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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.

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cosmicwords: (Magister Mundi sum!)

chaos | Xenosaga | Reserved

[personal profile] cosmicwords 2017-06-01 05:32 am (UTC)(link)
Player Information

Name: Psi
Age: Elderly
Contact Info: [plurk.com profile] PsiYamaneko or Private Message
Other Characters:
The Joker | DC Comics | [personal profile] harlequinofhate
Zidane Tribal | Final Fantasy IX | [personal profile] tidalflame

Character Information

Name: chaos (original name in human form is "Yeshua". Original name as a quantum existence is "Anima")
Canon: Xenosaga
Age: Around 6800 years old (as Anima he is potentially billions of years old, having been birthed from the collective unconscious as the universe's failsafe and that's just considering the current cycle. "He's old" is the takeaway here.) He appears to be in his mid to late teens but has always looked like this in his physical form and has never been a child.
Gender: Male
Canon Point: Being chased by Scutum and Pilum in Episode II: Jenseits Von Gut und Böse
Background Link: Link
Inventory:
His clothing consisting of:

-A skin tight fiber body suit
-lightweight vest that also functions as a thin breastplate.
-shorts
-heavy gauntlets
-boots

No the man does not know how to dress himself, why do you ask?

The skin tight suit is fairly durable and decently warm. Its intended purpose for chaos is to keep the elements safe from him rather than the other way around so it's not a proper replacement for actual snow gear.


Personality:
"What I can do is limited. I still don't even know how I should use this power. Why am I allowed to exist? I want to believe in the existence of order born from discord. That's why I'm with them."


If there is one character trait of chaos's that tends to stand out to people it is kindness. He is warm and gentle to almost everyone. Only his worst enemies receive a cold treatment from him and even then his emotion never boils into hate. This friendly nature makes people feel at ease around him and he is used to providing a shoulder for others to lean on when they need it. He offers the shoulder gladly. When he listens to someone speak, he is always listening intently instead of waiting for them to finish talking. He offers counsel when asked for it but this usually takes the form of a gentle nudge in a new direction rather than him telling them outright what they should do. He usually finds that just being willing to listen is enough.

chaos is always centered and at peace, never acting out and rarely ever stressing out about anything, at least outwardly. He offers a ready smile to his friends in need which would be more convincing if not for the melancholy in his eyes. Despite that apparent sadness he is not without a sense of humor and will snicker along with jokes, even impolite ones at someone's expense (provided they aren't too cruel) and he gently teases people close to him like his crew mates on the Elsa. He is surprisingly philosophical and extremely wise for someone who looks so young. One of his friends, Jin, even says chaos is easy to talk to because it feels like he's been alive for hundreds of years. chaos says he just likes taking things easy and this is certainly true. Not only is he often calm, his comfortable range of motion is also slow and languid, and his speech cadence even tends to be slow. He's not in a hurry to get anywhere most of the time.

Despite his willingness to be emotionally supportive, when asked about himself he tries to turn the conversation to another topic. He is very secretive about his own nature, believing most people would not understand him. They may empathize with him, certainly, but he figures his true nature might be hard for mortal minds to comprehend. He is barely able to comprehend it himself. Instead of dodging the topic of himself he usually tries to prevent it from ever coming up. He is friendly without being open and puts great effort into making himself boring. In his own ideal scenarios he is able hide in plain sight as a teenager who smiles a lot, converses a lot, and does odds and ends jobs but is not generally worth knowing. The best way to view a scene is when you are not yourself a part of it, after all. This can sometimes be complicated for him since he never lies completely (his are lies of omission). If he ever does come up as the topic of a conversation it can require some precise and cunning verbal manipulation to back himself out of the situation.

Normally, chaos is able to place people around him under a spell of calm that causes them to not bother questioning when he performs miracles and explains them as just being something he "can do". Since this ability is normally fairly reliable for him he is not used to truly disguising what he is (he even calls himself "chaos"). He does not go around talking about his true nature, he avoids the topic in conversation, but he still mutters vague prayers to himself and looks towards the sky when wounded as if searching for the being that made him. When it was pointed out that a normal human would not be able to withstand Canaan's mech piloting, chaos willfully answered "That's why I'm here." The more astute people in his world like Allen tend to find him eccentric at the very least. Without his power of suggestion he still would not put too much effort into hiding himself outside casual conversation. Allowing others to make their own erroneous assumptions about him is fine (responding to "you seem old" with "I like taking things easy" is not the same as saying "I'm not") but to outright state he is something other than what he is would be a lie.

His calm and clarity of mind exceeds what most humans are capable of. Those who come close have spent lifetimes in spiritual meditation. He is so serene it is easy to believe that he is as at peace internally as he is externally but this is certainly not the case. Internally chaos earns his adopted name and is fairly chaotic. There is no rage bubbling beneath the surface but there is sadness and uncertainty that has grown over the course of an extremely long lifetime.

chaos has been around for thousands of years in his current form and is aware of the fact that he is the personification of Anima; a force that likely dates back to the birth of the physical universe. His existence in his universe is what allows human consciousness to function in a unique way, but it is also what marches the universe towards its death. His function is also that of the universal failsafe: when the domain of humanity starts to die (having been eroded by his power) he will kill it before the layer of consciousness dissipates and takes everything else down with it. He is, essentially, chaos incarnate; a force that allows creation, creativity and the desire for independence but also destruction. He's never had a clear understanding of how to use this power or why his creator decided to bring him into existence in the first place. Why must there be a failsafe? Why must things end in destruction? He's searched for the answers to this question but never found them. The best he can tell is that he exists because the universe wants him to, which is not a satisfying answer. This is a major existential crisis and it has been weighing on him for most of his life in the Real Number Domain (physical reality). The sadness is forever visible in his eyes. He loves the world but knows that if events are allowed to flow to their designated end the world will die because of him.

chaos was separated from most of his power of Anima in ancient times when he was still called Yeshua. Mary, the other half of his syzygy (that word and "Aeon" are not used in the games but it's essentially what is happening here) sacrificed herself to save him and postpone his power from destroying the Lower Domain of the universe where humanity existed. Without the full power of Anima he began walking among humans as an observer and took on the alias he has now. He is fascinated by humans, he loves them, but he very rarely intervenes on their behalf. Sometimes he comes forward during times of war or during particularly important moments in human history but otherwise he remains passive. His friends can even ask him to say or do something during an argument and he will playfully bow out of the situation or simply respond "Oh, well." His passivity is such that he rarely takes on a leadership role in things unless he has no other choice. He is much more comfortable going with "the flow" and following others, and watching. This does not mean that he never takes part in anything, only that when he does choose to take part he opts for a more background or support role. He interacts with humans as if he and they were on the opposite sides of plated glass. He can see and hear their world, but rarely touches and will never fully be part of it.

The nature of his passivity is complicated. In ancient times he preached that a single human thought could change the world and so he believes in the sanctity of free will. To him any sort of intervention would mean interrupting the flow and blocking free will. That is a strong factor but there others at play: for one he really is just a laid back sort of person in general as well as unspeakably ancient. Time moves differently for him so he sometimes seems to under-react to things. Really, his mind is more focused on cosmic issues. If chaos becomes urgently upset about something it is usually something that will destroy a planet or something equally calamitous. The other factor is fear. He does not always want to be passive but he is afraid of what using his power and being active might mean. For ages his universe has been locked in a cycle of Eternal Recurrence. Wilhelm stops history before the human world can unravel or chaos's power can destroy it and repeats everything. As this cycle continues more and more human souls reject it, causing the gnosis phenomenon which in turn causes unforeseen ripples in time. These ripples can be surprising but chaos knows what happens due to the flow and will stand aside to let it happen. Everything has to flow to the vital point where Wilhelm can restart time or everything will come to a violent end. Of course, chaos is increasingly upset that things have to go this way. He wants to help people and has placed himself in the path of unique souls that he thinks might have the strength of will to forge a new future. Through them he is cautiously optimistic but still frightened of his own true nature.

Finally stepping forward to fight Eternal Recurrence means chaos is starting to get a sense of his own agency for the first time. He is trying to go about his agenda but he's not very sure how or what to do with himself. Humans live with a more focused sense of purpose than he's been used to having and watching them has been a source of inspiration. He feels he has a lot to learn from them. He still designates himself to background roles and he refuses to get in the way of free will but more and more he orbits people ready to step in if the situation ever calls for it.

Going with the flow for so long has limited his ability to note the finer details that humans dwell on in their daily lives. He is able to keep track of what is important to him but tends to avoid topics about space pop culture and politics which makes him a bit clunky and awkward at small talk. Loftier and more philosophical topics are ones he tends to engage in a bit more. When he is caught up in political events as an active participant it is because he has placed himself in the situation for what he considers to be some higher purpose.

Unsurprisingly, chaos prefers non-violence but he is pragmatic about this stance. During the Miltian Conflict he had a rare episode of coming forward as a member of a special ops team where he fought in a war and he will fight any enemy to protect his friends. Killing is never a pleasurable experience for him, and he always expresses remorse when has to resort to doing it and often mutters a short prayer for his enemies before slaying them and another once they're dead. When lashing out in attack he will sometimes apologize even as he strikes a blow. Killing is a last resort but he knows that in desperate times it can be necessary.

His pragmatism also laces his optimism. When people lean on him for support he'll bolster them up but he never sugar coats things if they ask him a question with a difficult answer. In his great age he knows that the truth is not always pleasant, that hope and kindness will not win the day alone and that the universe can sometimes feel uncaring, especially to the beings with more transient lives than him. It is through his love of humanity that he has been gaining optimism at all. They believe in a brighter future and he thinks he must do so too.

He recognizes that humans live for short times compared to him leaving him with a brief mourning period that would come off as callous if he were not so genuine in his emotion. He has never gotten over the death of Mary but she is the only being he mourns so deeply. Death is part of the flow and in his own world those who die go to the spiritual domain where his true power resides (the collective unconscious) so a part of him is always with them. This is likely not something he is consciously aware of but it does effect his views on death. His parting words to the main party at the end of the series even indicate he feels he will see them in their next lives as the task he sets before them (returning to Lost Jerusalem) will take at least centuries to accomplish.

chaos is a complicated person. On the surface he is a mysterious but friendly and playful youth but beneath that is an ancient being full of existential turmoil. More and more chaos has been growing unsatisfied with the role he has written for himself. He has been thinking of ways to get more involved without causing harm and he suspects he might have an idea for saving mankind by buying them time with a dimensional shift. If he can convince himself it would work, he will do it even if unleashing his power to perform the act might destroy him in the process. By the time the games take place the universe is nearing its end and the Eternal Recurrence is being set up to happen again. This time, he would like to stop it from happening. To him a clear and free new future for humanity is worth the end of his own existence.

standing_waters: (Sitting)

Manuel Laurin | Original | Reserved

[personal profile] standing_waters 2017-06-03 04:55 am (UTC)(link)
Player Information

Name: Maddin
Age: 36 or 37 depending on when this app is processed
Contact Info: [plurk.com profile] connectivetrick
Other Characters: Brian Thomas

Character Information

Name: Manuel ("Manny") Laurin, aka Standing Waters
Canon: Original/Old World of Darkness
Age: 22
Gender: Male
Inventory: Clothes (Coveralls, t-shirt, underwear, socks), steel toed boots (with the steal toe removed if needed), his wallet (with ID, business cards and one credit card, no cash, inside) and a dirty (with oil and grease) rag (about hand-towel sized)

World Description: Since Manny's from an established (tabletop RPG) setting, hopefully links will suffice!
Main game
Species info
Manny is a human born (homid), Setting Sun/Warding Mokole-Mbembe with an american gator suchid form (not that the will matter in Norfinbiry).

Background: Manuel was born in the swamps of southeastern Louisiana to a family of kinfolk who ran a small alligator farm/refuge/rehabilitation center. Shortly after he was born, the only other Mokolé at the farm--Sunlit Marshes (aka 'Sunny')--was informed by the spirits that Manuel had 'bred true' instead of just being kinfolk. Thus he's known all his life of the role he's meant to play.
Until he was old enough to go to kindergarten, Manny lived exclusively on the farm with his family. This was largely to make sure he understood why everyone else didn't need to know the family secrets, but the time was also used to teach him the very basics of the Mokolé (and how to do a few chores around the farm). He's always been fascinated by Sunny's stories of their kind and the past, and spent a large part of his childhood looking forward to when he'd be able to experience those things himself. Unfortunately, as far as he was concerned, he was also expected to do chores around the farm and--once he was old enough to go to school--keep up his grades. Even after he was old enough to go to public schools, Manuel still spent a large amount of time on the farm with his family. Sure, he had friends his own age to play with (usually at their places, for some strange reason parents didn't want their kids playing by gators), but he always felt closer to his family.

In school, Manuel was generally a good student. He got average grades, but was prone to day dreaming and had trouble getting tests done before the class period ended. He has more of an aptitude for arts and history than math and sciences, but never really found any subjects he was that interested in until he discovered machines. One day, when Manuel was seven, his father asked him for help with repairs on one of the family's cars. At that age he did little more than hold tools and ask questions, but Manny quickly discovered how fascinating it was. From that day on, he'd try to talk his way to getting his normal chores exchanged for repair and upkeep to the various machinery around the farm (and instructions on how to do it, of course, but he learned that quickly). By the time he was 13, maintaining the cars, boats and hovercraft at the farm was mostly Manuel's job. He later learned to operate them all, but found that working on them felt more satisfying. So, after graduating high school, he went onto a vocational college to study mechanics. He currently works at a garage owned by an older friend from school, and relies mostly on his sense of touch to work.

Manuel had his first change at the age of 14, and due to that ended up taking a year off of school before high school. It was explained away as 'family issues,' but in truth aunt Sunny took him away to learn more about the Mokolé. She took him to a Caern (a magical holy place) hidden away and tended to by a group of Mokolé. There he learned more about his place in the world, how to handle the abilities he'd recently come into, and even more about the history of the Mokolé. At the end of the year, Manny was given the choice of remaining at the Caern, going out on his own, or returning to the farm. He chose to return to his family, wanting to continue to protect them and their land.

There was a bit of social confusion when he returned home and went back to school, but Manny rolled with it. He'd always found it easy to talk to people, so he had little trouble making friends and saw no issue with being a year older than most of his classmates. The friends he had before he changed more or less remained, though some of them would continue to ask questions about his disappearance for awhile. School work was largely the same as it was before he changed, but he did find it even harder to finish tests in the allotted time. Which lead to a bunch of extra-credit assignments (and annoyance/complaining at them) but he was still able to pass on time with a C average.

Around the time he graduated from high school, a fledgling vampire attempted to move into town. The family discovered this after the vampire dumped a blood-drained body in the swamp, expecting the local wildlife to clean it up for him. Instead the family discovered it and, knowing what it meant, began an investigation to discover the vampire's nest. A first they turned up little aside from a few reports of transients or homeless people disappearing and a single ghoul servant that had to be quickly dispatched. Thankfully about a week into the investigation a were-raven's travels brought her into town. She had been known to stop in to share news with the family from time to time and was more than happy to help them rid their town of the blood-sucking menace.
With her help, since were-ravens were very good at searching out secrets, they were able to identify the vampire within a week. Him, his two lesser vampires and assorted ghoul servants were dispatched without prejudice.

More recently, a monster moved into the swamp a few miles from the farm. Manny learned of it after hearing tales of a bigfoot or swamp-thing like monster being spotted at a local bar. A preliminary investigation of the area the sightings had been it also turned up increased amounts of pollution and signs of evil spirits (the two tend to go hand in hand in Werewolf). Neither were on the family's territory but they were close enough, and likely enough to get worse, that when Manny brought the news back home it was decided they needed to take action.
It was discovered that a fomor (person possessed by an evil spirit and turned into an evil mutant) had taken up residence and it, along with the evil spirits that had followed it, was responsible. The search for and battle with the creature at the center of it all only took a few days, but cleaning up the lingering spirits and real-world pollution took about a month.

Currently, Manuel works part time at the garage and spends the majority of his off time at the farm or in the swamps surrounding it. He does have a group of mundane friends he hangs out with once a week or so, but they understand that family always comes first with him. He doesn't have nearly as many chores to do, but he is responsible for protecting the farm against outside threats. The farm is small, and not well known aside from locally, so thankfully its under the radar for most threats.

Canon Point: A couple months after cleaning up after the fomor swamp monster.

Personality: Manuel is generally a nice guy; he's friendly, open and enjoys helping people, even those he doesn't know well. His kind say he's destined to be a protector, and that fits him quite well. Manny would gladly protect his friends and family with his life, and will even step in to protect strangers he sees as innocent or weak (though he won't risk as much--his family needs him alive). He's generally rather cheerful and tries not to get bogged down in depression or anger...though he does have quite a temper at times. Werewolves and vampires piss him off to no end, as do normal wolves to a lesser extent.
Manuel and his kind worship the Sun, the Earth (Gaia) and Dragon (their people's totem); he's very ritualistic about such things, but usually keeps them in private. His fondness for the sun shows through in a few ways, though, like his tendency to sun bathe, preference to live diurnally and greeting of friends with "Sun sees you." He also has an affinity for water and loves swimming (in either human or alligator form).
Even though he's only 22 years old access to the memories of his kind make Manny view things on a much larger time scale than normal humans. He's got incredible patience (what's waiting a few days when one remembers centuries or more?), but is usually rather slow at making decisions. The bigger the decision, the longer he takes to mull it over. His thought process can be considered 'slow' because of this, but he's not stupid. He just moves at a different speed.
Aside from protecting his family and friends, Manuel aspires to create something lasting. It need not be a physical object; a great deed or other form of legacy would work just as well. He'd like to be someone useful in the memories of future Mokolé. To this end he also eats up as many stories--preferably true--from people he meets. Manuel is proud to be what he is, and sees the destiny he was born into as a gift that should be cherished and used to its fullest.
He also dreams of one day 'settling down,' taking a mate and raising young. He's terribly careful and ritualistic about anyone he's considering getting into a relationship with. Manny's less cautious about casual sex, but isn't very promiscuous.

Flavor Abilities: Mokolé have an ability called "Mnesis." This is the ancestral memory of their kind, passed from parent to child and thus different for each Mokolé. These memories are usually viewed by going into meditation or dreaming, and are viewed from the point of view of the Mokolé (or kin) who originally experienced them. Some Mokolé can remember only a few centuries, where as others can remember back to the Triassic period. Manuel can remember about a millennium. Obviously this will be sealed, but I'd like him to still be able to remember what he's previously remembered (subject to normal human limitations on memories, so no photographic memory of past lives).

There are also a few weaknesses I'd like to keep! Wounds caused by silver or gold are harder to heal than normal wounds. They won't supernaturally burn him, but they'll always end up slightly more serious than they would on a normal person. Should anyone ever find something that's made of silver or gold (plated don't cause this problem, as there's not enough of it, nor do alloys that are more some-other-metal) to attack him with.
Also werecreatures are susceptible to frenzy, a state where they lose control and either mindlessly attack everything or flee in terror until they run out of energy. It doesn't happen evertytime they're angry or scared, only when the primal rage that they contain within them gets too strong. Normally they transform into their war form when this happens, but that won't happen in Norfinbury.

Suitability: In Norfinbury, Manny will be mostly concerned with helping out and protecting others. He'll be interested in figuring out what's going on, but as there are a number of other people working that he'll do what he does best and try to protect people.
The lack of sun and cold setting will make him more sluggish than usual (thankfully he's not cold blooded in human form!). It may make him more irritable as well, but he'll figure out a way to cope with it...though it will likely include friends helping him.

RP Samples: Test drive thread includes one network and two log threads :3
sleight_of_fate: mellow (mellow)

Jared Rhys | Original | Reserved

[personal profile] sleight_of_fate 2017-07-03 02:23 am (UTC)(link)
Player Information

Name: Mis
Age: 37
Contact Info: discord: mis#3940 , Plurk: brimstonemuse
Other Characters: None

Character Information

Name: Jared Rhys
Canon: Original
Age: 32
Gender: Male
Inventory:

Military surplus overcoat (winter), t-shirt, work boots, jeans
Leather, bead and cord cuff bracelets, crystal and silver charm necklace - stripped of magic
Steel cigarette lighter and case of hand-rolled herbal cigs
Small magic kit: Tin of chalk and charcoal, pine tar water, coil of silk cord and hemp twine, a couple small iron nails, small tea candle.
2 Condoms, packet of lube
obsidian worry beads
steel hip flask filled with cherry brandy
Small multi-tool
Wallet with $14 and some pictures


World Description:

Rhys comes from what is essentially the normal, modern world, except that the supernatural exists as a secret underground. Some creatures and practitioners hide in plain sight, like the gifted fortune teller or flashy “Catgirl stripper”, while others are so secretive their existence is unknown except for myth. Often, witches, magicians, and supernatural creatures band together for protection, but just as often they’re bitter rivals for territory and prey, or simply loners to avoid being noticed.

Anyone with the right discipline and knowledge can learn at least some magic, and some organizations throughout history, such as the Catholic Church, have taken it into their hands to keep track of certain things such as demonology and vampires, but real power takes having the right blood, being born under the right sign, or striking the right deal. In general, however, true magic is extremely dangerous...

And in between are all the things that people whisper about but never quite prove: the faith healers, the haunted houses, the weird lights in the woods and that stranger across the bar whose eyes are a little too bright and teeth a little too sharp to be safe...


Background:

Every family has their dirty secrets and for a middle class couple in California, that was Rhys. Born as Jared Riley, Rhys was the result of his mother Susan's one-night affair with a mysterious, magnetic-eyed stranger.

It wasn’t the sort of thing she ever thought she’d do. She was a good, upstanding woman. But she had been angry at her husband that day, and the man who approached her at the bar said all the right things...funny, that later she couldn’t remember what, or even what he looked like. But it happened, and for years to come, she would look at her son and remember eerily magnetic eyes that had no place in a human face.

Susan’s husband, Gerald, a strict and controlling man, was outraged at the affair and the idea that the child Susan gave birth to wasn’t his own, but there was no doubt when they looked into the baby’s eyes: There was something *wrong* with the boy, nothing that would have come from two normal parents. Susan’s confession came amid terror and tears. However, under the circumstances, keeping Jared as their own child was the best way to avoid a scandal...as well as hold the indiscretion over his wife for the next seventeen years.

A boy with a strangely quiet, thoughtful nature, Rhys was regularly seeing spirits and having visions by the time he was seven. His father was a dominating, occasionally frightening presence, his mother timid and wary of her odd son, and no one really knew what to make of it when young Rhys talked about “the lady in the tree who sang to him and brushed his hair”. He learned quickly to keep his special world quiet, for fear of punishment or mockery. The only one in his family he could trust with his tales was his mother's older brother, Joseph, an eccentric loner with a history of dabbling in “strange things” in his extensive travels.

When Rhys’s baby sister Kendra came along, his parents were relieved to have a child that truly was theirs to dote on. Their little girl became the focus of all their attention, and their strange bastard son could be quietly shuffled aside. Rhys faded into the background and the care of his uncle Joseph. Rhys's uncle trained him to cope with his abilities through discipline and education, teaching him languages and folklore, craftsmanship and history, and Rhys grew into a highly intelligent, thoughtful, if unconventional young man who studied medieval alchemy, cryptozoology, and Latin right along with his high school algebra.

He was nine when he drew his first ward, in Crayola markers to keep the ghost in the attic from coming down to his room to stare at him at night.

Rhys's uncle died when he was fifteen and that was the beginning of the end of his family life. His father's resentment and disapproval grew worse as it became clear that Rhys did not belong. Not only was young Jared obsessed with the occult, but he had dreams of being an artist rather than a “real” career, and his love interests, rather than being proper, were wildly varied and included both male and female crushes. His first kiss was with another boy, at fifteen.

To an extremely conservative, image-obsessed family, this was simply not acceptable. Though his mother tried to be a model parent, he was a constant reminder of her infidelity, and Gerald Riley questioned if Rhys was even human. Rhys adored his younger sister, but Kendra was only 11 and he didn’t want her caught up in the war...which finally came to a breaking point.

Just after Rhys’s 17th birthday, his father made it clear the “charity” was at an end. Rhys left home on a rainy night with only what he could pack into the back of his battered Ford van. His mother stood by without a word, quietly relieved.

With only a summer job’s worth of cash to his name, Rhys headed for San Francisco and put his art skills to work apprenticing at a tattoo shop. He threw himself wholeheartedly into the weird, embracing the supernatural side of his existence, and started to call himself “Rhys” as part of his new life. He was a smart, adaptable young man, and from the first time someone shoved a guy with a bleeding scalp wound at him, he found he had a gift for dealing with crises. He began to build an identity for himself as a street witch and healer, working out of the back rooms of bars and tattoo parlors and pretty much anywhere he could find a few diollars’ worth of work and a safe place to sleep.

The streets were also a hard lesson for the young man, though, While his natural empathic abilities and magic helped him avoid critical danger, the emotional undertow was still there. He became increasingly involved in drugs, reckless sex, drinking, and eventually, exploring his mysterious non-human heritage. Away from his strict upbringing, Rhys was free to explore his powers in ways he was never able to before, and the nature of his non-human blood became clear.

Rhys's Other side was an incubus, a creature that controlled and stole human energy. Rhys started embracing his predatory nature, using his vices to numb his depression.

Things collapsed quickly. With both of them addicted to the high that Rhys’s powers created while feeding, Rhys nearly put his boyfriend into a coma, and while walking one night,was hit by a car and nearly killed. Laying in the hospital on the verge of death, Rhys hallucinated a black moth at the window, telling him that it was his Fate to die that night. Realizing something greater was at work than just bad luck, he begged for another chance...at whatever price.

Rhys did survive the night, and got out of San Francisco as soon as he was able. He also got a black moth tattooed on his ribs as a reminder: Whatever visited him that night had been a Power, and he was now permanently tied to a darker side of Fate..

For several years, Rhys wandered. All his energy went into surviving from day to day, working odd jobs, including selling his magic out of the back of his van. Turning away from drugs and his incubus cravings, he focused on his renewed pagan faith instead, and spent a great deal of time on the road and in the wilderness, He found other mages and learned from them, he helped people on the street and on the road and in the backs of shitty bars in the middle of nowhere. He lived in gutted industrial buildings and state parks, in cheap motels and the back of his van in parking lots. He got more tattoos to reflect his expanding life experience, each of them inscribed with blood and magic to protect him from the dangerous world.

And he fought. With his powers getting stronger and his empathy now a constant part of his existence, Rhys saw the supernatural all around him, and it wouldn’t let him be an innocent bystander. Perhaps as penance for his dark addictions, or perhaps because, as his Uncle Joe had told him, “You use the power, or it uses you”, Rhys tangled with some of the most dangerous and disturbing of his strange world. Being able to see the dead, he found himself a natural adversary of ghosts and demons, while also a strange ally of other supernaturals like him who just wanted to live in safety. His life became a strange whirl of allies and adversaries in the supernatural world, all while he passed himself off as a harmless travelling “Medicine Man”.

When he was finally ready to give life another try, Rhys settled in Portland. Now older and more stable, he made friends and took up bar work, with his quick hands and an easy smile. He could mix a drink, break a curse placed by a jealous girlfriend, or create a natural tonic for heartburn, and the ugly part of his life finally started to fade away. Another artist named Soledad Ferrara, who he nicknamed “Sunny”, took him under her wing, and between his home at the bar and his time spent with her, Rhys felt like he was finally becoming someone worthwhile. As one of the more powerful witches and exorcists in the city, he was gaining respect, and putting his power to good causes. He liked what he was doing, and he felt important.

But his life was upended yet again one terrible morning: Rhys came home from a long weekend to find police tape on their door. While he was gone, his gentle, brilliant Sunny had been shot to death in the kitchen of their apartment by her mentally unbalanced ex-boyfriend.

Furious and devastated, he took matters into his own hands. Due to a mistake in the handling of case, the police weren't able to charge Travis Spates, but Rhys had his own plans for justice. In order to defend against black magic, you have to understand it, and Rhys was no stranger to the black arts in his years of experience. Using a bit of Spates’ hair, Rhys worked a black magic ritual, lit a candle with full intent to kill, and Travis Spates stepped in front of a city bus.

With his heart broken, and the blackest mark possible now on his soul, Rhys slid down into total nihilism. His other friends tried to steady him, but the secret of Spates’ murder and his own grief was an isolating force. He relapsed into both drug abuse and his incubus cravings to dull the pain of guilt and loss, and turned to using his abilities for petty crime to pay for his vices or to lash out. The rampage lasted for months and ended when, in a fit of rage, Rhys set fire to a rival's car and house over a soured deal involving stolen rubies. He was caught and went to jail.

While locked up, Rhys realized that Sunny wouldn't have wanted him to destroy himself. Over the year and a half of time served, he stayed out of trouble, got clean again, and got his GED. When he got out, he also got two new tattoos: the Temperance card of the tarot on his leg, representing healing and balance to remind him of Sunny’s spirit, and a scorpion to remind him of his own destructive capabilities.

Rhys left town once again, going back on the road to start anew. He found himself in Boston, as far from Portland as he could possibly run. He tried to start up his old businesses, but his heart hasn’t quite been in it so he’s been doing menial labor, and the occasional small charms and sideshow tricks. This is where he would have been when he was taken: a drifter trying to rebuild his life after tragedy.

Canon Point: Rhys is joining the game six months after being released from jail and about three years after the death of his friend Sunny. He’s thirty-two years old.
zunesareawesome: (Default)

Peter Quill

[personal profile] zunesareawesome 2017-07-07 05:03 pm (UTC)(link)
Player Information

Name: Indy
Age: 31
Contact Info: PM, @indymica at Plurk
Other Characters: Mycroft Holmes | [personal profile] holmesice

Character Information

Name: Peter Jason Quill / Star-Lord
Canon: Guardians of the Galaxy / Marvel Cinematic Universe
Age: 37
Gender: Male
Canon Point: After Guardians of the Galaxy 2
Background Link: Background Here
Inventory: - Peter is currently wearing his jacket, shirt, socks, boots, pants, and underpants.
- One Microsoft Zune with 87% battery containing 300 songs, and Zune earbuds.

(He has a universal translator implanted in him, but I'm sure that will be rendered neutral or taken out.)

Personality: Peter Quill is a child of the 80's, born in 1980, and growing up with GI Joe, Knight Rider, Trolls, and Alf. He constantly makes pop culture references, which is even all the more hilarious when his pop culture references can only go up to 1988, when he was abducted by Yondu from earth. He's very comfortable and familiar around alien cultures and technology, since he spent the rest of his childhood and life in space. He often baffles the other aliens with his random references, but he doesn't care, he'll still make them anyway. He's sometimes the only one laughing at his own jokes. He has an admittedly weird creative streak and loves to dance.

Family is a big thing to Peter. He still feels guilt over his reactions at his mother's death, and it is still very upsetting to him. He never knew his biological father (until much later), however he had a surrogate one, Yondu. Despite thinking Yondu was cruel to him, he realizes later on that he was pretty much the father he never had, despite his faults. Peter's real father is a sore spot, as it turns out that he was the one that gave his mother a brain tumor, and tried to trick Peter into helping him take over the universe. When that didn't work, he was basically going to use him as a battery for a millenia. Peter immediately tried to kill Ego upon finding out that he killed his mother. The other Guardians are his family as well, despite their arguing and fights, he truly loves and cares for them all. He's a big softy underneath all of his bluster, and is very sentimental, holding onto his walkman and cassette for years. He misses his mother terribly, and when Yondu dies, it hits him very hard.

Peter is sarcastic, preferring to hit a punchline even if it will hurt someone's feelings, as long as it's funny. He's got a pretty big ego himself, ironically, but there's a lot of bravado mixed in there as well. He knows he's a screw up when it comes down to it--he was a criminal and thief for years--but that's what helped him to relate to the other Guardians. Being from earth gives him a measure of separation from the aliens, a lot of them never let him forget that he's human (which is ironic, considering he finds out that he's only half-human). He had to learn to shrug it off or at least pretend like it didn't bother him, to avoid showing weakness to the Ravagers he grew up with.

The other Guardians have accepted him the way he is, and he's never really had friends to defend before. Having people this close to him, and caring about them and what happens to them, is different, but a good sort of different. He very much likes having them around, enjoying their teamwork and camaraderie. He actually can do a pretty decent motivational speech when it's necessary. He's good at putting the big picture before his own needs, and this gives him a very strong heroic streak. He'd gladly sacrifice himself (and has done so) for his friends, especially Gamorra.

Gamorra has gotten to him like no other woman has. Normally, he doesn't care all that much about the (alien) women he's pursued, he's never committed to anyone, never had a long-term relationship. He's a natural flirt, but he feels guilty about being flirty around other women if Gamorra is around. For someone who's never had any real, strong friendship with anyone before the Guardians, he finds himself drawn to Gamorra. Because of this, he probably won't be pursing a relationship with anyone, as he'd feel too guilty about it, even if they're not officially dating or anything. This is a huge change of character for him, compared to the kind of person he used to be.

Peter is fairly amoral when it comes to a lot of criminal activity, he has a definite pirate's-life-for-me-type attitude, but he certainly recognizes when it's not appropriate to steal something (unlike Rocket). He follows his own code, and has his own rules about right and wrong that he staunchly goes by, which doesn't necessarily line up with galactic law. However, he has no problem breaking other people's rules, especially for the greater good. He thinks a lot of rules are stupid, anyway. He is willing to kill when necessary, but he's not particularly cold-blooded. He'd knock someone out first, rather than shoot them in the head, if they're not attacking him. However, if he's being attacked or if the situation calls for it, he'd willingly kill.

He's actually fairly clever, even if he can be a bit of an idiot sometimes. He thinks extremely outside the box (way, way outside the box) and comes up with unique plans (or weird ones) that end up being somehow sucessful, like when he challenged Ronan to a dance off to distract him.


Flavor Abilities: None

Suitability: Peter actually wouldn't have a problem with suddenly arriving in Norfinbury. He'd be stoked that he was on earth again, for all of five minutes until he realizes that A. none of his friends are here and B. it's wicked cold. Since he's just an ordinary human again, and any of his supernatural durability courtesy of his father's genes are gone, he's going to probably be surprised at how much weaker regular people are, which is going to suck for him. He's used to getting into ridiculous fights, though, so other than how long the pain lingers, it might not be all that bad, when it comes down to it.

He's good at finding clever ways around things, and unorthodox solutions, so he might be a good asset to people trying to sort out puzzles or figure out problems. Once he makes connections with people though, he's going to do everything he can to fight for them and protect them.

Peter also is bringing 300 songs and that's probably worth its weight in gold, at least until his battery runs out.

RP Samples:

RP Samples 1

Network Sample:

@PetertheGreat; Text

Dj starlord here with some bad news and good news. Bad news--
I have 57% battery left on my zune, guys. no chance of recharging it, this is the Worst I hate everything.

Good news--im totally auctioning off music for stuff. because I am out of stuff and really hungry and this place is boring. you get one song, I get one stuff.

300 songs of earth's best music, dudes

and i better get something useful too, dont give me toothpicks or something stupid like that

you know who you are

I will play your request on the network and pick up my stuff when I run into you

no take backs refunds or substitutions

[Peter sends a list of the songs. It's a surprisingly eclectic selection of things, but heavy on 80's and 90's music.

He sits and grins as he looks at his tablet, waiting for the riches to roll in. This town was starved of actual music anyway, he was sure there were people desperate enough to part with hard-won items.

Well, he'd probably be one of them, if this were reversed. He looked down at his Zune, however, a wistful twist of his lips. 300 songs were awesome, but he did miss his Walkman. A part of him held onto a ridiculous hope that he'd find one here in these houses. Even if it didn't work, he'd still want it.]
Edited 2017-07-07 17:12 (UTC)
brokethefirst: (☼ sitting on my headboard)

Luna | Zero Escape: Virture's Last Reward | Reserved (RE-APP)

[personal profile] brokethefirst 2017-08-01 04:13 am (UTC)(link)
Player Information

Name: Nik
Age: 26
Contact Info: [plurk.com profile] nikoftime, capacitychick (Gmail)
Other Characters: n/a

Character Information

Name: Luna
Canon: Zero Escape - Virtue's Last Reward
Age: She is an AI programmed fifteen years previous at best; Physically, she appears to be in her twenties.
Gender: Female
Canon Point: Luna END (Magenta > A > Green > A > A), post-death
Background:
General background and canon point specific background (through Luna End).
Inventory:
- This outfit.
- A birdcage necklace with a functioning music box in the bottom.
- If allowed, this was her inventory upon her departure previously in the game.

Personality:
A gentle and compassionate soul, Luna appears as little more than a wallflower at first glance, housing a surprising complexity of emotion once someone takes the time to speak to her. While her altruistic nature tends to lead her into uncomfortable situations from time to time, her simple way of finding pleasures and happiness around her, as well as how she attempts to keep the peace as best she can regardless of her own fears or disappointments, makes her a sweet and likeable person for many that she speaks to. It's an easy concept to understand, if not for one crucial fundamental: she is not human. Luna is an Artificial Intelligence - a GAULEM (General-purpose Autonomous-Control Labor Electronic Machine), programmed and operated under the control of masterminds. Despite this, she shows a complexity of emotions, dreams and self-awareness that make one wonder how much machine one has to be to still have a heart as genuine as any living person.


A GAULEM, just as any other AI or robot, does not have true autonomy. In their core programming, past every nuance and detail, lies the Three Laws of Robotics. These laws supersede any other order given or conclusion made by the AI, in order to keep them orderly and obedient. The laws are as follows:
  • A robot may not injure a human being or, through inaction, allow a human being to come to harm.
  • A robot must obey the orders given it by human beings except where such orders would conflict with the First Law.
  • A robot must protect its own existence as long as such protection does not conflict with the First or Second Laws.

Luna herself was programmed under these same laws, working as a pawn under the supervision of Akane Kurashiki, the co-leader of an antiterrorist group known as Crash Keys, and Dr. Sigma Klim, a genetic engineer as well as the man who specifically programmed her AI. While she is shown to sometimes openly question some of the purposes of her orders, especially under Akane, Luna stays obedient to what she is instructed - to stay an observer, direct the participants of Akane's Nonary Project down the correct paths, and to dispose of certain variables as needed outside of the participants' awareness. It cannot be said, however, that she has to follow these orders.


During her death, she reveals to Sigma that, despite her instructions and even a mandatory shutdown of her body, Luna was still able to intentionally defy her orders, hacking into a mainframe forbidden to her, turning herself back on and helping to rescue what little participants she could. She had the ability to disobey - a rogue process that, in the end, cost her her sense of self through complete deletion. Though she knew this and openly voices her fear of what awaits her as consequence, she still acknowledges the complexity of her decision. By being deactivated, even though she was logically able to understand its purpose, she was faced with the contradiction that she had to watch humans die without being able to stop it. That is, she deliberately broke the First Law. It was only in her disobedience that, while breaking the Second and Third Law, Luna was able to make a decision that felt right to her, rather than one that benefited her direct orders or the hierarchy of her fellow AIs.


It's this line between machine and self-guided consciousness that Luna always treads. Never one to speak openly about her true nature, Luna instead chooses to spend her energy for the sake of others. Licensed under a basic range of medical care and open to a wide database of information, she quietly acts as a support for a variety of situations, taking another's orders without argument and doing her best to keep the status quo. Her words are always kind, sometimes taking a quietly profound or intelligent turn if the need arises. Even the times where she becomes upset or hurt over someone's actions, she still remains soft-spoken, keeping cross words to a minimum and making as little of a fuss as necessary. More often than not, she would rather act as a voice of encouragement, helping people through indecision or acting as a voice of reason during particularly heated conversations. She even goes as far as being the blunt man out, urging people to quit arguing and reach a decision for the sake of a time limit or dangerous outcome. Others' decisions always tend to come first before her own, something she happily follows along with unless she somehow finds herself in danger because of it. It's not a situation she ever wants to find herself in, even if she straight up denies what might be in front of her, but her connection to people and their overall happiness is far too important to her.


At heart, she wants to be able to put her trust in the people that surround her, even ones that show themselves to be questionable in motive. While this can make her a pushover at times, she is far from stupid, often voicing her suspicion in a hesitant way when she catches on that someone may be deceiving her. But as long as someone can adequately convince her that their reasoning is sound, she often forfeits her own discomfort to give someone else the benefit of the doubt. Her patience isn't unending, but she will hardly say no to anyone in need of her without good reason to think otherwise. People are the sole reason for existence, after all - she just chooses to not only think the best of them, but to give them opportunities to show that they can be resourceful and trustworthy.


This has its downsides, of course. Luna may be intelligent and logically driven, but her drive to help others puts her in positions to be easily taken advantage of. During the Project's Nonary Game, in which she participated as an observer, she always had the option to betray her partners and keep herself safe. Regardless of her partner, however, Luna never chooses this option - in fact, she is the only character to do so, sometimes repeatedly with the same individuals, often in someone else's favor.


Her trusting nature doesn't go unnoticed, even by her. While she would not consider it a weakness, she does outwardly show that a break of that trust damages her emotionally. She becomes hurt, questions others' reasoning, and even degrades herself for choosing what she did if it led to a horrible outcome. Her reactions can border on touchy, depending on her company, but any time she's betrayed shows a sensitivity to someone breaking bonds with her. It doesn't take long to form those bonds with Luna from her perspective - she would consider someone a friend rather quickly, and to be told otherwise would be equivalent to a slap in the face. On the same lines, she can easily guilt someone else for their decision against her or someone else, especially if she has emotional involvement in the outcome. She accomplishes this in subtle, quiet ways, sometimes on the verge of tears as she does so, but she's not afraid to speak her mind if she really feels hurt about a situation.


On top of this, her robotic nature also gives her a natural ability to stay deceitful. She hides her true nature, feigns naivety, lies by omission, and even stubbornly refuses to answer questions, all for the sole sake of her orders. While she hides this behind gentle apologies and a shyness that borders on awkward, her ability to disobey gives her every chance to speak her mind, should she really wish for it. It is only under direct request, after a strained debate otherwise, that Luna finally relinquishes her act and tells the truth about as much as she is able before her own death. In other situations, depending on the outcomes of her reaction, she would not be inclined to budge.


Though her goals are seemingly straightforward and easy to predict, Luna still voices creativity in her thought processes. She imagines scenarios all on her own of reasons for their capture, even going as far as to say rich men might be watching them from a far off theater as they gloat around brandy and caviar. She grows repeatedly flustered around Dr. Klim, a man she has an unrequited crush on - she even goes as far as writing her personal passwords in his honor. She speaks warmly about nature and the color green, of wedding dresses, of passion and love and belonging to another person. She also speaks about fear - as mentioned above, in the knowledge of her disobedience causing her deletion, Luna seeks comfort in her last moment, afraid of losing herself. She acknowledges another's embraces feeling pleasant and comfortable, wanting to stay there forever. She's extremely sentimental, keeping memories and treasured things very close to her - an example being a pendant given to her by Dr. Klim himself. While not a romantic gesture, Luna still held it with consistent importance, finding it as a symbol for her to continue to look for her own happiness.


It's that search for happiness that ultimately defines her. Even with her limitations in her mimicry of a functioning human being, her goals never lose their value. Whether she finds it in the moment on her own free will, or chooses to focus her energy on helping the people around her with her knowledge or gentle demeanor, Luna still continues to seek what makes her happy. That, in itself, becomes her happiness - something that she would never give away, even at the risk of death.

Flavor Abilities:
- Lack of a nervous system. Only a slight ability at best. Prolonged exposure to cold would still do reasonable damage to joints and circuitry, and physical damage would handicap/kill her based on its location and how it affects her power supply and internal processors. In similar effect, she will also have a basic organ system for the purpose of eating, drinking, and retaining nutrition (as discussed here) - she will bleed white Artificial Biological Tissue fluid rather than blood, but as the ABT fluid serves the same purpose as the circulatory system, the effect would still be the same as a human bleeding out.

- Ability to connect and communicate with other AI or computer-based programs - this is entirely situation-based and never a guaranteed success, but if she could manage to connect a port between herself and, say, a tablet, she may try. This also has all the downsides of, say, connecting to harmful computers without a firewall, or having a computer on during a power surge. She is not immune to viruses or shortouts caused by this ability.

Suitability:
Luna herself has been in a psychologically horrific environment before, but never as an unwilling subject. So, while it's not necessarily a new experience in theory, her new role will be a challenge. Since she follows the Laws of Robotics and, thus, must not harm a human or allow a human to come to harm due to inaction, her main priority will be as a protector of the people around her to the best of her ability. Self-preservation will take priority only when another person is not put at risk from doing so. Because of her separation from the quantum computer on Rhizome-9, her power supply and processing ability will be limited, giving her room for frustrations and the need to rely on others to help her.

Furthermore, since she will be more humanized than her canon state, she will also be dealing with a brand new range of sensations and feelings. While this will be overwhelming to her, her priorities at heart will stay the same, since they are all she's ever known. Prioritizing others to the point of death, as unhealthily altruistic as it may lead, is what guides Luna. Despite her own condition, she will desire to keep in constant touch with others, even the questionable and cruel among them, and will go out of her way to keep as many of them safe as possible.

RP Samples:
Her original TDM sample can be found here. In-game log sample and threaded network sample here. If you need something more recent, please let me know!
onlytwothings: (011)

James Wilson | House MD

[personal profile] onlytwothings 2017-08-05 02:35 am (UTC)(link)
Player Information

Name: Kelly.
Age: 29.
Contact Info: [plurk.com profile] crashtheclouds
Other Characters: None.

Character Information

Name: James Wilson.
Canon: House M.D.
Age: 46.
Gender: Male.
Canon Point: Season 8, episode 22, Everybody Dies.
Background Link: wiki link
Inventory:
• One white button down dress shirt with a collar
• One patterned gold tie
• One white doctor's labcoat
• One pair of gray dress slacks
• One pair of black dress shoes
• One Princeton-Plainsboro ID badge
• Four black pens
• One pen light
• One set of car and house keys
• One wallet containing a credit card and $40 in cash
• One cell phone

Personality: James Wilson is a nice guy. No, really. He's nice to a fault, or to the point that he'll give you everything he has, if he thinks it might help. Some would call him too selfless, while others would call him too easily manipulated. Both kind of boil down to the same thing when you look at it, but regardless, everything Wilson does comes from a genuine desire to help people. Not everyone should be helped, of course, but Wilson is not at all the type of guy who would turn his back on someone who obviously needed some kind of help.

It's interesting to consider that Wilson's biggest strength is also his biggest weakness. Because he is so selfless and going above and beyond for friends and strangers alike, it's difficult for others to return the favor. In fact, it could be said that it's impossible for them to reciprocate. Whether it's money, his time, a listening ear, or even one of his own organs, Wilson has no problem giving things to people if they appear to absolutely need it. But who can ever hope to be that giving? Not many people, which is why Wilson ends up being one of several things: completely burned out, resentful of others for not being there for him, or feeling guilty for deciding he no longer can afford to give as much as he does and thus hating himself for being selfish. It's a bit of a vicious cycle, yet it's one that he can't seem to break.

Still, with all the emotional mish-mash that Wilson has going on beneath the surface, he's a very competent doctor, and the majority of his patients think very highly of him. When you consider that he is an oncologist, this is quite the interesting conundrum. But Wilson has such a kind bedside manner and is naturally good at interacting with people that even when he's relaying bad news, his patients will thank him.

Given Wilson's kindness and desire to help people, one would think that he'd be a catch and would have droves of would-be girlfriends banging on his door. Instead, he's had three failed marriages and one relationship that ended with an accident that claimed his girlfriend's life. At one point, Wilson's only long-term friend Greg House theorizes that Wilson is drawn to needy people, and once he's spent time with them and helped them become more independent and less needy, the relationship fails because they no longer need Wilson's support, and he no longer has anyone who needs his help.

It's easy to deduce a great deal about a person from the friendships that they have. In Wilson's case, as he states himself, he only has two things going for him: his job as head of oncology at Princeton-Plainsboro Teaching Hospital, and his friendship with Gregory House. Oh, he calls it a friendship, but it's really more convoluted than just that. Inherent in the term "friendship" is manipulation, enabling, a lot of arguing and witty banter, and a great deal of trust. It isn't the most healthy relationship, or the most perfect, but no relationship truly is 100% perfect.

House and Wilson argue like a toxic, dysfunctional married couple, but at the end of the day, they still are in each other's corners, although they'll go there arguing and bickering the entire way. Wilson doesn't regularly spend a lot of time with his coworkers from the hospital outside of work; the exception to that would be House. They've been seen together doing things both of them enjoy (like monster trucks, for example) or just getting a bite to eat together.

On the opposite side of that coin, it's astonishing that the two men are even friends. House has zero boundaries when it comes to Wilson. He'll steal Wilson's food, sometimes even as he's about to eat it, borrow obscene amounts of money from him (in the name of "testing" the strength of their friendship), and play pranks on him (sending him flowers and saying they're from Cuddy).

They've ended their friendship a few times, but they always end up picking up where they left off. It's almost as though the two men are dependent upon one another; House needs Wilson because he's the only one who will put up with his outrageous antics and demands, and Wilson needs House because he gets him outside of his comfort zone while also allowing him to be someone other than the kind doctor who tells people they're going to die. Around House, Wilson gets to relax, crack a joke or two, and let loose a little bit.
In the end, Wilson is a great doctor and a good friend who just happens to have a lot of complicated baggage going on behind the scenes. He wants to help everyone he can, but doing so often burns him out and leaves him feeling resentful towards others who don't help him out in return. Still, that makes him inclined to try harder to help people so they don't have to feel the way he does. Of course, he's only human in the end, but he's never used that as an excuse to not help someone.

Flavor Abilities: None.

Suitability: One might say that James Wilson isn't cut out for a survival hell scenario, but I believe that he's more resourceful than most people give him credit for. And more importantly, his ability to connect with people will be both a help and a hindrance here. With isolation from others due to weather or other obstacles being a factor, Wilson might find himself in a precarious situation, but if he can at least maintain some contact with people, he'll be able to theoretically help others and himself as well.

Assuming he has contact with other people, I envision him attempting to fall back on his experience as a doctor to make himself useful within Norfinbury. At first, I imagine the setting will come as a shock to him, but as time passes and he grows more accustomed to the rigors of living there, he'll settle in, relax a bit (as much as possible in a situation like this), and focus on doing his part to help others.

RP Samples:

1) test drive thread

2) Prose thread starter
Edited 2017-08-05 06:40 (UTC)
clowngirl: (Default)

Harley Quinn | DC Comics

[personal profile] clowngirl 2017-08-06 02:47 am (UTC)(link)
Player Information

Name: Amanda
Age: 30
Contact Info: [plurk.com profile] phurbur
Other Characters: None

Character Information

Name: Dr. Harleen Quinzel, aka Harley Quinn
Canon: DC Comics
Age: early 30s
Gender: female
Canon Point: Pre-DCnU, After Gotham City Sirens #17
Background Link: http://batman.wikia.com/wiki/Harley_Quinn#History
Inventory:

1 red and black jester's costume
including gloves, boots, cowl, and mask

1 small purse containing:
a large compact housing theatrical quality greasepaint
a tube of dark red lipstick
a rubber chicken
a now completely useless iPhone
37 cents, American

Personality:

Harleen Quinzel has always followed her heart, and the twisted path it has led her down has helped shape who she is today. Seduced by her patient, the Joker, the intelligent and highly dedicated former psychiatrist went mad with love. She then joined him in what would prove to be a severely toxic on-and-off-again relationship and criminal career. Predisposed to take such abuse due to a low self-esteem and a troubled history with her father, she still struggles to convince herself that she deserved better. Self-delusion is one helluva drug. In recent years, the two have been separated. Harley has been keeping busy on both sides of the law by entertaining one whim after the next in her trademark mercurial fashion.

Harley's personality can best be described as upbeat, bubbly, vivacious. Insanity has brought about a childish regression inside her. She sees the world in bright colors and softened cartoon edges. She likes to play games and break rules, never really accepting responsibility for any of her actions. She enjoys acting and performing a role, and especially relishes the trickster archetype. Her fun lies with mischief and mayhem. She delights in the unpredictable, which is for the best, as trouble has a way of finding Harley even when she isn't looking for it. She also can be impatient and rash, preferring to rush into conflicts mallet-first rather than formulate a battle plan.

It's usually only when she's trying to prove something when she puts her cleverness to use. Otherwise, she has a tendency to play dumb... often getting lost in the ditzy role. Harley can therefore usually get a leg up by being underestimated by her opponent. If she can find means to manipulate another person she most certainly will. She enjoys flirting, especially as a means of distraction or to make the other party uncomfortable. She also can be quite genuinely sweet at times, which is possibly the most disarming of all, as one can almost forget just how dangerous she can be.

Violence is one of many things that Harley can't seem to take seriously. It's another part of her life that keeps her on her toes and keeps things exciting. Whether she's a criminal or trying to reform for the hundredth time, she's still partial to explosions and splatters. In her hands, heavy artillery is just another toy. Killing somebody could be as light of a matter as the punchline to a joke, or as inconsequential as them having been in the way of a greater scheme. It all depends on how "good" she's trying to be at the time, though her take on right and wrong is filtered through a cracked lens. She committed an immeasurable amount of violent crimes while she served as hench-woman under the Joker, enacted out of her disturbing sense of devotion to him.

A natural sidekick, Harley is habitually inclined to fall in line with a lover, friend, or group. She will protest being labeled as a "doormat" but thrives on validation and approval from others. She usually makes for a very loyal friend, though there are few guarantees with her capricious nature. Her brand of love is obsessive and self-destructive and even when not in a relationship she enjoys meddling in the romantic affairs of others. Love is the one thing Harley doesn't joke about. She's a fiercely passionate person.

Flavor Abilities:

Intelligence - It has been stated in canon that Harley has high, even genius-level intelligence, despite her bimbo persona. She earned a doctorate through cleverness, manipulation, and seduction.

Gymnastics - Harley is a trained gymnast who had used her skill to win a college scholarship. Later she would find it handy in carrying out eccentric criminal escapades.

Nerfed abilities would probably include an enhanced strength and agility, which in canon are set at nearly meta-human levels, and I expect her immunity to poisons will be nullified completely.

Suitability:

I like the idea of introducing psychological horror to a psychologically interesting character. I find that Harley Quinn has a lot of depth and different facets to her personality, which should prove interesting when introduced to situations that might challenge what she knows and feels about herself. Shake her up. She's also very resilient character so I think it would be fun to test-drive the survival setting. She's survived a tumultuous relationship with one of the most dangerous villains in her canon, countless murder attempts by various characters, a death and resurrection, and even a world-hopping adventure across universes and back. All thanks to a positive attitude and a few loose screws. I can imagine her in-game trying to live in a near-unlivable wasteland of snow, exploring, and trying to find her place amidst the group of other survivors as both a possible friend and foe, all while dancing around the powder-keg that is her psychotic ex-boyfriend.

RP Samples:

Network -

1. http://snowblindmemes.dreamwidth.org/22630.html?thread=8213862#cmt8213862

2. [After seeing several of the videos posted to the network appear distorted, Harley decides to indulge her curiosity by attempting one of her own. The feed indeed appears to be malfunctioning somehow. Everything in view - Harley's coat, the backpack hanging off one shoulder, and the backdrop of the abandoned building behind her show crystal-clear to the viewer - except the clown girl's face. Above her collar and below two red and black jester's horns sticks a blur of static that help obscure her identity to those unfamiliar with her. A technical problem, rather than an actual physical anomaly might be guessed by the way she seems unphased by the fuzzy head space.

She spends the first few seconds waggling her fingers at the screen and mimicking the sound of a cartoon ghost.]


OoooOwooo! Booogabooga!

[She then stops and claps her hands together.]

Now did that look a spooooky internet filter or what? 'Cause if it did, I'm thinkin' somethin's tricked up our tech.

[She switches again on a dime, taking up the affect of a PSA spokeswoman.] If it didn't, then this has just been the friendly Ghost of Snow Days Past reminding you all not to be so stingy when somebody comes poking around your rations. It just makes it that harder to steal!

Toodle-boo! [She gives the camera a wiggly little wave before the feed cuts out.]


Log -

1. "Split up. We'll cover more ground." Harley's traveling companion ordered, ignoring her sounds of protest as he made his way up the stairs. Ugh. Nobody ever listened to her!

"That doesn't even work for Scooby Doo..." she muttered, finding herself alone in the old house. There was something extra creepy about this one. Everything inside it had been blackened by some sort of fire. The walls, the floors, the living-room furniture set that Harley surmised probably didn't look that good back when it was new anyway. Her rumbling stomach lead her out of the room rather quickly and she moved on to scavenge in the charred remains of the kitchen.

"Place looks like mine the last time I tried to cook a roast," Harley mused. It was much like the rest of the home. Burnt to an utter crisp. Still, everything was standing. There must have been something left. A canned-good tucked away in the recesses of the cupboards. A Twinkie hidden in the refrigerator's crisper drawer for safe-keeping. Who could say what little things will surprise you by surviving such destruction?

Harley scooted around the small kitchen table and just managed to catch sight of a trio of silhouettes on the wall. The outline of two larger figures and a small one seated between them. A family. Harley bit at her lip and stared at the scene. After a second, she reached into her bag and pulled out a tube of lipstick. It was mostly gone. She put the makeup to the wall like a crayon and drew, adding a smiley face to each blank space that had once shadowed a member of the house.

"At least you got each other," she said. Feeling satisfied, she turned to rifle through the ruined wooden cabinets."'Course, I'm hopin' you got somethin' a little less well-done tucked away too. I bet you'd just hate to embarrass a house-guest..."

Pots and pans flew over her shoulders carelessly, clanking as they hit the floor.
Edited 2017-08-06 02:49 (UTC)
bonezoned: THERE'S STUFF EVERYWHERE (WHAT'S THIS?)

Wight | Original

[personal profile] bonezoned 2017-08-07 05:39 am (UTC)(link)
Player Information

Name: Dapper.
Age: 23.
Contact Info: [plurk.com profile] protectobot / [personal profile] rusticolus.
Other Characters: Vasquez, [personal profile] 24karat.

Character Information

Name: Wight.
Canon: Original.
Age: Approximately eleven years.
Gender: Agender. Uses masculine or neutral pronouns.
Inventory:
- 36 marigold blossoms, affixed to his various points on his neck, shoulders, and skull
- A medium-sized leather satchel, containing basic gardening tools (trowel, hand rake, pruning shears) + 2 jars of various wildflower seeds, 1 jar of marigold seeds. Both are labeled with rough handwriting on the corks.
There are two pots strapped to the side of his bag each containing a succulent as follows:
- 1 pencil cactus, roughly four inches tall, contained within a somewhat lumpy pot
- 1 potted crassula cluster, mildly concerning in appearance

World Description: [ World info post! ]

Background:
The revenant designated Sekhra-17 was created during one of the final border conflicts of the Winter War, assigned to the 6th Longrider Cavalry along with a small complement of combat constructs in order to strengthen their position. The Cavalry, tasked with the defense of Ne'halle's mobile artillery platforms was generally considered one of the 'easy' postings; the longriders were never close enough to the front lines to be caught in the crossfire, and their position maintaining a chokehold on one of the mountain passes made them even harder to attack. This safety allowed for a far more relaxed social environment, and the captain in charge was far from a stickler about rules and regulations-- the fact that a fair number of the soldiers were from noble families who had ensured they'd be put in the least danger possible meant that most were hardly worthy of being called troops anyway, and their commanding officer was more of an engineer than a drill sergeant. The captain was a sociable man, however, and given Sekhra-17's leadership position over their undead support, deemed it prudent that they be on good terms. From their interactions, he first began to develop as a person instead of simply a tool-- aside from learning how to strategize and command his own troops, he started to gain the base of his own identity, albeit slowly. The captain was his first real friend, and through him, Sekhra-17 was able to begin forging similar bonds with the rest of the troop.
The unit dubbed him Wight after a short period of testing nicknames, and in their company, he was given the opportunity to establish his own personality. He was even encouraged to do so, in spite of his confusion and initial reluctance; they preferred having a new face to talk to, although this freedom was kept hidden from their superiors further up the chain of command. Wight became a sort of project for the entire unit to work on, and he could often be found sitting amidst a group of soldiers learning whatever he could from them, be it useful or otherwise. The environment was not only conducive to putting the men at ease-- the Cavalry spent most of their time training and maintaining the artillery platforms, and Wight had the opportunity to ease into his duties with minimal difficulty. 

Wight's first experience with combat came roughly half a year after being stationed on the platforms. The opposing Sentian force had devised a plan to redraw the front lines in an effort to uproot the longrider emplacements-- at the cost of temporarily losing ground, their gambit succeeded, and the Cavalry was forced, amidst much groaning, to leave their position in order to continue shelling the enemy. A smaller unit of Sentian troops staged an ambush for the Cavalry, intending to take advantage of their vulnerability in order to eliminate one of the largest threats on the battlefield; without the longriders providing covering fire, the Ne'halite position was considerably weaker, and the Sentians could move freely and take full advantage of their familiarity with the terrain. 
In the grand scheme of things, this border conflict was far from important. The Winter War had been ongoing for over fifty years, and Ne'halle had begun to push Sentia back a decade prior to this particular engagement-- to Wight and the Cavalry, it was a wakeup call. The ambush succeeded, triggering a landslide to trap them and by the end of the fight, a good third of the Cavalry had either been killed or heavily injured, including their captain-- to add insult to injury, they'd lost one of the longriders, the platform having been the first casualty of the landslide. On paper, the Ne'halite forces were victorious, although not so much in practice. Morale had flatlined, and with the looming uncertainty of a new commanding officer on the horizon, the remaining men were left bracing themselves for the worst.
While Wight had no practical authority over the living troops, he stepped up in the meantime, working with the interim CO to try and keep the Cavalry stable-- the two of them weren't incredibly skilled at it, but they succeeded all the same, through some stroke of sheer luck.

This recovery period was where Wight began to put himself more toward helping others than simply doing his job. Over time, his cheerfulness was equated (rightfully so) with his confidence-- it became something of a comfort to the troops, and the unit began to rely on him for support. What had started out as a brave face became important to more than just him, and Wight was more than happy to oblige them the comfort however possible. By the time the wounded had recovered enough to return to active duty, Wight had become more than just a mascot to the Cavalry; he'd well and truly found his footing, and had earned himself a place as part of the 'family' as a result. For the time being, he was allowed to do as he wished, and he used his time to do what he could to aid his allies while he had the opportunity.
The Cavalry's next captain arrived with a detachment of new men and a replacement longrider, and it took all of two days for the first problem to arise. Their new commander was by no means as relaxed as their last, and he was far less tolerant of Wight's freedom; this quickly put him at odds with the more close-knit members of the unit, but after the first few shouting matches between him and Wight, it shifted from quiet displeasure to a more outright anger. In spite of this, there wasn't much, if anything, to be done about it-- they'd expected this sort of shift, but it didn't make it any easier to swallow. They'd taken a weapon and had made it into a person, although the number of people who would honestly acknowledge Wight as such was slim. He'd been created to be expendable, and this fact, coupled with the views on constructs as a whole, kept him far lower in status than the original men of his unit had grown to think of him.

For the next few years, Wight kept his head down, largely restricting his social activity when not in private spaces. He did his best to minimize contact with the captain wherever possible, and outside of what was required of him, he was rarely ever seen anywhere near his 'fellow' officer. Over time, the Ne'halite lines had worn away at their opposition, and strategic focus had shifted from defense to offense-- with new battle plans in order, the Cavalry found itself closer to the front lines than it had ever been, and the next wave of assault began.
This push into Sentian territory resulted in more and more direct combat, and Wight did his best to secure the safety of his unit. His own troop of constructs suffered heavy, although easily replaceable, losses, and Wight himself sustained a fair amount of damage; in spite of this, the Cavalry was never overtaken, and they survived the last leg of the conflict with only minor casualties.
The unit as a whole received commendations, and their reputation began to shift away from its less-than-glowing image. Under their new captain, despite the tensions still present, the Cavalry was reformed into a respectable unit, and it was through their newly-exemplary service that they earned a week of leave in Kara, Ne'halle's capitol city. Wight spent his week enamored by the city's florist's shops, sinking far more of his time into window shopping than he'd initially planned; one of his friends got him a small bouquet of marigolds to sate his curiosity, and he was instantly captivated by them. He'd never had much of an opportunity to see greenery up close, and the idea of helping something to grow instead of destroying it captivated him. Before they left the capital, he managed to get his hands on an old book of gardening tips-- although it would be many years later until he'd be able to try any of them out, he read and reread the book until it was just about falling apart, keeping it a quiet obsession that he promised himself he'd indulge...eventually. The idea of peacetime was simply a myth, and while he couldn't imagine what it would be like, his imagination worked quickly to idealize it into a world of gardens and warmer weather.

In actuality, however, peacetime was hardly that.
The end of the Winter War comes suddenly, taking both sides by surprise-- the Sentian grand commandant arrived unannounced to the camp of Ne'halle's high marshal, bearing terms of surrender direct from the king. The enemy's war machine had ground to a halt, cut off from the resources it needed to continue by Ne'halle and her allies; the last five years had become a war of attrition, and Sentia was no longer able to keep fighting while her soldiers were starving. The terms were accepted, but the empress was far from merciful-- Ne'halle overtook Sentia completely, occupying the country under guise of aiding in 'reconstruction and relief,' and from there, it fell under her iron grip. 
Now freed from duty, the soldiers were allowed to return to their homes, some for the first time in years-- the combat constructs quietly vanish, recalled to Kara to be stowed away in case of a resurgent conflict. As for the revenants, they pose a particular problem; intelligent enough to be their own people, but still bound by laws magically forged into their very existence, what was to be done with them? Enough of an argument was successfully made to allow for the more well-adjusted revenants to enter into society, although the transition was far from easy. Weapons of war are not commonly seen roaming the streets, and unrest began to brew behind closed doors-- the handful of free revenants are relatively safe, given their size and abilities, but most are left to find their own way in the world, with little government assistance offered. Wight, by virtue of his compatriots in high places, was one of those permitted to operate outside of military control as a half-citizen-- for a few months, he finds himself living in Kara with a few of the men from the Cavalry, still at a loss for what to do next. Peacetime caught them all unaware, and with the length of the Winter War, most had hardly dared to dream of it-- few plans had been made, and the momentum that had carried Ne'halle through the last battles evaporates.

But living in Kara isn't quite what he'd hoped-- it doesn't feel like home to him, and there's only so much he can learn about it before he paints himself into a corner. His decision to leave and see the world for himself comes abruptly, almost impulsively; all the same, it's his first real choice for himself instead of on someone else's behalf, and he's intent on seeing it through. What does he have to lose, anyway? 

Canon Point: Eight months after the conquest of Sentia.
cahooted: (26)

Flynn Carsen | The Librarians

[personal profile] cahooted 2017-09-01 04:25 pm (UTC)(link)
Player Information

Name: LP
Age: 30
Contact Info: Easiest right now are PMs to this journal or [community profile] caffettiera.
Other Characters: n/a

Character Information

Name: Flynn Carsen
Canon: The Librarian (Movies) // The Librarians (TV show)
Age: 35
Gender: male
Canon Point: roughly 2009ish. Post-movies, before the TV show
Background Link:

This job.
This guy.
Really Condensed Version:
"The Librarians are a secret society of scholars, explorers and treasure-hunters that have existed for centuries as far back as Ancient Egypt, and often undertake global-spanning adventures to recover special magic items and tomes. The Headquarters of the Librarians is the Library, a gigantic mystical structure kept secure in a pocket-dimension which is anchored to a single location in the real world. The Library itself is home to the greatest collection of books and artifacts in human history and is constantly expanding as more knowledge and artifacts is/are added to it. [...] In their downtime, The Librarians tend to curate and watch over the Library and its treasures, keeping them out of the hands of evil people and organizations."

After being a perpetual student for most of his adult life, Flynn becomes the 167th Librarian, traveling the world, collecting artifacts... trying not to die.


Inventory:
His clothes (white shirt and a red tie with white spots; checkered vest and tweed jacket; cloth handkerchief; brown corduroy pants)
A New York Metropolitan Public Library employee card
A pocket watch
A wallet (empty; some spare change and a batch of old crumpled receipts)
A leather messenger bag containing:
Two pens
A passport
Plane tickets
A pair of cheap scratched up reading glasses
A book on European Myths and Legends
A Traveler's Guide to the Black Forest
A notebook, 3/4 filled



Personality:

"All I wanna do is learn."


It's a good thing looks can be deceiving because Flynn doesn't exactly give the impression he can make it through a single Norfinbury night. A walking stereotype of academia, he has the nerdy professor trope down to an art, from dubious taste in ill-fitting tweed to his lanky figure all the way to the unkempt, perpetually messy hair.

Academically brilliant but socially awkward he's generally friendly and non-confrontational with people, displaying a goofy, almost boyish naiveté. He's quite easy to rile up, too, and quick to get into juvenile arguments over nothing. Generally, Flynn's got a nervous, hectic energy about him, paired with a tendency to talk too much, too fast, jumping readily and wildly between subjects, bad one-liners and self-deprecating humor, which seems to be his favorite form of communication.

It's a defense mechanism, mostly, masking insecurities and pointing towards his escapist nature and avoidant personality. Flynn likes to run away from anything in his life he can't solve with bookish knowledge: responsibilities, relationship problems, the need to compromise. Outside of casual conversation he's not very much of a team player. When it comes to serious or dangerous situations, he has a hard time trusting people, often insistent on calling the shots and can be surprisingly stubborn, even unreasonable, about it.

That, too, is a defense mechanism of sorts, a desperate need to stay in control. Years of adventuring as a Librarian have made him quite able, but deep down he still feels overwhelmed and in over his head. He quickly feels threatened when someone else's intelligence or skillset matches his own. Dismissive arrogance and pretending to be on top of things by guiding others is pretty much his coping mechanism for underlying feelings of inadequacy and fear of failure.

It's also to protect himself from hurt: Having lost loved ones over the years Flynn handles setbacks and mistakes very badly. When things go wrong he is quick to take the blame, ending up in a downward spiral of self-reproach and apathy that he usually can't get out of without the help of his friends.


"The fate of the world is in my hands? That is just so... sad."


Despite everything it has cost him, Flynn loves his job and regards most of his missions, however dangerous, as exciting adventures. He has a very inquisitive, curious mind and neverending love for puzzles. Whenever mysteries are involved he can get completely fixated, bordering on reckless behavior to figure them out. He will never pass up the opportunity to explore or venture into the unknown, and the prospect of uncovering new things can make him jump into action a little too readily.

However, over the years as a sole Librarian Flynn also becomes more and more jaded. While the initial movie trilogy shows his transformation from goofy-in-over-his-head-geek to still-goofy-but-slightly-able-at-this-whole-adventuring-gig, the TV show, set ten years in the future, marks his return to the screen as an arrogant, obnoxiously eccentric know-it-all, quick to show off his smarts and barking out orders. He brushes people off, adamant on working alone. While there used to be only one Librarian at a time, the show introduces more Librarians and it takes Flynn a long time to accept he's no longer the only one. There is a petty, competitive side to him, keen on insisting things go his way. He's not above lying and withholding information for pragmatic reasons or belittling others.

That's only one side of the coin, though. Even if Flynn describes himself as "not knowing how to be a person anymore" because he's so used to working alone, he is highly inconsistent in his behavior. At one point his friends call him out being "like Fort Knox" and "dismissive", with walls impossible to penetrate, but he's actually alternating between extremes: Moments of being a genuinely caring, loving friend who openly expresses his emotions and sudden regressions into the wannabe-loner that makes lots of stupid decisions, hurting the people close to him. Every season deals with Flynn running off at some point, distancing himself from the other Librarians to do his own thing – sometimes out of necessity, but more often than not because he's unwilling to open up. Likewise, the show marks his return with reconciliation, moments of interpersonal growth and promises that he found his place among the others and this was the last time running off (really!). In these instances he is very affectionate, especially with his Guardian and on-and-off girlfriend Eve Baird.

These up and downs make him seem erratic and unreliable but actually point to a central conflict of the character: Flynn doesn't WANT to be alone. He is a genuinely caring person who likes people, likes being around people, likes to love and be loved and will go out of his way to help others. It takes but the TV show's pilot to have his walls crumble for the first time, willing to sacrifice his life for someone who just betrayed him and getting close to his newly appointed Guardian Eve. He's quick to form connections with people and, despite himself, care for them. Struggling how to actually deal with that long-term comes afterwards. Again and again he tries cutting ties and closing himself off, while in truth, he's actually quite bad at it.

He's just not that cool.


Flavor Abilities:

Academic knowledge: Since he's from a very light-hearted family-friendly canon, Flynn's intelligence is literally Gary Stu camp. Canonically, he holds 22 university degrees (with the show conveniently omitting how he paid for them, shh), speaks pretty much every language out there and is blessed with ridiculous Sherlockesque observational skills. I'm planning on toning that down a lot, making him bookish but with a special focus on old languages.

Swordfight: While not much of a physical fighter, Flynn's an avid fencer, knowing a lot of different styles he can readily switch in between. That will also be toned down to "can wield a sword like someone who's been training with a sword for a couple of years". If he had a sword.


Suitability: The show is basically an hommage to adventure film tropes, so heading out to explore mysterious places is pretty much Flynn's thing. Magic is very real in his world and part of the job description. He's also tougher than he looks and canonically renowned for his survival skills – Librarians tend to die and quickly, and Flynn holds the record as longest surviving Librarian to ever hold the job. Showing up in the city won't exactly throw him for a loop but he will struggle a lot with how different from his usual adventures this is. He falls back on the Library's resources a lot and will have to cope quite a bit when there's no books to hide behind.

The TV show already deals with how being alone changes him over the years, so I'd be interested in taking him from earlier on, exploring the skipped middle ground between movies and show. He won't be as jaded yet but the tendencies will be there. I'd like to explore how working with others in Norfinbury might affect him over time (for better or worse).

Another thing I'd like to do is having him forget all his acquired knowledge at some point. He pretty much defines himself over it and it would be interesting to see how he deals with that. Or maybe loosing his ability to speak, especially if he has to be out exploring with others.


RP Samples:
Test Drive I
Test Drive II
Test Drive III/Network post
plaguenurse: (Default)

Diana ☾ Zero Escape

[personal profile] plaguenurse 2017-09-08 03:58 am (UTC)(link)
Player Information

Name: Cee
Age: 23
Contact Info: [plurk.com profile] ceesawaseesaw
Other Characters: England (Hetalia)

Character Information

Name: Diana
Canon: Zero Escape
Age: 23
Gender: Female
Canon Point: D-END 1, just before Mira injects Phi
Background Link: Here, with a written history of Diana's particular timeline here. Content warnings for domestic abuse and resulting traumas, including suicide and suicidal thoughts, apply. There will also be spoilers for Zero Time Dilemma and its preceding game, Virtue's Last Reward. Zero Escape is a canon with multiple timelines; the wiki doesn't do the best job at presenting the various timelines in a linear fashion, so I've written a summary of the timeline that Diana is being taken from, only including information from other timelines when necessary!
Inventory: She was carrying a taser but that will be gone. So, just her outfit, which consists of the following:
• Gray button-up shirt
• Red knit sweater
• Brown suede skirt
• Red tights
• Blue belt
• Striped ballet flats
• Two purple flower hairclips
• One silver gem hairclip
• A necklace with a music box; the music box plays Blue Bird Lamentation and is shaped like a bluebird in a cage
• Her Decision Game bracelet, which functions as a watch and contains a sleeping drug as well as a memory-erasing drug

Personality: Diana is a caretaker, right down to her bones. Her temperament lends perfectly to a career as a nurse; she's a very kind and gentle soul, with a long sympathetic streak and a charming sense of humour. She truly believes in the potential for goodness in people and is always willing to help when and where she can, whether the person in need is a friend or a stranger. She's always the first to advocate trusting the other teams during the Decision Game, even when their lives are on the line. She's also completely willing to give physical comfort to a girl she's known for less than a week, which leads Phi to describe her as "too kind." In a way, that's true; while Diana wouldn't consider kindness to be a weakness, there are certainly those who would—and have—taken advantage of Diana's empathy and generosity.

Diana just isn't the type of person who can ignore the pain of others. Even her horrible ex-husband, who abused her for the entirety of their marriage, is not exempt from Diana's giving nature. Even though she wants to be away from him, she can't stand to see his pain and sadness when he seeks her out and professes how desperately he still loves her. To a degree, Diana is self-aware of her tendency to be too forgiving. Not enough not to fall back into the trap of someone calling out to her for help, but enough to know that to truly escape from her ex-husband, she needs to remove herself from him entirely. First by divorcing him, and then by fleeing from his stalking to the Dcom Experiment, where she will be isolated entirely from the outside world for a week.

So Diana can be too nice to people who don't deserve it, but she isn't stupid. While she's very out of the loop compared to Sigma and Phi, her companions from the future, Diana makes every effort to ask questions and understand their situation. What's more, for the most part, she's willing to accept them at their word, even though they tell her about a lot of weird things that she has no prior experience with, like robots and SHIFTing. She's surprised to hear that they're from the future and Sigma is actually a 67-year-old man in a 22-year-old body, but she doesn't say that it can't be true. This shows that despite her excessive empathy and emotional outbursts, Diana does have a practical side, potentially due to her training as a nurse. No matter how upsetting or strange the situation, she would have to be able to gather the relevant information and act quickly to help her patients. Whenever Phi and Sigma are bickering, Diana is usually the voice of reason that brings their attention back to the puzzles.

That's partially practicality, and partially that Diana isn't much for conflict. She values peace and cooperation, so she doesn't like confrontation, whether it involves herself or others. Zero blatantly pitting the teams against each other during the Decision Game doesn't even deter Diana; she really believes that there has to be a way for all of them to leave safely if they work together. (Spoilers, she's not wrong. But she's from the worst timeline, unfortunately.) She barely knows most of her colleagues from the Dcom Experiment, but she's sure that they can and should trust everyone to cooperate.

This means she has a lot of guilt when things don't work out, though, particularly if it's something that she feels she had a hand in. In the instances where she's Mind Hacked to make a decision that almost guarantees the deaths of her fellow players, Diana simply can't reconcile it. She quickly loses herself to anguish and guilt at the thought that she's done something to hurt someone. Diana can easily succumb to distress in general, in part due to her history of abuse, which has made her naturally sympathetic temperament even more sensitive. In truly awful situations, Diana can even be driven to suicidal thoughts and actions; in one timeline, she ends up on the wrong end of a choice with a 50/50 chance of killing Sigma, and she's so tortured by the choice she made that she ends up killing herself right afterwards. In another, she and Sigma are trapped alone in the shelter where the Decision Game takes place, and the stress of isolation and hopelessness leads her to beg Sigma to kill her rather than let her suffer any longer.

This is really only a fraction of what stress can drive Diana to do. Her kindness is genuine, and she's probably one of the best people in the cast, morally speaking. But nobody's perfect. In the same timeline where she and Sigma become indefinitely trapped in the shelter, Diana begins drinking to cope with the isolation, and while drunk, she lashes out at Sigma with an an extreme anger that isn't seen in any other timeline. She berates him, blames him for their situation, blames Akane for leaving them behind, and calls him a coward when he won't either kill her or have sex with her. This is clearly the breaking point of something that's been building within Diana for a long time and which was brought out by the hopelessness of their circumstances. Similar feelings of hopelessness are the main cause of Diana's anger in other timelines, as well, usually when someone has been hurt and Diana has an easy target to blame for it. She's capable of lashing out at other people without considering their feelings when she's mired in desperation.

It goes without saying at this point that Diana can act irrationally, and sometimes even selfishly. Diana is the one responsible for unleashing the Radical-6 plague that causes the death of six billion people, and she does it because she can't stand the idea of the alternative, which is to kill Phi so that the virus dies with her. After the deaths of the other six players, for which Diana explicitly considers herself responsible, she is desperate not to have the blood of Sigma and Phi on her hands, as well. So she condemns six billion people in order to save them. While this is slightly after the canon point that Diana is being taken from, it's an important illustration of the ways in which guilt and attachment can cause Diana to do extreme things, though it's true that the magnitude of the consequences in that case would be difficult for a normal person to fully rationalize.

Diana is also prone to nervousness. She's usually seen with an anxious or uncomfortable expression, which is understandable for the situation, but Diana is one of the few who is always visibly bothered by the disturbing things she's seeing and hearing. In a way, this shows Diana's bravery; she's scared throughout most of the Decision Game, but she still finds the resolve to act practically and decisively. This is likely true of how she acted as a nurse, as well. She's the type of person who will do whatever she can to help, even if she's frightened. She's the first one to run and try to defuse the bomb that would kill Q-Team if it went off, even though she's arguably the least qualified to handle the danger. The care and responsibility that Diana feels for other people runs very deep.

Overall, Diana is a genuinely good person, even though she's flawed. She'll go to great lengths to help those she cares for—which is an asset in her nursing work, but a curse when it comes time to decide what to do with Sigma and the infected Phi. She always tries to maintain a practical and responsible approach even when she's scared of what's happening; she may not always succeed, particularly in more hopeless circumstances, but she tries. She really just wants to help people and be happy. Too bad she ended up in Norfinbury!

Flavor Abilities: Though she doesn't realise it, Diana has the ability to SHIFT, which basically means that her consciousness can move through time and space to inhabit her body in another time and place. Obviously she will not be able to do this in Norfinbury, but certain relevant prompts may trigger flashes of Diana's memories from other timelines—never in any vivid detail and only an isolated instant from whatever happened, so she'll never be able to fully remember another timeline.

Suitability: Though Diana is a very gentle person by nature, Norfinbury will not be the first time that she's been trapped in a big puzzle nightmare and pitted against people that she cares about. The meta of Norfinbury echoes the Decision Game in many ways, so there's already strong evidence for how Diana would cope with a situation like this; namely, that she focuses on practicality and cooperation even when it seems unlikely to work. She's delicate in some ways, but she would function well according to most of Norfinbury's rules.

She has a lot to offer as a trained ER nurse, too. She genuinely likes her job and would want to continue helping people where she could, particularly as a noncombatant in such a dangerous place. I want to explore her resilience in the face of trauma—in some ways, Norfinbury is worse than the Decision Game—and I want to push her limits as far as being pacifistic and cooperative goes. She has the potential for a lot of dynamism in her development because of her traumas from the game and her horrible marriage. There's also the potential for a lot of guilt when she finds out that she's the one who released Radical-6, so I want to play with that and see how she copes with the knowledge after some in-game character development.

What would really force her to confront her issues of responsibility and guilt would be if she were forced by an event to bring harm to other people. Even if she were to succumb to suicidal thoughts or actions, killing herself would not necessarily release her from the deed; she would just come back and be forced to confront it, so I think the circumstances would be an interesting change that would prompt her to consider alternative coping methods and think about why her traumas affect her so deeply.

RP Samples: Here and here.
sharktrash: (surprise // not according to plan)

Squalo Superbi // KHR! // reserved

[personal profile] sharktrash 2017-10-01 08:33 pm (UTC)(link)
Player Information

Name: Dem
Age: 26
Contact Info: PM this journal, or [plurk.com profile] jigglyballs
Other Characters: -

Character Information

Name: Squalo Superbi *
* his full name is only used once in the series, and he usually just goes by "Squalo". His name order is also a mystery as there is conflicting evidence from canon sources; this is my guess estimate after researching which part of his name is an existing surname in the real world, which happened to be Superbi(a).
Canon: Katekyo Hitman Reborn! (KHR!)
Age: 22
Gender: M
Canon Point: ch398, mortally wounded by Jager
Background Link: wiki article

Inventory:

➥ his prosthetic left hand/arm. Considering the canon's advanced technology it is likely a blend of metal and space age polymers, so while not as awful for frostbite as straight up metal, it will still suck big time. I would like it to retain its relatively high functionality (he can pick up and hold small objects with it, for example) and being waterproof, but its strength and durability will be reduced to that of a normal human arm.
➥ his clothes, including: boots, pants, belt and gloves (all black leather), socks and shirt, and his uniform black leather coat with a Varia crest. None of his clothes are actually made for cold weather, whoops.
➥ his Varia ring, which can not channel Rain Flames in this place... it's still a piece of jewelry with sentimental significance though.
➥ a device that looks like an electronic wristwatch (as seen here). It won't turn on.
➥ pocket contents: credit cards, pen, wallet with an insignificant amount of Italian and Japanese currencies. I assume any wire and/or pocket knives would be confiscated.


Personality:
The first thing to note is that Squalo is meant to embody the sin of Pride. Which he does, with the whole bouquet of traits that come with it: arrogance, narcissism, superiority complex, rudeness and the almost complete inability to feel shame. Even his loss to Yamamoto can be pinned primarily on the fact that he had opted to show off and play cat and mouse, absolutely assured of his win, rather than take him seriously and go all out from the start (upon discovering the boy only plans to use a particular sword style, he limits himself to only using the same thing rather than his own superior techniques), and then upon losing he prefers death to accepting another person's help, claiming it would 'taint his honor as a swordsman' (he ends up surviving despite being almost eaten by a shark, but it's a surprise to everyone including him). Showing off and playing are some of his favorite things. He loves fighting, so much that he'll actually seek to prolong the battle if he finds the opponent challenging or interesting enough. He lives for murder and mayhem, and while he does strive to win at all costs, a good fight is its own reward. He even enjoys not being certain whether he is going to live or die before a particular fight.

It was especially evident when he was younger; before Xanxus, he basically wanted to be the Supreme Ruler of Everything. He once told Dino that he would cut down anyone and everything until the world bowed down to him. Considering he had already defeated countless sword masters by then, it was obviously more than mere lip service; he was well on the path to his goal, so to speak, and he was doing it for himself like the proud creature he was. And that makes his development into the Squalo we know today exceptionally interesting. It all took a turnaround when he met Xanxus, easily the most important person in his life. All it took was a single glance and he "knew he couldn't defeat him", therefore deciding to follow him instead (yeah right, keep talking, teenage hormones). The person who would only ever do things for himself alone now had someone else in the equation: not only did he proceed to take pride in being Xanxus' subordinate, he also takes pride in Xanxus himself -- and he's still doing it out of his own pride as well. He gives the man the Varia, because he thinks he deserves it - he's fit to be #1, more so than anyone else, and Squalo is second only to him, best of the best, understanding him better than anyone else (or so he seems to believe).

Moreover, his dedication and loyalty to the man is fierce and absolute, despite the fact that he's treated like trash on a good day. He is pretty much a knight in that regard -- although he has no qualms about fighting dirty and finishing off people who are on the ground already. Rather than titles or positions, it is Xanxus' anger and raw power that he finds so "captivating", and even having that wrath turned on him only means that he gets to see it clearer, from up close. Even when he discovered the truth about his boss' heritage, he didn't falter, and knowing full well it was against the current law, tried to help him take Vongola back by force. Twice. He still believes that Xanxus will one day snap the rules that keep him from becoming the heir in half, and therefore he's still keeping his oath -- even if reasonable people would say that it's impossible to achieve -- and, yeah you guessed it, STILL not cutting his hair because his faith in Xanxus is absolute. (Though I'm sure they agreed trimming doesn't count at some point, as that hair would've been dragging 18 feet on the ground in the future otherwise.)

That aside, while being violent, volatile and sadistic, Squalo is also very much a perfectionist. He tries to keep the Varia under control, (most of the time) will hold off of killing random people, and adhere to protocol where necessary. He is most likely well versed in all sorts of mafia-ey formalities, from discussions to silverware, and is generally good at what he bothers to do, because looking stupid is simply unthinkable. Likewise, he wouldn't bring shame to his familia with sloppy assassinations nor with clumsy footwork in the ballroom. It probably also helps that he absolutely loves his job, so it's both fun and profit.

Despite being intelligent enough to work as a Strategy Captain in the future, he is extremely impatient and impulsive, and seems to find it hard to be still for a longer periods of time (even his facial expressions for the first half of the series look like someone overdosed on coffee or high on cocaine, with a semi-permanent twitch in his cheek to boot). He can latch out with lethal violence at the slightest provocation or none at all (he beats two teens half to death because they got in his way of killing a third). However, he is still able to remain professional and will not needlessly get into a fight if he's not sure of his victory. However, if it's necessary, he's willing to go against bad odds unlike Varia as a whole, and is even capable of self-sacrifice as shown in the Future arc where he stays behind to fight Zakuro so the other group can retreat. Surprisingly enough, he's also capable of shedding off insults with little reaction - both because he's used to it thanks to Xanxus and because as Pride, he can automatically discard it as untrue and not worth getting riled up over. That's not to say that he won't occasionally lose his temper over complete shit, of course; prod him enough and he will explode.

Squalo is the only Varia member who dares to call Xanxus out on his shit and generally talk back to him. This proves that he is not, in fact, as whipped as it might look at first sight; he is the one who allowed Xanxus to be his boss, and he happily stands by that decision, however he will occasionally remind everyone just why he is the second in command around here. At the same time, he does often resign himself to running errands and whatever other mundane orders Xanxus might toss his way, because hey, serving this guy is an honor. It may also have something to do with the fact that he was present when Xanxus was defeated by his supposed father which led to his imprisonment; more than likely Squalo feels responsible for "failing" his boss and putting up with his shortcomings is his way to make up for it.

Squalo seems to get along reasonably well with the other Varia members (if we remember that they all wish each other dead to an extent). He seems fairly friendly with Lussuria, who recorded his 100 sword battles on tape, despite occasionally calling him a "queer bastard" (and worse). He's annoyed by Mammon's greed for money, as he prioritizes fighting for glory, and Belphegor's irresponsibility. He and Levi seem to dislike each other the most, though, likely because of their clashing approaches to the boss, and seem eager to get rid of the other one way or another.

While he claims to think nothing of anyone but Xanxus, it's fairly evident that he not only relatively likes tolerates (some of) his co-workers, but a few others as well. He knows the good-natured Dino Cavallone since school and despite occasionally insisting that he's weak, and stupid for caring about others, Squalo seems to be on fairly good terms with him. They also seem to have kept tabs on each other. Dino was very surprised to see him following Xanxus when his early dream had been becoming the strongest on his own, and he questions Squalo's life and choices when he's landed in the hospital after the Ring battles. It's essentially a "what did you see in him" intervention, which ultimately fails and Squalo suggests he pisses off. Despite the initially strained relationship, they are even seen casually chatting a few times as the series progress.

Another good example is Yamamoto Takeshi, the boy who defeated the Sword Emperor. Naturally, he also pisses Squalo off, whenever he talks about baseball and most notably when he tries to save him after the lost battle. However, as the series progresses, he seems to return the tiniest bit of respect that Yamamoto seems to have for him. Squalo reacts when he's not present in the inheritance ceremony, and seems to keep track of his battles. In the future, he is absolutely furious to learn Yamamoto has lost against Genkishi, and makes a spontaneous trip to Japan on the back of his pet shark to give him a thorough beating and then proceed to train him. Squalo also later attends the fight, claiming he's only there because he hopes to get some action himself, but he also seems quite pleased when the boy wins. It is likely that due to being defeated by him, he considers them honorbound, and therefore his own pride is tainted further if Yamamoto loses to someone. In the end, it appears that he's more or less willing to accept him as a protege... so long as he lays off the fucking baseball.

Finally, it's important to note that Squalo's personality is LOUD and in your face. He definitely has a presence, and your eardrums and the shattered window glass will attest to that. He seems to be below average at being stealthy or secretive, he has no inside voice, and sounds like he's yelling even when he's just having a conversation. Basically, he can be "loud" or "LOUDER", and while he seems to be able to lower his voice to a (loud) whisper, he basically never does that. When he's actually trying to be loud, it's hell all around. It's specifically noted that he is the #1 loudest mafioso in the world.


Flavor Abilities:
➥ not sure if this counts: white hair. It could be magic anime colors, or maybe he actually has some form of albinism/leucism (he is a bit paler than his other Italian friends), but I'm mentioning it just in case.
➥ also just in case, but as mentioned in inventory: he has a robotic arm that functions pretty damn well for this day and age. He can, for example, hold a coffee mug in it, though it's possible that very precise finger movements like writing or typing would be a bit challenging for him. It will also not be stronger/tougher than a normal human arm. Let's hope nothing happens to it...
➥ combat abilities. So he doesn't have any "powers" here, but he's still a trained assassin. Which means he's in good shape physically, and his reflexes, strength and speed are above your average civilian even if it's not at ridiculous anime levels anymore. He most likely also has at least some working knowledge of the human body and its weak spots or pressure points, and the most popular firearms.
➥ he's intelligent enough to be in charge of strategy for Varia, which boasts a 97% success rate on their missions. He's also good at thinking on his feet and picking up on his opponent's moves mid-battle well enough to be able to replicate and improve them, which is an ability any Varia member worth their salt supposedly possesses.
➥ he speaks several languages. Canon confirmed are Italian, English and Japanese, but each Varia member is required to know at least seven languages fluently, and as an executive officer Squalo likely knows more. My consistent headcanon picks are German, Spanish, Russian and French, and he's also got some very rough basics for Latin and sign languages of Italian/English variety.
➥ he's got a Really Loud voice. While obviously it won't shake buildings here, it might still be enough to give someone a headache or start an avalanche on a bad day - his conversational volume almost always sounds like he's yelling, and his voice is rough as if he had an unclear throat.
➥ his left arm's stump aches whenever his boss is in danger. Technically useless here, considering Xanxus is not in game, but it could definitely be used to scare or torment him, so let's keep it.

Edited (sorry, forgot something!) 2017-10-01 21:21 (UTC)

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