurse. It’s a cover more than anything else, and it has to be assumed that she probably doesn’t have a lot of experience, but I think that Mary will find a lot of fulfillment in helping others even with the limited resources of Norfinbury. She may, in fact, find more fulfillment in helping others with the limited resources of Norfinbury.

I also would like to see her reaction to the lack of control she’ll have in the setting. Mary is a woman in charge, in complete control of her faculties, with a very carefully crafted façade that she presents to others. Yes, she allowed her guard down enough to fall in love with John, but not so much as to tell him her true history. She keeps that distance as much as she is able, and to her death she never allows him to know what she’s truly done. Even Sherlock gets only pieces. Losing the ability to control each brick of the wall she’s created around her, to protect both herself and others from her past—I think this would be very interesting.

Along the lines of control, I also am interested in her ability to protect John and Sherlock being impacted. She can’t protect them, not in the way she could in London. She is willing to travel the world, shed identities left and right, for theirs and her daughter’s safety—but in Norfinbury there’s little she can do to ensure that they are safe. Mary without an ability to personally ensure the safety of those she cares for is an interesting prospect.

RP Samples:
1. Here is the test drive with about fifty comments thus far.

2. Here is a sample. For the record, I asked Terri ([profile] jumpsthegun) what John would actually do in this scenario.

[They had planned to meet days ago. She hadn’t been far from the house. All she had to do was use the map from the survival guide, and make sure she’d brought enough food, and stop before lockdown, and, and, and—

And figure out what she was going to say to her husband when she saw him. How she would explain. The letter hadn’t been enough. She knew when she wrote it that it hadn’t been enough, that nothing would be enough. No explanation would ever be enough for abandoning her husband and her new baby girl.

But they had had Sherlock, and the man had made a promise. He’d made a vow. He would protect them, even if she couldn’t. And the best way Mary knew to protect John and Rosie was to be far, far away from them.]


Bloody hell, Mary, you’ve gone soft. [She’s murmuring to herself, crossing her arms and shivering.] It’s John

[Mary slips inside quietly, only allowing a brief shaft of light into the dark interior of the home. Her pack stays on her shoulders and she doesn’t move beyond the threshold, her eyes scanning the interior for any threats. The room appears empty, and she exhales, shoulders sagging in relief. A few more moments of reprieve, to gather her thoughts and her words before John arrived.

She takes a slow breath, and steps fully inside, allowing her pack to slip off her shoulders and leaving it beside the door to the kitchen—only to find two arms wrapped firmly around her, pinning her own to her sides. She moves to pull away, startled, and a strong hand finds the small of her back, lips on her cheek and then a voice in her ear.]
Don’t run, Mary.

[Her heart pounding near out of her chest, Mary slips one arm free enough to wrap it tightly around her husband, her fingers twining into the fabric of his coat. Her shoulders quaking with sobs, she presses her forehead into his shoulder, every word of explanation she’d carefully crafted entirely forgotten.]

John, I’m so sorry.
Edited (I wanted to add a spoiler tag because haha this application is basically a walking spoiler) 2017-02-08 01:55 (UTC)
blindloyalty: (Default)

Ignis Scientia | Final Fantasy XV | Reserved

[personal profile] blindloyalty 2017-02-08 04:20 am (UTC)(link)
Player Information

Name: Oli
Age: 26
Contact Info: horsechiffon on plurk
Other Characters: Aymeric de Borel

Character Information

Name: Ignis Scientia
Canon: Final Fantasy XV
Age: 32
Gender: Male
Canon Point: end of game, as Noctis parts from the group
Background Link: http://finalfantasy.wikia.com/wiki/Ignis_Scientia
Inventory: crown-issue cane, his wallet, tiny carbuncle statue, kingsglaive uniform

Personality:
Ignis has been groomed since birth to be his prince Noctis’ advisor, strategist, and subsequently his attendant. His entire life circles around Noctis, in spite of being a “foreigner”. He was certainly born in invaded enemy territory, though the details on that are not available.

Ignis has been Noctis' constant companion since a very young age. He's made reference that he knew Noctis' more lively personality before his near death experience at the age of 8, expressing his concern over his personality shift, though he's made due accepting the change in his friend.

Though they are very different people, Ignis has nothing but love for Noctis. Even though he gives him constant gruff about his habits and choices, he respects and falls under his younger liege’s commands.

Ignis’ uncle also works in the castle and his family seems to be joined through work and loyalty to the royal family. Every time we see Noctis as a middle schooler, we see Ignis has been tasked as his personal driver. When Ignis was sixteen, it became necessary for him to train physically as well. He took to his studies very seriously, and is a very competent and enthusiastic fighter. As an adult, he tasks himself with cleaning up after Noctis, cooking for him, and tending to his needs and schedule-minding.

As far as his upbringing, they were very successful in the formation of his personality and effectiveness. He is restrained, practical, kind, and polite. He executes his duties with no room for complaint. As the advisor to a surly young man, he has to be relentlessly diligent about his prince’s schedule and activities. He takes fierce pride in the things that are put upon him, taking them with grace and without vocal complaint. He has had very little choice in the course for his life, but he tackles each task with the ardor of a man who had.

Ignis is depended upon as the prudent and reliable strategist in the group. He is the first one to wake up each morning to prepare breakfast. He is naturally an early bird anyway, but prides himself on his adaptability. When they hunt daemons, they must do so far past when he would prefer to sleep, but he takes this on without complaint. He can be safely regarded as the “mom-friend”, so much so that even Noctis will whine at him for acting like he’s his mom.

Ignis is loyal to a fault to his prince. For all of Noctis’ many flaws, he falls in line with his decisions and understands that as an advisor that that is where his jurisdiction ends. He will take a backseat to Noctis, sometimes literally when it comes to driving at night.

Ignis does all that he can to make his friend and prince happy. After the traumatic fall of Tenebrae, Noctis described a pastry unlike any he had had since, but longed for. Ignis took it upon himself in his bits of free time to learn to bake and try to replicate this himself. He has been doing this for ten years, trying to get it right. Ignis has no natural love for cooking, but the joy it brings his companions is more than enough motivation for him to expand his knowledge and skill. Besides, he considers healthy meals absolutely necessary, and he will always put his money where his mouth is.

Ignis was blinded during his group’s terrifying bout with the goddess Leviathan and the invading troops of the Empire. It was deeply traumatic for him and his friends, who suddenly lost their self-sure and always-helpful advisor. In spite of this, he put on a strong face for his friends, telling them that it was a minor sacrifice in his line of duty.

But he was definitely set back. He had to relearn how to navigate the world and do all the things that he was used to doing. Through his own clever ingenuity and the understanding support of some of his friends, he was able to overcome the hurdles of readjusting.

One friend in particular was helpful in one hand and dismissive in the other. While he cared greatly for Ignis, he thought that he was a liability. Although Ignis is practical and prudent, he has not known a life outside of serving Noctis, and was not ready to let go. He vowed to keep up with them or leave, and was able to keep up. Losing ownership over himself and losing the ability to physically look out for Noctis was a heavy blow for him.

In the ten years that Noctis goes missing within the crystal, he continued to make his gains. By the time that he is reunited with Noctis, he does everything largely unassisted. For this he is proud, and for his other friends they are slightly weary in the way that it is clear that he has turned down help that he could have made use of. Regardless, he would see this reliance as stunting to his growth. He does accept help when he needs it, but it is clear that he has grown impatient with it as he as learned his way around his world. He has a lot of personal pride, and that has not changed with the sight taken from him.

Due to his life-long familiarity with Noctis, he will break his polite and proper mask and be playfully rude to him. They have long strings of mocking banter, but they never end on a sour note. It’s definitely a game for them. Although, Ignis will sometimes call him “Highness” in moments of duress.

When his friends lie or say something stupid, he will always take them to task and rib them over it in his usual sassy way. He lets very little actually slip, but mostly in a bemused way. He’ll get carried away talking about bits of science, history, and lore that he finds fascinating that bore his friends into zoning out on him. He has very thick skin, and will usually give it a pass.

His sense of humor is a little odd. Although he is so serious and understands the gravity of situations, he will always make puns in the middle of battle. When his prince is turned into a frog, he lets out a lame little pun: “What a… ribbet-ing turn of events.”

To deal with everything that he has to, he has a love and likely addiction to coffee. He can be seen drinking it almost constantly, even at night time. Everyone seems to respect that this is the trade-off for all that he does for everyone, and they keep him well-stocked.

Ignis loves his friends (although they were also dictated by duty rather than choice) and he seems to understand them a little bit more than they understand him. He even knows what each of his friends’ favorite foods are. He pays so close attention that he notices when Noct loses a button on his coat, and plainly requests it at camp to fix it for him. He can come off as overly serious and his friends like to get him on that. They like to comment that they can’t imagine him as a child or like to joke that they never see him smile.

This is an exaggeration of his character, of course. There are tons of photographs of Ignis grinning, hand on a friend’s back, posing, or generally talking happily in candid shots. Ignis will go along with things that he has no interest in, which is likely second-nautre for him now. He’ll play video games with his other friends even though you can tell he just barely tolerates it. He has a lot of fun when he’s around them, but he won’t engage in the same raucous physical play. He is far more restrained, and comes off as unfalteringly mature.


Flavor Abilities: Ignis is an excellent fighter and gymnast. He seems to learn to get along without his white cane in the years after being blinded. I can only assume that he is using the other techniques available, such as “echolocation”. He owns a cane but I think he would only use it in situations where he needed to be quiet or was surrounded by silence.

Ignis is a very resourceful chef, and will make delightful food even out of canned and processed things.

Suitability: Ignis is used to daemon attacks, conspiracies, and unfathomable horribleness by now. Not to where he likes it, of course, but where he can function and carry on. He will be determined to deliver his prince to the other side of this hellscape and complete his duties.

He’s a very clever and curious man, and will stop at nothing to figure out what he needs to do. However, he is easily side-tracked by his friends and will happily go out of his way for some ingredients or something pretty mundane. Even without Noctis, he is charming and kind and makes friends easily.

RP Samples:

TDM with network and action samples
PSL
grimalkid: (Default)

Cat-Eyed Boy | Cat-Eyed Boy | Reserved

[personal profile] grimalkid 2017-03-01 09:00 am (UTC)(link)
Player Information

Name: Gray
Age: 23
Contact Info: [plurk.com profile] graygriffin
Other Characters: None

Character Information

Name: Cat-Eyed Boy
Canon: Cat-Eyed Boy
Age: 10-12
Gender: Male
Canon Point: Has gone through all incidents in the manga
Background Link: Basic summary

To go into more detail, Cat-Eyed Boy is the son of a nekomata, but was born deformed and looking unusually human. While the rest of the monsters wanted his father to kill him, the nekomata instead left him with a human woman named Mimi, before leaving into the forest. While Mimi did her best to raise him, he was shunned by the rest of the villagers, and eventually ended up living in the local shrine for his own safety, due to the superstitions around said shrine. Mimi did her best to take care of him even then, bringing him food and binding his wounds after the villagers tried to kill him with a trap.

However, eventually, a bunch of strange rocks started washing up on the beach, and at night revealed themselves as howling monsters that were summoning a storm. Mimi was possessed by one of them, and destroyed the statue in the shrine, along with the last protection the village had. Cat-Eyed Boy tried to warn the village, but even when the storm was arriving they didn't believe him, and even tried to blame him for the disaster. He ended up having to steal a woman's baby to lure them after him to higher ground, and managed to quell the tsunami by throwing the stone forms of the monsters into the water. However, Mimi was killed in the storm, and after shedding tears for her, Cat-Eyed Boy left the village for good, becoming a wanderer.

Inventory:
-Bindle stick, with some dried food packed
-Black T-shirt
-Black shorts

Personality: On the surface, Cat-Eyed Boy is a snarky jerk who hates humanity. A lot of his internal narration is about the foolishness of humans, or how they can't be trusted, and he's always quite pleased when evil or cruel humans get their comeuppance. This probably stems from his childhood, where there was literally only one person who cared about him, and in the end when he was in danger even she refused to let him in for fear the mob chasing him would come after her. His apparent disdain towards humans can be seen most clearly when he encounters a group of "1000 Demons" who want him to join, but then reveal they are actually deformed humans, not actual demons, which causes him to mock them for pretending to be something they're not. (Actually, only one of them is human and the rest are animated organs. It's that kind of manga.)

However, in truth, he actually does care quite deeply about people. When he sees someone being attacked by a monster, his first instinct is to save them. In one story, he tries to save a boy's mother from drowning, and doesn't let go of her even as he's being dragged out to sea. And as mentioned above, he shows a boy the door to the afterlife so he can see his dead mother one last time. The aforementioned "1000 Demons" claim that their goal is to turn people who have ugly hearts ugly in appearance as well, and Cat-Eyed Boy is fine with this until they try to mutilate a boy who was only the son of a corrupt man, after which he immediately tries to stop them. Even before this, he tries to save the whole family, although he claims he just wants to stop the group from accomplishing their goal than any care towards the family.

A lot of the time, he claims that his helping out people is simply repaying them for letting him live in their attic for a while unknowingly. However, there is at least one case where he follows a boy who has previously been attacked by a snake monster home, and decides to help protect him and live in his attic at the same time. He also saved the boy's mother mentioned above when he apparently wasn't living in their attic, although right afterwards he warns the boy never to tell anyone what he did. Also, at one point when a town is overrun by meatball monsters that turn out to be symbolic for cancer, he discovers that the stick he has been using for his bindle has awakened to a life of its own, and is also the cure for the cancer. Despite a boy he told to help carry said stick-creature dropping it and getting infected after running away, once he realizes the nature of the cure the boy is the first one he cures. Later on, he grinds the entire stick to dust and throws it into the water supply, saving the entire town. He claims that he only cares about the monsters because he's become suspectible to them as well after receiving a human blood transfusion, but he's perfectly willing to heal everyone in the end.

In truth, Cat-Eyed Boy is a very lonely child. After every supernatural crisis he comes across ends, he moves on, seemingly aware of the fact that these happenings seem to follow wherever he goes to some extent. He is eager to join the "1000 Demons" at first because they claim they are similar, and only later does he realize they think he is a deformed human, which he finds insulting. In one story, he talks about a close friendship between two boys that he was so jealous of that he ended up not paying any attention to them until a disaster happened. However, in the end, he's been hated by almost everyone he meets, and so he refuses to reach out to others. Cats are the only creatures that seem kind to him, and so are the only ones he really tries to befriend. But even then he has to leave them behind when he walks on.

Still, his trolling nature is a true part of himself. He has at one point turned himself into an exact copy of another boy and eaten some of his sweets just to mess with him and his mom, and at one point when attacked by a sword pretends his head has been chopped off, yet is still talking, even though the family in this case is in actual danger as well. He has a smile on his face when talking about the past most of the time, even in the case of tragic stories, although most of the time he will be serious when they're still happening.

Cat-Eyed Boy likes it when he gets to act like an authority, as can be seen when he takes charge of the family threatened by the 1000 Demons, and when he shows off the door to the afterlife. He will only rarely accept the advice of others, and usually only when things are so bad he can't even move around by himself. And even then, he will quickly turn to his own ideas if things aren't working out the way he wants.

Flavor Abilities: I'd like him to keep his glowing eyes, although he won't be able to see in the dark with them. I'd also like him to keep his ability to run on all fours as fast as he can on his legs. Also, when he gets mad, I'd like him to still be able to spit "acid," which is only cosmetically different from his usual spit. Last, I realize that his ability to communicate with cats will probably not be very relevant, but I was thinking that in the case of any catlike monsters he could basically hear them yelling random unrelated things?

Suitability: Cat-Eyed Boy is quite used to horror, considering the type of canon he comes from, so he probably won't be too shocked at the monsters. He's also used to surviving on his own, so he won't be out of his depth or anything. However, at the same time the Snowblind setting seems to encourage forming bonds, which quite frankly is something he both wants and needs. I really want to play him learning to open up to others and meeting people who won't just reject him for his appearance.

RP Samples:
Network
@catseye

So, have any of you been noticing the mirrors? I'm pretty sure I haven't been possessed by anything, so I don't think that's why my reflection is acting so weird. It's kind of rude, don't you think? Oh wait, have any of you dumb humans done something to upset the mirror spirits?


Action
[Cat-Eyed Boy has curled up in the furthest corner of the house he's in right now, hissing angrily at anyone who dares approach. If it wasn't for the monster prowling outside, he'd be running out the door in a flash. As it is, everyone else in the house is still too close for comfort.]

Stay away from me! You idiots, you led that monster right to us! Now we're all stuck in here together! What do you have to say for yourselves, huh? [After a bit, one of the people here he actually likes steps a bit closer.]

Hey, um, I think I know what's going on here.

I already said, you guys are stupid! [He doesn't actually try to run away, at least.]

Yeah, you see...it's the whole "Norfinbury" thing. It can drive you mad, being out here too long. One of the best cures is...just staying close to others.

Well, that hasn't been any damn use, has it? [He's...actually uncurling a bit, though.] Well, I guess you're fine. The rest of them better stay the hell away, though. [The person sits down next to Cat-Eyed Boy, picking up their tablet.]

That's fine. While we're stuck here, how about I show you some of the things I found before we met up?

That's-that's fine. [He's still mostly backed into the corner, but at least he's not being actively aggressive anymore.]

Dorian Pavus | Dragon Age | Reserved

[personal profile] whiteknightnecromancer 2017-03-01 01:19 pm (UTC)(link)
Player Information

Name: Haecceity
Age: 31
Contact Info: Plurk: haecceityofanelf
Other Characters: None

Character Information

Name: Dorian Pavus
Canon: Dragon Age
Age: 33
Gender: Male
Canon Point: post-Trespasser
Background Link: Background
Inventory:

staff (stripped of magic)
2 rings (stripped of magic)
amulet (stripped of magic)
belt (stripped of magic)
Mage Armor
Bound book of notes
Inert listening crystal

Personality: Dorian was always going to be in the spotlight and he embraced that role. He seeks out attention while also making a show of how little he needs it. He knows his strengths and plays to them, fully aware that he can sound like an egotistical jerk. He is sometimes confused on the difference between criticism of that behavior pattern and more general criticism of when he screws up.

He doesn't hold back when praising or criticizing people. He apologizes when he thinks it's called for and makes an effort to get along with most people who aren't actively trying to end the world. He's reluctant to share his pain but will make sure everyone knows when he's annoyed.

Dorian believes he did the right thing in refusing to marry Livia Herathinos but he also feels selfish for his choice. He agrees with his father's politics in general and thought he’d been disinherited as well as disowned. Instead, he found out on his father’s death that even though they hadn’t spoken in more than two years, his father had kept him as his heir. Now Dorian has a seat in the Magisterium and is painfully aware of the ways in which his refusal to do wrong as he sees it have potentially hobbled him in his plans to overhaul the government. He’s been focusing his energy on creating a new parliamentary faction, the Lucerni. So far, this has meant brushing up idealistic younger Magisters on their rhetorical and dueling skills. (“We can go shopping. It will be fun.”)

Dorian is very lonely. His parents' ambitions isolated him, the way the Circle accelerated him ahead of his peers isolated him, his desire for a romantic relationship with a man has isolated him. With the Inquisition, being from Tevinter isolated him. In the Magisterium, his belief that Tevinter’s glory days are best left behind it, isolate him. He deals with that isolation by trying to "find common ground" with the people around him.

When he's upset, Dorian lashes out verbally. He has difficulty expressing deeper emotions directly. When called on it, he doesn't hesitate to let the people around him know it’s unwelcome. He prefers to make jokes and insinuations. "I had a lot of very important drinking to do," is an admission of feeling guilty, for example. It's not that he thinks he's fooling anyone. That comment gets a sarcastic "Well spotted," should the Inquisitor push. He doesn't feel comfortable expressing himself openly because he was raised knowing that showing vulnerability in the presence of the wrong people was a good way to become dead or Tranquil. Plausible deniability is key for him. In Norfinbury, this will also extend to the way he deals with the town’s emotional manipulations. It’s similar enough to possession that Dorian will try to keep people from questioning his control of himself.

Dorian stands against blood magic and Tevinter's breeding program but he has a tendency to subconsciously accept Tevinter supremacist rhetoric in a lot of ways. He sees the abuses slaves go through as individual acts. In the Hissing Wastes, when he encounters the slaves the Venatori have abused, he finds their condition horrifying. He doesn't connect that horror with the system that allowed the abuse to take place. Similarly, he romanticizes elven culture without actually talking to elven freemen in his own country.

Since learning some new facts about Tevinter in the Arbor Wilds, Dorian has begun to question his country’s belief in its place in the world but he spent the previous thirty years of his life asking the wrong questions to make this an easy or smooth transition. He’s aware of some of the ways in which he’s a racist, classist twit but that doesn’t necessarily stop him from having knee-jerk reactions that are completely inappropriate or making judgments based on ideas that are grounded in feelings more than truth.

Dorian will put his life on the line for things he believes in like trying to save the world from the Venatori but he doesn’t risk it foolishly. And when it comes to being attacked, Dorian returns the favor. He happily helped Inquisitor Cadash hunt down his countrymen. When The Iron Bull tried to kill them, he helped the Inquisitor kill the Qunari spy instead. He can come across as callous but that’s because he’s more focused on surviving than on making people comfortable. He knows what kind of world he lives in and doesn’t hesitate to call other people out on it, especially the Inquisitor. They may be killing for a good cause but it’s still murder.

In conclusion, Dorian wants friends but has trouble being emotionally honest. He's lonely and has trouble forming meaningful connections. He's intelligent but blinded by the limits of that intelligence. He genuinely tries to do the right thing but sometimes his right thing is horrifying.

Flavor Abilities:

Dorian has dreams about Norfinbury trying to crawl inside his body.

Suitability:

In some ways Dorian is very unsuited to Norfinbury. He does not deal well with the cold and he strongly dislikes the outdoors.

In other ways, Dorian would be a good fit for a survival game. While he doesn’t enjoy it, he has successfully camped in an area with ongoing fighting. He’s resourceful and has been following Malika around as she looted and scavenged in a variety of locations. In Thedas, he could always count on his magic when dealing with monsters. In Norfinbury, he wouldn’t have his magic but that could work in his favor. He’ll be aware of his relative lack of fighting skills and be more cautious as a result.

RP Samples:

Sample

[He stumbled along in the cold, muttering under his breath in Tevene at whoever had dragged him to this frozen hell. As he made his way from one cold building to another, he tried to remember summer in Tevinter.

The air would be warm and humid that far north. This late in the day the shadows would be getting long and it would be about time to have a glass or two of wine.

That reminded Dorian how much he missed wine and fruit and bread that didn’t taste like dust. And beer and red meat. Somehow, it was the small things like food that were worse than barely knowing anyone.

Almost as bad as the monsters some days. They weren’t quite like the demons in the Fade but they had some similar qualities: a feeling of menace, an amorphous appearance. The familiarity didn’t help.

He pulled out his tablet when he found shelter. Dorian had never dealt well with silence. He preferred to have people to talk to even if he barely got along with them.]


Hello. Anyone there? I was reminded today of hiking in the mountains. Something about pushing my way through snowdrifts reminds me of pushing my way through other snowdrifts.

[Somehow, it had been warmer in the middle of a blizzard than it was at night in Norfinbury.]
bookofnope: (Default)

Beckett | World of Darkness | Reserved/re-app

[personal profile] bookofnope 2017-03-02 09:05 pm (UTC)(link)
Player Information

Name: Jax
Age: 31
Contact Info: PM at [personal profile] umbralpilot or plurk at [plurk.com profile] lightsarestars
Other Characters: None

Character Information

Name: Beckett
Canon: World of Darkness
Age: Early 30s at time of vampiric Embrace; about 300 by now
Gender: Male
Canon Point: Just post the Gehenna novel.
Background Link: At the White Wolf wiki!
Inventory: Whatever was on him upon his last Norfinbury death. Wow that's a lot of useless shit.

Personality:

Beckett does not play well with others. This is rather significant considering that he is Kindred, and that most Kindred pass the long nights of immortality in playing complex political games between various factions, powerful individuals and contending philosophies. He has no traffic with any of that. His Clan affiliation is so unimportant to his identity that he prefers to be known as "of the Mnemosyne", his adoptive Sire's bloodline, and he has never given his allegiance to any of the major or minor vampire organizations or Princes. Strictly True Neutral. He holds the whole dance in mild contempt. He is Kindred, and that is all that matters. This fierce, contrary independence in a world that survives on alliance and intrigue has earned him a reputation that he carries proudly. When he must deal with his own kind, he follows the letter of their law, and goes through the motion of ritual, but any attempt to stir him to loyalty to person or cause is stonewalled if not lastingly resented, and pomp and procedure annoy him to no end.

His mild lack of social graces is mostly to do with aloof pride verging on outright arrogance. His sarcasm is pointed and constant, and he mocks what he views as superstition and blind loyalty or belief - or used to, at least, before the whole meeting Caine at the end of the world fiasco. He does not suffer fools at all, but he does have some patience for the young and inexperienced, if they show some aptitude and willingness to learn. He dispenses information - of the impersonal sort - freely, if sometimes in a typically cryptic vampire fashion, and is quick to offer good advice, even if its tone tends to be condescending. One gets the sense that he is reasonably fond of the sound of his own voice. Beckett knows a lot, and knows that he knows a lot. Get him talking about something that interests him, and he'll rather go on, though at least with some wry good humour. He is also well capable of close relationships with those few like-minded individuals he'd met in his days, fellow scholars of Kindred lore, or those who are similarly interested in goals outside the game of power and intrigue. But he approaches his social life in strict layers - he has a good number of allies, fewer companions, and very few friends. He is certainly willing to go to great lengths for those few friends, even to risk his own existence, but he remains intensely private about his own past. Even his longtime companions Lucita and Anatole, whom he properly loved, knew little to nothing of who and what he was before their first meeting.

He has no particular opinion on Mortals one way or another - the Kindred world is everything to him. He tries not to kill those he feeds on, and is generally disinterested in cruelty and power for their own sake, but he isn't given to altruism either. It's a cold world and he has urgent business in it. His zeal for independence, however, does extend into some disgust with vampires who use humans as tools or playthings. He tolerates it as a fact of vampire unlife, but that is another game in which he will never take part if he can help it.

Despite his aloof demeanour, he has a temper that he sometimes can't suppress - it's a vampire thing, or so he'd like to think at least. He has been known to lose it when particularly frustrated, and can get impatient, immortality and all, when he feels he's being led by the nose or forced to take the long and cautious way to something. His insatiable curiosity, and his rather good opinion of his own abilities, have led him into charge in and regret it more than once. He is essentially a risk-taker, except when it comes to combat - he has absolutely zero interest in fighting and considers the occasional necessary violence of his life a distraction and a headache. Confronted, he talks or flees, and hates being goaded into anger or worse, real bloodlust or frenzy. Self-control is very important to him, particularly due to the savage heritage of his Clan.

Beckett's all-consuming, three-hundred-year passion is - or was - or perhaps still is - the search for the true origins of vampirekind. He used to be a renowned skeptic on the matter, considering the Kindred's stories of Caine, Antediluvians, First Cities and so on to be myths. An archaeologist and anthropologist, he'd spent the majority of his unlife trotting the globe looking for hard evidence of the vampiric past, and did gain vast amounts of scholarship, though never a final answer. Curious, intellectual, unrelenting, a doubter, searcher and visionary, this quest was the core of his being. Then the apocalypse happened, and Beckett learned firsthand that not only was Caine very real, but that the Dark Father had no more idea of why vampires came to be than anyone else - and if he had any idea how, whether by divine intervention or some other supernatural mean, he wasn't telling. The revelation left Beckett something between inspired and a fatalistic wreck. The last we see of him, he is resolved to spread the revelation among the Kindred, and maybe finally snap them out of playing their power games and wasting their unlife on meaningless loyalties based in a meaningless past. But then, the world was ending, and he was also resigned to end with it. He'd come to Norfinbury in a bit of an existential dilemma.

Flavor Abilities:
Though his vampiric powers, senses, and resilience are nullified, Beckett retains some basic features of Kindred nature, namely giving at least the appearance of being dead. He still has the unnatural pallor and lower body temperature. He also retains the "frozen" nature of the Kindred, meaning his appearance remains exactly as it was upon his first death, reverting from any change within the night - no visible ageing, no new scars, tattoos or other marks, no hair or nail growth or haircuts.

Prior to some unpleasant pre-apocalyptic events, Beckett had two animal features resulting from the particular curse of his Clan - glowing red eyes, and hairy, clawed hands. In the game, those features would reappear for a while whenever he drinks human blood, because it'd freak him out a little and be cool to play with. Neither features gives any kind of survival advantage - he can't see in the dark, and the claws would be fragile and useless.

Beckett also retains the very ridiculous flavour ability to tell human blood and blood types by taste. IDEK White Wolf said it's a thing.

Suitability:
As a vampire battle archaeologist, Beckett is all about survival in adverse conditions and searching for loot and clues among ruins. In terms of managing in the new environment, he should do just fine as soon as he gets used to the idea of having to mind hunger, cold, and tiredness again. He might have some trouble with all that, having been undead for a good long while, but his skill in managing for himself and getting by should carry him through. What should be more complicated is mentally coping with a post-apocalyptic setting.

Since he's coming from after an end of the world already, Beckett would likely assume that Norfinbury is in some sense of another what is left of his own world. He'd be very interested in finding out exactly what this end involved, why and how it came about - really a continuation of his canon quest, which he is rather lost and miserable without. He'd be all over that metaplot. The fact of having survived the end would be a frustrating puzzle to him, and he should have an interesting time figuring out his place and purpose in a world with effectively no Kindred in it. Encountering people with vastly different life experiences and philosophies should prove, at the very least, interesting to his current existential crisis.

It would also be neat to play him adjusting to the loss of his abilities and effectively-human status and how he copes in a horror setting in which he is no longer himself the monster - being other-than-human has defined his identity for centuries, and he will not easily let go of it. He'll also have to re-learn a lot in more practical terms, from dealing with real food to, well, dealing with the idea that he can't be a devout lone wolf anymore, which should really get his vampire goat.


RP Samples:

From his previous Norfinholiday:
Third Person: getting his ass kicked.
First person: Crotchety old men infomongering.
loveismadness: (Default)

Harleen 'Harley Quinn' Quinzel | DC Comics | Reserved

[personal profile] loveismadness 2017-03-06 05:56 am (UTC)(link)
Player Information

Name: Erin
Age: 20
Contact Info: gloomychan @ plurk
Other Characters: N/A

Character Information

Name: Harleen Frances Quinzel ; Alias, Harley Quinn
Canon: DC Comics
Age: Early thirties.
Gender: Female
Canon Point: Immediately Post-Gotham City Sirens
Background Link: http://batman.wikia.com/wiki/Harley_Quinn
Inventory:
One (1) black and red jumpsuit, patterned like so.
One (1) jester-like cap, matching the jumpsuit in general pattern, with white (possibly explosive) balls at the ends of each tassel.
One (1) pair of matching gloves.
One (1) pair of matching boots.
One (1) tub of white greasepaint.
One (1) tube of lipstick.
One (1) domino mask.

Personality:

For a good portion of her life, Harleen has been defined by her ambition. Her inspiration for studying criminal psychology was jumpstarted by her con artist father, and she pursued it endlessly for most of her teenage and young adult years. She attended Gotham State University on a gymnastics scholarship. Harley became the first person in her family to earn not only an undergraduate degree, but also a masters and a doctorate; she was also quite the accomplished gymnast. She was incredibly driven and structured, and her desire to succeed was never hampered by what some might perceive to be morally grey behavior--several different canons have implied that not only has she studied hard throughout her life, but has also resorted to seducing professors and people in positions of power to get what she wants.

This stems not only from her desire to succeed, but her incredibly low self-image. Before Harley had met the Joker, she presented herself as a confident, unshakable, and determined young woman; however, she seems to have suffered from a low self image, as well as other undiagnosed mental disorders, throughout her youth. In fact, her being incredibly intelligent and talented and still resorting to seduction is an excellent example of this, and Harley will often refer to herself (or allow others to refer to her) as “dumb” or a “bimbo.”

Harleen’s ambition is eventually what led to her career as a criminal; seeking to exploit the Joker’s story as the ultimate tell-all book, and bored by the regular population of Arkham, she sought permission to work as the Joker’s personal psychiatrist. Though it was only her first year on the job--and first year after getting her doctorate, at that--she was granted her request. And though Harley had spent most of her childhood as the victim of a master manipulator, and thought herself capable of withstanding the Joker’s manipulations, her empathy and previous psychological issues led her to falling for him.

What many might say to be major symptoms of Harley’s undoubtedly present psychological issues also impact her personality. After ‘falling in love’ with the Joker, Harley has an almost complete psychological breakdown, completely changing her persona and appearance to mirror his sensibilities--but in a way that is entirely Harley. She takes her own color scheme, uses her own gimmicks, and--most notably--infantilizes herself. Gone is Harleen’s smooth, unaccented, and convetional English; instead, Harley slips back into her Brooklyn accent and uses words from the American Jewish vernacular. She shows interest in toys and games, behaving childishly--playing with her food and preferring to posture with sweets, wanting to steal a limited edition doll, and her out-of-costume aesthetic (often featuring pigtails and short skirts which call to mind a schoolgirl kind of look). Even when she is away from the Joker’s influence, she continues infantilizing herself, suggesting that creating and living with this kind of persona is something that she comfortable with.

However, despite Harley’s childish persona, she’s shown time and time again--and in multiple incarnations--to be an incredibly adept manipulator, intelligent and well practiced enough in psychology to be an intelligent rival to Batman, even one on one. In the short Mad Love and its animated adaptation, Harley is able to use Batman’s heightened sense of empathy to lure him into a trap, where she--by Batman’s own admission--came closer to killing him than the Joker ever did. Similarly, at the climax of Gotham City Sirens, Harley is able to manipulate Ivy’s own feelings for her and use them to her advantage, with an extremely intelligent and well-reasoned internal monologue:



The above excerpt is also an excellent example of Harley’s unique morality. As a normal citizen, Harleen is shown to be a shrewd manipulator--but she has a very powerful sense of empathy that is part of what enables her to fall for the Joker. However, once she dons the Harley Quinn persona, her internal morality becomes warped, and falls to the wayside. Her ability to manipulate her longtime friend, Poison Ivy, and Ivy’s feelings for her is one classic example of this--as Harley Quinn, she is allowed to become selfish and live by her own morals--or rather, the Joker’s morals. The murder of civilians doesn’t seem to upset her compared to the prospect of, for example, being unable to be with the Joker come Valentine’s Day. This kind of dissociation from regular morals is even more clear as oftentimes, when Harley is parted from the Joker and safely in Arkham, she is able to feel remorse for her actions and desire to change. She is even able to feel angry towards the Joker and his abusive treatment of her--but, of course, once her Puddin’ apologizes, she often melts and forgives him. The character who arguably knows Harley best, Poison Ivy, describes her infatuation with the Joker as not love, but an addiction:



And this is one of the cruxes of Harley’s character. Not that she is hopelessly in love with the Joker, but that she is addicted to him, and his attention; and though she is able to break free of this in multiple recent continuities, it is still a struggle for her to find her own fitting. There is a degree of dependency to Harley - when not with the Joker, she is often with Poison Ivy (and sometimes Catwoman), whom she relies upon to protect and reassure her - until she is healed from whatever injuries were inflicted upon her as a result of her last break-up with ‘Mistah J.’ Then, it is likely that Harley will return to the Joker, and the vicious cycle continues--despite the Joker’s near-constant abuse targeted at her. Consistently, Harley voices that she either deserves it, or downplays the abuse itself (“Sure, my Puddin’s a little rough with me, but he loves me; he really does”).

Despite her association with the Joker, who is almost unanimously hated by the rest of Gotham’s rogues, Harley maintains somewhat positive relationships with many of Arkham’s other denizens. She is friendly, sociable, and vibrant, and is shown to be generous as well--Harley has sent considerable amounts of money to her deadbeat younger brother in order to send her niece and nephew to private school. Harley is loving with them, and has also done her part in rescuing children in trouble on the streets of Gotham, as well, once beating Batman to the punch. Despite her frequent relapses, Batman himself believes that Harley is fundamentally good, and capable of good things. In fact, as Bruce Wayne (who is on the advisory board to Arkham Asylum), he has been instrumental in her release on numerous occasions. Despite her many flaws, Harley is capable of being a positive and productive person who can grow past the Joker and his manipulations. Even more importantly, she wants to.

Flavor Abilities:

Gymnastics: Harley is a fairly accomplished gymnast, and as such, is very capable of jumping, dodging, and performing various athletic stunts.
Psychological Analysis: Harley’s many years of training and many more years of being a professional criminal means that she is extremely adept at reading those around her, even if her cutesy attitude means that it doesn’t seem like it.
Intelligence: Harley is said in Harley Quinn #5 to have a genius level IQ, and exhibits her intelligence and ability on multiple occasions.
Altered Physiology: Courtesy of Poison Ivy, Harley’s chemical makeup has been altered so that she could, well. Hang out with Poison Ivy. She is immune to Ivy’s poisons, as well as more poisons in general, and benefits from a slightly enhanced level of agility and flexibility.


Suitability:

Harley is definitely a character who can interact in a number of unique ways with the population and storyline of Snowblind, given her unique background. Because she is sociable, I anticipate being able to interact with many of the diverse cast-members in a variety of different ways. Harley is able to work extremely well under pressure, and is fascinated with many things psychological--the effects that the place has on the group will be really interesting to her! That in mind, she is also not the most psychologically stable individual; as she suffers from both hallucinations and delusions in various canons, it is entirely likely that the nature of the game will exacerbate that mental state, which will be interesting to play with.

Additionally, I believe that Harley can add an element of unpredictability to events that occur within the game. She is an extremely adaptable character, and furthermore, someone who is capable of responding completely rationally to a situation and helping--or very very capable of making the situation much worse for everyone involved.



RP Samples:

Network samples from the January TDM

Non-Network Sample:

[ harley is traditionally pretty good at bouncing back from horrifying situations. she’s dealt with a lot in her life--and gotham is absolutely teeming with the kind of creepy crawlies that seem so normal here. honestly, a huge part of this feels like jonathan crane’s kinda work--the kind of creepy-spooky paranoia that will get you, eventually. but she doesn’t really think the kind professor would do that to her--they have a pretty good relationship, after all!

it’s not like she’s in any hurry to get home, anyway, so harley figures that she’d better just go with the flow]


Heya! Heyyyyyy!! Is anyone home?!

[it isn’t dark out, but harley wants to see if she can grab some supplies. And, yanno, if someone left their stuff here and doesn’t want it taken--well, it ain’t her problem that they didnt protect their things well enough!!

after a period with no answer, she starts knocking down the door. harley’s pretty strong; at least, strong enough to get it down after a few concentrated hits. humming, she cartwheels into the room, landing deftly on her feet. she looks from left to right, seeking any sign of life--as though it would not be attracted by the initial racket that she caused. she tiptoes exaggeratedly throughout the house, singsonging under her breath.]


Sneak, sneak, sneak!

[soon enough, she sees what she’s looking for--a ton of supplies, all hidden in a corner. she pumps her fist, grabs the stuff, and slings it over her shoulder.

without any regard to the people who owned it previously. ya snooze, ya lose.]


thepulverizer: my boobs felts soft and squishy on my face (I get why guys like boobs so much)

Marie Mjolnir | Soul Eater

[personal profile] thepulverizer 2017-04-08 02:16 am (UTC)(link)
Player Information

Name: Jeepers
Age: over 18
Contact Info: [plurk.com profile] homomagi
Other Characters:N/A

Character Information

Name: Marie Mjolnir
Canon: Soul Eater
Age: 30-ish
Gender: Female
Canon Point: Towards the end of episode 36, at the end of the mission in northern Alaska.
Background Link: Wiki link. Scroll down slightly to see her entry. Sorry I couldn't link it more directly!
Inventory:
- eyepatch
- headband
- silver chain necklace
- gloves
- brown winter coat
- knee-high boots
- black pants
- maroon turtleneck sweater
- a pair of glasses
- compact mirror

Personality: Marie Mjolnir means well. She really, truly does.

"I've decided I'm going to marry this toilet. That's it! It'll be perfect! After all, what's more accepting than a toilet? It'll take anything and everything. It's an ideal husband."

Her initial introduction in the series highlights some of her most severe character traits. Introduced as deeply reluctant to do anything that even smacks of hard work, flailing and bemoaning her worries that she'll never get married. She manages, in short order, to punch her best friend for not understanding her feelings on love and relationships, declare her intention to marry an actual literal toilet, be disillusioned about the relationship with said toilet, and cause immense property damage in the ladies restroom to avenge herself for a perceived hypothetical slight offered by the toilet. One enters dangerous territory if they decide to hold a discussion about romance with her.

In all reality, she has a good sense of her priorities. The real problem is that those priorities are rather bizarre even when they're considered in context. Marie is reasonably sweet aside from the sudden, explosive bouts of temper and her fixation on the idea of retiring to get married. Despite being intensely self-conscious of her single status, she flips things around easily enough to focus the vast majority of her energy on her students and her new partner. In fact, it seems that the partner in question, Stein, has a peculiar influence on her. Though their god, Lord Death, had decided to have them work together because one of her powers is to balance out other people, she finds it easy to settle in with Stein and direct her energy into her new job with only the occasional comedic complaint. Friends from their youth, she's always unquestioningly seen the best in a man known for an interest in dissecting other people.

Though Marie is compassionate and known for caring indiscriminately, she's drawn to vulnerable people in particular. Being able to care for others clearly brings her satisfaction, and she casually inserts herself into their lives. Though she comes to value all of her students, there are two people that she shows particular affection towards. The first one is her partner, and the second is one of her more psychologically fragile students, Chrona, and she reaches out to them without hesitation. Her level of trust in others is so high that, when Chrona is manipulated into invading her privacy and endangering Marie's partner, she never suspects them until she's told directly. Even then, she wanted very badly to forgive them when they tried to make things right, and regretted even so much as saying cold and hurtful things to her student. It isn't easy for her to hold grudges, and forgiveness comes naturally to her.

All in all, Marie is the sort of person to never know a stranger. She bonds easily (maybe too easily) and isn't afraid to be emotionally honest even when it's not at all flattering. She operates on impulse and instinct, and spends much of her time appearing to be ditzy and harmless. It can turn on a dime, but that's just because she gets her feelings out there rather than bottling them up. She's a team player that integrates into groups easily, though her eccentricities are sometimes a roadblock that she doesn't fully understand. Despite her obsessive and occasionally downright delusional tendencies, she has the best of intentions.

Flavor Abilities: Marie is an immensely skilled hand-to-hand fighter, though one that is used to being a very durable magical hammer that can pulverize most anything she punches. As all of her supernatural abilities (transformation, super strength, advanced healing, etc.) offer some significant survival advantages, she'll be knocked down to peak human capability.

Suitability: Frankly, given that she has a pathological lack of direction and an instinctual reliance on her supernatural abilities, Marie certainly isn't going to be feeling suitable. Nonetheless, she has a strong sense of responsibility and will feel obliged to throw herself into finding a way to help as many people as possible. (Though, admittedly, her partner and the son of her actual literal god will take a bit of precedence.) It will be a struggle as she learns to navigate the dangers of Norfinbury without all of the protections being a demon hammer had given her.

More than just the physical challenge, however, will be coming to terms with the fact that she isn't able to protect the people she cares about in her usual direct way and, instead, Marie will need to rely more heavily on others. She's good for that, and she'll do what she can to pull it together and get through this alive. Someone has to keep upbeat and always moving forward, and she's going to do her damndest to fill that role.

RP Samples: TDM samples for both network and action (more than 20 comments from me)
Edited 2017-04-08 02:17 (UTC)
awwnoun: (Default)

Clint Barton | Marvel 616 | Reserved/Reapp

[personal profile] awwnoun 2017-05-01 05:26 pm (UTC)(link)
Player Information

Name: Flurry
Age: 25
Contact Info: @tahdis on plurk
Other Characters: Royce Melborn

Character Information

Name: Clint Barton
Canon: Marvel Comics/Marvel 616
Age: 30 something, comicsmumblegrumble
Gender: Male
Canon Point: Post-Hawkeye #22
Background Link: here
Inventory:
- a purple t-shirt and jeans, a belt, socks, no shoes
- his apartment keys
- a cell phone, which is a flip phone with a cracked screen
- his quiver, which is attached to his belt
- a purple hearing aid, made by Tony Stark

His bow and arrows will be confiscated!

Personality:

You know when you drop something on the floor, but you're too lazy to pick it up, so you sort of just stare at the object on the floor like it's betrayed you? That's Clint Barton's approach to life.

It's not that he's lazy, because he isn't. Clint is incredibly hard-working, particularly in his superhero life. That's mostly because he's not exactly super; he's a regular, ordinary guy, which means he doesn't have powers, which means he has to do a hell of a lot to keep up with the other Avengers. He can’t be lazy. He does as much as he can to stay on the same level as his teammates, to the point of being reckless. Physically, mentally, and emotionally, he can take a hell of a punch. It's in his nature to bounce right back and come back for more abuse, and he does, especially with his teammates. He ends up being the brunt of the joke a lot, and he’s kind of okay with that, for the most part. He can take it, as long as they can take some ribbing in return.

But that’s work. That’s his life with the Avengers and being a superhero. When it comes to his own issues, to his own insecurities and personal problems, it's easier to run away, to take a nap, and escape the problem. Procrastinate his troubles away. It usually works, too! For a while. Until it builds up too far and then he hates himself for letting it get that bad. Which happens a lot.

Clint has a terrible tendency to let things build up. Kate Bishop, his close friend and the Other Hawkeye (the better one), accuses him of running away from his problems, and it's true enough. His first instinct is to run and hide. He’s creative and quick enough to figure out how to do it, how to get out of any situation he’s in, but that’s not always the best option. Sometimes he needs to actually deal; sometimes needs someone to sit him down and tell him that he’s being an idiot and he needs to sort out his problems.

Clint’s casual attitude and devil-may-care front can both put people at ease and infuriate them. There’s a lot more underneath than just that, though. Clint is a passionate person, and he feels very strongly about what he believes in. He’s stupidly loyal (to a fault). He won’t kill, and he doesn’t like it when other people do it, either. He doesn’t believe in plans, just in getting out there and getting the job done as best as he can, and he’s incredibly invested in just about everything relating to people, from saving them to loving them. Clint can be pretty charming, too. The guy knows how to get people to talk to him, how to be the center of attention if he needs to be, and sometimes that involves unintentional flirting. Or intentionally. And then getting married to them after knowing them for two days. Here’s looking at you, Mockingbird. People make him impulsive. It’s sort of why he makes a good hero - he doesn’t think twice before going all in for a stranger he barely knows, even going so far as to stretch the law to its limits in order to protect a girl he just met.

So Clint gets attached to people easily, and then he gets himself into trouble trying to fix all of that person’s problems while steadfastly ignoring his own. This happens with Bobbi, with Jessica, and with Natasha, and the various other women he’s dated over the years. And those are just the important romantic relationships he’s had. His platonic relationships end up this way as well - he’s eager to jump in feet first to protect everybody else, and he ends up sort of screwing himself over in the end.

(He’s also a romantic. Not that his love life is anything more than a giant, flaming trainwreck.)

He's a good person, at his core. Sure, his start wasn’t exactly on the straight and narrow - he starts his vigilante life working with the Black Widow in order take down Iron Man, half because he was jealous of Iron Man being a hero and half because he got swept up in immediately falling in love with her. Clint intended to do good, to help people, but his attachment to Natasha meant he got sidetracked. He’s offered the chance to redeem himself later, and he immediately takes it, because Clint truly does want to do good. He looks up to Captain America, to all the heroism that the Avengers do, and he wants nothing more than to be able to see a bad thing happening and be able to fix it. He tries, damn hard. He offers himself up as a decoy to smoke out a mole so that the Navy Seals responsible for killing a high profile target won't have their families harmed in retribution. He buys an apartment building to stop a bunch of Russian mobsters from kicking the inhabitants out, and defends those inhabitants with his life. Clint doesn't always make the best decisions, but he does always actively work towards what he thinks is right.

Still, he can be a dick. He’s got a terrible self-deprecating sense of humor and sometimes, putting himself down isn’t enough - he’s been known to turn it on other people. If he thinks someone is out of line or is wrong about something, he’s blunt and upfront with his accusation, and he’s not super inclined to sugarcoat it. Furthermore, he also has issues with authority; he’s not one for respecting someone just because they’re an authority figure. Clint has issues with following orders, particularly because he thinks he’s better at giving them than receiving them. This often causes problems with the teams that he’s on. For as much as he respects Steve Rogers, Clint still argues quite a bit about how to run things, and while he won’t ever really have the influence enough to undermine Steve’s authority, it still causes friction here and there. He has a fierce need to be independent, and yet, even when he’s trying as hard as he can to be on his own, he still needs reassurance. He’s always still quietly trying to impress people, to prove he isn’t incompetent. He knows he doesn’t make great decisions sometimes, but he’s gotta do it on his own, without being a burden on other people. He admits as much to Tony Stark, when he’s trying to pull his life together: “I know it's a mess and it's half taped together and it's old and busted, but it's mine. And you gotta make that work, right? You gotta make your own stuff work out.”

Which he can, and often does. For as much as he drags his feet or gets made fun of, Clint is a pretty damn good superhero. He’s quick-witted, he’s good at thinking on his feet, and for as much as people give him crap about not being great at boosting team morale, he’s a good leader when he puts his mind to it. His whole run with the Thunderbolts, a group of reformed villains trying to be heroes, ended up not only honing the skills of all of the team members, but also enhancing their reputations, ending with most of the villains-turned-heroes as trusted allies of the Avengers. He pulls off missions successfully for SHIELD all the time, and he quite often saves other heroes’ butts on a regular basis, including Captain America on an occasion or two. It’s just his social life that suffers, mostly.

Flavor Abilities: Nothing, really. He’s a normal guy, for the most part. He is deaf, though - that's not really a flavor ability, it's still relevant. The hearing aid, also, just gives him his normal hearing back, which isn't superhuman or anything.

Suitability: Same reasons as before! The reason I like having Clint specifically is because he’s completely opposite from Royce in the sense of how he relates to people. Clint is a superhero! He likes helping people, to the point where he’ll injure or sacrifice himself to do it. He’s friendly and a little bit more tech friendly, and a hell of a lot less paranoid, so getting him out there and talking to people will be much easier. He’s going to be one of those types that is the first on the scene when people are in trouble, and much more reasonable when it comes to working together, sharing supplies and actually making friends. It’ll help me balance out the CR I want with people who Royce wouldn’t necessarily go to!

As for Clint in the actual game, this’ll be interesting. He’s not exactly used to a place where there isn’t any sort of formal law or order. He’s going to be very against people killing people and will do whatever he can to help people avoid doing it, but he’s also not against breaking the rules in order to get things done, either. I’d like to see him struggle with finding his place in a town where he can be independent and sort of flounder a bit with that independence. Clint’s not incompetent and he can take care of himself, but it’s been awhile since he hasn’t had someone to take orders from. That'll be more pronounced since his buddies aren't here anymore.

RP Samples:
Action Sample
Network Sample

And everything else here!

If this is too old, lemme know. I can dig up some other stuff.
Edited 2017-05-01 17:27 (UTC)
rattlingthestars: (Default)

Billy Kaplan | Marvel Comics

[personal profile] rattlingthestars 2017-05-04 04:30 am (UTC)(link)
Player Information

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

Character Information

Name: Billy Kaplan
Canon: Marvel Comics
Age: Early 20s
Gender: Male
Canon Point: New Avengers (2015) #18
Background Link: here
Inventory:
-Superhero costume consisting of a black star-patterned body suit with built-in boots and gloves + an ankle-length bright red cape [ Image. ]
-cellphone (nonfunctioning)
-wallet & contents (petty cash, debit card, new york ID card)
holmesice: (Default)

Mycroft Holmes | BBC Sherlock

[personal profile] holmesice 2017-05-06 04:44 pm (UTC)(link)
Player Information

Name: Indy
Age: 31
Contact Info: @indymica at Plurk, PM
Other Characters: None

Character Information

Name: Mycroft Holmes
Canon: BBC Sherlock
Age: Mid to late 40's
Gender: Male
Canon Point: Immediately after the end of Season 4 (Episode: The Final Problem)
Background Link:Link
Inventory: 1 ordinary umbrella, 1 75% charged cell phone, 1 pocket watch, 2 handkerchiefs, 1 wallet with assorted bills/identification. Currently wearing a 3-piece gray suit.

Personality: [Spoilers for Sherlock Season 4]
(TW: Drug addiction mentions, murder, violence.)

They call Mycroft Holmes 'The Ice Man,' and for good reason. On the surface, he appears to be completely and utterly devoted to reason and logic. With his own words, he insists to Sherlock, "caring is not an advantage." In all actuality, he merely told his little brother this to protect him from caring too much. From the trauma they'd all experienced in their youth, he'd seen firsthand what a devastating loss would do to him. In fact, despite how much he protests, Mycroft Holmes also cares too much, and would do anything at all to protect his family. And, out of everyone in his family, he will go through great lengths to protect Sherlock.

Mycroft's incessant and desperate need for control comes from the events of his childhood. His little sister, Eurus, a genius 'beyond Newton,' was more of a force of nature than a small child. She killed Sherlock's best friend Victor Trevor, though it remains unknown even to them whether that was because she simply didn't understand the consequences (as she had great trouble with emotions and empathy), or worse, knew the consequences and didn't care. Mycroft was watching the children at the time of Victor’s disappearance. Since he was much older than the others, around 12 or 13 years old at the time, he felt responsible for the loss of Victor, and therefore the subsequent devastating effect it had on Sherlock. The fire that Eurus set that destroyed their home had an equally great effect on Mycroft. He greatly mourned the loss of the home and with that, their innocent childhood--which, up to the point of Victor’s disappearance, had been fairly idyllic in the countryside. Mycroft’s Uncle Rudy had secured Eurus' incarceration. Even though the 'official story' was that Eurus had died in a fire she set at an institution a few years later, she was in fact moved to a secret, secure location called Sherrinford, an island in the middle of the sea. Mycroft, when he was of age and at an appropriate position in the government, continued to monitor and use her incredible abilities to help the British government in exchange for 'treats'--which backfired horribly on them after she requested an unsupervised, five-minute audience with James Moriarty. A sequence of events was unleashed that ended up with John Watson, Sherlock, and himself locked in what amounted to a combination of a deadly mock game show/ psychological experiment. There was a point where Sherlock was very nearly made to kill Mycroft with a gun, as he was given the choice between him or John Watson. Mycroft felt terribly guilty for everything, and was willing to give up his life so that Sherlock would not have to kill his best friend. He tried to trick Sherlock into shooting himself by mocking John Watson and saying what he could to make Sherlock angry, but his little brother saw through the façade. Mycroft knew that Sherlock would be better off with John than himself, all his life he’d tried to guide Sherlock, tried to make him do the right thing, be a better person, with little success—until John Watson came around. He knew how important that John was, how he’d transformed Sherlock from the lost soul that he’d been ever since Victor died, and was willing to die himself to save his little brother one last time.

And yet, despite this nobility, doing everything to protect his siblings, Mycroft has a terrible devious streak. He had always been cleverer than Sherlock, but his own childhood innocence died the day that Victor disappeared. Nothing was ever the same, and he felt dutybound to protect the shattered pieces of their lives and psyches.

Even when he was literally about to die, he still did not tell Sherlock the actual truth. Mycroft had been lying to him all of these years. Sherlock, being so young when it all happened, corrupted the traumatic memory of Victor Trevor, imagining that he had an Irish Setter called “Redbeard,” which was Victor’s pirate nickname. Earlier on, Mycroft admitted at one point to both Sherlock and John that he used code words to 'monitor' Sherlock, to see if he was remembering anything about Eurus or Victor (Sherlock had lost all memory of Eurus after the event). Sherlock had interpreted Mycroft’s ‘monitoring’ as bullying, as Mycroft told him a story about the ‘East Wind’ that was meant to come and pluck the unworthy from the earth (meaning Sherlock). The elder Holmes insisted it was not, he was merely checking to see if Sherlock remembered anything about the earlier events as he was afraid of what it would do to him were he to remember. Sherlock had already succumbed to drug addiction, and Mycroft constantly thinks of him as someone fragile, someone who needs constant monitoring and caring for. He trusts in Sherlock’s considerable mental abilities, even if he does consider himself smarter than him, Sherlock is useful in his penchant for what Mycroft calls ‘legwork.’ He would often come to conclusions himself, but send his little brother out into the world to actually physically confirm them. Mycroft works for, in his words, a minor position in the British Government, but as Sherlock insists, he is the British Government. Mycroft is a civil servant with an extremely high security clearance, and has the ability to, in John Watson’s words, ‘hijack the machinery of the state to look after your own family.’ Mycroft uses surveillance cameras to constantly monitor Sherlock and his activities, and therefore this occasionally falls to monitoring John Watson as well. When John first met Sherlock, Mycroft was immediately watching, to the point where he practically kidnapped John to vet him, test his ethics and to see what kind of person he was. Mycroft can do things as small as making public phone lines ring to sending an actual helicopter after Sherlock. Mycroft claims Sherlock gone rogue is a legitimate security concern, which he uses as an excuse for his intrusions on Sherlock’s life. The consulting detective can do little without his brother noticing, however he has gotten excellent at giving him the slip. John Watson, unfortunately, is not so lucky.

It’s implied that Mycroft entered into his chosen line of work simply as a means to be able to take care of his family members, both Eurus and Sherlock. Being a clandestine shadowy governmental figure was also a challenge for his considerable mental talents. Mycroft once told Sherlock that his loss would break his heart, though it may have been fueled by drugged punch. This is still 100% true. Mycroft’s own trauma caused him to build up just as many steel emotional walls as his little brother, though he remained the one person that continued to cause Mycroft the most pain because Mycroft loved and cared for him the most. Mycroft was there when Sherlock was on his drug benders, making him promise that he would always have a list of what he had taken. He was there to get Sherlock out of Eastern Europe where he was being tortured by what was left of Moriarty’s network. Mycroft rarely does fieldwork/legwork, yet he was able to infiltrate their forces to rescue Sherlock. Sherlock was angry that Mycroft was watching when he got tortured. It was only by a a clever ruse by Sherlock that he able to get away from his torturers. The elder Holmes, as much as it pained him to see Sherlock like this, is extremely ruthless and is a ‘big picture’ kind of person. To avoid his own capture and end up in a worse situation where he could not save Sherlock, he considered it justified, for a little temporary pain. Also, Mycroft was there when Sherlock shot Charles Augustus Magnussen in the head, and stopped the security forces from shooting Sherlock. To avoid having Sherlock go to prison, Mycroft arranged for him to be exiled to Eastern Europe, though it was heavily implied that this was a death sentence. It’s unclear, but based on Mycroft’s character and previous reactions to the possibility of Sherlock’s death, he would never let Sherlock actually die, and probably had a plan to get him out and live life somewhere with a new identity. Mycroft suffered many difficulties within his own profession to cover up for his little brother, from ID cards that were stolen to covering up the murder and getting Sherlock a pardon when they believed Moriarty might be back.

Even after years of knowingly being watched and tracked, Sherlock still came to Mycroft for aid and favors, still played games with him, indulged brotherly conversation, and Mycroft only happily obliged. He’d never admit it to anyone, but it’s clear that Mycroft is nostalgic for these small glimpses into the easier relationship of their childhood.

Though Mycroft is technically smarter than Sherlock, Sherlock is more emotionally intelligent and skilled socially, which is saying quite a lot. Mycroft has even more difficulty than Sherlock in determining if someone was interested in him romantically, and he doesn't really do 'friends.' He considers ordinary people like 'goldfish,' and himself high above them all. Eurus is still far more intelligent than himself.

Mycroft is the kind of person that does terrible things for all the right reasons. He’s ruthless to a fault, a master manipulator, and able to compartmentalize his emotions and allow people close to him to get hurt to a point to save them from something worse happening. He truly believes he knows best. And, he willingly gaslights Sherlock to save him from himself. However, he really isn’t as clever as he thinks he is, he’s still able to get played by Eurus even though he’s the one constantly insisting and reminding everyone that she has the ability to manipulate people without them even knowing it. He doesn’t like getting his hands dirty, he’s able to order considerably immoral things without so much as hardly a second thought, he’s able to watch Sherlock getting beat without breaking a sweat, but he’ll get sick if something truly gruesome happens in front of him.

Mycroft is also very self-conscious about his weight as he was overweight as a child. He diets and exercises a lot to keep in shape. He wears three-piece suits to any occasion, and enjoys watching old noir movies on a projector screen. He also keeps a sword and a gun literally inside one of his umbrellas in his house, just in case. He despises large groups of loud people, and spends most of his free time at the Diogenes Club, in rooms where no one is allowed to talk.

Flavor Abilities: None

Suitability: Mycroft is going to have quite the time coming to terms with the fact of his powerlessness and realizing that no, he can’t protect his little brother here. He’s going to go to great lengths to attempt to anyway, which will probably be amusing (or horrifying) for all parties involved. He will have a difficult time with the more fantastical aspects, but he will be able to adapt, using his considerable mental prowess. He’ll be interested in trying to figure out a way out, or at least how this place works, and at the very least, come up with dozens of plans and back-up plans in case of varying emergencies.

Mycroft hates legwork, which means it will be very fun seeing him have to do actual physical activity once in a while. He’d hate having to kill someone in cold blood, but if he was in a fair fight he wouldn’t be as reluctant. He’ll also be annoyed at having to deal with so many people, and do his best to manipulate them to get what he wants.

RP Samples:
With John Watson at the TDM

Network Post:

[The room behind him is non-descript, and it seems like the small amount of food has already been sampled, a few crumbs dot the ground. The view shakes a little as the tablet screen is positioned properly. A face appears—it’s a man who clearly is used to knowing everything that is going on around him, and right now, he doesn’t know a thing about what’s going on around him. His posture is rigid, and he’s the epitome of ‘keep a stiff upper lip.’ His face is impassive, his eyes are sharp, but there’s no doubting that fear lingering under the furrowed brows.]

I’m not entirely convinced this isn’t a practical joke courtesy of my little brother.

[His voice and mannerisms indicate that he is stuffy and posh, educated at some fancy place and felt quite above addressing the commoners via this device.]

It would be most appreciated if answers were forthcoming and marginally coherent.

[Apparently he didn’t expect much out of this means of communication. Not that he was against technology, he quite liked bothering people on the phone, but he was half-expecting some rogue organization to claim that they’d clumsily kidnapped him to wheedle ransom money from the government. Wouldn’t be the first time it happened—not to him, but...the general public didn’t need to know about the Incident of ’98.]

And, if you are out there, Sherlock Holmes, and this is not a joke…

[Well. There was one person that could probably pull something as intricate as this off, and he was dead. They were all certain he was dead, and yet Eurus had tricked them all…who knew what post-mortem revenge he might still have up his sleeve?]

…find me. Quickly. Before it’s too late.

[The sound of something hitting the window, and Mycroft anxiously glances to the side. The feed goes dark.]
Edited 2017-05-06 16:56 (UTC)

Page 13 of 17