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

Application

Application

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

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

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

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

Canon Character Application


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Will Graham | Hannibal

[personal profile] ex_this_ismydesign36 2017-10-03 04:06 am (UTC)(link)
Player Information

Name: Lae
Age: Old enough to know better
Contact Info: PM@ [personal profile] this_ismydesign
Other Characters: N/A

Character Information

Name: William Graham
Canon: Hannibal TV Series
Age: 37
Gender: Male
Canon Point: Post Episode 3x13 Wrath of the Lamb, sailing towards the sea
Background Link: Link to a Background Wiki
Inventory:
  • 1 - White button down shirt, bloodied and the worse for wear
  • 1 - Pair of dark trousers, also bloodied and worse for wear (but still better off than his shirt)
  • 1 - Pair of glasses
  • 1 - Pair of boots
  • 1 - Pair of socks
  • 1 - 226 Sig Sauer handgun: Literally the only useful thing on his person


Personality: Will is a man defined by his imagination.

The power of his imagination allows him to visualize not only the perspective of others, but practically become that person as he works through minimal scraps of data in order to build a profile. He can see many resolutions from a single joint in a path, and his empathy allows him to be fluid in how he moves, rather than constrained by traditional perspectives. But this fluidity comes at a cost.

In season one we see Will visibly struggling with the overwhelming vivid nature of his imagination, struggling to stay on the morally sound side of a line that has become fluid. However, by season three he's accepted the fact that the lines are hopelessly blurred. He's looked into the abyss one too many times and the abyss has followed him back to reality and where once he struggled with the societal taboos of the associations in his mind, now he embraces the idea of righteous violence.

The idea of delivering justice, rather than following the letter of law.

It's hard to ignore the fact that, while Will's crayon box may contain all 64 colors, most of those little wax sticks are cracked. Throughout the series it's suggested that Will is a complex mixture of many psychological diagnosis, but while his nature is compassionate (see his relationship with his dogs) he's allowed himself to drown in the minds of the darkest predators.

Working for Jack Crawford, Will has allowed the head of the BAU to push him repeatedly into dark places. There is only one time when Will tries to quit but Jack easily overrides this attempt and it can also be argued that Will doesn't fight too hard to make his resignation stick. Part of why he allows this, despite being aware of the fragility of his own mental anchors, is due to Will being arrogant and believing his own assertions that, even 'broken' he's the only one who can do what he does.

Sometimes we see Will question the sanity of his choices, but he never quite manages to escape entirely. Even after everything he goes through with Hannibal, after Hannibal is caught and Will does quit he can't make it stick. He builds himself a ready made family in Molly and Walter, and while he can be seen to care for them, it's hard to say that he cares any more or less for them than he did for his pack of dogs. Molly and Walter serve the same purpose as the dogs; a grasp for normalcy and no one can argue that they are both good influences on Will.

But in the end, when Jack whistles (and Hannibal tempts) Will inevitably allows himself to be drawn back into the nightmares. Because while it's true that Molly shows her support for his decision, even she can't imagine the temptation he faces when placed back into the orbit of the monsters and the monster of them all; Hannibal Lecter.

Because there is no denying that Will and Hannibal are hopelessly conjoined in a devil's partnership. What started out as a curiosity for Lecter and a blind spot for Will, grew into a genuine relationship across season two. Each man is desperate to find someone who truly sees them for themselves and by an ironic twist of fate, it's a mirror effect between the man who feels no compassion for others and a man who feels everything.

It can be argued that Hannibal took advantage of a vulnerable mind, and there is no doubt that he exercised a whole toolbox of morally dubious psychological tricks to sow the already fertile field of Will's damaged mind. But as we see through Season Two and Season Three, Will is no mere victim. He is just as cunning, manipulative and capable of darkness as Hannibal. It's funny but by the end of the series, they've each brought out the other's least personally desired traits; Hannibal's inconvenient compassion for Will, and Will's righteous violence towards those he judges to be guilty.

Will calls himself a 'good fisherman' and means both literally and figuratively. Because despite the appearance of twitchiness, Will is incredibly patient and methodical. He has no problem settling in and running the 'long game' in order to draw his prey in too him. He does not need to be an active hunter, because he understands predators well enough to know just how to lure them into traps of his design; even when they know better than to take the bait.

However, that tenacity, combined with the slippery nature of his own capacity to see righteous beauty in horror, leaves him in a mental place where he often loses a sense of perspective. By Season Two and Season Three Will is in a place where he will run his own psychic driving schemes. His arrogance often allows Will to cast his actions in the light of ‘for the greater good’ -a righteous kill- rather than questioning his the wisdom of his choices. He falls into Hannibal's habit of feeling almost godlike in This usually leads to heavy collateral damage when Will loses perspective on his machinations, and innocents get caught in the middle.

This time his games with Hannibal puts his new found family at risk, but even then Will cannot walk away from the monsters. After the attack on Molly and Walter, something simultaneously breaks and solidifies in Will. A fatalistic streak that has nothing to do with panic, in fact there is a serenity to Will at this point in his life, a calm acceptance of the darkness within.

While compassion is still a strong component of Will's design, he has also fully embraced the beauty he sees through the doorway, from his position at Hannibal's shoulder.

Flavor Abilities: While Will is not 'superhuman' in any context, he has an ability to make strong intuitive leaps based off what other law enforcement officials would call minimal evidence. This stems from what is considered a psychological condition that is termed 'pure empathy' in the series; the ability to take on the perspective of anyone and walk their path through their eyes. Though it's not spelled out in the series, he's focused this lens on human monsters, serial killers, and it makes him a gifted profiler with an astonishing capture rate.

  • Pure Empathy: While this is a double edged sword it does provide Will with some strengths. The power of his imagination allows him to visualize not only the perspective of others, but to be able to build a profile from minimal scraps of data. He can see many resolutions from a single joint in a path, and his empathy allows him to be fluid in how he moves, rather than constrained by traditional perspectives.

  • Forensic expert/Profiler: Though he's no Jimmy Price or Beverly Katz, Will is capable of processing forensic evidence and fitting it into the picture of the puzzle he's working on. He says that what often appears to be 'imaginative leaps' are in truth paths supported by the evidence. It is his ability to interpret the evidence, by assuming the thought process/motivation of the killer, that makes his contributions unique. The combination of his natural empathy, combined with the strength of his understanding of forensics, allows him to profile the subtle details that most people miss.

  • Good fisherman: Literally and figuratively, despite the appearance of twitchiness, Will is incredibly patient and methodical. He has no problem settling in and running the 'long game' in order to draw his prey into him. He does not need to be an active hunter, because he understands predators well enough to know just how to lure them into traps of his design; even when they know better than to take the bait.


Suitability: I've given this some careful thought, particularly in light of the unstable way he approached matters in his TDM threads. Because though Will is a 'broken pony' and his moral compass tends to spin a little wildly these days, he still points towards righteous violence and while he can now see the beauty in horror, he isn't interested in visiting that horror on innocents. He is still, at his core, a man who desires to enforce justice against those who have trespassed against innocents; just not necessarily within the confines of the law anymore.

As such once he settles into understanding that this whole situation is not his mind playing tricks on him -or Hell- he has the mental fortitude to survive under horrific conditions because he can see the purpose and the beauty of existing within such a landscape. He's unlikely to panic in the face of the monstrous being visited upon them and this clarity of emotion could allow him to remain focused and observant in situations where others might have their moral sensibilities overwhelmed by the nightmares.

RP Samples:
  • Network Starter from TDM:
    [ This XRAY.EXE was supposed to be a ... good thing?

    Hadn't he heard that? Maybe he'd heard that? Had he'd just imagined he'd heard that? Will really wasn't sure and this place was not particularly conducive to assisting his already suspect hold on reality. Which was part of why he'd been sitting in this house for the past few hours, looking from inanimate object to inanimate object and their accompanying organic organs.

    He'd eventually ended up on the floor, with his back to a wall. Not because he felt safe there, as opposed to a chair, but because he refused to turn the tablet towards either the floor, or the wall. He didn't want to see veins running along either structure, the pulse of blood moving through the elastic tubes.

    After rubbing his eyes for the hundredth time, Will reached and flipped on the audio function of the tablet. ]


    I'm still not convinced that I'm not speaking with constructs of my own mind. [ His voice was surprisingly calm, for a man who was admitting to the fact that he believed he was currently insane. ]

    But on the off chance my subconscious [ subconscious equaling other trapped citizens ] is willing to be more forthcoming with its abstract imagery, does anyone want to speak to the psychological implications of seeing living organs within inanimate objects?

    [ He paused, feeling the words on his tongue and caught on the inappropriate desire to chuckle. ]

    Is this some deep seated desire of mine to hug a chair?



  • Action Starter from TDM

    [ The goods news was, the ex-profiler was starting to settle into the idea that at least some of this was not a figment of his overactive imagination. Possibly even including the unfortunate individual(s) trapped in the house with him.

    The bad news, however, came when he finished investigating a table leg and sat back on his heels to calmly announce. ]


    These are real and the construction work on this table is practically art. Whoever made this knew what they were doing with these remains. [ He sounds genuinely appreciative of the craftsmanship.

    Straightening up, he glanced around the room and towards the walls, brushing off his hands as he paced the area in a curious circle, before approaching a wall that appeared to be made up of humerus bones. ]


    This wall alone would have taken over a hundred bodies. [ And isn't that a comforting thought. Will reached up to tap at the bone, trying to determine how it was secured. ]
slapthelibrarian: (0052)

Nicole Noone | The Librarian: Quest for the Spear | Reserved

[personal profile] slapthelibrarian 2017-11-01 04:36 am (UTC)(link)
Player Information

Name: Kelly.
Age: 29.
Contact Info: [plurk.com profile] crashtheclouds
Other Characters: James Wilson.

Character Information

Name: Nicole Noone.
Canon: The Librarian: Quest for the Spear.
Age: 33 to 34 years old. The movie doesn't actually say.
Gender: Female.
Canon Point: After the the first movie, The Librarian: Quest for the Spear.
Background Link: Nicole at The Librarians wiki.
Inventory:
- Her clothes (one blue jean jacket, one light brown jacket, one brown tank top, one brown pair of pants, and one brown pair of socks)
- One pair of brown hiking boots
- One black wristwatch
- A wallet, containing her drivers' license, passport, and twenty dollars in cash
- A New York Metropolitan Public Library employee card

Personality:
It takes a certain kind of person to become a Guardian. The details of the job are described by the title, but the short version is that Guardians look after the Librarian, protecting him (or her) by any means necessary. As the Librarian is assigned tasks (usually involving the retrieval of a rare artifact), the Guardian goes along with him, acting as backup and a guard (hence the name) as there usually is an element of danger associated with these tasks. Going after these rare artifacts means traveling throughout the world and going to a wide variety of different climates. Preparation is key, as is knowing how to survive in less-than-ideal conditions. There are no five-star hotels when trekking through a remote jungle or scaling the Himalayas.

Now, Nicole is naturally a serious person, although she has displayed moments of levity and even a rather dry wit. To do anything less than ensure the safety of the Librarian is a failure in her eyes, and up to a certain point in canon, she believed that she had failed in her duties, as the Librarian she worked with appeared to have been murdered right in front of her.

It was Nicole's belief that the feelings she had for the Librarian clouded her judgment and prevented her from doing her job to the best of her ability, thus resulting in his death. So when it came to meeting the new Librarian, at first, Nicole was aloof and businesslike, not wanting a repeat of her past mistakes.

But due to a combination of Flynn's brand of charm and circumstances in which they were very quickly thrown into survival situations, Nicole eventually warmed up to him, and they even began dating once the danger was (temporarily) over. Still, it can't have been easy for Nicole to open herself up to romantic feelings again, after the last time ended so badly.

Caution and consideration is a large part of what makes Nicole herself, and that doesn't just go away even with the development of interest and romance. Still, she's not all hard edges and a cold exterior. She's actually quite caring, particularly as it applies to the Librarian. But that quality can easily extend to other parts of her life as well; it's just that she spends most of her time focused on her job and her responsibilities.

That is a prime example of her dedication and determination. She knows what her job is, and what she has to do, and she does not tolerate distractions when important things are on the line. To that end, it might seem as though relaxing is difficult for her, and also that she does not appreciate her concentration being broken by others around her.

One potential weakness relates to her duties as a Guardian. Of course she takes her responsibilities very seriously, but she's also capable of taking that too far. If anyone attempts to get to Flynn, or hurt him, or do anything she perceives as negative, she'll feel as though she has to intervene. Eventually, she'll learn relax somewhat and be less hyper-vigilant, but that quality of hers might turn people off initially.

Although her job requires her to be with the Librarian at all times when off on assignment, Nicole is quite capable of handling herself without assistance from others. In fact, to a degree, she prefers it. Prior to growing close to Flynn, she really wanted to keep him at arms' length, both to better protect him (at the time she viewed attachments and feelings as liabilities) and to keep herself from losing focus. She can work with others; it's just that she prefers to work alone or with as few people as possible.

In that regard, I believe she will handle the isolating elements of the game well enough, because she's used to being on her own.

In the end, Nicole Noone is a mixture of seriousness and sarcasm, aloofness yet protectiveness, and a decided amount of toughness and self-sufficiency. Is she the best at relying on and cooperating with others to get the job done? Not always, especially in a situation where she's just meeting someone for the first time, but the main thing about her is that she will get the job done, one way or another. It might not always be the conventional way, nor the safest, but her objectives usually are met.

Flavor Abilities: N/A.

Suitability: Nicole is no stranger to needing to defend herself, or doing what she has to in order to survive. As the Librarian's guardian, she's expected to be physically fit and resourceful, two things that will serve her well in Norfinbury.

Within the scope of her job, she has to travel a lot, so she's used to being in a variety of different places and climates. So, arriving in Norfinbury won't come as a complete shock to her, although she might take a few days to adjust. Cooperating with others isn't exactly a problem with Nicole, but she's used to it just being her and the person she's acting as Guardian to, so it might be different having her interact with a variety of different people.

Of course, with that being said, she's acted as the Guardian of two different people with quite different personalities, so she's used to needing to adapt depending on who's nearby or who she's with. In that respect, the rather transient nature of Norfinbury shouldn't bother her too much.

One thing I would like to explore is how she'll adjust to being in one place as opposed to traveling off to different countries, as required by her job. She might find herself growing restless, even with the need to travel from place to place. That will probably cause her to want to reach out to people more, as an alternative to being restless, as well as providing her with distractions.

RP Samples:
Test Drive I
Test Drive II
Test Drive III
Edited 2017-11-01 04:39 (UTC)
dousedflame: And watch from far away ♪ (9 ♪ We are the warriors)

Bluestar | Warrior Cats

[personal profile] dousedflame 2017-11-01 11:57 am (UTC)(link)
Player Information

Name: Xep
Age: 21
Contact Info: Plurk - esquivant
Other Characters: n/a

Character Information

Name: Bluestar
Canon: Warrior Cats
Age: Roughly 6 years.
Gender: Female
Canon Point: Just before inviting Rusty to ThunderClan.
Background Link: http://warriors.wikia.com/wiki/Bluestar


Inventory: She's not bringing anything with her but the fur on her back. Upon enterting the game she'll take a coat appropriately styled for a cat, and little kitty boots that must be put on and taken off by a human companion. Presumably her boots and her tablet can be stored in the pockets of her coat, and her boots are the correct material to be able to use the tablet with them on, but not her claws.

Personality:
Upon meeting Bluestar, the first thing one will note is her sense of diplomacy. Bluestar isn't interested in conflict, and will take any route she can to avoid battle. Her attitude is cool and collected, and she'll listen to everything someone has to say even if it makes her hackles rise. She very rarely interrupts, and does her best to give her opinions concisely and with a great deal of thought.

It should be mentioned, though, that this is a learned personality trait; it's an adaptation rather than instinct. In Bluestar's younger years she was clumsy, instinct-driven and feisty - even selfish at times, and at other times petty and moody. These are all traits that still exist under the surface, but she has trained them back as best as she can, for the sake of keeping the peace between her clan and the others. She has seen a lot of destruction caused by cats acting rashly, and has in turn gained a sense of duty beyond simply self-control. She sees herself as the only cat who can stop her clan from being destroyed by endless, unnecessary battle.

This last point is very important. Bluestar believes that she was groomed to be the leader ThunderClan needed by her warrior ancestors, who hold divine power over the forest. She was forced to give up everything that gave her personal happiness to stop ThunderClan from being led by a tyrrant, and because of that has largely given up on the idea of personal happiness. Everything she does is for the good of those around her, and to some extent she feels discomfort when others do things specifically for her. She feels that if she gets too comfortable with something that is hers and doesn't benefit those she's taking care of, StarClan will find a way to take it away.

Later in her life she develops dementia, and this fear of loss spirals into a tortured complex, believing that StarClan is playing an elaborate game with her, just to see how insane they can drive her. And if that is the case, the answer is "very". In that state she becomes terrified of traitors and backhand deals, no longer sure of who she can trust after losing so many close companions. Even then her main focus is on the good of the clan; it manifests as a fear that she can no longer protect her clan if it's rotting from the inside.

But the dementia is not going to be present in-game, as she has not reached that point yet. If she stays in the game long enough (about 5-6 months) she may start to develop it, but it will take form differently as the circumstances will be different.

We should also talk about how she interacts with humans. Obviously, this is different from how she interacts with cats. Bluestar's knowledge of humans is very limited; she has seen them in passing, but never seen the inside of a building or any of the details of humans' daily lives. She does, however, view them with distrust; her passing knowledge includes rumors of the "cutter" (veterinerians) and of cats being trapped in human homes and fed hard pellets. She knows that house cats are fat and lazy, and hunt for sport rather than out of necessity. This paints a view for her of humans as creatures that see cats as toys, and keep them for their own amusement. With humans also come dogs, of which she is deathly afraid.

What this means is that Bluestar will be very slow to trust the human characters in the game, but upon learning that diplomacy is possible with them, she will adapt and start treating them more like she does cats. Her views are mostly based on lack of information, and she has always held the belief that no one should be judged based on their origin, only based on their actions. It is this that has allowed her to love a cat from another clan and befriend a house cat; not things she necessarily should do, but things that have made her very happy and strengthened the clans in the end.

Bluestar also has a soft spot for children of any species; be it a kitten, a child, a puppy, she will take care of it if it's in need. Even if it will be dangerous to her in the future, she will make sure it's safe and then get a safe distance away from it for her own sake. The only except is, of course, small mammals and birds. Because those are food, not friends.

Flavor Abilities:
Technically speaking, she has three lives left after being granted nine lives by her gods. However, since she is cut off from her warrior ancestors and death is handled differently in-game, this will affect nothing. Otherwise, she is a cat - albeit a bit more dexterous than a real-life cat. She can weave baskets and draw in the sand with her paw, for example. She is also proficient at hunting, including birds, squirrels and fish.

Suitability:
Well, first of all Bluestar is proven in canon to be particularly susceptible to the effects of paranoia, depression and isolation... so that will be fun. Above all else Bluestar will try to gather others to her and provide help to anyone who she comes across, but in the scale of Norfinbury she is small and weak, a reversal from how strong and sentinel-like she's protrayed among cats in a forest that she's familiar with. Dumping her into unfamiliar waters will test her ability to survive, and teaching her to rely on others won't be a bad thing either.

RP Samples:

Bluestar and Dr. Ian Malcolm escape from monsters.
Bluestar and Rocket Raccoon awkwardly bond over not being human.
(The latter would be retconned slightly if it's made game-canon, as Bluestar should not know what a raccoon is. She recognizes that he's an earth animal but thinks he's a small badger.)
tablewithoutpity: (fork)

Hannibal Lecter | Hannibal

[personal profile] tablewithoutpity 2017-11-06 04:37 am (UTC)(link)
Player Information

Name: Kitty
Age: 39
Contact Info: [plurk.com profile] herekitty
Other Characters: none

Character Information

Name: Hannibal Lecter
Canon: Hannibal
Age: Canon is vague on this point, but I'm going with 45
Gender: Male
Canon Point: end of season 3
Background Link: Hannibal Wikia
Inventory: Hannibal will be wearing a grey wool sweater over a white button-down shirt, a pair of grey slacks, and simple yet expensive Italian leather shoes. His clothes are soaked with blood, and his sweater and shirt have an entry bullet hole in the back and an exit bullet hole in the front. Tucked in his pocket is a corkscrew.

Personality:

There are those who will say that Hannibal is two-faced, that the person he presents to the world is wholly different than the person he truly is. This is a mistake, a convenient fantasy for people who once found themselves under his sway, who want to absolve themselves of the guilt they feel for having once liked and admired him. The world wants to call him insane, but that's merely because the world, with very, very few exceptions, refuses to believe that a man can be sane and do the things Hannibal has done. Or rather, that since they are ostensibly not insane, then they can assure themselves that they are incapable of doing such horrific things, despite the fact that they are, in fact, capable, even inclined. They want to believe him a psychopath, incapable of emotion, because they cannot accept that he feels quite deeply, yet in ways that encourage rather than curtail his homicidal inclinations.

Hannibal is exceedingly polite, to friend and foe and stranger alike. Even to his victims, he will remain civil, even kind, as he kills them, or mutilates them, or feeds them their own flesh. He does this because instead of an externally imposed morality, he follows an internally composed aesthetic. He acts for the purpose of beauty. That is why he kills the rude to transform their bodies into works of art and their organs into gourmet dishes. It is also why his interactions with everyone are so intricately calculated. He enjoys setting the pieces (that is, people) into motion and watching them dance. People sometimes think that they have the upper hand with Hannibal, but in almost all cases, it's Hannibal who has allowed them to think so.

That said, there are times when control slips from Hannibal's fingers, usually when someone has acted in a way that Hannibal was not expecting. There have been very few people in Hannibal's life who could truly surprise him, and the man most singularly capable of it is Will Graham. Hannibal's relationship with Will started as an experiment to see if he could slowly mold the empath into the monsters that he hunted, turning him into a murderer. Much to Hannibal's surprise, Will began to become something more than an experiment, than a piece to be moved on a chessboard and surrendered at the opportune time. Will sees Hannibal in a way that most others cannot, sees the reality behind the same actions that others willfully misinterpret, understands that when Hannibal makes oblique references to the ingredients in his culinary masterpieces being of human origin, he actually means they're eating people. It has awakened in Hannibal a desire to be known by another, to be known by Will. It led him to trust Will in a way he did not trust others, and when Will betrayed that trust, it led him to an act of barely controlled rage, a night of carnage so foreign to Hannibal's careful, methodical homicide. His love for the man led him to allow himself to be captured just to prevent Will from being able to forget him. At the last, he came to the realization that he had an inconvenient compassion for the man, that he could not treat Will like he treated everyone else, as puppets in a play, as livestock to be slaughtered at the appropriate time. Will was an equal.

And it was this, this compassion, this regard, this blindness, that allowed Will to drag him off a cliff.

Flavor Abilities:

- Perfect recall. He remembers everything, in exacting detail.

- Psychological analysis. He can get into your head with little effort, uncovering your motivations and blind spots, and use it to manipulate you.

- An almost preternaturally sharp sense of smell. If you have been in a room in the past few hours with someone he knows, he can tell merely by detecting the lingering scent of their perfume or aftershave. He is also capable of diagnosing illness by scent, including bacterial infection and certain types of cancer.

- Incredible strength. He is capable of carrying a full grown man and killing a person by snapping their neck with his bare hands.

- Culinary skills. With and without human ingredients.

- Medical expertise. He has been both a psychiatrist and a surgeon, so he has extensive medical knowledge, including drugs and their effects, surgery techniques, and human anatomy.


Suitability:

Hannibal is strong, resilient, resourceful and extremely clever, and as such is quite adept at survival. Isolation will not be a problem for him, as it is arguable he has spent most of his life isolated, seeing those about him not as companions but as mere pieces on a chessboard. In addition, he has spent the past three years in a glass cell, with precious little human interaction. The second hardest part about his institutionalization was the dull monotony, day after day with the same walls, the same glass. This won't be an issue here because Norfinbury is thrumming with mystery, and Hannibal relishes puzzles. He will be deeply intrigued by the unusual circumstances of Norfinbury, and find satisfaction in research and investigation. Where most people would be distressed to find their perceptions toyed with, Hannibal will see it as a challenge, a test to devise some method for knowing what is real and what is not using his considerable powers of reason and not merely his vulnerable senses. He is also fascinated with the behavior of human beings in unusual circumstances, particularly those that challenge their deeply held beliefs and their sense of self. He will delight in witnessing the reactions of others to this place, and will almost certainly play his games with them, winding them up and setting them off to see what happens.

RP Samples:

TDM Network
Action
(reply from suspended user) (Show 5 comments)
procyon_lotor: (2)

Rocket Raccoon | GotG2

[personal profile] procyon_lotor 2017-11-07 11:26 pm (UTC)(link)
Player Information

Name: Spencer
Age: Late 20s
Contact Info: PM this journal, or Plurk me [plurk.com profile] flyawayblackbird
Other Characters: N/A

Character Information

Name: 89P13 (or as he decided: Rocket)
Canon: Marvel Cinematic Universe: Guardians of the Galaxy
Age: Unknown
Gender: Male
Canon Point: Post GotG Vol. 2
Background Link: MCU Wikia
Inventory:

I'm more than happy for any (and if needed, all) of the tech items to be surprisingly non-functional upon arrival. Though, Rocket will die a little that he can't figure out why.

- 1 x Leather shirt and pants, with an opening for his tail
- 1 x Leather tool belt with an empty small pouch and no tools
- 2 x Aero-Rigs, small thick disks Rocket invented, which basically turns into an expandable jetpack that gives a user the ability to fly
- 1 x Holographic Space Suit, which encases the wearer in a hologram-like suit that protects them from the void of space, and gives limited time breathable air, a commonly used item in the Guardians universe
- 1 x Gravity Mine, another Rocket invention that pulses into the ground and disables gravity for a while (he definitely used this as a weapon to raise people up high and then let them fall to the ground)
- 1 x Emergency Shield, when activated it provides a force field around Rocket briefly, preventing him from being say, crushed by large gods and their planetary tentacles
- 1 x Sladon, which repairs metal on a molecular level, and returns it back to it's original strength and shape. Rocket used this to fix the hull of Peter Quill's ship, the Milano, and this tool definitely can't work in Snowblind, but I'd still love for him to have a useless version of it.

Personality:

"Ain't nothin' like me, 'cept me."

Rocket is bitter about too many things in his life, and it all starts with the very beginning: how he was made. The scientists who gave him self-awareness, language, and hell, even his special abilities, were looking for a shortcut — a cheap way out of a situation they didn't want to be in — and their experiments left Rocket with scars he can never be rid of, and technology inside his body that he can never rip out.

He knows that he was a means to an end. That his life meant nothing to the humans that created him, and that if he was a failure, they would have just as soon chucked him out with the rest of the garbage.

He also knows that because they were successful, he lives as an anomaly. Never in his life has Rocket seen another creature like himself, which means that he's never met anyone who could relate to anything he's gone through. No one else feels as alone, as isolated, and as completely other as Rocket does. No one except maybe Groot, Rocket's best friend, and another creature who is the last of his kind. But in Rocket's view, at least Groot had a species to belong to. Even if Rocket meets another animal that looks like himself, he knows he's been morphed into something so different that he could never be one of them.

So yeah, on the inside, he's terrified. Which means he has to hide it. To shove that feeling down and use it to protect himself. Because he's convinced that he'll never be able to belong, Rocket has spent his entire life proving that he doesn't need to belong, or more specifically, that he doesn't need anyone.

Cue: "You like a professional asshole or what"

When it comes to friends, enemies, or anyone who isn't Groot, Rocket never lets go of the name-calling, the pushing away, the doing things to sabotage his friendships. Partially, it's because he doesn't believe that anyone other than Groot could think of him as a friend, and partially it's because he's protecting himself. He needs to be the biggest jerk, the biggest gun, and the king of the hill, so that people respect him, even if they won't ever accept him.

It isn't until risking his life with the Guardians — Groot, Peter, Drax, Gamora — that Rocket finally found family, and even then, his self-sabotage didn't stop. Rocket was dishing out snide remarks, family insults, and cheap shots based on people's appearances. But in an unexpected turn of events, it was Yondu, a Centaurian he'd never cared much about, who saw right through him and told him that they were one and the same. Yondu had joined a family and betrayed them, but in the end, when Yondu died trying to make up for his mistakes, his family forgave him.

It was that moment that changed something inside Rocket, and he finally was willing to accept that people who aren't family could become family. That despite the fighting, there could be forgiveness. That despite there being things they don't like about each other, they would never give up on each other.

Now, at this particular moment in his life, Rocket has grown — but markers of his past haven't been erased. Those feelings of bitterness and aloneness will forever be a presence in his life, and in Snowblind, whether or not he can survive will be based entirely on whether he can survive himself.

(Putting suitability next since I think it flows well with the personality section.)

Suitability:

In a way, Snowblind is exactly what Rocket expects the world to be like: isolating, harsh, unpredictable. And surviving in Snowblind requires all the things Rocket hates doing: working with others, communicating, and trusting people. His natural tendency to push others away might push him deep into the isolation (and cabin fever) aspects of the game, but on the flip side, the very realness of life and death here is a fantastic opportunity for Rocket to save others, or for others to save him — an act that makes him owe someone something, which will help him build connections in the game.

His natural bitterness and brazenness won't make him shy though (Rocket's laughing at the thought), and he'll flourish in events designed to drive a wedge between characters, or cause miscommunication between them.

At the end of the day though, what I'm looking forward to playing most is the constant push and pull of complex relationships. Things aren't going to be easy in Snowblind for my triangle faced monkey, but even as the environment and his own actions drive him down to his own nadir, I hope that somehow, finally, he'll be able to pulled back from it. I hope that in addition to all the negative CR that I'm sure he'll build, a few positive ones will be able to bring him back, and to show him in a real, longstanding way, that people could genuinely care about a thing like him.

Flavor Abilities:

Since Rocket isn't human, most of his flavor abilities involve being a similar creature to a raccoon. He can run faster on all fours, has a better sense of smell, can self-groom through licking (aren't you jealous already), and has claws that dig deeper than human nails.

Separately, due to the augmentations that have been forced onto him, Rocket is able to do things that would normally be difficult for small animals, but not humans. For example, he can hold heavy objects that humans can hold, walk like a human can walk, and can take a punch as easily (or not) as a human.

One of Rocket's biggest abilities though, is his engineering talent. I'm not sure to what extent he'll be able to use those here, but I'd love for him to actually be able to make things, even if they're small.

RP Samples:

- Sample #1: Murdertexts on the TDM
- Sample #2: How in the world is Rocket bonding
alleyfights: <user name=bangparty> (8)

Steve Rogers | MCU

[personal profile] alleyfights 2017-12-01 08:40 pm (UTC)(link)
Player Information

Name: Ree
Age: 29
Contact Info: [plurk.com profile] barebone or [personal profile] tweidle
Other Characters: N/A

Character Information

Name: Steven Grant Rogers | Steve Rogers
Canon: Marvel Cinematic Universe
Age: July 4, 1918; 98 (biologically 32)
Gender: Male
Canon Point: Post Civil War
Background Link: Canon | Character

Inventory:
- brown pants
- dark blue t-shirt
- dark blue jacket
- socks and boots

Personality:
Growing up wasn't easy for someone like Steve - small and ill more often than not, but stubborn and unflagging in his beliefs. Honorable and sincere, he was quick to combat injustice and anyone that was abusing their strength or power. This often left him with cuts and bruises, but it didn't diminish his spirit - he had grit, wasn't afraid to show it either. Being selected for the Super Soldier Serum cured his ailments and made his body strong, but it didn't change who he was on the inside. He fought to earn the respect of the other soldiers during the war and didn't let the fame that came with being Captain America go to his head. He's compassionate, empathetic, and takes the weight of the world on his shoulders, whether he has to or not.

His motivations to uphold his own sense of morals and to 'do the right thing' by others aren't deterred when faced with adversity. When he dedicates himself to a cause, he does everything he can to stick to it. He's more than willing to sacrifice his own well being to help someone else and doesn't hesitate to protect the innocent. Over time, Steve is able to develop his keen sense of leadership into a role in the army and later with the Avengers, which assists him in gaining the loyalty of those he fights beside. He's selfless to a fault, has a strong sense of duty to the 'individual', and ultimately wants to do what's right - even if he has to do something that might be considered wrong to make that happen.

Steve is multi-faceted. While he does have many notable positive traits, there are aspects to his personality that aren't as pleasant or always likable. He can justify using violence and killing if it's a means to an end (preserving peace and freedom) and will do whatever it takes to keep innocent people safe. If it saves civilians, he'll take that path even if there is collateral damage.

"This job... we try to save as many people as we can. Sometimes that doesn't mean everybody, but if we can't find a way to live with that, next time maybe nobody can be saved."

This sometimes puts him in situations that lead to arguments and fighting. Steve doesn't back down and makes certain that his opinions are heard. His desire to keep free will for all motivates him to vocalize his dislike for political agendas and agencies that try to take that away. He is susceptible to emotional outbursts and aggressive actions when those he care about are in danger and sometimes craves a fight simply to keep his mind off those he's lost. Steve has weak points - people. He puts his faith in them and for the most part they haven't let him down yet, but it's where he's most likely to veer off course. He'd do anything to protect Bucky Barnes, even fight against the other Avengers who have become his friends, because he believes he's standing up for someone who didn't do anything wrong. Someone that he can't let down.

He's fiercely protective and stubborn. Incredibly polite and thoughtful. Captain America is a large part of his identity, but that's not who he is. He's Steve Rogers, a kid from Brooklyn that doesn't like bullies. He'll stand against the world for one person and won't back down from a fight. Flawed and imperfect, Steve makes mistakes, but is the kind of person who will take the time to try and make it right.

Flavor Abilities:
- extensive knowledge in melee combat
- shield mastery
- multilingualism; English and French
-pilot

the following would need to be nullified:

- enhanced physiology: peak human abilities such as formidable intelligence, strength, speed, durability, agility, stamina, dexterity and reflexes
- enhanced intelligence: leadership skills, deductive/analytical skills, and tactical genius, quickly process multiple information streams and rapidly respond to any changing tactical situation
- enhanced strength, durability, speed, stamina, agility and reflexes
- regenerative healing factor: immune to all infections, diseases and disorders, and cannot become intoxicated by alcohol, drugs, toxins, or impurities. any and all injuries will heal and regenerate rapidly and perfectly without leaving a trace of injury.

Suitability:
Getting into that funeral home is my number one goal so far. Randomly, I was reading the game information and as I was looking through the info on the map pages, I saw that area was mostly unexplored. I used it for my samples and now I want to have Steve get into things if he can. So far that's my number one setting idea. As for how he'll react to specific game aspects and themes, I'm immensely excited for the fact that he won't have any powers and will have to learn how to survive as just an average beefcake. The cold will bother him, he could get sick, tired, and can't do everything the way he would normally. This will be interesting to play with, given his need to jump in without looking.

RP Samples:
one | two

network style sample:

[Technology was a major adjustment six years ago; he'd woken up almost seven decades after crashing somewhere in the Arctic - closing his eyes in '45 only to open them again in 2012. That had taken him some time to get past. It was a big leap. Exposure to modern inventions and a society that had deep roots in the internet helped. It was keep up or get left behind.

The tablet communicators weren't so different here. All had the standard functions. He'd spent the better part of his first week here figuring out what had happened and had only just found the time to explore the device.]


My name's Steve Rogers. I'm from Brooklyn, New York.

[He's interested in some specific information or a friendly face. Doesn't have to have them both.]

I'm looking to talk to someone who's been here a while. How far has exploration of the town progressed? Past the funeral home? Shouldn't we push past the borders and find a way out?

[A pause.]

Send a message or contact me in person.

introspection sample:

UNSAFE; DO NOT STAY HERE OVERNIGHT

The funeral home was clearly marked. The sign was legible, visible even through the thin layer of ice and snow that's accumulated over the label. But when has Steve Rogers ever headed well placed advice. Only when he's not curious and suspicious. Which he happens to have both in abundance. Waking up in a strange house, locked in an empty home, was unsettling enough and everything that's happened since then did nothing to quell the uneasy feeling settled low in his gut.

He had no abilities. His size was the same, health the same, but everything else was gone. The serum hadn't suddenly stopped working, everyone that was different coming here was changed now. Powers and enhancements weakened. While it seemed impossible to take so much from so many, it wasn't. The fact that someone was able to do that didn't bother him as much as the fact that they had. Somehow, for a reason unknown, someone chose to bring them here, weaken them, and then not let them go.

That wasn't something he could abide. Hence, ignoring the sign and continuing on his search of answers or clues in each and every building he could get into.

Unfortunately, the cold bothered him. He grew tired easier and wasn't as strong as he used to be. It meant he was slow, had to be more careful than he's ever had to be. But that won't stop him. Steve has one goal and that goal needs to be completed. Find a way out. He made promises to people he intends to keep and he has friends here that want to go home. His plan isn't foolproof but it is a plan. The wood near the handle of the front door finally splinters and he tugs it open.

Well, here goes.
alivingweapon: (Default)

Gamora | MCU

[personal profile] alivingweapon 2017-12-03 04:08 am (UTC)(link)
Player Information

Name: Ophelia
Age: legal
Contact Info: journal PM
Other Characters: none

Character Information

Name: Gamora
Canon: MCU
Age: mid-twenties-ish (what are Earth years?)
Gender: female
Canon Point: a few days after Yondu’s funeral at the end of Volume 2
Background Link: [http://marvelcinematicuniverse.wikia.com/wiki/Gamora]
Inventory:
singlet top - leather, metal accents, mesh panels
jacket - leather, synthetic stretch panels, metal fastenings and accents
pants - leather, metal accents, synthetic stretch panels
belts with holsters (empty) - leather, metal
boots - leather, metal reenforced heels
arm guards - leather, metal fasteners
bra and panties - breathable alien cotton equivalent
metal stud earrings and various rings
beads and charms braided and tied into her hair
over shoulder bag - messenger backpack style
-extra shirt
-extra underwear
-med kit
-a few hundred units (currency)
-a small plastic troll doll pencil topper with green hair
-

Some items she had on her or in her bag that I’m sure she won’t be allowed to keep (more for my own recordkeeping):
Godslayer sword
handgun
ammunition
taser gun
aeropack and spacesuit of Rocket’s design
whole lot of hidden knives

Personality:

“Whatever nightmares the future holds are dreams compared to what’s behind me.”


Gamora is a survivor. In a very literal sense. She has been surgically modified and trained as a living weapon, her purpose in life after Thanos destroyed her home was never in question. She was built to be the one left standing in the aftermath of a battle. She does what she has to to stay alive, but that doesn’t mean she’s not shaken by her own past. She’s been hardened by her loss and her training, but the parts of her that are hidden are done so as a means to an end, not the goal itself. If she were a spy, someone meant to infiltrate and manipulate, it would make sense for her to bury what’s true about herself. She’s not, though. It’s not a requirement. Which leads me to believe that the reason she buried the person she was for so long is because it was too fragile to be allowed to stay exposed to the universe. The only reason to hide who you are is if it conflicts with who you have to be to survive, if it conflicts with the living weapon, with the daughter of a homicidal maniac, with a tool of destruction. We still see glimpses of who she might have been. She flinches in prison, when the other inmates are threatening her. The things said to her hurt her, even though they’re true. She doesn’t want to be what she is. It’s her motivation for betraying Ronan and Thanos. It doesn’t start as something heroic or noble, but as something much more instinctual - a desire for freedom, a desire for safety.


“I’m gonna die surrounded by the biggest idiots in the galaxy.”


Gamora’s canon appearances all take place during a relatively short period of time, and it’s a period of transition for her. Her entire life has been thrown into complete chaos and upheaval more than once. Adaptability helped her to survive, brought about new skills and coping mechanisms and strategies. She is easily confused at times, but never timid - she’s amused but not offended when Peter says her specialty is “stab stab, those are my terms,” saying that her father didn’t stress diplomacy. She doesn’t mean Thanos, clarifies this very clearly. Being tortured, and then raised by Thanos following his slaughter of her race was a much harsher upbringing than the one she would have had with her own family. Still, the fact that she not only survived it, but found a way to thrive under his thumb, speaks to a strength and resolve that was in her already.

Before escaping prison with the others, she is the last of her kind. She is alone, views herself as completely solitary, and has accepted this. Acceptance is not the same thing as approval, however. She knows her life will be lonely because there is not a single place left in the universe where she truly fits in. The heart of her emotional journey is that she has stumbled randomly onto four idiots who just happen to be messed up in ways that compliment her own problems and issues, four idiots who know what it’s like to not belong, and who are able to accept her for what she is. Even more importantly, they are able to accept what she is not, and will never be. She has been closed off for such a long time, she’d almost forgotten what it’s like to have friends and family by the time the others show up.

This results in a somewhat rocky transition period. She is slow to trust, quick to anger, and finding herself bewildered by the actions of the group and, similarly, by her reactions to them. It is difficult for her to re-learn how to be with other people, how to be part of a group. She doesn’t expect Peter’s help in prison, but she accepts it as her best means of survival. He’s a joker and she’s not used to it. Drax takes things far too seriously, Peter doesn’t seem to take things seriously at all, and Rocket is going to get them all blown up. There’s something very key in the midst of all these growing pains of new friendship. Just as important as them not ditching her, she doesn’t ditch them. She’s sarcastic and critical, calling them idiots and fools and morons, and even threatening physical violence, but she doesn’t leave them. I believe it’s because she’s beginning to foster the hope that she might have found a group of people she could belong with.


“I have lived most of my life surrounded by my enemies. I will be grateful to die among my friends.”


Peter doesn’t have to come after her in the vacuum of space, but he does. He only has one breathing mask, and he gives it to her so she can survive. Yondu picks them up, but she knows that Peter couldn’t possibly have known how close the ship was. Rocket and Groot come for them, and while their rescue plan is deeply flawed, it’s still a rescue plan. Somehow, this group of misfits she’s known for less than a week seems to care more about her than those who now call her daughter and sister. Her plan to run is not an option for her now. She will stay, she will fight, and she won’t be doing it alone. And she doesn’t. In the end, they manage to save an entire planet because they stand by one another. Literally. Sharing the burden between them, not knowing if it will work or if they’re each committing suicide by sharing the power of the Infinity Stone with Quill, they make a choice to go all in together.

After defeating Ronan, she stays with the other Guardians of the Galaxy not to be a hero, but for them, because they become her family. This is something she’s fully aware of, and even acknowledges in the moment, telling Peter that Yondu wasn’t his only family. Again, just a few months later, when Peter asks why she can’t understand that he’s finally found his family and be happy for him, she is visibly hurt, and answers: “I thought you already had.” She wants to be a better person, to atone for the horrible things that she’s done, but she doesn’t need this group to accomplish that. Her plan before them was to do it on her own. Her plan includes them now, and it’s because they’re important to her, not because they’re useful. They bicker and snipe and disagree like a family, they fight with one another because they know they will be forgiven, that they won’t be discarded just because they prove difficult to deal with. You don’t abandon family. Gamora won’t leave them, and she trusts them to not leave her, is genuinely gutted when it appears that Peter might do just that. Even then, she refuses to leave him.

Her relationship with them all even changes the way she’s able to relate to Thanos' other adopted daughter, Nebula, allowing her to open up to, and perhaps even begin to love her. Following Yondu’s funeral, she invites her sister to joins them, to help little girls like them who are in danger. She apologizes, hugs her, tells her that they will always be sisters. This is something she’s only able to open herself up to after being reminded of what it’s like to have a family, and of what it’s like when you lose one of them.

Gamora is in the process of reconnecting with her humanity. It’s buried, but not dead, and each new friendship and personal connection helps her to get closer to her full potential in that area.

Flavor Abilities:
Not really sure if this is the right place for this, but I know her cybernetic implants will not function. I would like her to keep them for purely aesthetic reasons. I assume that the metallic lines/scars on her face are part of the modifications to her skeleton and perhaps her ocular implant and neurological modifications. If possible, I would like to leave them all in her and simply have them not function for her beyond what’s possible in normal humans.

If she’s going to undergo major surgery in this game, I’d like it to be in a way where I can play out how badly it messes with her mind. XD

Suitability:
Snow Blind is a survival game, and Gamora is a survivor. If I could only use one word to describe her, that would be it, even above hero. Heroism is relatively new to her, but she has always been a survivor, a fighter, someone who refuses to stay down.

This game’s setting presents a fight for survival, puzzles to solve, people to protect (which is not a requirement, but makes it more interesting to play her in any setting). The lack of technology will grate on her, as everything about her life, including her own body, is at least partially dependent on it. I think it will be a lot of fun to test Gamora’s endurance and competency when she’s reduced to the skill levels of an unaltered human. She has only recently fully acknowledged to herself that she needs others for her emotional well-being. Piling the reality of needing others to survive physically is just going to be the icing on the cake. She’s coming off of several months of upheaval in her own canon, and being thrust into a fight for survival (something she’s familiar with) on a new planet and with new limitations (something she’s not) seems like it will be a really fun dynamic to play around with.

RP Samples:
[https://snowblindmemes.dreamwidth.org/37489.html?thread=12887665#cmt12887665]
motherserpent: (smile | pleased)

Tess | Scion/original character

[personal profile] motherserpent 2017-12-03 10:44 pm (UTC)(link)
Player Information

Name: Kathryn
Age: 30
Contact Info: [plurk.com profile] yawningdodo
Other Characters: Ecks ([personal profile] ecks) and Dr. Strange ([personal profile] thewarningafter)

Character Information

Name: Tess (formerly Tess Cauldwell)
Canon: Scion
Age: 29 (39 if you count the decade she spent frozen in time)
Gender: Female
Inventory:
  • Cool weather clothing ca2016: tank top, lightweight hoodie, jeans, leather belt, and sneakers
  • Jade stud earrings
  • 6 narrow woven/beaded bracelets in a variety of bright colors, each long enough to wrap twice around her wrist
  • Hair tie
  • Smartphone ca2015 (its battery has been left uncharged)
  • RGBV (pronounced "Roy," short for "Roy-gee-biv"), a supernatural feathered serpent known as a coatl. The species was presumably created by members of the Atzlanti pantheon, as they are not naturally occurring and are considered birthrights of the Aztec gods. Coatls are of fairly low animal intelligence (smarter than a snake but dumber than a bird) and live, hunt, and reproduce in fairly typical reptilian/avian fashion when left to their own devices. While coatls do not have wings, they are capable of flight by magical means (RGBV will be rendered unable to fly higher than a human can jump or faster than a human can run). Because the Atzlanti were blood-crazed gods who created terrible things, RGBV is a venomous snake despite also being the size of a boa constrictor (on arriving in Norfinbury, RGBV will lose his venom). Unlike a proper reptile, RGBV is endothermic, though he's not designed for the Alaskan cold and will probably spend much of his time wrapped around Tess underneath her coat.
  • A blowgun with infinitely regenerating poison darts, which was a divine birthright given to her by her father (I don't expect her to get to keep this)

Edited 2017-12-03 22:47 (UTC)
knitpick: (Default)

Rose Lalonde | Homestuck

[personal profile] knitpick 2017-12-06 06:15 pm (UTC)(link)
Player Information

Name: Kelly
Age: 25
Contact Info: [plurk.com profile] tinybro; orbynit#4811 @ discord; PM this journal
Other Characters: N/A

Character Information

Name: Rose Lalonde
Canon: Homestuck
Age: 16
Gender: Female
Canon Point: After Act 7, pre-epilogue
Background Link: MSPA Wiki
Inventory: Just her godtier outfit, consisting of an orange hooded tunic, orange leggings, and light blue ballet flats.

Personality: On the surface, it's easy to mistake Rose for a more serious or mean person than she really is. As a girl with an interest in writing, she's always eloquent and grammatically correct in all conversations, typed and spoken (especially in contrast to her friends, who are usually anything but), and she frequently plays the straight man to her friends' shenanigans. She has a tendency to pick people apart and analyze everyone to an uncomfortable level, she can be come across as extremely aloof and insincere, she's cynical and prone to passive-aggression, and her humor is often very snarky and sarcastic.

Even with all that taken into account, however, Rose is a girl who cares very deeply about her friends and family and doing what must be done. She's hard on herself when things go wrong and she takes the brunt of all problems on herself, at times to a self-sacrificing degree, such as when she tried to steal Dave's suicide mission for herself so that he could survive. Despite her sometimes stoic attitude, she's got a good sense of humor. Her banter is frequently funny in a very dry manner and she enjoys games and being silly sometimes. She's got a sharp wit and is very intelligent, particularly in fields related to her various interests - writing, reading, psychology, Lovecraftian horror, music, etc.

Typically a very composed person, Rose keeps firmly in control of herself as much as possible. She has no problem being humorous or making her distaste for certain things obvious, but she's very rarely open or loud about her feelings. It's comforting in a way for her to keep a rein on such things, particularly when the world is going to hell around her. Losing her head is deeply embarassing, even if no one would blame her for it. When she is pushed far enough to get emotional, she defaults towards anger and irritation first and can get snappish, and in the most extreme circumstances she's prone to rage more than distress. Rose likes feeling in control of things in general and prefers to do something about all problems, even if that something ends up being an ill-advised lashing out at what angered her. Only in her most helpless moments does she tend to display sadness or anxiety outwardly, when there's nothing else she can do.

Unsurprisingly for a teenager, of course, Rose is also a very flawed individual. She can be very arrogant, and her greatest mistakes and failures are often the result of her being hyper-independent and believing she can do everything herself. Her sarcastic manner and penchant for picking at people's personal issues and complexes can be rude and inconsiderate to downright hurtful. She can be spiteful to varying levels, getting into what she considered wars of passive-aggression with her mother, or tearing her planet apart for answers in reaction to learning the futility of their situation. And despite her typical cool-headedness, she can be quite reckless, particularly in conjunction with all that spite. She doesn't necessarily trust easily, but she put her faith in dark powers with the assumption that she was in control and for a time succumbed to them in a fit of rage. And at one of her lowest points, she fell into alcoholism for a time and required the intervention of friends and family to pull her out of it.

As for what motivates her, Rose is fairly pragmatic. When not being driven by rage and spite, she seemed to proceed through the game largely driven by survival and doing what needed to be done to escape their situation and create winning circumstances for themselves. She also has something of a rebellious streak, which pushes her to fight against their seemingly hopeless situation as much as it pushed her to bristle under her mother's excessive affections and interpret them as insincere. Beyond this current iteration of her, we see all this also in the versions from alternate timelines and universes - the Rose from Future Dave's timeline, for example, who helped do what she could to gain all information possible for their past selves before resigning herself to nonexistence when that timeline was erased; or the adult Rose in the alpha universe, who rebelled against Her Imperial Condescension first through subtle criticisms in her novels and eventually through outright fighting until her death at the empress' hand.

Her motivations in playing the game in the first place were likely more personal, however, as it's implied she wanted to play based on Jade's predicition that it would allow her to bring back her dead cat, who she quietly missed a lot. Rose seemed like a lonely girl once you got through all her layers of stoicism and detachment, with no mention of friends outside her little group of online friends, and likely just wanted the bit of companionship once more as much as she just wanted to play a game with her friends.

Flavor Abilities: N/A

Suitability: I believe this setting will test the development Rose has experienced over the course of canon. Her fatal flaw has always been hubris, and her greatest struggles were largely the result of fixating on problems in need of solving and stubbornly trying to handle everything on her own. She tends towards anger when upset, and pushing others away could be disastrous in this situation.

I think the mysteries of the setting along with the survival aspect of everything will very easily draw her focus and she's likely to become almost scarily intense about it. Rose has always been ready to fight the universe itself if she has to, and it could be very easy for her to fall back into old habits here, particularly given some of the exposure effects she could potentially be hit with. She'll want to dive headfirst into figuring the situation out, and she could very easily become obsessive or irritable with anyone suggesting she rein it in or that she can't handle something.

Even given the loss of all her godly powers, she'll still be distressingly prepared to take on everything and tear the town apart for answers, regardless of whether that's really the best solution. She'll have to keep her arrogance and independence in check and trust more in others if she wants to succeed here.

RP Samples:

TDM threads

additional network sample
[The tablet was doing things again. This time, it was a new application, one that seemed harmless enough at first but unsurprisingly came up with a distressing message once run. Of course.

Being told by her tablet after some kind of body scan that parasites were detected is certainly...uncomfortable. She frowns at the device in her lap, fighting the urge to squirm as if she could already feel something inside her. She couldn't, of course. It was a reaction not unlike spontaneously feeling itchy the moment someone brought up poison ivy. Whatever the tablet was detecting probably wasn't going to suddenly kill her in the next thirty seconds just because she'd read an alert about it. Better to stay calm.

She navigates her way to the network, even taking the time to quickly adjust her settings to the ridiculous font color she favors. See how calm she is? So calm.]


@tentacleTherapist:
And here I was, assuming the "DIAGNOSTICS.EXE" application that just showed up might simply run a check of the tablet's condition.
Foolish of me, of course.
When is anything here not as horrific as possible?
That said, do we have anything vaguely resembling a doctor in the house?
Proper medical care would be preferred, but I suppose I could resort to some DIY surgery if necessary.
Anything can be a surgical tool if one simply tries hard enough, and I imagine it might be less painful than whatever is going to occur when these supposed parasites "transition".
Still, a second opinion couldn't hurt.
gothamiteknight: (Default)

Bruce Wayne | DCEU

[personal profile] gothamiteknight 2017-12-07 03:42 pm (UTC)(link)
Player Information

Name: Indy
Age: 31
Contact Info: [plurk.com profile] indymica
Other Characters: Mycroft Holmes [personal profile] holmesice and Peter Quill [personal profile] zunesareawesome

Character Information

Name: Bruce Wayne
Canon: DC Extended Universe
Age: 45
Gender: Male
Canon Point: Just after the end of Justice League
Background Link: Background Here
Inventory:
1x kevlar-titanium tri-weave protective suit and combat armor, consists of three thin highly durable Titanium-kevlar bodysuit layers and an outer and thinner layer of durable and fireproof spandex. It is invulnerable to knives, and small caliber bullets and is also fireproof. (Expecting this to probably get nerfed!) This includes his cape and cowl. His cowl is equipped with a Bluetooth microphone and speaker, and an electronic voice-changer.
2x Gauntlets with sharp barbs

1x underarmor (the brand) moisture-wicking shirt
1x underarmor (the brand) moisture-wicking shorts
1x Underwear
1x Socks
1x Boots

Probably going get to most of these confiscated, but he'll also have on his person before he's taken:
1x cell phone (top of the line android phone with personal programs loaded that allow him to hook up to his computers in the 'Batcave' with more processing power, as well as a walkie-talkie and radio function.)
1x Utility Belt (pockets, all those pockets).
1x small foldable knife, with tiny scissors and nail cutter attachments.
1x small medkit with one small pack of combat gauze, gloves, 3x aspirin, a small pack of regular gauze, and one small pack of chest seal, 3x antiseptic wipes, 1x ace bandage, 1x tweezers. He's super prepared ok.
1x small flask of whiskey
6x Batarangs
1x Grapple gun--a line launching, multi-purpose, highly versatile, and handgun-like device that fires a retractable, detachable line with a mechanized, magnetic, or clawed end.
1x Respirator mask
2x Sticky bombs


Personality: Bruce Wayne watched his parents get gunned down in front of him when he was 9, by a mugger. This has become the motivation and drive in his life, it's why he does what he does. Falling into a well and becoming terrified of bats also served as an inspiration--to use fear against those that would use fear against the innocent. Bruce's main purpose in life is to make sure that no little child has to go through what he's gone through. It's an absolutely impossible task, and on some level he knows this, but this drive has turned into an obsession, and over the years the obsession has turned into something darker than vigilantism, to the point where he was branding criminals with his bat-symbol, which was the equivalent of a 'death sentence' in Gotham prison.

The death of Jason Todd at the hands of the Joker served as a tipping point for Bruce, wherein he became far more brutal and uncaring to the point where he was allowing criminals to die as a result of his actions, even if he didn't purposefully kill them on sight. Bruce has a rule against killing, to prevent himself from becoming the kind of person he fights against. But as his methods became more questionable, so had his morals. Bruce honestly enjoys causing pain to criminals, he revels in his brutal, violent methods, even though he won't admit that out loud to anyone. There's a small part of that frightened child who lost his parents in an alleyway to a criminal that's getting revenge every time.

All of this is further compounded with the arrival of Superman (or his public arrival, at least), when Bruce was on the ground during the Battle of Metropolis. He saw the human suffering first hand, saw children lose their parents firsthand, and blamed it all on Superman--an alien who he saw as a threat to all humanity. He felt so helpless standing there in the rubble, not unlike the helplessness he felt as a child in that alleyway, and Superman was the perfect target for his rage. If there was even a tiny chance that Superman may turn evil, Bruce figured he needed to be stopped before that had a chance to happen. (Though to be fair, he was being manipulated by Lex Luthor to his breaking point.) Bruce was willing to break his no-kill rule (as much as he was already breaking it with his indirect methods), feeling as if he was saving earth by doing so. Bruce is the kind of person that believes the ends justify the means, and if he has to sacrifice his own humanity to save humanity, even at the cost of his own life, he'd do so.

During his battle with Superman, Bruce is quite suddenly reminded of Superman's humanity, and when he realizes that he'd almost killed him, he stops his actions and teams up with Superman to defeat Lex. Bruce realizes he's become a villain, the kind of person he'd been stopping all these years. When Superman dies during the battle with Doomsday, Bruce blames himself, and becomes ridden with guilt.

His guilt over failing Superman and worries that something else might be coming prompts him to search for other metahumans with Diana (Wonder Woman), and thus create the beginnings of the Justice League.

He's not someone that's necessarily open to working with teams, but necessity drives him relentlessly to get them all together. If there's one thing Bruce is good at, it's being persistent and obsessive. When the team gets together and he realizes it's possible that they might be able to resurrect Superman, he immediately wants to do it, even if it's not the most ethical action--especially since they don't even know what Superman will be like if they do, or if it's even right to bring someone back from the dead even if it's to save the earth. Diana is very much against this course of action, and Bruce is cruel to her in a fit of anger. Fortunately he's also extremely prepared, as he is all the time, and has a contingency plan if it goes wrong. Which it does, but fortunately his plan works.

During the final battle with Steppenwolf, despite everything he's done, his 'new friends' still rush in and save him when he does a heroic, self-sacrificing attack. And his contingency plan succeeds when Superman comes in to save the day at the last second. He relinquishes his 'leadership' role to Superman, even though he does actually make a good general and is really quite skilled in teaching younger heroes how to handle battle, he believes Clark has the right personality to lead better than he could. He helps Ma Kent get her farm back and offers the old Wayne manor as headquarters for the league.


Flavor Abilities: None.

Suitability: Bruce Wayne has an indomitable will, and is extremely adaptable, intellegent, and clever. He's an excellent detective, is good with technology, having come up with several of his own inventions used for crime-fighting, and is used to dealing with dangerous situations and harsh conditions. He's never quite had to deal with anything exactly like this before, but after realizing his world is full of gods and monsters, he's grown somewhat accustomed to the fantastic.

Bruce is also a good leader, even when he doesn't want to be, he's a master tactician and solving puzzles would be a welcome challenge, if not only to his ego. Despite falling into more brutal methods, he's tried to become a better person, at least, and is dedicated to helping and saving innocents whenever and wherever possible.

RP Samples:
@Wayne, Video

[Normally he wouldn’t bother with video, but this may possibly be a minor emergency. If he could get ahold of any medical professionals, at least, he may need to send them something visual.

Was he worried?

A little bit. Yeah.]

Diagnostics.exe just ran on my tablet. I need to know everything about it, now.

[He doesn't care if he's being rude, this is the most efficient way of getting what he needs. He missed Alfred more than anything now. How long had it been? How long had it been since he heard his voice, snarking in an earpiece, telling him be was being foolish or did he really have to leave that man hanging by his suspenders on a twenty-story building for an entire night?]


********************


What a fun house.

He’s used to shadows, they were his home, his favorite medium in which to paint a tapestry of violence.

It seemed like today, the town wanted to do a little violent painting of its own.

Or at the very least, annoy him to no end.

He turns on a video link to his companion, of course they’d have been separated, because that’s just how things worked here. He was determined to reunite with them, however. He’d learned the true value of a team not that long ago. It was true that...partners died.

But he had to let himself work with others again. It was different now, different than before when he’d thrown himself into his work, trying to bury the pain under endless, blurred Gotham patrols, trying to keep everything at a distance. Alfred didn’t count—he was a partner in a different sense, remaining safe behind a microphone and screen.

Maybe he just liked hanging out with people that didn’t die so easily.

Of course that was really a moot point here. He turns to his video feed.

"Are you counting your steps like I told you to?"

Memories of Jason flickered across his mind. He tries to push them away, bury them like he always did. Jason was on his mind a lot more nowadays, maybe because he was just getting tired of this place, maybe because he'd seen too much here that shouldn't be possible. Dick would make a stupid quip and Bruce would have to pretend he didn't find it funny. Jason would rush into whatever danger presented itself recklessly, but he'd have a blast doing it.

He didn't want to admit he missed them. Jason's uniform was a reminder, yes, a memorial, but that was missing the person, not the friend. And Jason and Dick had been, despite themselves, his friends.

He could do with a friend here, admittedly.
Edited 2017-12-08 04:02 (UTC)
thesystemisdown: (733t3d)

Monika | Doki Doki Literature Club!

[personal profile] thesystemisdown 2017-12-07 05:01 pm (UTC)(link)
Player Information

Name: Aave
Age: 26
Contact Info: [plurk.com profile] aaveolio
Other Characters: N/A

Character Information

Name: Monika
Canon: Doki Doki Literature Club!
Age: 18
Gender: Female
Canon Point: True ending
Background Link: Monika, Story
Inventory: -School uniform
-Notebook
-A few pens

Personality: In the original script of the game, before gaining self-awareness, Monika is mostly just a generically nice character with little depth. She's sweet, mature, and always willing to help her club members. According to the player character, she's very popular and basically perfect. Her only real flaw seems to be a certain lack of assertiveness; when people fight, she's hesitant to get in the way since it might mean having to support one person over another. Despite being so supposedly perfect, she's not a particularly interesting character, with only her love of poetry as a distinguishing trait.

However, things start changing as soon as the game is actually loaded and Monika gains awareness of her existence as a fictional character. Most importantly, it's hard to care about anything when you know the world you're in is not real. She does display a rather impressive strength of will and commitment to her friends just by the fact that she manages to resist the existential dread for a while, though. Unlike Sayori, who chooses to delete the game almost instantly when she discovers the truth, Monika makes an effort to play by the game's rules and keep everything intact. This doesn't last, though; throughout the game she grows increasingly more desperate and nihilistic, eventually deciding to simply break the world that constrains her. However, as she notes at one point, it's not just the loneliness and despair of being trapped in fiction that drives her. If it was, she would have most likely just deleted herself. It's her obsession with the player that pushes her to try and reshape the game. If she'd been given the option of a romance of her own, she might not have decided to go as far as she does. Of course, while she sees her feelings as real love, she's mostly just deluding herself; she knows practically nothing about the player and has no way of finding out. She's simply convincing herself that the relationship is possible because the alternative is just more crushing loneliness.

Even though she does terrible things to the other characters, altering them into madness and eventually deleting them, it's not out of resentment or dislike for them. She's fond of her friends and even expresses some regret over her treatment of them, but does not consider her actions wrong in any way since they're just fictional characters. In contrast, she doubts she'd ever be able to kill a real human being. Considering her tendencies for extreme pragmatism, though, it's possible she might find herself capable of it if she was in a desperate enough situation. Perhaps not for the sake of her own survival, as that's not necessarily her highest priority, but to save someone she cares about or for what she sees as the greater good? It could happen.

Coming into Snowblind, she'll have a few issues to deal with. She'll no longer have full awareness of her fictional status, but that doesn't mean she'll be sure what's happening to her is real. While she'll at least make an attempt to maintain her usual friendly and cheerful disposition, there will also be a certain element of caution to her interactions. Last time, she got badly hurt after forming close bonds with people who turned out to be either game characters or in a reality completely out of her reach. It will take some doing to get past that.

Flavor Abilities: None!

Suitability: Monika doesn't exactly have any survival skills useful for life in Norfinbury, being a relatively normal high school girl. However, she's smart and quick to adapt, so she shouldn't have any massive troubles with basic survival.

As described in the personality section, she'll have some issues with uncertainty about the reality of everything, which won't be helped by the various events going on. On the other hand, her previous experiences with weirdness and horrible shit will make it easier for her to adapt to some things.

RP Samples:
Network
[The view opens to Monika waving at the camera in a location some viewers might recognise from past network videos.]

Hi, everyone! Things have been a little grim lately, so I thought I'd provide a bit of entertainment.

[As she sets the tablet down, it becomes clear that she is indeed in the house with the piano, seated by the instrument. She starts playing, and though it's easy to tell that she's inexperienced there's a lot of emotion to her performance.

Once the song finishes, she offers the camera a somewhat embarrassed grin.
]

Sorry, I know I'm not very good yet. To be honest, I just wanted to share that song since it's my own composition. What do you think?

Log
[The clothing store she's stumbled into isn't useful at all in a practical sense. The sun dresses and swimsuits are hardly appropriate for the weather, nor would they be much use even as blankets. Nonetheless, Monika lingers here, picking up articles of clothing and sighing before putting them down.

It would be so nice to wear something like this. She never got to, back home - there were no scenes where she wore anything but the same old school uniform. She's still wearing the jacket under her coat now. Even though she's switched out the skirt for a pair of pants, it still doesn't feel like she's getting to wear what she wants. Having her choices made by the climate rather than strings of code isn't all that different in the long run.

Assuming it's not all code anyway, that is. She's not convinced she hasn't just moved to a different game somehow. It's not like she has any way of knowing.

After taking one more longing look at the shelves, she shakes her head in an attempt to dispel the gloomy thoughts. Real or not, there's still hours left in the day. It's time to move on to the next building.
]
fiftheclipse: (☆@⌂@)

Junpei | Zero Escape

[personal profile] fiftheclipse 2018-01-06 03:51 pm (UTC)(link)
I started this thinking I should make it spoiler-free way before finding out the ZE players are the mods so this entire thing probably sounds terrible. but. uh. Here goes!

Player Information

Name: Omega
Age: 28
Contact Info: Here, here, or osoroshia#9810 on discord
Other Characters: N/A

Character Information

Name: Junpei
Canon: Zero Escape
Age: 22
Gender: Male
Canon Point: Zero Time Dilemma. Shortly after AB Game. (Flowchart!)
His most recent memory would be preparing to let his body die to a rain of bullets, but expecting to find himself in the shelter's lounge rather than here.
Background Link: Spoilers everywhere!
Inventory:
Whatever he may have brought to Dcom was already taken away for the Decision Game, so he'll only bring what he was wearing. Dressed in plain black, he has a v-neck t-shirt, jeans and a belt, sneakers, and a metal bracelet that seems to function as a watch, save for the inabilty to change the set time. There is, however, also a rather important ring in one of his pockets...
(Or maybe whoever brought him here was nice? He does terribly with cold temperatures, so could benefit quite a lot from finding his leather jacket returned to him.)

Personality:
Ever since he was young, Junpei was friendly, confident, and courageous, always putting others first. It was clear even from elementary school. When a classmate was often alone and crying, when every other child avoided her, he was the one who made a point of befriending her and cheering her up. When a group of older children were torturing a kitten, he was the one who ran in to try to fight them off with no concern for his own safety. It didn't matter to him that he lost, horribly. It only mattered that he was doing his best to help.

His desire to focus on others wasn't always the smartest choice as a child, but it was so important to who he was that he never thought to change as he grew up, either. Years of obediently basing his actions around what others expected of him-- completing assignments only to please his teachers, finding a part time job only to please his parents-- left him completely unsure of what he wanted to do. He'd reached a point in his life where he had no interest in the world at all.

Until, one year ago, everything changed.

After living a life with no hardships, no excitement, the danger he soon had to face once he found himself thrown into the Nonary Game brought him back into action. Under pressure, and reunited with the girl from his childhood-- Akane--, Junpei's personality and motivations finally show through.


Seeing any loss of control as a threat, Junpei won't back down from challenges. If an idea isn't fair to everyone involved? He'll be the one to insist there has to be another way. If others can't come to an agreement? He'll be the one to step in and try taking the lead. If he can tell someone has ill intentions, he'll be the one to expose them. But while he does want things to always be "fair", he doesn't necessarily care if they're "right." Tricks and manipulation seem like perfectly reasonable methods, when they can get him what he wants or needs. To an extent, he enjoys conflict-- arguments are fun, rather than draining-- even if he won't intentionally seek it out.

Of course the idea of a challenge applies in the most direct sense, as well. He'll quite readily take over any task someone else seems to be stuck on-- regardless of whether he's actually any better at it. At times he may even be too stubborn to understand some efforts are no use. Trapped in a locked room, for example, he'll continue pounding at the door for someone to answer, even after his fists begin to bleed. The way he seems to see it, is as long as there's a sliver of hope in whatever he's doing, he has no other choice but to keep at it, and encourage others to do the same.

In part, the attitude's because he wants to be seen as tough and cool. Yet his tender side will always be noticeable as everything he does continues to be for the sake of others.

Still, that doesn't mean he's all action, either. Without an immediate goal, he's lazy. Easily sidetracked. He may find himself idly playing with nearby objects instead of paying attention, or joking to avoid the seriousness of a conversation. Along those lines, he tends to talk to himself quite often-- regardless of whether he's alone. Given that, it's questionable whether he's actually aware that he's speaking out loud, most of the time.

Junpei does have some level of greed to counteract all that selflessness, as well. He tends to take more than his share of food if given the opportunity.1 When it comes to hobbies, collecting appears to be one of them, ranging from trading cards as a child, to shoes more recently.2 Most worrisome, however, is that this greed can apply to people, as well. He can become too attached. Perhaps not in the usual sense, but there's a determination. A possessiveness. An obsession that makes him willing to take things to the furthest extremes.

And throughout only that one day, Akane brought it out in him. When she left, he finally made up his mind: The only thing he wanted to do with his life was see her again.

He didn't hesitate to drop out of college and quit his job to free up his time. He went to a small detective firm for help in finding her. He ended up working with them in order to stay close. But the cases he ended up with were more than he was prepared to handle.

Now after spending the past year being exposed to just how terrible people can be, witnessing things from murders to human organ trafficking, and losing the lives of both friends and strangers alike, Junpei has lost quite a lot of that hope that he used to have. But he can't just give up. It isn't an option. Not for someone like him. So he's turned to alcohol to help, instead-- drinking himself to sleep each night in an effort to forget the horrors that greet him each day.

He's tried to close himself off. Denying his emotions, his kindness, and his need to protect others, in an effort to finally protect himself-- his innocence-- from the rest of the world. He comes off as harsh. Judgmental. Sarcastic. His jokes no longer lighten the mood, but make those around him uncomfortable. But that's how he wants it to be. Because if he can force himself to stop caring, if he can stop "playing the hero" like before, maybe he won't have to acknowledge the truth: That he can't protect everyone.


1This might be a misinterpretation on my part. Akane notes that Junpei used to take other students' lunches for himself. There's no indication of whether it was just because he could, or if, financially, he may have felt he had to. I want to assume the former. (Which, you know, adds an extra struggle to a survival situation if he's just plain terrible at the concept of rationing.)
2Claimed here, though lacks a source.


Flavor Abilities:
Extremely fast and skilled at solving Rubik's Cubes.
More seriously, Junpei is an esper, having a psychic ability similar to telepathy. However, he's not completely aware of how to make it work on his own. He would absolutely not be able to read minds at will, but if another character had similar abilities, he would be much easier to connect with than a non-psychic.
He has also just discovered he can send his consciousness back and forth in time, when faced with near-death. While he wouldn't be able to bring this ability along with him, the setting of the game may cause him to think that he's done it, rather than understand any deaths were real.

Suitability:
Junpei's life is already filled with so much horror-- from seeing others die horrible deaths, to being aware that he's subjected alternate versions of himself to exactly the same thing-- that running into even more isn't that out of the ordinary.
This is a character that was made to suffer, and this game provides a setting that will draw out exactly that response. Isolation harms him. Seeing others suffer does, as well. He desperately needs to connect to other people. And while he may no longer easily admit it, he needs the security of trying to keep them safe.
It's also become second-nature for him, by now, to make a point of searching for clues in any unfamiliar place, both due to being forced through so many escape rooms, and from his experience working as a detective. This may aid in driving him to want to solve what's going on.


RP Samples:
[Network] [Action]
[Bonus samples idek]



((ETA: I'm also realizing in hindsight that trying to hold off on spoilers was extra stupid, because between his being Japanese, and his not trusting everyone 100% from the get go, he's probably going to introduce himself by his last name anyway. So. I guess it won't be a secret for too long.))
Edited 2018-01-07 14:18 (UTC)
rattlingthestars: (Default)

Billy Kaplan | Marvel Comics | Reserved

[personal profile] rattlingthestars 2018-02-01 05:16 am (UTC)(link)
Player Information

Name: Banah
Age: 28
Contact Info: PM or [plurk.com profile] lilpocketinja
Other Characters: Jim Hawkins

Character Information

Name: Billy Kaplan
Canon: Marvel Comics
Age: Early 20s
Gender: Male
Canon Point: New Avengers (2015) #18
Background Link: here
Inventory:
-Superhero costume consisting of a black star-patterned body suit with built-in boots and gloves [ Image. ] - Note: Vanitas has the cape he originally apped in with, so no cape.
-cellphone (nonfunctioning)
-wallet & contents (petty cash, debit card, new york state ID card)
Edited 2018-02-01 05:16 (UTC)
notaquaman: (pic#10053210)

Nathan Young | Misfits | Reserved

[personal profile] notaquaman 2018-02-01 05:29 am (UTC)(link)
Player Information

Name: Danielle
Age: 25
Contact Info: [plurk.com profile] ddsapphire
Other Characters: Quark ([personal profile] averytinyparticle) and Ginger Hale ([personal profile] lacecase)

Character Information

Name: Nathan Young
Canon: Misfits
Age: 21
Gender: Male
Canon Point: Series 2, Episode 6, before Nathan's subjected to permanent brain damage and before Curtis rewinds time and saves them all. He'd just killed himself on live television ("Oops, there go my brains!") and regenerated, only to run into Kelly--or, more accurately, Kelly's ghost. After she informed him that Brian, the lactokinetic, had killed her in a rage of superpower-related envy, and that he was holding Alisha hostage, but before he left to try and save her.
Background Link: here
Inventory: The clothes on his back (jeans, t-shirt, hoodie, socks, shoes, boxers), an outdated flip-phone.

Personality: Nathan's been called many things and all of these things summarize his personality with neat, tight efficiency. These include, but are not limited to: prick, annoying cunt, dickhead, wanker, pervert, and ASBO shithead. Nathan prefers to think of himself as beautiful, clever, and gracefully tall...but this is partially due to the fact that he's a full-blown deluded narcissist. When Nathan comments on how superior he is to those around him, he's hardly joking. Sometimes Nathan can almost seem oddly charming in his egotistical snark due to the playful nature in which he makes such statements. Most of the time he isn't playing at all. Most of the time he's honestly just a dick. When he's not just being a dick, he likely still sounds like he's being a dick because he really doesn't know how else to express himself. Those two attitudes generally blend together.

Clearly since Nathan's the best, most handsome individual in all of England if not all of the world, there's no real need to sugarcoat anything. Honestly, he means his best (generally) and doesn't (generally) set out with the specific intent to bully others. But, well, he does. For all of the first series and the beginning of the second, Nathan speaks to Simon in a way that can't even remotely be mistaken for friendly. He belittles and torments his fellow community service worker to the point where Simon eventually snaps at him, angry that he was being treated the way he was when he "only wanted to be friends". Nathan, startled, admits that he couldn't even remember calling Simon half the names he had, and replies with an amicable "Yeah, sure, man." The better he likes a person, the easier it is to tell when he's not trying to be hurtful and only trying to be funny, but that hardly makes him less insensitive. At the end of the first series, when Kelly's been brainwashed into being an upstanding citizen, he admits his sincere feelings for her, yet that doesn't stop him from throwing in comments that could also be taken as an insult.

Similarly, given the opportunity, Nathan will always make a wise crack. Preferably at the expense of someone other than himself. He can almost always find an opportunity. And, partially because his brain doesn't seem to be totally functioning, he often does this regardless of the consequences. He never would have gotten community service if he had stopped to think "maybe I shouldn't call this security guard a chick with a dick". Granted, achieving (or rather becoming aware of) his power of immortality only served to make Nathan less cautious, knowing he has little to fear from consequences. At one point he even taunts a gang, risking getting beaten or even murdered in order to steal back his brother's car. At the same time, despite proving that he's a reckless youth and far too witty for his own good, the stunt also proves how much his family means to him. He hides his affection beneath layers of egotism and nonchalance, but despite never having known his younger brother and despite knowing that the boy's existence was proof of his father's infidelity, he embraced Jaime with open arms. He protected him and mourned his later death. Nathan drives away his mother's boyfriends, but does so out of concern for her, wanting her to live the best life that she can--with someone she deserves and who makes her happy. When he realizes that she truly is in love with the man she's currently living with, he backs off. Even his father, who he can hardly stand to look at, wouldn't have such an effect on him if the man didn't heavily affect the way he lives his life. And ultimately, he does decide to give the man a second chance and try to be on better terms with him.

Nathan's situation with his parents is delicate at best, complicated as a rule, and a source of constant antagonism at worst. As a child, he experienced a growing disconnect with his father that exploded into full blown war when his parents separated. Nathan juggled the acts of berating his father at every attempt the man made to stay involved in his life (Nathan insists over breakfast with his father that he left him stranded at an IKEA on his eighth birthday, only for him to be picked up by a shady character who bought him Swedish meatballs--a story which his father denies memory of) with chasing off any and every suitor that came to court his mother. Once, he even claimed that one of them had displayed pedophilic tendencies (when confronted about the lie in comparison to accusations against her current boyfriend, Nathan quickly tells his mother "this is different: this time it's true."). When caught by security for petty theft and damage done at a bowling rink, faced with being arrested or calling his father to pay the charges, Nathan chose to be arrested. A great portion of his snark and attitude can be attributed to lasting effects from perceived wrongs and neglect from his father. With a father who abandoned him and a mother who kicked him out and left him homeless, the last line of defense Nathan has is overconfidence. If nobody believes he's bothered by the trouble he has on the home front, it can't be used against him. In that regard, it simply ceases to be a problem.

Despite his faults, his attitude, and his overall hedonistic view on life, Nathan isn't the sort of person who would rather let other people act while he hides. Sometimes he does need a gentle prod (read: kick in the pants or slap on the head) to get his feet moving, but whenever there's a tough situation, despite how big of a coward he definitely is, Nathan always does what he can do correct the situation. Granted, this isn't always done in a gentle, considerate, or even logical sort of way, but he does try. In the several instances throughout the show that any of his friends have faced death or injury, he's always rushed in to do what he can. When everyone's brainwashd into being prudish, he goes undercover to try and save them. When they're all being held hostage by the man who believes he's living in a video game, he (reluctantly) agrees to face being murdered by a chainsaw, knowing that no matter what pain he experiences he'll be able to come back where they won't. When Kelly's ghost tells him what happened to her, he goes to confront her killer directly. Nathan may not be particularly bright, or particularly brave, but when he finds himself in the middle of a problem he faces it even when he's scared and even when he desperately doesn't want to.

Flavor Abilities: None. Unless you'd count a distinct tingling sensation in his anus that occurs when ghosts are nearby (I wouldn't either).

Suitability: Despite Nathan having no particular skills that would come in handy in order to survive, he has plenty of experience surviving on his own with few resources. Well, more or less. Having been kicked out of the house by his mother on the series pilot, he spends most of his time stealing food and other necessities from the community center in which he sleeps. Foraging around like a small animal and making strange use of anything he can find, as well as going ungodly amounts of time without bathing or changing his clothing, is all pretty run-of-the-mill behavior. He'd also be really excited about being able to communicate (read: harass) with people over the Network. He's a chatterbox, but at the same time horrible at interacting with people in person without generally winding up with a physical injury. It's the best of both worlds! It'll also be interesting for him to find out that everyone there effectively has his "power" of regeneration, and suddenly not being a special consequences-don't-matter snowflake.

RP Samples: Network Post from in-game, Another Network Post from in-game

((This is a re-app! Nathan would be returning from where he died in Norfinbury!))

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