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

Application

Application

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

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

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

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

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itsasteamroller: (pic#9202851)

Dio Brando | JoJo's Bizarre Adventure | reserved

[personal profile] itsasteamroller 2015-07-02 06:18 am (UTC)(link)
Player Information

Name: Andy
Age: 29
Contact Info: [plurk.com profile] BaDandy | alternianfool@aim.com | wingedhobo@skype
Other Characters: None yet.
itsasteamroller: (pic#9202862)

Re: Dio Brando | JoJo's Bizarre Adventure | reserved

[personal profile] itsasteamroller 2015-07-02 06:19 am (UTC)(link)
Character Information

Name: Smug Bananaman Literally Worse Than Hitler Dio Brando
Canon: JoJo's Bizarre Adventure
Age: 120
Gender: Male
Canon Point: A little bit before Vanilla Ice goes to fight Avdol, Polnareff, and Iggy. I'm really glad that this is a sentence I can actually type.
Background Link: Here you go!
Inventory: -Some clothes that are either hilariously ill-suited for cold weather, look like the end result of raiding a Hot Topic store, or both except for maybe his cape.

-The gaudiest jewelry known to man, but just what he's wearing (two golden earrings, a few rings, and bracers)

Personality: Hirohiko Araki is really interested in serial killers. In an interview, he talks a bit about reading about an American serial killer, who's name is omitted from the interview. The killer would trap people in his basement, all in one room. He would then go into the room, take one person at a time, leave, and then kill them, which confused Araki at first. It's several people in one room and apparently none of them were physically bound. They could probably overpower the killer pretty easily if they worked together and rushed him. Why were they acting like that? Why did they just sit there and accept their fates? It was later that Araki realized that the killer had complete control over them in different mundane ways and he did research on how one could possibly do that. The ultimate villain would not only have to be powerful, but be able to exert control over whatever, and whoever he wanted. Who could possibly beat a villain like that?

That was the first inspiration for him, Dio. The second was the thought, "What would happen if someone had unlimited ambition, but nothing holding them back? How far would they go? How powerful would they become?" Those questions are answered through the course of the series, from parts one through six, and the answer to them is "He and his priest boyfriend reset the entire universe."

Keep in mind that Dio, like Jonathan, is less of an actual character and more of an archetype. While Jonathan is mainly virtuous, innocent, and a symbol for good, Dio is referred to as "the embodiment of all evil", "the worst man in the world", and indulges in all of the seven deadly sins except for maybe sloth. He is megalomaniacal, manipulative, a sadist, and a sociopath. But, that admittedly describes a lot of villains. Let's look at Dio bit by bit over the course of the series, as he does go through a significant amount of character development.

In the beginning, while he was human, Dio never actually saw himself as evil. Which is odd, given all of the horrible things he's done just as a human but hey, never underestimate Dio's ability to construct an elaborate narrative about how he's always justified in anything he does forever. The main seed of Dio's motivations is to have control over his own life. This isn't any different from any other JoJo antagonist, but Dio's need for that extends to controlling others, whether it's how they view or treat him, if they live or die, or if they serve him if he finds them useful. Why this is becomes pretty clear when you look at his childhood; growing up in a household with an abusive alcoholic dad and losing probably the only pillar of love and stability he's ever had (his mother) is chaotic and confusing at best. You mess up? Get yelled at and have shit thrown at you. You do good? Get yelled at and hit because he thinks you did something wrong. Dinner's not ready because father's asleep in a drunken stupor. You want to go to school and are ignored. Why don't you sell your mother's dress for booze money? He doesn't need a dead bitch's old clothes.

That was when Dio, only twelve years old, decided that Dario had to die. Not only did Dario have to die, but Dio had to be the one to kill him. It was the only way to take control of his life, and not only would he kill him, but he would send him to hell, and he would do it so he wouldn't get caught. And even though he was more angry about what Dario did to his mother than to him, his mother was used as justification to kill another human being. Years later, after Jonathan finds out about this and suspects Dio did the same thing to his own father, Dio goes on a nightly drinking binge, worried about whether or not Jonathan's going to come back with the antidote to the poison he's been using and blames his emotions running wild on JoJo. The audience knows that no, it's not JoJo's fault, it's Dio's for being a shithead. And again, when confronted by the police later on, he chooses to become a vampire instead of going to jail, even though he was a law student and could reasonably think of a way to get out of jail early. A century later, he mentions to someone that he knows the pain they're going through because he can't go out in the sunlight. While that's probably sincere (in Part 6, he's revived as a plant creature and a Joestar, if that tells you anything), not being able to see the sun again is his own fault, but in his mind he had no choice. The end goal of gaining control of your own life is complete freedom, and in Dio's mind he is a constant victim of circumstance, even though Fate would smile upon him if he stopped being such a shithead.

In another interview, Araki said that Dio is incapable of loving another person because he's that self-centered, and this would mean any kind of love, whether it's romantic, platonic, familial or otherwise. So, while Dio very much felt affection for his mother and a few other characters, it becomes twisted into coveting. He covets what's left of her, he ends up coveting Jonathan and his body when he realizes that Jonathan can become powerful enough to incapacitate him, and the few times he's shown complete and unconditional love he becomes suspicious and thinks there's some kind of trick afoot. He thought Jonathan's father was taking him in as a charity case, he thought Jonathan being nice to him when they met was a passive aggressive attempt at showing how he's a superior rich kid, and while years later he now understands that most people just want to be genuinely nice, he still shows confusion and paranoia if someone shows him unconditional love, thinking about the potential of being betrayed. He understands that most people wouldn't actually do that, but it's implied in this scene that he just thinks most humans don't want to feel bad for their actions and doesn't take the next step of "why those actions would give someone peace of mind." Since Dio sees morality as arbitrary rules that hold humans back and considering how self-centered he is, he can't really fathom that most people would rather choose being good or decent anyway, even without strict moral guidelines. He can try to love but his general attitude gets in the way of forming any meaningful relationships.

Even though Dio constantly shows that he makes terrible decisions at all times, it's still hard not to blame him for choosing to become a vampire if you view is as a form of extreme escapism. Dio was a man who had a lot of self-hatred, which centered around how he had his real father's "blood in his veins." They're a lot alike; they make their main living off of taking things from others, they both have uncontrollable tempers and Dio sees that as a weakness, and Dio picked up his father's alcoholism. He never even talked talked about his real father, much less the abuse he suffered, when he was a regular human, as he wanted to put his past growing up in poverty behind him and he didn't want anyone to give him any sympathy...unless he can use that sympathy as manipulation, but anyway, when you're a vampire, none of that matters. Alcoholism is a moot point, being angry and violent is just fine because no one else can fight back, and you're pretty much filling yourself with other people's blood all the time. Dario Brando? Who's that, and more importantly, who cares? It's a sort of rebirth and Dio very much treats it that way. Distancing himself from his birth family continues after he decides to steal Jonathan's body when he realizes that neither of them would be the way they are if it weren't for each other and Fate obviously brought them together to make two in one which is, first of all, as close to real confession of love as he's going to get and second, it's a major marker on his road to character development but I'll get to that in the next paragraph. The point here is, over the course of the series he becomes less "Brando" and more "Joestar", first being accepted into the family and planning on becoming the sole inheritor of the estate, then taking Jonathan's body, then draining Joseph's and becoming "high" off of it (super energized and really, really happy), and then being revived from the dead in a new form...that has the Joestar birth mark, and being completely fixated on the protagonist's own birthmark despite having no other memories. Dio is completely fixated on the Joestar family and views them as his only obstacles to ruling the world, but at the same time might be subconsciously wanting to be one.

I mentioned his character development path before, and the thing that needs to be understood is that Dio does mature over the course of the story, but he's Dio so he takes the wrong things from lessons he's supposed to learn. When Jonathan first kicks the shit out of him, Dio comes to the conclusion that "the more you beat him, the strong he gets." It isn't wrong, that's actually one of the main features of the Joestar family, but the reason Jonathan finally snapped was because Dio sexually assaulted his girlfriend Erina. When he's confronted by Jonanthan and the police about poisoning George Joestar, Dio tries to justify himself by saying that anyone would have thought to do that with his background, but Jonathan's new friend Speedwagon calls him out because he also grew up in poverty but understands and appreciates the kindness of strangers when he sees it and insists that Dio was born bad. Whether or not that's true isn't the point; what matters is that Dio is forced to stop lying and can either face the consequences of his actions or not. Instead of entertaining the thought that there's something wrong with him, Dio concludes that being evil seems like the way to go and uses the stone mask to become a vampire, fully embracing how evil he can be with his new powers. Much later, Jonathan masters the art of the Ripple (sunlight martial arts) and manages to destroy Dio's body, leaving only his severed head. At this point, the average person might think, "I might have deserved that. Maybe I should stop being such a shithead." Not Dio, because this was the point where he realized that he really respected Jonathan. There was probably a slow build to this in his mind, and it sort of shows when he makes up excuses about why he didn't just kill Jonathan himself and let his zombies do it instead. "It would be weird," or "We grew up in the same house," "It wouldn't be any fun," and he probably liked the attention that having a nemesis gave him, not to mention that during their fights he kept complimenting Jonathan on his strength when he felt he deserved it. So, as a severed head who couldn't do much, Dio looked back on his relationship with Jonathan and realized something magical. That there's a force out there, much like gravity, that draws certain people together, and that happened with him and Jonathan. And their meeting changed each other irrevocably, and neither of them would be the same without each other. For someone who's incredibly self-centered and seems to be vaguely agnostic, coming to the conclusion "GOD EXISTS AND HE USED FATE TO BRING US TOGETHER AND CHANGE EACH OTHER'S LIVES" is a pretty big deal and even if it's still kind of self-centered (of course God decided you were important enough to meddle with your fate. Of course He did, Dio. Wow.) it does sound pretty idealistic, if not outright romantic. And then Dio took the next step of "I NEED TO TAKE THE BODY OF THE ONLY MAN I RESPECT AND LIVE GORGEOUSLY FOREVER!" because of course he did. And of course he managed to kill Jonathan, but not before Jonathan did his best to make the ship they were on sink so it would never make it to America, so...Dio ended up in a coffin at the bottom of the Atlantic for almost a century.

It's incredible that Dio managed to stay relatively sane after a long period of forced isolation from anything mentally stimulating, but if there's one good thing you can say about him, he has the iron will of most Shounen protagonists. No matter what, he will find a way to continue to live and when he was released from his hellish imprisonment by some hapless treasure hunters, he seemed to have adjusted to life in the 1980s quite nicely. However, after this is when Dio exhibits the most change. Before, he was only concerned with attaining wealth or power or whatever would let him feel like he was in control. Now he appears to be more introspective and philosophical, usually using others as a sounding board for what his goals should be and to talk about the nature of happiness or fate, not to mention not getting as easily mad as he used to because things could always be worse. He now uses the wealth he's gathered over time as a means to an end for something much bigger. Dio is even more self-aware, telling his closest friend that he knows full well that gaining wealth or physical capabilities or even his Stand didn't actually make him happy, and the entire reason he needed to find a close friend in the first place is because Dio understands that he's fucked up and needs someone to reign him back in when he "veers off track." But once again, this is Dio, and the idea of just changing himself for the better, or realizing that the nice and calm feelings he gets when he's around someone he really likes would be enough to make him feel happy never crosses his mind. Instead, he concentrates on a plan that he can put into motion once he gets rid of all the Joestars, and that's to obtain "Heaven". Not the kind with the fluffy clouds and angels and shit, it's just his way of saying "I'm going to make a stand that lets me control Fate." Dio only thinks he can be happy when Fate itself is in his complete control but, since his Stand's tarot arcana is The World, and the antagonists usually demonstrate their arcana reversed, Dio will never know completeness or actual happiness because he's looking in the wrong place for it. It never occurs to him that friendship and camaraderie should be enough because he thinks people look for those things just for the sake of peace of mind, which is exactly what he's doing when he talks about how living means to conquer fear. While that's also the goal of every human, it's ignoring the lessons of William Antonio Zeppeli when he talks about courage. Everyone experiences fear, and it's a completely natural feeling. But fear is also needed to experience courage and to do truly courageous things. Dio implies in his writings that he has yet to find this courage because he needs it for his plan, as it would require destroying his stand and he'd have to die temporarily.
Edited 2015-07-02 06:20 (UTC)

(no subject)

[personal profile] itsasteamroller - 2015-07-04 01:19 (UTC) - Expand
lythdan: (this would be better with coffee)

Franziska von Karma | Ace Attorney | reserved

[personal profile] lythdan 2015-07-02 12:03 pm (UTC)(link)
Player Information

Name: Tash
Age: 22
Contact Info: [personal profile] lythdan / [plurk.com profile] lythdan
Other Characters: n/a

Character Information

Name: Franziska von Karma
Canon: Ace Attorney
Age: 19
Gender: Female
Canon Point: The end of Ace Attorney Investigations: Miles Edgeworth
Background Link: Up to but not including 'the black market auction'.
Inventory:

- The clothes on her back, which consists of her professional attire: a vest, a dress shirt with some seriously puffy sleeves, a short black skirt, black tights, black gloves, kitten-heeled boots, earrings, and a bow with a brooch pinned upon it.

- Her cell phone (a model which is typical of mid 00's camera phones)

- Her wallet, carrying currency from several different currencies, her cards and ID

- Her prosecutor's badge, proof of her profession, always kept in her pocket.

Personality:

i) “The von Karma creed is 'to be perfect in every way!'”


First and foremost, Franziska von Karma would define herself as a perfectionist. This can be attributed to the environment in which she was raised; indeed, her father, who was also her mentor in the study of law, was not the type of man who would accept any sort of failure in his proteges. As a child, she developed an intense work ethic to fundamentally gain his attention. This was also evident in Franziska's relationship with her father's ward, Miles Edgeworth, who she grew to see as something akin to a brother (a little brother, as she constantly reminded everyone), and more importantly, a rival. Miles was someone whom she could measure her abilities against – with a father who expected perfection as a default, how could she be one step ahead? How could she prove herself to be better if she did not have someone to compete against? She was determined to prove herself better than Miles Edgeworth so that she would gain the approval she so desperately desired, and perhaps, actually be happy … if she managed to succeed in making her somewhat emotionally distant father proud of her.

Her determination and tenacity certainly paid off, and she was instated as a prosecutor in her homeland Germany at the young age of thirteen (Europe, it's progressive). A feat that any father should be proud of, to be sure, but Franziska von Karma was also inherently the type of person who always strove to be the very best. For this pursuit, she publicly dismissed anything that was not directly related to her profession as foolish and a waste of her time. Her results were, of course, nothing less than perfect, and she maintained a record of flawless victories (guilty verdicts) for the first five years of her career.

While an outside observer might think that Manfred von Karma pushed his prodigiously intelligent daughter as hard as he could so that she could be a young overachiever, the pressure that Franziska felt herself under throughout her childhood and adolescence was more passive than active. To her, it felt as though that no matter what she did, her father cared less about the achievements of his own daughter than those of Miles Edgeworth. Despite her brilliance, despite all that she had achieved, becoming one of the youngest prosecuting attorneys in the world, Franziska von Karma had always felt a little... inadequate.

She tried her best not to let it show, of course.

ii)But me... I'm no genius. I've always known that.”

Her father had taught Franziska the rules of the courtroom, had taught her what she had to do to ensure that she would not expose any weaknesses that could possibly taken advantage of. Although she copied most of his mannerisms: the casual conceit, intimidation and devious tactics that had made her father the man he was, Franziska was not so well practiced as her father and lost her cool far more easily than he did, frequently slipping into bouts of rage when things didn't go her way. The whip that she carried with her was a manifestation of this; she frequently lashed out (quite literally) at people who dared oppose her, or just out of sheer frustration. When she suffered her first defeat soon after her arrival in America, she whipped the opposing defense attorney unconscious. The whip was a safety blanket of sorts, although not many people would dare say that to her face. It was what allowed her to attack people first before they could get under her skin, and if they somehow managed to do that anyway, it allowed her to fight back. It allowed her to maintain control, something which she knew was essential to being perfect, something which she wanted more than anything. Yet, sometimes if the source of Franziska's ire was intimidating, or indeed capable of continuing the battle in return, Franziska would frequently choose a different target - one who was more indulgent of her violent tendencies, or more reluctant to speak out. She also had a well-engrained habit of not taking responsibility for her failures, and attributed fault to any other available party. Or even no other party; to this day she would straight-face claim to people who would know that it was a blatant lie, that she had 'never lost a single case', as she had done so soon after arriving in America.

Thus, despite her desperate desire to prove her perfect persona to her father, her family, the world, Franziska knew that it was always very close to falling apart, and that she wasn't quite as capable as her father was.

Even after her father was incarcerated, during the winter she was seventeen, Franziska still used him as a standard to measure her life against. A year later after a string of embarrassing failures, she tearfully admitted to Miles Edgeworth (the person who understands her the most, although you would never hear her say it) that she would never be a genius like her father. Manfred von Karma had been the man who Franziska had built her life around, and even once he had been removed from her life she still felt the desperate need to prove her worth to him. But after slowly coming to terms with the fact that he had not been half the man he had claimed to be, and that perhaps the thing she had been striving for her entire life (her father's love) was unattainable, she slowly stopped blaming Edgeworth for everything that had been inadequate about her relationship with her father (although she certainly kept him around as a rival)....

... and thus, Franziska started to turn her own life around.

iii) “Legends are a thing of the past. I am a von Karma. That is all."

It was a slow process, but she eventually slowly grew to understand that although her father had betrayed the very values he had taught her, it did not invalidate everything that she had achieved. She had been fixated on achieving her best, on achieving her best for her father that she had ignored that one of her most positive qualities, one that she had been capable of since the very beginning – her incredible tenacity. (It doesn't get much stubborner than trying to work after being shot in the shoulder, such as Franziska did.) Perhaps she wasn't quite so intelligent as her father, perhaps she did have to work hard to get where she was today, but she had done all that, and she could continue doing it on her own terms for herself as a person instead of for her father's sake. Her father's values of perfection were a family creed, after all, and one to which she could still uphold and restore honor. She still wanted to be the very best, but it was for her own personal sense of self-fulfilment.


iv) "A dancing pierrot, living her life on the name and fame her invincible father built!"

Change was not necessarily an easy thing to come by, and even a year after that tearful breakdown, Franziska would still occasionally mention the past and what had brought her to where she was, and her frustrations that came with the weight associated with the family name, going so far to feign ignorance when Miles Edgeworth reminded her that even men like her father had not been invincible. She had made progress, forging new relations with Interpol so that she could take her work more internationally, pursing the types of criminals her father had never bothered to deal with - those who could be considered 'above' the law. Yet, sometimes she still doubted whether she was doing the right thing, doubted whether she knew what the right thing was any more. For the moment, it was something she had accepted that she had time to figure out – again, for her own sake, to perfect herself, and not for anyone else. And certainly not her father.

v) "Phoenix Wright... it's impertinent to call people by their full names!"

While Franziska's life is preoccupied with her pursuit of perfection, this means that from an outsider's perspective she can be regarded as an idiosyncratic, frustrating individual … to say the very least. If the threat of being whipped is not off-putting enough, her overall demeanor is abrasive; her sharp tongue can almost feel just like the slap of leather against skin sometimes, and she is so self-absorbed that she usually doesn't have any regard for other people's feelings. Rude and demeaning, she is frequently also quite dramatic about it all, and is described by Miles Edgeworth himself as having a 'flair for the histronic'. However, Franziska is, on rare occasions, capable of showing empathy when others make her bad behavior obvious to her, such as offering support to a former witness, Adrian Andrews, after her trial, where Franziska had fundamentally used her as a pawn to try and achieve a guilty verdict. She seems to have a soft spot for vulnerable women and children in general, actually, appearing somewhat hurt after Pearl rejects her attempts to help and accuses her of being mean (which... she really is).

On top of Franziska's violent temper (and the whip!) she has a few other quirks which many of the people she regularly interacts think of as rather defining of Franziska. She is quite fond of the word 'fool' and its variations, sometimes using it up to seven times a sentence, as well as alliterative technique. Another verbal tendency of hers is to call most people she meets by their full name; this habit is so prevalent that sometimes, the people around her accidentally pick it up!

So, in conclusion, it would suffice to say that Franziska can also be rather hypocritical at times.

lythdan: (sew it up.)

Re: Franziska von Karma | Ace Attorney | reserved

[personal profile] lythdan 2015-07-02 12:04 pm (UTC)(link)
Flavor Abilities:

Franziska does not have any superhuman abilities. The only remarkable thing about her in this sense is that he has naturally-occurring pale blue hair, but that's about it.

Suitability:

While the bleak, survival-based landscape is a far cry from Franziska's environment in her own world, she possesses an incredible tenacity. She has been known to claim that the 'only thing that can interrupt her is death itself', and this is not her merely bragging. One time, after getting shot in the shoulder, she tried to go to work because she had a trial to run. Another time, she flew halfway across the world in the hopes of rubbing her superiority in a rival's face but ended up staying up all night solving a mechanical puzzle lock by brute-forcing all the possible combinations because it was what was needed doing at a time. She's also one of the most hands-on prosecutors in the series, preferring to personally oversee all of her crime scene investigations.

When Franziska has a goal in mind, she will let almost nothing get in her way. On that note, I am aware that Franziska has little in the way of practical survival skills, being a spoilt rich-kid city slicker. It is this dichotomy that I am most looking forward to playing with should Franziska be accepted into Snowblind; I want her to test her limits, to find them, to fail, and to see how often she can pick herself back up and keep trying.

RP Samples:

01) thread one - network post/comments example
02 ) thread two - additional sample for character voice/dialogue


Below, I've written a non-thread sample in the Snowblind setting.

Even her childhood in Germany had not prepared her for life in Norfinbury. Franziska had always loved the snow; now she had grown to hate it. She had always preferred being on her own, but now she found herself lonely in amongst the abandoned buildings.

Back home, she'd had a purpose: she was a world-famous prosecutor and one of the best at what she did. Here, her only goal was survival. So far, she had succeeded, but it might only be a matter of time before she pushed herself too far, too soon, and find herself outside after the lockout.

She shook her head to clear that thought; there was no point in loser thinking. It was foolish. If she allowed herself to become demotivated, then she had already lost. But even she could not ignore that her situation was quickly becoming dire. Her favorite boots were starting to impede her progress, heels frequently sticking in the snow, but she could not remove them for she had no alternative footwear. She would not go without because she'd become rather fond of her toes. Her rations were down to two crackers and a can of mystery meat. Even though she was a von Karma, she was still a human being. Her body required sustenance and what she had on hand was woefully inadequate.

Lastly, she felt unsafe. She had never left home without her whip, and now her fingers longed for something to properly curl around, something that would make her feel powerful. If someone attempted to rob her, what could she do with her mere rolling pin? Probably bruise them, a little bit, and that would be very satisfying, but then she would lose. Soon after that, she would be dead. Despite the thoroughness of the previous night's search, her efforts had only earned her a bobblehead of some unidentifiable celebrity, and half a stick of gum.

She had not seen another person face-to-face in a very long time, which had lead her to start thinking she'd been heading in the wrong direction out of sheer substances. Perhaps it was time to rendezvous with some others over the network... but then again, there was the issue of defending herself if things went wrong.

She'd never felt so powerless.

It was silent all around her for several moments as she tried to decide where to look next, but then, when she strained slightly, she could hear the sound of footsteps. Her body froze except for her hands, which automatically gripped the rolling pin in such a way that she could swing it if she had to. She pricked her ears. The footsteps got louder; somebody was coming but it didn't sound like they were going to make the first introductions.

Eventually, Franziska lost her patience and turned to the shadowy figure quickly approaching. “Who goes there!? Reveal yourself – I'm armed!” Speaking the words aloud calmed her slightly; it made her feel as though she were doing something. She could get through this.

Or so she told herself.

(no subject)

[personal profile] whippings - 2015-07-04 12:33 (UTC) - Expand
lancingintherain: art by me (GLANCE)

Freya Crescent | Final Fantasy IX | Reserved

[personal profile] lancingintherain 2015-07-02 10:25 pm (UTC)(link)
Player Information

Name: Catie
Age: 24
Contact Info: [plurk.com profile] c_rowles
Other Characters: N/A

Character Information

Name: Freya Crescent
Canon: Final Fantasy IX
Age: 21
Gender: Female
Canon Point: Immediately after joining forces with Beatrix and Steiner to cover Zidane, Garnet, and Vivi’s escape from Alexandria Castle (disc 2)
Background Link: Freya’s page on the Final Fantasy Wiki, and the main FFIX page

Inventory:

Freya arrives with her sturdy, waterproofed coat and hat, as well as her shirt, breeches, and leather leggings. She also wears a stiff fabric shield thing belted around her front, and a scrap of yellow cloth tied around her tail. She won’t arrive with any jewelry, but her hat and coat both have ornamental metal pieces attached to them.

Personality:

First and foremost, Freya is a person of action: she’d much rather tackle a problem by doing something rather than stand around talking about it. She throws herself especially readily into action—and, usually, danger—when it’s for a noble cause. A true knight, she views her own life as secondary to whatever worthy cause or person she’s pledged herself to. She can’t imagine living at all without being dedicated to something (or someone), which shows that while she is very brave and loyal, she also views herself as a little bit disposable.

The causes she’s taken up are many: she devoted five years of her life to searching for Sir Fratley, a fellow Dragon Knight who she was in love with and sincerely believed she couldn’t live without, but when the invasion of Burmecia appeared as a much more immediate problem, she detoured from her search and returned at once to protect her country. When Burmecia was overrun despite her efforts, she threw herself into defending the city of Cleyra; and when Cleyra was obliterated, she made defending her companions the next cause to put her life on the line for. When General Beatrix, who’s responsible in a big way for the genocide of Freya’s people, has her own crisis of loyalty, Freya reprimands her, reminding Beatrix about her sworn duty to protect her princess above all else. She even offers herself as an ally to Beatrix in battle, pairing up with her hated enemy for the sake of their common knightly goal: to safeguard their princess’ life, even at the cost of their own.

In a lot of ways, Freya seems more comfortable losing herself in battle than she is dealing with life outside of it. When Fratley, the person she’s sunk half a decade into scouring the world for, turns up with amnesia, she spends only moments in stunned, heartbroken silence before shaking off Zidane’s words of comfort and turning her attention immediately to fighting off invading Black Mages and soldiers. Although it’s mostly worked for her so far, throwing herself into action as a coping mechanism for grief and trauma isn’t the most sustainable or healthy option: while she has confidence in her combat abilities and training, she’s not immune to feelings of failure, and she readily sinks into despair when her physical strength and skills aren’t enough to protect the people she cares about.

Seeking refuge in combat isn’t the only way Freya suppresses her more painful feelings. She’s very reluctant to talk about herself to others, even friends: when reuniting with Zidane after three years apart, she barely answers his eager questions about what she’s been up to, even though she’s happy to see him again. She’ll even outright lie if it means avoiding uncomfortable conversational territory: when Zidane in that same encounter asks her if she’ll ever return to Burmecia, she dismisses him by saying “there’s nothing for me there”. However, when her homeland comes under attack, she confesses to him that, in reality, not a day went by on her five-year journey when she didn’t think about her home.

Her reluctance to talk about herself doesn’t mean that she’s an outwardly cold person, although she’s cautious around strangers, and rarely in the mood for teasing (she can dish it out, but doesn’t take it very well). Her impulsive nature sometimes shows itself in outbursts of temper when she feels like she’s being insulted, something that effectively shatters the dignified image she tries to project. She has a good heart, though, and she lets her natural kindness and friendliness come through when talking to people she’s warmed up to. To her friends, she even tries to be a source of emotional support; good luck getting her to talk about her problems, but she’ll offer a patient, fuzzy ear if you need to talk about yours.

That’s not to say that the counsel she gives is always solid stuff. When Vivi confesses that he wants to find out the truth about the Black Mages, where he comes from, and how his own existence is tied to theirs, Freya doesn’t really encourage him: instead, she tries in her own way to bring him down to earth, telling him, “the answers you seek may change your life for the worse”. Obviously, projecting her own doubts and insecurities about her own destiny, especially her ill-fated search for her lost love, onto a scared kid isn’t the most mature move, but under her confident act, Freya’s pretty much a scared kid herself. As someone whose highest calling is to protect and support the people around her, she feels that showing weakness or vulnerability on her own part would lessen her value as a member of the group. It’s no wonder that someone so terrible at admitting her own feelings and trauma would be just as terrible at helping other people deal with theirs.

On the inside, she’s really a deeply emotional and perceptive person, and worries more about the future than she wishes she did. Sometimes, she does confess to feeling helpless or frightened under her brave exterior—but only to herself, when nobody else is around to overhear her.

Flavor Abilities:

Her large ears and long snout give her sharper senses of hearing and smell than what human beings enjoy, and her coat of short fur gives her some built-in resistance to the cold and elements. Also, thanks to sharp teeth and claws, every end of her is a pointy end, giving her natural defenses on top of any weapons she might make or find.

Additionally, she’s had a lifetime of training in a combat style that chiefly involves jumping really high. In canon, this means leaping multi-story statues and buildings in a single bound, but she’ll be held to more practical standards in Snowblind. While she’ll keep her good sense of balance and her general combat skills, she'll only be able to jump (and fall from heights) within human or near-human limits, which will make her absolutely furious.

Suitability:

While Freya’s lived most of her life in cities, she’s also very widely-traveled, and experienced with camping and trekking on her own in all kinds of terrain and conditions. The outdoor survival skills she’s picked up over the years, as well as her general excellent physical condition, will serve her well in Snowblind and help her avoid becoming a fuzzy popsicle. The isolation she’ll face in the town will be hard to take after becoming so close with her friends back in her world, but she’s not a stranger to self-imposed isolation, either, and she’ll force herself to adjust.

Rather than try to puzzle out the mysteries of Norfinbury right away, she’ll focus on the immediate, more concrete issues of her own survival and then helping out people she comes across, using the “place your own oxygen mask on first before helping others” approach to staying alive in the Worst Town Ever. She’ll want to make a weapon out of the first suitable objects she can find: ideally a spear, since that’s what she’s most comfortable with, but she isn’t picky.

Since magic is commonplace in her world, the more minor supernatural elements of the town wouldn't shake her up too badly on their own, but combined with the whole otherworldly kidnapping business and isolation, she'll be deeply Freaked Out. She'll take great pains to hide that around other people, but that will get increasingly difficult as the creepy atmosphere builds and she realizes she can't stab any of the weird apparitions.

RP Samples:

Network Thread: a little night music

Action Threads: a couple of timely rescues and one rude teenager
Edited 2015-07-02 22:32 (UTC)

Re: ACCEPTED

[personal profile] lancingintherain - 2015-07-04 02:04 (UTC) - Expand
forfeits: (12)

edward elric | full metal alchemist

[personal profile] forfeits 2015-07-03 12:19 am (UTC)(link)
Player Information

Name: Sey
Age: 25
Contact Info: [plurk.com profile] cylical
Other Characters: Baelfire | [personal profile] jumpship
forfeits: (pic#9286769)

[personal profile] forfeits 2015-07-03 12:20 am (UTC)(link)
Character Information

Name: Edward Elric
Canon: Full Metal Alchemist (Brotherhood, Manga)
Age: 16
Gender: Male
Canon Point: before the final fight with Father
Background Link: Edward & Canon
Inventory:

✧ a State Alchemist's pocket watch
✧ a leather bound journal with notes in it
this outfit


Personality:

“A lesson without pain is meaningless. That's because no one can gain without sacrificing something. But by enduring that pain and overcoming it, he shall obtain a powerful, unmatched heart. A fullmetal heart.”


When one first meets Ed, he can seem like a hot-tempered, headstrong, and stubborn fellow. He can be extremely impulsive and judgmental on first sight, and although he might have good intentions, he will come to blows with anyone who stands against him. He has very strong opinions, and can be a bit arrogant and big-headed if he’s left unchecked. This isn’t to say he’s this way all the time -- in fact, he can be an incredibly loyal, patient and caring person when put to task. He struggles most with his temper when his height is called into question, or he runs into someone with a like personality.

Beyond his more childish attributes, Ed is extremely intelligent and talented. He was able to perform advanced alchemy at a very young age, and even managed to attempt a human transmutation, and bind his brother’s soul to a suit of armor. These are skills that not even the most adept alchemists have, and although the Elric brothers’ attempts to save their mother ultimately failed, the fact that they managed to achieve it and not kill themselves is a feat in and of itself. He was ten years old when he attempted this, and after he was fitted with automail and given another chance at seeking to get his and his brother’s body back, he applied (and was accepted) to be a State Alchemist, quickly becoming the youngest State Alchemist Amestris had seen.

Ed is extremely bright and often can see answers or solutions, can solve puzzles or queries, faster than the average person. He works quickly and thoroughly, with a keen eye for detail. Because he works so differently from most, it can cause conflict, especially if those around him are unable to keep up with his train of thought. Sometimes, Ed doesn’t even explain how he came to an answer, or explain where they are going or why until long after they have begun to travel. He has a very distinct style of working, and again the impulsiveness plays a huge role in this. He likes answers, and likes to be on the move constantly seeking answers. He does not do well with an idle mind. Alphonse helps keeps him focused and grounded, does not let him lose himself to his thoughts and dreams too often, making sure that Ed realizes they’re both part of a team, not just one fighting to avenge the other.

Despite his quick temper, Edward means well. His intentions, though not always clear, are almost wholly on the good side. He does not like hurting people, intentionally or accidentally. In fact, when presented with options along his journey, there are many easier options that include killing or hurting hundreds of people. He could just as easily agree to take the easier, selfish path, but intentionally takes a more difficult road, not wanting anyone to be hurt by his hand.

Even when he gets into squabbles with people, he never truly wants to hurt anyone. In fact, he often finds a way of making up for his faults, and is extremely willing to assist others when he can. We can see this side of Ed more clearly with Alphonse, to whom he is extremely gentle and warm, doing everything he can to seek a better life for his brother. It is his anger and idea of self-importance that often covers up his own fears and insecurities. He does not do well revealing weaknesses, and does not like to open up to those around him. He does not like to put anymore weight no the shoulders of those around them, and instead tries to shoulder his own burdens, to a fault.

It is this stubbornness that is perhaps the strongest character trait Edward has. While in many cases, it can be of a great benefit to him, it can also be his greatest downfall. He is able to commit and stick to an idea or path better than most -- his determination and stubbornness work hand in hand when it comes time to complete tasks for figure out a solution to a problem. Sometimes, however, this stubbornness and prideful behavior can land him into trouble. He is unable to see that perhaps his path is not always the best or right one, and it’s his own insecurities that bring this to the forefront. He does not like failure, however, does not like to be talked down to or on the losing team, so he can sometimes be talked out of his strong willed ideas, but usually he has to learn from his own mistakes.

For those who can talk Ed down, cool him off and make him see the world around him in a new light, it’s a great privilege to earn his trust. Although not necessarily a distrusting young man. Edward has seen a lot of pain and hurt in his life. He is extremely protective of his friends, and his friend-made family. Those he keeps around him are very important to him, and give him a humility that, without them, he would not have. Alphonse, in particular, helps form Ed into a gentler person. Without his brother, Ed would lack all drive and focus, but it is Ed’s love for Alphonse that keeps him going.

Alphonse gives him a sensitivity to the world around him that he might not otherwise have. Be it to save a cat, to help a starving man on the street, a girl who is lost to grief, Ed is always inclined to be kind first (assuming he is not attacked or affronted first) and will do everything in his power to make even the briefest of acquaintances happy. But it is his duty to Al that is both beneficial, keeping him grounded, but could just as easily spur him to the dramatic. Ed will go to all ends to insure that Alphonse gets his body back. He considers it his own fault that Al is trapped in a suit of armor, and even if it means giving up his own life, or more body parts, he will do anything to help his younger brother, both out of loyalty and a need for justice.

Ed’s sense of justice is especially strong -- paired with his stubbornness, he strives to do what he believes is right. He wants nothing but peace and equality, at the end of it all. He is a hard worker, studious, impulsive and fiery, but all of these things are a part of the big heart he has, and the compassion he shares not only for his brother and their mission, but for the world around them.

Flavor Abilities: Edward has an arm and leg made out of automail. They will not give him any extra strength in game, only stand in as prosthetics. The automail does not do the best in the cold, but is not impossible to manage. He also has impressive fighting skills for his age, though these are rarely used outside of self defense. Edward also practices Alchemy in his home world and is exceptionally good at it, though he will unable to use it in Norfinbury. Although he cannot use his alchemy, he has a broad scientific and chemical knowledge as well.

Suitability: Ed in particular is not immune to horror, but has experienced a great deal of it in his life. I am interested in seeing how he interacts in the setting without his alchemy. Also, he has a natural tendency to want to fix things, or to find solutions, so he will be prone to pretty diverse CR, both positive and negative. The one thing he may struggle with is his automail and the cold temperatures -- the metal can be uncomfortable when cold, and in bitterly cold temperatures, can even damage his skin if he isn't careful. It will slow him down and create some interesting tension for him as a character, and could be a unique way for him to meet people.

RP Samples: one & two.
Edited 2015-07-03 00:25 (UTC)

Re: ACCEPTED

[personal profile] forfeits - 2015-07-04 04:55 (UTC) - Expand
protagonist: (DO I DAZZLE YOU???)

Alex Kralie | Marble Hornets | Reserved

[personal profile] protagonist 2015-07-03 03:03 am (UTC)(link)
Player Information

Name: Lirance
Age: 25
Contact Info: pm [personal profile] loopofunhappiness
Other Characters: n/a

Character Information

Name: Alex Kralie
Canon: Marble Hornets
Age: never stated in series, probably 29
Gender: male
Canon Point: post Entry #86 spoilers
Background Link: A very sparse outline of Alex's appearances throughout the series.
Inventory: gross bloody clothes, impotent rage, a baseball cap

Personality: HE IS KIND OF A HUGE DICK okay hold on let me back this up

Part of the tragedy of Alex Kralie is that he used to be a really nice guy. His production blog reveals a guy who is genuinely excited to make his shitty movie script become a reality. He was just a film student who wanted to follow his dreams, and in one terrible summer, everything in his life completely fell apart.

When the Operator first entered his life, he didn't seem to think much of it, since it seemed to just be an especially tall man in a suit. It became a constant presence in his life, standing on the edge of sets, staring at him from outside his home, and even entering his room. Obsession began to consume him. He filmed himself constantly and would chase after it, sometimes even into the woods at night, and his condition rocketed downward in each stunningly oblivious display of "horror protagonist-itis" until he became absolutely insufferable to be around. Alex took his paranoia and fear out on his cast, yelling at them when their acting wasn't up to his standards. Something in him finally snapped, and he began to attack the people he knew and leave them for the Operator. By the end of the summer, he isolated himself from everyone, dropped the project, and left the area entirely to go live with his girlfriend Amy to escape it all.

Alex Kralie's emotional development started out rock bottom at the beginning of the series and somehow managed to get even worse as the series goes on.

At the beginning of the movie filming, Jay and Alex weren't especially close friends, but for whatever reason, Alex let Jay have his shitty haunted tapes and contacted him for help years later when Amy disappeared. Alex was already distrustful and paranoid about Jay, considering he uploaded all the footage to the internet, probably led two masked harassers to him, and definitely broke into his house and led the Operator straight to him, which led to a complete dissolution of whatever was left of their friendship. But despite Alex's previous violent tendencies, he never made a move against Jay -- until the Operator deliberately spurred Alex's condition to even more dangerous heights. Alex's paranoia and delusions became so great that he strangled a completely unrelated person, believing him to be Jay, before he finally got the right guy and tried to shoot him. To Alex, Jay became a blundering hazard who had already dragged another person into this mess, and would probably continue to do so unknowingly with others. Jay desperately needed to be stopped.

Season one showed a guy whose fear was eating him alive -- by season three he was of the opinion that murder was literally the only solution.

Before, he was shown to only attack people and let the Operator do the rest, and that seemed to be enough for the both of them. Now, he believes that the only way to get it to leave everyone is to kill them. Everyone affected by it can spread its influence to others: Tim did it to Alex, Alex did it to his girlfriend Amy, Jay did it to Amy's roommate Jessica. Rather than try to manage it with medication and therapy, Alex wants it to stop entirely. This cannot be allowed to continue; it has to stop now. Everyone must die. If they're dead, they can't spread it anymore. There cannot be anyone left, or it will never end.

Alex is very clearly in the wrong here, but he believes so strongly that everything he's done was for a greater good. It's an awful, awful job, but someone has to do it. It doesn't matter that arson or murder are hilariously illegal and terrible, as long as the Operator is stopped. Though he thinks he's fighting against it, however, he's only playing right into its hands. He's a puppet to its will, and he can't even see the strings.

Alex still has the capacity to not act like a total dick, but since most of his interactions in the series are with Jay and Tim, there aren't very many opportunities to see him somewhat normal. When he finds Jessica and tries to lure her out into the woods to kill her, he speaks rather kindly to her. Admittedly, this is because he wants to make her trust her, but even as he aims the gun at her and prepares to shoot, he apologizes to her. He doesn't want to do it, he never wanted her involved, but now that she is, it has to be done.

Despite Alex's intense drive to keep things from getting worse, he does show regret for what he has to do. Before the Operator attacked Alex and Amy at the end of season one, he took very careful steps to make sure she never got wind of what was going on. He even attacked Jay and removed some tapes from the massive Marble Hornets tape pile to make sure that when they were watched, Jay would never find out where he and Amy had gone and drag them back into it. Unfortunately for everyone, this did not come to pass. It's revealed in a later entry that one of the few things he brought with him when he was living in Tim's attic to ambush him (yeah I know this dude's fucking unbelievable), was a photo of Amy. It's unclear whether Alex really did kill Amy in his crusade to stop the Operator from spreading, especially since his memory of that day is allegedly missing, he at least believes that he had a role in her disappearance, and it weights heavily on him.

Even though Alex has some kind of bone to pick with a majority of the named characters in the series, none of his murders or attacks have been entirely personal with one notable exception. Tim is probably the only person that Alex outright loathes in the entire series. Alex spent years thinking that he was the reason everything had happened, and when he found out Tim was the true source? Alex blamed everything on him. Everything. The Operator being brought into everyone's lives, the fear that ate them all alive, the paranoia -- even things Alex is most definitely responsible for, like people disappearing or Jay's death. To Alex, none of them would have ever happened if Tim hadn't been around; therefore, it's all Tim's fault. This is also another case of Alex being very much wrong, but he hates what his life has become and what he's had to do.

By the end of the series, there's not much left in Alex but anger: at the Operator, at himself, at everyone who'd ever had a hand in making this whole situation worse.

Flavor Abilities: Alex has been known to cause visual tearing and audio distortions, especially during times of duress and anger, and I'd like to keep that.

Suitability: Marble Hornets is a series that explores the effects of isolation, fear, and paranoia on its characters, and the prime example of this is in Alex. The effects the Operator has on people are very similar to the symptoms of cabin fever. He'll react to them with his usual poor coping mechanisms (ie yelling at people, getting pissy, etc), but he'll assume this is all par for the course.

Since the last thing he remembers is getting stabbed and bleeding out, and he knows what happens to people connected to the Operator when they die, he'll assume he's gone to spooky ghost man hell when he arrives in Norfinbury. He'll still be pissed at everything and everyone, but at least he won't be actively trying to murder people. If he's dead and taken, and other people here are dead and taken, then he doesn't have to worry so much about keeping it from spreading.

RP Samples:
THREAD ONE
THREAD TWO

REVISION

[personal profile] protagonist - 2015-07-04 15:03 (UTC) - Expand

(no subject)

[personal profile] loopofunhappiness - 2015-07-07 19:02 (UTC) - Expand
alphaophiuchi: (Default)

Draco Malfoy | Harry Potter | Reserved

[personal profile] alphaophiuchi 2015-07-03 04:06 am (UTC)(link)
Player Information

Name: Momo
Age: 24
Contact Info: [plurk.com profile] comatosebutterfly
Other Characters: N/A

Character Information

Name: Draco Malfoy
Canon: Harry Potter
Age: 18
Gender: male
Canon Point: shortly after the Battle of Hogwarts; June 1998
Background Link: at Wikipedia
Inventory: With him, Draco will be bringing a set of basic black robes along with a three-piece suit and button down shirt (all worn), a Malfoy insignia ring (worn), a wand with magic stripped, a small satchel containing one small, old-fashioned notebook, a bottle of ink, one feather quill, and a pocket-watch.

Personality:
Draco has been brought up from a very young age to believe that he is triply gifted, in that not only is he a wizard and a pureblood to boot, he’s a Malfoy. It is exactly this mindset that drives him to be the person that he is throughout his life. He spends the vast majority of his time acting like an entitled, superior individual, and generally treating those he believes to be beneath him for whatever reason - impure blood, an unfortunate family tree, he doesn’t like the look of their face, et cetera - like the rubbish that he has been raised to believe they are. In fact, up until roughly sometime during his sixth year, Draco believes that, without a doubt, he is a very special person.

It’s only after some of the events during his sixth year, namely his mission to let the Death Eaters into Hogwarts and to kill Dumbledore going poorly, that Draco seems to start to change his mind as to what he believes in. No longer does he quite believe in the same things as his parents to the same extent; time being fully immersed within the situation - being a Death Eater, having to do things he had only thought of previously in the theoretical, rather than the practical - opened his eyes to it all, allowing him to gradually form his own opinions of what Voldemort stood for and the related topics, all things that had been prominent stars in his life since he was young, though he’s still unfamiliar with the concept of openly speaking them. Even with the minor changes in mindset as he grew up, the core of whom Draco is as a person - an elitist, albeit somewhat misguided, bully - remains true.

Most of his bullying towards fellow students - and even some teachers - can be superficially traced back to his belief that he's better than everyone else. On a psychological level, however, it lends itself to suggesting that there's something more driving this: he knows that some people are better than him, but refuses to believe it on the grounds that he's a Malfoy, and he ought to be better than them. As Draco also tends to compartmentalise his emotions, thusly separating himself easily from most things around him - a talent that tends to be tried during the duration of the war, when he's faced time and again with torture and murder - it's easy for him to separate himself from how any of those he puts down might feel; it's easy to assume that his own emotions also need some kind of release, and that they find it through his bullying. To him, pushing others down so that he might take his rightful place high above them is his way of refusing to acknowledge that he might be just as human as the rest of them, with just as many flaws. He prefers to believe that he and his life are perfect, rather than dotted with the many problems that it is; to put it bluntly, he's jealous of what others have - or at least what he perceives them to have - over him. Often, it will be obvious what exactly he's jealous of: it will be that that he focuses in on for the brunt of his verbal attack, as if lessening what someone else has will make it mean less in actuality.

Slytherins are known for their loyalty, but only to a select few, and Draco epitomises that: his family takes precedence over anyone else, with his mother as the absolute highest priority. It's easy to see that he has a lot of pride in where he comes from, both in terms of House and ancestry - he's been toting both as the be-all, end-all since he was small. Even when it becomes apparent that perhaps his father's decisions may not have been the best, Draco still stands by him until the end; however, the fact that he's been practically forced into becoming a Death Eater to take his father's place does take its toll on their relationship, putting a certain strain on things that makes Draco's focus on his mother that much more obvious. But all things considered, it's obvious from the get-go that the only drive he has behind anything he's done in this, his sixth year at Hogwarts, is to keep his family safe and proud of him. No matter what, he wants to live up to his father's expectations of him, rather than hazarding disappointment. Another way this manifests itself is through his mission in his sixth year of school, during which he is reduced from the smug little boy who thought himself better than everyone else to nothing more than a pawn, expected to carry out his tasks with robotic precision. It takes its toll on his body and psyche alike, but he pushes through, because if he doesn't, it will be his family to suffer for it.

Though he's generally known as a coward for a wide variety of completely true reasons, Draco's family is one of the few things to make him truly courageous. In that sense, it's only his loyalty that makes him put aside the flight aspect he so cherishes. It's simultaneously fleeting, as he finds the upkeep on aforementioned courage more work than its worth; he breaks down in his sixth year over things getting too difficult for him, and that emotion sticks with him through the remainder of the Second Wizarding War. However, assuming that his family is what drives him to be courageous, they have the simultaneous effect of rendering him more cowardly: more often than not, he would rather do anything other than go against his parents or their ideals. He's terrified of disappointing his family, as proven throughout the sixth and seventh books, when he had opportunities, however minor, to speak up and speak his mind, but didn't; as long as his parents are around, his immediate loyalties are to them, and what they believe in. Though most of the time his cowardice has little to no reason behind it save that he doesn't truly like conflict, or putting himself in harm's way, it does manifest from time to time - once in a blue moon - in a display of enlightened self-interest: where he truly does know what he's doing, but knows his own limits at the same time. At the same time, both pride and his Slytherin tendency to choose flight over fight override certain instances of this. In the case of danger, he will feel a sort of morbid curiosity that often gets overridden until he's at an appropriately safe distance from the aforementioned danger; until that moment, his fear of virtually everything takes over and puts him effectively into a panic that can rarely be sated easily. He's easily frightened, often reacting at moments of fear or frustration by lashing out angrily.

Draco doesn't tend to trust people, nearly as a rule. Perhaps when he was younger, he was more open about trusting, largely when it came to those in his House, but as he grew older, there is no doubt that he grew more withdrawn. He puts on facades most of the time, according to what he believes people to want to see in him, or what he wants people to think of him: he might be the most charming young man in the world at first glance, but the truth of the matter is that he is more likely to act this way if he believes a person to be able to do him a favour in the future. In simple terms, if he thinks you can do something for him, he's considerably nicer than if he knows you can't. In a way, he tends to see having proper friends as a bit of a weakness - a thought passed down from his father; however, he does have a small handful of those he trusts implicitly. He prefers to take allies, people with skills he recognises that he doesn't have, or henchmen who can do his dirty work for him. He fears being made expendable, and projects that fear onto those he interacts with; it severely colours the way he treats people, particularly in the case of Crabbe and Goyle, his well-known lackeys. It's possible that Draco either doesn't believe that anyone else is capable or worth of being his equal - or few people, at the very least, as he does consider a unique handful of that level - and that's what drives him to treat others warily, keeping them at arm's length. It's also obvious that he has an incredible inability to ask people for help, though whether that's a matter of distrust or simple pride getting in the way is a toss-up: it's likely both. Considering he spends most of his time using people for his own various purposes, it should come as no surprise that that's exactly what he believes others will do to him. He doesn't like owing people, which is precisely what he thinks will happen if he asks for help. Also tied into it is his tendency to believe that he needs to appear rather better than everyone else: rather than letting himself appear as human to people, he would rather bottle his emotions inside and keep them all at arm's length, thusly creating an almost godlike persona. Completely by his own choice, Draco strives to be absolutely unapproachable, and generally surrounds himself with bulky henchmen types in order to better achieve that end.

Despite his obvious lack of intelligence when it comes to trusting people, especially those that he should have no problem trusting, Draco is actually a very intelligent young man. He is referred to as the top of his class, excepting Hermione Granger, which suggests that he's at least academically brilliant, if even in those classes that he chose to take after being given the option in fifth year; it also suggests that he at least made the effort in those classes he despised, for the sake of his pride and his determination to be the best. His family has always pushed him that direction, and his Slytherin ambition agrees wholeheartedly. Also a key part of his intelligence is his tendency to be curious about things: if he feels like he's missing out on something he perceives as good, he will thrust himself into the middle of it, regardless of what other people around him think. He very much gets off on being in the spotlight, and he's very good at drawing everyone's eyes to him; he knows exactly how to work people so that they feel for him, and sympathise. His intelligence plays heavily into his manipulative streak, simply enabling him further. He's also remarkably clever, which he never fails to show off; in Draco's world, his intelligence and cleverness are both things that he ought to flaunt just as much as his pureblooded status. It is, after all, his cleverness that leads him to generally know exactly what buttons to push with people, and how to annoy them most without actually getting himself killed.

As the only son of two pureblooded parents, Draco has been taught to strive for the same greatness that his family has achieved in all aspects of their lives: the Malfoys are one of the better known wizarding families, known to have been pure for as long as anyone can remember (or at least, as long as is recorded publicly), and their name alone holds plenty of clout. Throughout his youth, he uses this to his advantage, dropping his father's name at every opportunity he possibly can in hopes that it will benefit him, and as he gets older, Draco wants nothing more than to keep this reputation up. He sees the more widely-beneficial qualities of having a positive reputation, and realises that it most certainly does open doors. Besides that, the last thing he wants is to disappoint his parents. He knows perfectly well that he has the capabilities of excelling at anything he puts his mind to, and if doing it by skill isn't the most expedient method, then cheating or putting others down to get himself up to the top is a completely viable route, as far as he's concerned. He doesn't bat so much as an eyelash at the idea of buying his way onto a team, or using others as stepping stones to get what he wants.

Even with all his ambition, though, Draco is still not much of a proper leader. Despite being able to boss around his lackeys, and command enough presence to be well-known and well-feared, he simply does not have the drive to be able to take point in any major situation. Instead, he does what's expected of him, stepping into positions of power not because he wants to, but because he has to; for example, when he steps into his role as Death Eater after his father's incarceration, and very quickly realises that it's best to keep his mouth shut, and just follow along.


Flavor Abilities: Draco is a wizard, which means that he has the ability to access all sorts of spells with the use of his wand. Most of his spells will be stripped away, due to offering too much of an advantage, save perhaps the most minor, first-year-level ones, such as lighting charms (Lumos); minor summoning charms, likely limited to a small area (Accio); and minor levitation charms (Wingardium Leviosa). Generally speaking, his wand and his being have both been stripped of most magic, leaving Draco a regular baseline human, albeit a very annoyed one.

Suitability: Despite his initial misgivings about the setting, Draco will, in fact, warm up to everything sooner or later. I not only look forward to playing him through the initial scepticism and dislike, but also through him eventually deciding to do something about all of it and exploring thoroughly. Once his mind is set upon something, he’s very driven and determined to figure it out, so the change will be good to play out. I also expect he’ll die at some point due to cabin fever, and I rather look forward to playing out the consequences of it and seeing how it changes him and how he looks at everything around him.

RP Samples:
network sample at the test drive meme
additional network sample, from Throne of Shadows

Prose:
It had taken Draco the better part of a week to actually figure out not just the tablet, but the network and everything else that went along with it. Technology was far from his forte, thanks to years of growing up in an entirely magical household, but he’d made do, and now that he’d been there a little while, he was finally starting to get the hang of it. Not that he’d ever admit that he ever had trouble with the buggered thing; that was information on a need-to-know basis, and no one needed to know.

His robes were doing wonders to keep some of the chill out as he explored, but it was still far from ideal. He rather hated snow. Even at school, he’d hated the snow. It always got into every nook and cranny, and chilled you from the inside out. But here in this strange, seemingly abandoned town, he had no choice but to deal with it, to buck up and head outside, grumbling under his breath - breath that was woefully visible - as he sought out an area of the town that hadn’t been raided already. Or better yet, perhaps a person.

What he wouldn’t give for a little companionship, honestly.

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Enjolras | Les Misérables | Reserved

[personal profile] starvedorestes 2015-07-03 07:46 am (UTC)(link)
Player Information

Name: Dee
Age: 26
Contact Info: AIM: oresdee Plurk: [plurk.com profile] oresteia E-mail: oresdee at gmail
Other Characters: None
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[personal profile] starvedorestes 2015-07-03 07:46 am (UTC)(link)
Character Information

Name: Enjolras
Canon: Les Misérables
Age: 26ish? Hugo isn't the most clear.
Gender: Male
Canon Point: At the point of his would-be death, which Snowblind will heal him from.
Background Link: Here and Here
Inventory:
→ 1 red jacket, damaged and stained from 8 bullet wounds
→ 1 black cravat
→ 1 blue waistcoat
→ 1 white and stained shirt
→ 1 red sash
→ 1 pair of trousers, black
→ 1 pair knee high leather boots, black
→ 1 cockade pin
→ 1 large red flag
→ 1 set cotton men's undergarments
Personality:
”They declared themselves Les Amis de l’ABC,—the Abaisse,—the debased,—that is to say, the people. They wished to elevate the people. It was a pun which we should do wrong to smile at. Puns are sometimes serious factors in politics; witness the Castratus ad castra, which made a general of the army of Narses; witness: Barbari et Barberini; witness: Tu es Petrus et super hanc petram, etc., etc.”
Enjolras is, in short, an idealist. It could be said that he has a sense of almost blind idealism, as he’s willing to overlook some fairly problematic thinking in order to support ‘the greater good’, however at his core he is simply put, a hopeful, forward thinking young man. It was Enjolras’ hope to lead the people of Paris into a better future- one without a monarch, but a republic.

Enjolras subscribes deeply to the philosophy of Jean-Jacques Rousseau, and as such modeled himself, and his organization after his principles and ideals. He believes that freedom was the right of every man, and was willing to die in an effort to bring these hopes to fruition. He even goes so far as to excuse Rousseau’s faults, including the fact that Rousseau abandoned his own family and children, saying, “He denied his own children, that may be; but he adopted the people.”

However, Enjolras is not without contradictions in his personal philosophies- he has a boundless love for the people, but disdains the actions (or rather, the inactions) of people. This important distinction is what he finds so repulsive in Grantaire. He disdains those who could choose to act to better France, but choose not to.

These personal philosophies have made Enjolras to come across as rather intense, and severe. He has a very rigid way of thinking, and Hugo himself states “ He had but one passion—the right; but one thought—to overthrow the obstacle.” It is this ideal that consumes him, and he fixates upon it to the extent that he does not allow anything to distract him from his goal. He spurns drunkenness, and he has no time (nor interest) for women.

This severity leads him to have trouble connecting with people on a personal level. People are inspired by him, his fire, passion and drive are infectious, and despite his severity Enjolras does possess a natural charisma. This makes him an excellent leader. However, it also puts him at a distance from other people. He has an air of almost inhuman untouchability to his character, and the rigid structure and carefully composed nature can make him come across as aloof, and sometimes unrelatable. It is no wonder then, that those Enjolras considers his closest friends are kept tightly knit.

This said, Enjolras is not without a sense of humour. It isn’t a very good one, and what he finds amusing others likely only find baffling- the sort of jokes that receive a cricket’s reception- but still, it does exist. One need only look as far as the name of his group, and the pun of Les Amis de l’ABC to see his dry wit. He also demonstrates his poor sense of humour when he is asked about his mistress. He says she is Patria.

”Enjolras was a charming young man, who was capable of being terrible.”
Enjolras has a tendency to see such matters in the black and white, and his sense of justice and equality is extremely rigid. An example of this is when he deals what he sees as justice against Le Cabuc. Le Cabuc murders an elderly man (the porter) hiding within his home, for refusing to open the door. Immediately following this, Enjolras forces Cabuc to his knees, and gives him one minute to “think or pray” before he executes him. By this time, Enjolras and his fellow insurgents knew that to stay at the barricade was to die, and that there would be no escaping this fate. Enjolras states, “He killed, therefore I killed him. I had to do it, because insurrection must have its discipline. Assassination is even more of a crime here than elsewhere; we are under the eyes of the Revolution, we are the priests of the Republic, we are the victims of duty, and must not be possible to slander our combat. I have, therefore, tried that man, and condemned him to death. As for myself, constrained as I am to do what I have done, and yet abhorring it, I have judged myself also, and you shall soon see to what I have condemned myself." In other words, Enjolras’ sense of justice and duty could not allow Le Cabuc to go unpunished for his appalling actions. To allow him to continue to live, and die standing at his brother’s-in-arms’ sides, while fighting for the future of Paris could not be allowed. Even when discarding the body Enjolras refers to it as ‘that’, rather than ‘him’. In Enjolras’ eyes Le Cabuc has ceased to be worth the title of man for his actions against an innocent.

It is understandable then, that Enjolras represents the logic of the revolution. He is ruthless where he feels it necessary, even though he takes no pride, nor joy in the act of being so. He simply understands that war is a part of change. He accepts that he must become a man who can, and must kill to further their goals, and in turn accepts their eventual deaths, as well.

While Enjolras is incredibly inspirational, what he accomplished would not have been possible without the aid of his friends. Especially the friendships of Combeferre and Courfeyrac. Where Enjolras represents the logic of the revolution, Combeferre is it’s philosophy. He is the one who tempers Enjolras’ harsh edges, with gentle correction and understanding to that harshness that makes Enjolras who he is. Courfeyrac completes the triumvirate by representing its social side; he is the sort of person that befriends everyone, and Courfeyrac is able to network and better relate to people than either of his counterparts. In short, if the three had not set forth to work together Les Amis would have never been what it was.

From an outside perspective, it may have been easy to assume that Enjolras saw his companions in Les Amis not as friends, but as allies; a sort of mutual political allegiance, and nothing more. But it is far more than that. Enjolras cares incredibly deeply for all of his friends, even going so far as to be willing to die for them. (And with them.)

"Shoot me," said Enjolras.
And flinging away his bit of gun-barrel, and folding his arms, he offered his breast.
The audacity of a fine death always affects men. As soon as Enjolras folded his arms and accepted his end, the din of strife ceased in the room, and this chaos suddenly stilled into a sort of sepulchral solemnity. The menacing majesty of Enjolras disarmed and motionless, appeared to oppress this tumult, and this young man, haughty, bloody, and charming, who alone had not a wound, who was as indifferent as an invulnerable being, seemed, by the authority of his tranquil glance, to constrain this sinister rabble to kill him respectfully. His beauty, at that moment augmented by his pride, was resplendent, and he was fresh and rosy after the fearful four and twenty hours which had just elapsed, as though he could no more be fatigued than wounded. It was of him, possibly, that a witness spoke afterwards, before the council of war: "There was an insurgent whom I heard called Apollo." A National Guardsman who had taken aim at Enjolras, lowered his gun, saying: "It seems to me that I am about to shoot a flower."
Flavor Abilities: Enjolras is overall human, but his idealism probably can't be beat. He believes completely and utterly in hope, love, equality, and the Republic! He can natter on endlessly about any of the things he is most passionate about. He can natter on endlessly about the things he is not, as well. He's fierce in an argument, basically.

Suitability: Enjolras is a very driven individual, who will not want to find a way home for is own needs, but for those of other's. He will seek to find the truth, as well as try to organize and distribute as much information as he will be able to come across. He is endlessly optimistic, but also knows and understands the consequences of his own actions, and those of other's if and when they turn sour. He will also be eager to explore, and to learn. The isolation will trouble him the most- he's a very social character, and a such this may become a heavy hurdle for him to overcome, but that's part of why I would like to pursue him here.

RP Samples: Here!
Edited 2015-07-03 07:47 (UTC)

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Cullen Rutherford | Dragon Age: Inquisition | Reserved

[personal profile] traumatized 2015-07-04 12:31 am (UTC)(link)
Player Information

Name: Katie
Age: 28
Contact Info: autoclave @ plurk
Other Characters: n/a

Character Information

Name: Cullen Rutherford
Canon: Dragon Age: Inquisition
Age: Early 30s
Gender: Male
Canon Point: Post game
Background Link: history
Inventory:

-armor
-lion coat
-sword
-shield
-small clothes
-boot

Personality:

In his deep down squishy center of himself Cullen is someone who wants to help people, wants to protect them. As a child he looked up to the templars and wanted to become one so he could protect people -- just from mages but protect the mages as well. Things go a little sour, to say the least, however when many of the Circle of Magi he was assigned to practiced blood magic and tortured him. He was the only templar to survive and the trauma of the experience left him scarred, to say the least. He becomes very distrustful of mages, paranoid and angry. He thinks the only way to keep anyone safe is to keep mages on a tight leash. His anger and his pain blinds him from logic and makes it so he has trouble seeing the corruption that's been going through the Templar Order -- especially in Kirkwall. But the tragedy of Kirkwall is a wake up call for him.

He needs to do better. He needs to fight. And Cassandra gives him a chance to prove himself, to be something more than a templar. He joins the inquisition and it's here that he finally begins to find some peace and himself again. He leads the troops there with a firm but caring hand. He will do anything to make sure the Inquisition does not fail -- even at the cost of himself if it has to be that way.

Cullen is the type of person who constantly puts everything else before himself. He absolutely is willing to sacrifice himself for the cause if it comes down to it -- and doing it on his own terms. When the attack in Haven happens he's not sure any of them will be able to get out alive but he figures if they're going to go out, do it with style. Do it on your own terms. It's a running joke that everyone thinks he works too much and needs a hobby. He's constantly restless and throwing himself into one task or another, dedicated to both his men and the Inquistion itself.

He tends to be a very straightforward person, for the most part. If he thinks something is stupid or wrong he will flat out tell you right away. It happens in several of the war table missions with his card only saying things like. "No. This is stupid." Or "While we're at it why not put her head on a pike and parade it around...you're going to make me do that aren't you." He also can be quite sardonic when he wants to be and sometimes he’ll even be in a good enough mood to drop some jokes.

His social skills in general could probably use some work. He often comes off as curt or just plain awkward. And if he's interested in someone romantically? He's just plain dumb. In Origins when a female mage flirts with him he literally runs away from her. In Inquisition he is often awkward and tongue tied when talking to the Inquisitor if she's romancing him. When the Orlesians at the court hit on him he's shown to be very put off by it whether he's been romanced or not. He wants nothing to do with them. And he's incredibly self conscious as well -- hence why he refuses to dance at the ball at first. He has no desire to make a fool out of himself. Overall, he's not really used to dealing with people on a larger scale -- working as a templar meant usually working in a Circle and interacting with mages and other templars. Regular social situations aren't something he has a ton of experience with.

He's a good strategist and tactician -- this not only shows up in his work with the soldiers but in recreation as well. It's implied that when he plays chess with Dorian he wins more often than not. As a child his sister had better at it and always won so he trained and trained until he could finally beat here. Which is another thing about him -- he's extremely determined when it comes to his goals. Josephine at one point describes him as a hammer looking for a nail and it's not really a bad comparison all things considered.

Still, as determined as he is he has trouble having faith himself, especially when it comes to his lyrium addiction. At one point he almost begs Cassandra to find someone to take over his post. Withdraw makes him a liability in his eyes. And this is too important. It is only with the support of both Cassandra and the inquisitor that he does not give in and start taking it again. All templars are made to be reliant/addicted to lyrium but since he's left the order he is trying to let go of that. He thinks he can be a good man without it, maybe even a better one than he had been before. The issue of the red templars seem to be something that particularly weights on him because he knows had things played out just a little differently than they did he could have ended up like them. On other hand sometimes he can be overly confident in himself – like when he loses to Josephine at Wicked Grace.

Cullen is very away of his faults and short comings. Where he's failed in the past due to being blinded by his anger and trauma. He wants to do better now, be better now. He knows he cannot apologize, he cannot change what he's done in the past, he can only change what he does now. He does not have to be the man he was before. He won't make the same mistakes this time, he simply won't allow himself to.

He's also a huge nerd who wears a Macklemore coat. Don't mistake him for someone you should take too seriously. He's kind of a mess, honestly. He apparently complains about the roof leaking all the time and never fixes the big hole in his ceiling. I feel like this says a lot about him

Flavor Abilities: None. Without the lyrium he can no longer access any Templar abilities anyway.

Suitability:

Cullen is from a world that largely is defined on survival, whether it be from the Blight, the mage and Templar feuds or more recent problems like the threat of Corypheus. Because of running the Inquisition forces I think it would make him very suitable for this game. It leaves him in the position where he knows how to help people in dire situations, and moreso he’ll want to help those people. Many of his most important War Table assignments involved helping refugees and stopping conflicts from escalating more than they already have. Here he would want to do the same, help people as much as possible whether that means helping people out of storms or other natural disasters or neutralizing less natural threats as well.

RP Samples:

prose


prose

prose

network sample on test drive meme
koinuhanyou: (Default)

Inuyasha | Inuyasha | Reserved

[personal profile] koinuhanyou 2015-07-04 02:29 am (UTC)(link)
Player Information

Name: Alex
Age: 23
Contact Info: [plurk.com profile] flamingchemist
Other Characters: Stephanie Brown

Character Information

Name: Inuyasha
Canon: Inuyasha
Age: Inuyasha 200
Gender: Male
Canon Point: Manga Chapter 100
Background Link: here
Inventory:
In the interest of pants, Inuyasha will have his full canon outfit, but without any of the demonic properties of the fire rat hair. His beloved sword is confiscated. May he have the scabbard?
Personality:
Several people tell Kagome that Inuyasha has changed in the time she’s been with him. This may be true, but from the first time we meet him we can see that he’s reluctant to hurt people unnecessarily. While he does attack humans he cuts at the trees, when he might just as easily cut them. The fact of the matter is that Inuyasha is a good person at heart – he doesn’t want to hurt people, not really. The effect Kagome has on him is not so much gentling him as making him more comfortable with himself.
Deep down (very deep down, at times) Inuyasha is someone who cares deeply about the people around him. He defends human strangers and the occasional weaker demon, but most of his caring is directed towards those who travel with him. It doesn’t seem to matter how his companions treat him – after a brief period of time travelling together they are Friends, and Inuyasha will always protect his friends. He ends up showing this affection more often than he might like, as he is so revenge-minded that when his friends get hurt he immediately goes into overdrive, whether he wants them to know he cares about them or not. In this way, Inuyasha is the traditional tsundere.
A lot of anger and violent tendencies come from 200 years of taking abuse for being a ‘half breed’. It doesn’t help that Inuyasha is very sensitive, as quick to snap at someone as he is to be offended. He tries to play the tough guy to make up for his perceived weaknesses, which also means that he is quickly embarrassed by his own dramatics. An attempt to act cool backfires and then backfires again as he tries desperately to recover his dignity.
The half demon’s most apparent trait is his simplicity. He isn’t terribly clever, and he doesn’t seem to understand the concept of subtlety. Unfortunately this means he can also be inconsiderate, especially when he doesn’t realize how his actions might look to someone else. This is particularly true of romantic matters, which he has some difficulty articulating. Although he is in love with Kagome, he doesn’t seem to realize that telling her his dead ex-girlfriend has to be first priority implies that he isn’t. Partly this is another example of simplicity – he perceives no hidden meanings to anything and so he thinks that nobody else will either.

Flavor Abilities:
Inuyasha will maintain the nature of being a half-demon, meaning that he will have white hair, dog ears and nails filed to points like they’re claws, and once a month on the night of the new moon he will lose all of these properties and look like a normal black-haired human. He will not have the sense of hearing or smell, nor the hard nails associated with dogs – just regular strength nails that grow in points. This will have the bonus negative effect of scratching his normally-tough skin from time to time. I would like him also to keep his fangs, but am willing to say that they’ve been dulled so they aren’t much use as weapons. I would also like for him to still be overwhelmed by especially strong smells.
I would also love if his stylish magic necklace maintained the power to force him to ‘sit’ on command, even though this will only apply if Kagome shows up.

Suitability:
Inuyasha is not the sharpest tool in the shed, but out of sheer stubborn contrariness he manages to survive even the most dangerous situations with none of his demon powers. He will do his best to escape the situation and protect the people around him, but otherwise he’s not really smart enough to do much else besides sulk.
Once someone takes up with him, however, he will dedicate himself to protecting that person and consequently anyone they care about. He will of course complain bitterly about not making any progress regardless of the fact that it will be his own decision to stay with friends.
RP Samples:
here

Re: REVISION REQUEST

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lexa kom trikru | the 100 | reserved if that still counts

[personal profile] warring 2015-07-04 02:30 am (UTC)(link)
Player Information

Name: trace
Age: 23
Contact Info: [plurk.com profile] watchtower
Other Characters: none

Character Information

Name: lexa kom trikru
Canon: the 100
Age: wiki says 18 - 21
Gender: female
Canon Point: end of S2
Background Link: right here
Inventory:
    her armor + the clothes she wore in her first canon scene, black face paint, anya's braid


Personality:
when it comes down to it, lexa is (for lack of a better way to put it) one of the most impressive characters we've been introduced to so far. she is sharp and versatile, demanding of respect despite her age without caving to unnecessary ruthlessness in the process. i think the best way to describe her is to outline her personality in two sections: who she is as the grounder commander, and who she is as a person.

COMMANDER OF THE FOREST PEOPLE
from the time she inherited leadership, lexa has devoted nearly every hour of every day to becoming everything that a commander is required to be. that, more than anything else thus far, has shaped her to be the person that she is now. this isn't like clarke, a person first and a leader second. lexa and her position as commander have become so strongly intertwined that the things her people expect from a leader are now fundamental aspects of her core personality.

one thing she's demonstrated time and time again is that lexa is capable of extreme versatility without reaching the edge of her comfort zone. in her introductory scene, she's locked in a cell with two prisoners (the leader and second of the sky people, when they were back on the ark), and you as the viewer are just as convinced as those two men are that she's exactly who she appears to be: timid, modestly-dressed, and nervous for their fates as she informs them that one must kill the other or the commander will kill them both. it comes as a definite shock when, in response to being caught in a chokehold from behind, her response is 'this one is mine' before she busts open a can of whup-ass and puts her aggressor on his back without so much as looking troubled by the effort. it was 100% an act from the start, but she absolutely sold it. this versatility is also shown in how quickly she's able to make executive decisions and act upon them despite that they may have turned out much differently than she expected. (looking at the plot twist commonly known as 'gustus and his poisoned cup' as a great example here.)

a final example of her versatility comes in the fact that she was open to negotiating an alliance with the sky people at all. she was in the distinct minority in this, and she continues to be in the minority right up to the show's latest episode, though her people are making an effort on her orders. that brings me to another really important point about lexa: while other leaders follow the path their predecessors have forged and their people will readily accept and follow, lexa is not afraid to ask the forest people to help her forge a new path altogether, even one she knows they won't be fond of. i feel like this + the above-mentioned ability to slip into roles convincingly all stem from a fundamental acuity on people in general. she knows how to walk those fine lines that others would stumble off of, how to push just enough without pushing too far, how to inspire almost unanimous trust in her leadership even if they aren't always convinced of her choices right off the bat.

relatedly, one of the key aspects of her success as commander stems from her ability to make the hard choices swiftly and without hesitation. when she and clarke first spoke, clarke proposed an alliance, and while lexa was receptive enough to that much, her terms were clear and non-negotiable: they had to hand over finn (who needlessly slaughtered 13 of her people) to be executed for his transgressions, or else be massacred by her people. that was still a point at which the grounders were painted as antagonists, so as the viewer we were supposed to find that verdict cruel... but from lexa's perspective, it was absolutely necessary. there was legitimately zero chance that her people would accept talk of a truce if the murderer hadn't been punished, and while lexa didn't have a problem making a controversial decision, that would be both an outright injustice and a sign of weakness in her as their leader. so they either had to execute finn to wipe the slate relatively clean, or the sky people had to be slaughtered in their entirety to eliminate the liability of their presence.

the hard choices she's made haven't just been toward the sky people, either. when it turned out that one of the warriors she'd known since she was a child had poisoned her cup and attempted to frame raven kom skaikru, she executed him just as swiftly as she would have executed raven for the same. though she would do anything to protect her people, that protection is invalidated once they disobey her orders, and she won't hesitate to hand one of her own men over to the sky people's brand of justice if that person seeks to attack them. in fact, that's exactly what happened in 2x10 - she handed clarke her sword and said, 'the kill is yours, clarke'. not even a flicker of doubt or hesitation.

all in all, lexa really does have insanely good composure under most circumstances. the primary exception thus far was the poison was discovered, at which point the acid in her tone could've burnt through steel as she ordered the sky people to be contained. why? because betrayal, above all, is one of her 'cardinal sins' so to speak. i'm not sure if that's unanimous among all of her peoples or if that's a hot button of lexa's specifically, but the fact stands. and even then, she was entirely recomposed as she began to torture the suspect (poor raven) with the first few slices of their death of a thousand cuts. she has given harsh orders, she has witnessed members of both the sky people and her own falling into various states of emotional disarray, and she has even slaughtered someone she cared for (in her own way) without so much as a hint of emotion. a lot of this stems back from something she told clarke - that she learned how to get rid of the pain, and that in order to do so, one first has to cease to love or care. love is weakness, to lexa. it compromises your judgment and endangers your people.

a final note about her leadership that i didn't know where to cram in there so far is that not only is she open to the truce, but she's actually intellectually engaged by it. lexa actively seeks to cause the sky people to learn more about her own, and her own to learn more about the sky people. she often asks questions about the skaikru ways, which are oftentimes so incredibly foreign to her that she can receive a common-sense topic as new information (e.g. being confused about leadership selection not based around the dead leader's spirit finding a successor, as if that's the only way leadership could be chosen). vice-versa is true, too. lexa seems varying degrees of impressed or pleased whenever sky people show knowledge of her own people's culture and ways, ranging from the 'that was unexpected in a good way' look she gave clarke when clarke told finn's wrapped body 'your fight is over' in trigadesling to the nod of approval she offered marcus kane when he greeted her as 'lexa kom trikru', careful not to butcher the words.

LEXA, THE WOMAN
while relatively little is shown of her as a person rather than a leader, we managed to get more and more peeks at that side of her with each episode that went by. really, it comes down to the fact that in front of her people in any way, she will always be their commander. in a setting where she's away from her people, like snowblind, she'll be more than a little jarred by fact that the leadership version of herself is essentially invalidated here without the forest people to command, and she'll have to figure out which part of what's left of her is the part she's willing to show to her fellow snowblind characters.

it's not even that she's entirely unwilling to share, either. when she's one-on-one with clarke after finn's send-off pyre, she sees that the skaikru girl is hurting immensely, but rather than tell her to 'man up' more or less (as she might have had to with one of her own people, depending on circumstance), she voluntarily shares her own story of loss - one of the most personal pieces of herself, lexa offered to clarke to bridge the gap between them. because no one quite knows a leader's pain but another leader. no one understands what it feels like to make the necessary calls, to have that much blood on their hands. but lexa does. she felt that same pain an uncountable number of times, enough times that it pushed her to force herself not to feel at all in order to protect both herself and her people from any poor choices that pain might later inspire. costia was the woman lexa loved, and she died because of it, just as finn died for clarke's love. and when lexa told clarke that the sky people had been punished enough, that what happened to finn would haunt clarke for the rest of her life, clarke didn't for a second realize to think she spoke with such certainty because lexa might be haunted too.

it takes a certain kind of person to earn lexa's respect and especially her trust - someone strong, more mentally/emotionally than physically, whom lexa is inexplicably compelled to view as an equal rather than an enemy or someone in need of protection - but once that trust is earned, it sticks. not only that, but it translates to a powerful sort of loyalty which lexa isn't afraid to make known. to one of her own men who made an attempt on clarke's life, lexa outright said, 'attack her and you attack me'. that trust also leads to the slightest of softness toward them. she may not be terribly conversational, but to a person she has developed a trust for, she offers reassurances that few of her warriors are afforded. 'you're safe,' she tells clarke after the aforementioned altercation. later on, when they're in dangerous straits again, she says, 'don't be afraid, clarke. death is not the end.' while that ties more into her spiritual belief in the reincarnation of leaders, the fact stands that she didn't have to reassure clarke in the first place.

in fact, i feel like she's not nearly as good at this 'love is weakness, conceal don't feel' thing as she wants to be. she quickly developed a dangerous soft spot for our blonde protag, an intense sort of kinship she didn't often express but quite clearly felt, right up until the point where she kissed her square on the lips. clarke also manages to be the only person who shuts lexa the fuck down all season, chewing her out for her decisions and how she looks at things and lexa just backs away. not to mention the number of times she saved clarke even at risk of her own people. because that's how her priorities work, anymore: she'll protect clarke over any number of her people, though she'll protect her own people in a heartbeat over clarke's skaikru companions. that's actually the breaking point near the end of the season - despite what she feels for clarke, she was offered a deal in which her captive people all go free from mount weather in exchange for her warriors on the outside standing down and leaving the skaikru captives inside. this is a betrayal in clarke's eyes, and honestly it's a betrayal in lexa's too. a few months ago, it wouldn't have been. nowadays it was still a necessary choice but it definitely hurt her nearly as much as it hurt clarke, no matter how well she hides it.

really, lexa's just... y'know, a 19 or 20 year old girl, wrapped in fifteen billion layers of training and ferocity and unwavering leadership. take her away from those people and, while that leader is the only person she really knows how to be, those layers nevertheless start peeling off one by one. there's a person under there somewhere, i promise.


Flavor Abilities:
    eyeliner game too strong


Suitability:
    she'll absolutely be trying to climb that 50 foot snow wall because she's stubborn as balls and Can't Be Tamed but that will obviously end poorly. aside from that, she'll be locating clarke and trying to instill some sort of long-term safety for her, despite the music video for bad blood being pretty much based on their lives.


RP Samples:

SAMPLE 1 - NETWORK

[ two things can be heard at once: the all-encompassing presence of rainy snow, and the distinct crackle of some sort of static. after a second (and with a sort of flicker, at first), the video comes on to reveal a very moist woman with a deep band of - is that ash or face paint? - covering her eyes not unlike a painted-on mask. at the top of the camera frame, her hand appears to be hovering over the tablet as if to begin to shield it from the snow... as if it much matters, at this point. ]

Is anyone skilled in tablet repair? [ she says 'tablet' when she's really thinking something more like the trigadesling rendition of 'flimsy piece of shit', because the only thing being stubbornly ignorant to new things would accomplish is making her look ignorant as a whole.

still, she doesn't sound particularly impressed.
] I wasn't informed that these were quite so vulnerable to moisture.

[ true to form, there's a sort of static hum behind her words. this may be a relic from the height of earth's technology, but not a single one of the tools back in her village can be damaged by a layer of snow. ]

SAMPLE 2 - LINK TO A LOG

Right here!
Edited 2015-07-04 02:31 (UTC)

(no subject)

[personal profile] warring - 2015-07-08 06:56 (UTC) - Expand
rattlingthestars: (hopeful smile)

Jim Hawkins | Treasure Planet | Reserved

[personal profile] rattlingthestars 2015-07-04 10:39 am (UTC)(link)
Player Information

Name: Banah
Age: 25
Contact Info: [plurk.com profile] lilpocketninja
Other Characters: None.

Character Information

Name: Jim Hawkins
Canon: Treasure Planet
Age: 15
Gender: Male
Canon Point: Just after Silver leaves at the end, still on the Legacy and well before the epilogue.
Background Link: Wiki
Inventory: Jim comes dressed in a sturdy jacket and pair of boots as well as warm socks, trousers, and shirt. He’s also wearing a belt, two hair ties, and single gold earring. His pockets contain two handfuls of gold and gems. He has a round canvas duffle of roughly the same volume as the standard back packs, currently empty.

Personality:

Jim values freedom and independence, but also yearns for approval and understanding. The first time we see him at his present age, he is alone, riding his solar surfer into a dangerous area, and finding joy and peace in the adrenaline. Throughout the movie, he consistently makes his own decisions - good or bad - without consulting anyone or even speaking. While others are debating in an urgent situation, Jim is acting without pausing for thought. His instincts are good - there are multiple instances where he saves peoples’ lives this way - but it has gotten him into trouble just as often as out of it.

His taciturn nature plays out in other ways, too. He is often seen daydreaming in the background when he should probably be listening, and tends to take a passive stance in conversations that don’t interest him. Jim never uses five words when four will do, and he’s incredibly reserved when talking about himself and his emotions. Around more talkative people, he rolls his eyes and sighs but lets them carry on with occasional encouraging noises rather than interrupting them. When people in authority are angry with him, he holds his tongue rather than argue (though he will rant sarcastically the second they’re out of earshot). In general, his interactions with most people seem to boil down to taking the path of least social resistance and effort. Jim acts to draw as little attention to himself as possible in front of others, down to the way he dresses (all his clothes are oversized) and his body language.

That said, it’s not always the case. Jim is polite to most people and reluctantly respectful of authority figures, but he doesn’t know how to pick his fights when someone else starts them. At all. At one point, Jim decides it’s a good idea to talk back to an anthropomorphic spider three times his size and keep right on insulting him even while the spider is actively dangling him from his claws. He keeps right on going until he’s rescued. That’s with a stranger; with a betrayal from someone close to him turns Jim vicious. This is because it takes a lot to get Jim to truly connect on a personal level, and it’s difficult for him to show true emotional vulnerability. His father abandoned the family a seven years before canon, and as his mother says, “he’s just never recovered.” Jim is angry and resentful both at himself and those around him because he blames himself for his father’s departure and is miserable about it. When something reminds him of that rejection, Jim loses his tempter and pushes back as hard as he can.

It is the trauma of losing his father that drove him for a long time. He thought that he had no future and had no worth because he failed to win his father’s love. The lack of belief in his own future and worth caused him to self-sabotage in his relationships and interactions with others. A lot of Jim’s issues rest on the fact that he absolutely craves approval and affection. We only see him start to unwind when John Silver - Jim’s surrogate father figure - takes Jim under his wing and talks up his potential. Within a few months of coaxing, Jim opens up about his dreams of changing the way people see him and builds a friendship where he can joke and tease. More than anything, Jim wants understanding and for someone to believe in him. He fears being abandoned and never living up to his own potential.

Jim does have a lot of potential. He began building his own solar surfers at the age of eight, and by fifteen can construct a working one out of a broken thruster and a piece of wood from the ship’s deck in a few seconds. He works hard when set to a task, often out of stubbornness, and does whatever he’s doing to the best of his ability. He solves an extremely difficult puzzle box in seconds, just by poking at it, and often intuits the best course of action in a very short period of time. Though he dislikes being taught, he loves to learn; when he wanders off in the middle of a conversation, it’s usually because he’s observing the world around him. New things - languages, species, places, technology - delight him. By his canonpoint, he has gone a long way toward overcoming some of his insecurities and putting himself on a better path, but I don’t think he’s 100% there and all of this is likely to come back given the circumstances of the game.

Ultimately, Jim is a good kid who’s been hurt and is struggling to overcome that. He understands and cares that his flaws cause other people trouble, and genuinely wants to make up for it. By his canon point, he’s well on his way there, but he still has room to grow.

Flavor Abilities: Jim is a baseline human. He is skilled at driving/piloting and building/repairing machinery, and has shown an aptitude for puzzle solving.

Suitability: Jim is responsible for a fifteen-year-old, and has shown the ability to keep cool in a crisis and work hard when directed. That said, he has never faced extreme weather before and his natural impulsiveness and curiosity may get him into trouble because he’s inclined to take risks with his personal safety when he believes the possibility for reward is great. He is likely to push his own limits repeatedly and throw himself at the game’s obstacles.

His problem-solving skills and independence make him a natural fit for a survival horror game. He’s likely to be very curious and very driven toward improving the in-game situation for both himself and others. If he manages that, it may help him integrate into the community and further positive character development. If he does not, his self-destructive tendencies and his need for approval may drive him deeper into the psychological horror aspects of the game.

RP Samples:
Network | Prose |
TDM Action Thread | TDM Network Starter
Edited (Grammar) 2015-07-06 23:24 (UTC)

Re: ACCEPTED

[personal profile] rattlingthestars - 2015-07-07 19:23 (UTC) - Expand
poppycock: (#9254426)

klaus mikaelson | the vampire diaries | not reserved

[personal profile] poppycock 2015-07-06 03:13 pm (UTC)(link)
NOTE: I apped Klaus last app cycle and didn’t have the chance to intro him. I soon after dropped for personal reasons. I’d like to come back and give the game a real try! The application is the same, though I’ve provided new samples. I hope this is all right!

Player Information

Name: Crystal
Age: 27
Contact Info: [plurk.com profile] provenance
Other Characters: n/a
poppycock: (#9304504)

[personal profile] poppycock 2015-07-06 03:15 pm (UTC)(link)
Character Information

Name: Niklaus Mikaelson
Canon: The Vampire Diaries-verse
Age: ~1,000; appears mid-20s
Gender: Male
Canon Point: The Originals, 2.22 - “Ashes to Ashes”
Background Link: »»
Inventory: The clothes/shoes he’s wearing, including a light jacket and a necklace.

Personality:

"Over the course of my life I’ve encountered no shortage of those who would presume to speak of good and evil. Such terms mean nothing. People do what is in their best interest, regardless of who gets hurt. Is it evil to take what one wants, to satisfy hunger even if doing so will cause another suffering? What some would call evil, I believe to be an appropriate response to a harsh and unfair world."



Klaus grew up under the constant physical and psychological abuse of his father. Mikael's viciousness was directed towards all of the Mikaelson clan, but the brunt of it has always fallen on Klaus' shoulders. The absence of his strength, anger, and will (qualities his mother magically suppressed) spurred incredible resentment and brutality from Mikael. Even before then, he despised his son; beating Klaus from an early age and at least once to the point of near-death. He would call him pathetic, weak, and essentially worthless. Later, after Mikael learned Klaus was born out of the adulterous union of his wife, Esther, and a werewolf, his father had another reason to hate him: he was a beast and an abomination.

Esther, who was a very powerful witch, would turn Mikael, Klaus, and his siblings into immortal vampires so they could protect themselves against the werewolves who lived in their village. She also performed a spell to suppress Klaus' werewolf abilities at Mikael's behest. Spurred by rage afterwards, Klaus killed his mother and kept this secret from his siblings for centuries out of fear of abandonment. This paranoia and lack of self-worth have continued to haunt him and drive him to extremes, as did the continuing threat of Mikael. Their father chased them down for centuries with the purpose of killing them for being the monsters he created; Klaus eventually succeeded in killing him first.

The world was harsh and unfair to Klaus from the beginning and so he has become both harsh and unfair to not only survive it, but to conquer it. As a child of abuse, he is in constant competition to be the most powerful, for only then he might feel safe, respected, and loved unconditionally. This has shaped him into the person and the monster he's become: impulsive, narcissistic, and ruthless. As his sister Rebekah puts it, they are broken, damaged things: always and forever cursed to live without hope. But they didn't get to that point through Mikael's terrorism alone. Much of their anguish and pain has been committed by Klaus’ cruelty. Klaus' motivations stem from his aforementioned fears and his desire for total allegiance, but also his desire for love and family. Unsurprisingly, these two warring but related desires often make these things impossible for Klaus, who tries to force both. (Not to mention as a child of abuse and an abuser himself, Klaus has a warped view of love and family.)

Many times in Rebekah's case, Klaus has gone to extreme lengths and actions to "protect her from herself," including but not limited to slaughtering her romantic interests. According to Klaus, these men were not worthy of Rebekah's love or devotion, and more importantly they could be not trusted, especially during a time when they were on the run from Mikael. Klaus is not an overly sentimental person, but many people and things hold value to him, and arguably Rebekah the most. He is her constant, as she is his. She has stood by him longer and better than his brothers. This is something Klaus is wont to acknowledge, but Rebekah is someone he holds terribly dear. So terribly dear that his reaction to what he perceives to be her disloyalty or folly is severe. Recently, he has been told that she betrayed him to their father decades ago; as punishment he attempted to kill her, but revealed instead that he simply wanted her to know the pain of betrayal he felt. He let her go and in effect exiled her from their home so she could finally live a life free of him.

This, actually, is a sign of character growth from Klaus. Earlier in The Originals and The Vampire Diaries, Klaus has displayed a violent and methodical intolerance for any and all betrayal. Klaus is not one to show mercy; he massacred all of his hybrids for daring to break away from their mystical enslavement to him. That is not to say Klaus can't be bargained or reasoned with, but it's never that he doesn't get his way somehow, some way. He is very persistent and makes all of his decisions for his family -- and/but to assuage his own fear of being powerless and his insecurity of being worthless and alone. For instance, he spent centuries finding a way to break his mother's curse to become the first vampire/werewolf hybrid; to never feel powerless again, to prove his worthiness, and to create more of his kind. Klaus also possesses an impressive knack for understanding people's desires, motivations, and capabilities, and the ability to see these people in the bigger picture and to manipulate situations to his desired outcome. And what he can't have through scheming, he'll take by applying force, or vice versa. Klaus is a natural-born, decisive leader only hindered by selfish motivations that cause to alienate him.

There is a gentler side to Klaus, of course, but feelings and sentimentality are largely seen as weakness to him, although recently he has shown a greater acceptance of his own and in turn leniency and guilt. Losing Rebekah and becoming a father has changed Klaus; so has realizing his friend and surrogate son/brother Marcel is still alive and that once again he has his brother, Elijah, and Rebekah by his side. At heart, through all Klaus' scheming and cruelty, is still the caring boy who values his family above all else, who merely wants to belong somewhere and be loved. Above it all, Klaus wants to create a home. And despite his selfishness and paranoia, he has moments of mercy and empathy. He wants those he cares about to be happy. Many a time he lacks the full selflessness to accept these things, and the softer touch to usher in these changes.

This -- the slow acceptance of his emotions/vulnerabilities and the realization of his destructive motivations/actions -- has never been more apparent since Rebekah left him and New Orleans behind. This has served as a turning point for Klaus, as has the birth of his daughter. For the first time in his long lifetime, Klaus has something to fight for that is not himself; someone to fight for whom he feels complete allegiance and love with no doubts, no paranoia. Hope is (and yes, Klaus is as subtle as an anvil here as per usual) his hope: for family, for acceptance, and for some semblance of a redeemed heart, if not a redeemed nature. Hope is, as Elijah has put it, their family’s hope; she has united the Mikaelsons and her mother, Hayley, in a way nothing else has, arguably since they were first vampires. She is the home in which Klaus has always longed to create.

However, not even these recent events can alter Klaus entirely. He is still shaped and motivated in large part by his selfishness, by his pride and by his wrath. He still punishes any betrayal with severity. For instance, in response to Elijah decapacitating him, Klaus brutally killed his girlfriend in front of him. He is not a good person or with certainty he chooses not to act like one, and is typically unconcerned about it until it negatively affects him; even feels entitled to taking such actions like a child having a tantrum.

Klaus has shown this typical ruthless behavior to protect his family and his daughter from harm. He has killed his recently resurrected biological father to protect her because he didn’t know if he could trust Esther’s past lover and couldn’t take the risk if that were the case, even though a loving father is all he has wanted his entire life. He has also shown moments of pain, remorse, gratitude, and vulnerability. He has put his family, and even his friends, first in as many cases. He feels responsible in taking measures no one else will, and does. He is willing to do anything at the price of his family, for his family.


Flavor Abilities: n/a

Suitability:
A humanized Klaus in Snowblind would face numerous difficulties, chief of all the separation from his infant daughter (who he only just successfully saved and brought home) and reconciling with his powerlessness. Suddenly being defenseless and vulnerable to others and to the environment will be an adjustment. (However, though he hasn’t been human for over a thousand years, he has lived for as long and grew up as a viking -- so he has the knowledge and experience to get by.) A character such as Klaus relies heavily on his strengths both literal and figurative; power has been Klaus’ armor for centuries, something he has sought after aggressively and used as a shield, both emotionally and physically. This strength is something he has considered and proved necessary in saving and protecting his daughter. But Klaus perseveres. He might not be able to compel others to his will or take someone’s head off with his bare hands, but he’s capable of more than that. He is ruthless and exacting, and will do everything in his power to survive, and to explore the town and area in hopes of finding answers, and eventually dismantling the truth of this place to find a way to destroy those responsible and escape it. ‘Destroy’ is very key here, by the way. Nothing else would quench his wrath. He will do it by manipulation, through allies and enemies, and with every advantage afforded to him.


RP Samples:
Game Setting/Network Sample:
[ he has no intention of dying here, lost in the cold, every inch of him freezing in submission to this perpetual winter. klaus has not lived for over a thousand years to be bested by whatever has taken him from his home, from his daughter, and stranded him in this nightmare.

he will not die, if not out of necessity, than out of spite.

if that means he will go mad staying inside another night, caught in a storm the likes of which he hasn't seen in centuries, then so be it. he has experienced over fifty-two years of hallucinations and torture once, courtesy of the fledgling hunters he massacred, and so he will persevere through whatever this place has to deal until he can leave this room, intact.

that is until he hears the cries of his baby girl, the plaintive screams echoing through the small, desolate cabin in which he is cooped up.

he has torn up half the floorboards after the first hour. if he meant to try to find the disembodied source or simply to distract himself with the agony, he does not know. his hands are bloodied, stabbed, and sheared, staining the screen of his tablet as he broadcasts the video.

his face is smeared with red that is nearly black in the shadows; he is on his hands and knees, the ceiling, his tense, shaking shoulders and bowed head filling the screen. his eyes burn with rage directed off to the side for this message isn't for the masses but for his captors. his voice strained into a growl and his chest heaves.
]

I will find you, and I will kill you.


Prose/Actionspam Sample:
intro @ [community profile] teleios

(no subject)

[personal profile] poppycock - 2015-07-07 21:13 (UTC) - Expand
azothsleeps: (something i once believed)

Fiona Belli | Haunting Ground | not reserved

[personal profile] azothsleeps 2015-07-07 03:52 am (UTC)(link)
Player Information

Name: Aisa
Age: 27
Contact Info: yingyangdemon @ hotmail ; silencekeeps @ AIM
Other Characters: None.

Character Information

Name: Fiona Belli
Canon: Haunting Ground
Age: 18
Gender: Female
Canon Point: Ending A: "Fortes Fortuna Juvat."
Background Link: Fiona at the Haunting Ground Wiki
Inventory:
  • the clothes on her back which include a pair of steel-toed boots, a pair of earrings styled after Uroboros (their properties removed), and a hanging-gem choker

  • Hewie, her dog, seen above as well as here and here

  • four pieces of dog chicken jerky and two pieces of dog beef jerky

  • six sprigs each of chamomile and lavender herbs, for their calming and relaxing properties

  • two magnesia traps, which explode and do minor damage if stepped on

  • four balls of antimony powder, which can temporarily stun individuals when it's thrown

  • -all of her alchemic concoctions will be removed upon arrival-


Personality:
Fiona is the typical diligent student--quiet and well-mannered; soft-spoken and very polite. She mostly keeps to herself, and is fine by herself and her thoughts. She's the unemotional type, and doesn't show what she's feeling at all. The main emotions that she reacts to is genuine joy, like being around her dog, and fear. Her thoughts are her own, and though she's reserved, she's quick-witted and mentally agile. Through her own habits and her history, she excels at puzzles and strategy.

While quiet and polite, Fiona is not docile, and does not let people walk over her. She doesn't just accept the hand that's given, and instead of sitting and sobbing about things, she tries to move forward, constantly looking for the next step in what to do. In that, she is strong willed, and takes strength from her desperation. Instead of letting it overtake her, she lets it fuel her. Fiona's strength lies in the mind. She is, by no means, a genius, but she seems to have a tactical advantage in planning traps and figuring out puzzles. Even if there's not a solution, she may find an alternative means of success. She also is seemingly magical at finding any hiding place available--though, how obvious they are, depends on her emotional state. She knows a little more than basic first-aid, since she was able to help Hewie in the few minutes she had after he was shot.

Despite Fiona prioritizing thinking over emotions, and not allowing most of them to control her, she does succumb to fear. Raised as a normal, everyday average girl, Fiona isn't used to graphic horror in that sense--things that scare and disturb her make her react, from shrieking and falling to running fearfully in a blind panic. Which is a problem. Fiona is not athletic, and lengthy running or difficult activities puts the girl at a distinct disadvantage to the point of slowing down and wheezing, or seeming being unable to succeed in what she set out to do. If something scares her badly, she will panic and run blindly, often tripping and falling to the ground in her hurry. She also has been known to faint at times when she can't handle the situation--almost always concerning her family. She also has the dumb horror-trope stereotype of standing and watching when she should be running, but hey, sometimes that has good effects as well--then you know exactly what's chasing you.

Even with that hindrance--being fearful and frozen at the things that could harm her--Fiona is willing to do whatever it takes to survive and thrive. Between her life and the ones attacking her, she is willing to stop them if she can, to the point of murder in whatever way is available--from a cliff to a conveyor belt. The fact that she could quickly and efficiently make these life and death decisions might say something about her mental health, but it also points to a supremely high survival instinct. She does not want to die. Escaping is her first priority. Given the choice, however, she would prefer to resolve things with people going their own separate ways--when defeating her first enemy, Fiona allows him to leave instead of finishing him, seeing the humanity even in someone who had been set on destroying her. When she is first forced to kill someone, she curses the castle and the people in it, wishing it had not come to that conclusion.

While her family is a centuries long alchemist group, Fiona has had a normal upbringing and has a hard time believing in the supernatural. She is genuinely surprised at some of the alchemical processes in the game, and downright fearful at some of the others. She sees it basically as another puzzle, and if mixing ingredients and saying certain words solves it, then there it is. While she doesn't accept situations she's in, she accepts the world to a degree, and so the gradual truth of alchemy as well as the occult history of the house became something accepted, even as she didn't fully believe in it. She's adept at mixing and combining basic alchemic ingredients, and can make concoctions that can give one energy or muffle all fear.

Interestingly enough, Fiona is amazingly good with animals and very sympathetic towards them, whether birds in a cage or a tiger skin rug. This is shown most with Hewie. The dog was perfectly trained within days, and remained exceeding loyal to Fiona, willing and able to defend her to the death. In turn, he became a source of hope and love to her, and gave her strength to see everything through. She's very reliant on him, and a bit dependent. They are all that each other has had, and unlike a bond of ownership, theirs is simply one of two beings bonded through sharing the same awful circumstances. She trusts Hewie, when she isn't able to trust any other.

On that end, the whole Belli Castle situation has made her slightly paranoid of most humans. She's wary of people in general, and cautious about new places--always looking for things that could be concealed traps, or used as such, or hiding places. Despite the fact that she almost expects ulterior motives after what her family put her through, Fiona is still a friendly person, and willing to help those that need it. Used to mind games and being manipulated, she still prefers her solitude, not easily becoming close with anyone.

She's strengthened from her time at the castle, but she is still the fearful girl. She won't be as hesitant to react with her will backing her, and she will definitely try to work through the mysteries that will surround her, even when she's terrified out of her mind.

On Hewie:
Hewie is as strong-willed as Fiona, if not more--shirking collars and ownership like the plague. His background is entirely unknown, and how he got to the estate--or why--is left unknown. Something obviously happened in his past if his base reactions to people are any clue. At first, he growls at Fiona and runs, and is still slightly wary of her as she tries to help him. He repays kindness in kind, however, coming to her aid soon after she releases him. After that, he remained nearby to her by choice--wandering off at times, but coming when she called. He became more loyal and devoted along the course of the their time there, obeying her commands explicitly without much training and retrieving items that he had found for her. In combat, he was able to perform different tasks, from leaping on Fiona's attacker to just attacking the limb with the weapon. He's efficient in a at times disturbing degree--using base instinct to focus on the points of weakness in his opponents to crush and maim. He understands basic talk to a degree, but only is willing to listen to Fiona. He becomes entirely devoted to her--described even, as fiercely loyal--and thinks nothing of stepping between her and any enemies. Despite his overwhelming loyalty, he still is his own dog, and does not blindly obey. Even his love for her doesn't change his reactions at times, as when he rushed to attack an enemy despite her calls of warning, leading to his getting shot. He's extremely distrustful of all people due to his implied past abuse, and is not a friendly dog. He would keep his distance from others, as long as they don't prove a threat. He could possibly be coaxed by Fiona to accept others, but that would mean she had accepted them herself.

Flavor Abilities:
Fiona is entirely human. The only abnormal attribute about her--her Azoth--will be muted. So the most she has to her is a diligent mind and Hewie's canine senses--ie, when Fiona is near dangerous places or suspicious individuals, he will growl in a very distinctive way.

Suitability:
Fiona comes from a survival horror game, which not only has the classic horror elements, but many detailed and gruesome deaths and options on how to down your opponents, as well as the added effect of the main character being completely human and unable to easily blow through challenges. She runs, hides, and gets scared, along the way struggling through the mysteries and riddles within. The main storyline as well as the mysteries deviate from an acceptable society norm, and its a kind of askew game.

In the game, she has just seen her only remaining family go increasing mad to the point of murder and attempted murder. Her uncle supposedly killed her father, and was planning on raping/impregnating her to have him be "reborn". The maid's madness and behavior towards Fiona outclassed anyone else's, and her death was particularly shaking. But more than anything, the hunts of the four residents was something that would stay with Fiona, and even though dead bodies, gore, and the desperate measures people may take to survive will be horrifying to her, it wouldn't be until someone comes after her that she would truly be afraid.

In Snowblind in particular, Fiona would focus on surviving. She's cautious, but not to the extent that she would shun movement. She would search out the things necessary for both Hewie and herself to survive, and try to find out the reasons of why they are there. She will be hesitant to believe others at first, but with time, she could learn to trust some of her fellows and would likely gain strength from others' support.

RP Samples:
Action:
in-setting network thread

Prose:
prior game prose log 1
prior game prose log 2

Re: ACCEPTED, NOTE

[personal profile] azothsleeps - 2015-07-08 04:27 (UTC) - Expand
averytinyparticle: (neutral)

Quark | Zero Escape: Virtue's Last Reward | Not Reserved

[personal profile] averytinyparticle 2015-07-07 04:25 am (UTC)(link)
Player Information

Name: Danielle
Age: 22
Contact Info: [plurk.com profile] ddsapphire [personal profile] ddsapphire
Other Characters: N/A

Character Information

Name: Quark
Canon: Zero Escape: Virtue’s Last Reward
Age: 10
Gender: male
Canon Point: Quark comes from the timeline in which he initially goes through the first chromatic door leading to the infirmary with Dio and Luna. After clearing that room and the first AB game, and talking to Sigma and K in the Crew Quarters about an article he found detailing Radical-6, he discovers a bomb. It's while he is running to tell the others of his discovery that he wakes up in the hospital.
Background Link: here
Inventory: Quark has his clothes (a white tank top underneath button down pale blue shirt, underneath a light tan vest, dark green shorts that fall just above the knees, white socks that peek out just over brown lace-up boots, and a heavy green jacket with large pockets, white cuffs, and a fluffy white collar). To top that all off he wears a large brown helmet that has two large containers on the side; they open up to empty spaces where he stores snacks. The helmet has a brown belt buckle that can be attached underneath the chin, but he generally just lets it hang down to his shoulders. On his left wrist he has the watch that had been attached to his wrist as part of the Nonary game, but it no longer has poison that can kill him at any moment. In fact, its blank faced and appears to have lost all function. He has a scalpel that he pocketed from the infirmary back on Rhizome 9, and a note on Radical-6 that was discovered in one of the safes he unlocked with his teammates.

Personality: Most notably, Quark is your average child with a strange choice in headgear. He learned from his foster grandfather to be polite and respectful to those older than him—and for the most part, he has learned quite well. Though, being a child, he’ll only take a certain amount of patronizing or overall rude behavior before he voices his displeasure. Regardless of how he’s been taught to behave and how much he appreciates the knowledge that his grandpa has passed down to him (which you can be sure he’s absorbed like a sponge), Quark is first and foremost an impulsive and vocal youth. He won’t hesitate to interject his own ideas or opinions, despite how little he may actually know in regards to the conversation at hand. You’re sure to know what Quark thinks of you—because he has no reason to hide how he feels, and doesn’t quite understand the concept of “consequence” well enough yet to hold his tongue before blurting out something that may get him into trouble in the long run. His childlike naivety can also become evident at his exuberant willingness to trust someone simply because they are an adult. Unless someone proves themselves to be cruel, Quark will always assume that they’re trustworthy.

Unless you’re actively condescending to him, however, Quark treats everyone with an almost equal level of energy and friendliness. He tends to get excited about most things he doesn’t know much about (which is a lot of things, so he’s almost always excited about something), and is enthusiastic to learn new concepts and try to work them out as best as he can in his young mind. Of course, he doesn’t always come up with correct conclusions when handed a problem or a puzzle, but there’s always a genuine effort in his attempts to work through them. And, given his age, although simplified accordingly his musings tend to be surprisingly thoughtful.

Due to the fact that the setting Quark comes from is little more than a ruined wasteland of a planet, he’s been working with his grandfather as a sort of scavenger since he was six years old. He was quick to learn that most things have an inherent worth, and has only become more and more resourceful over the years. Even his hat is something he’s managed to fix together from items he’s picked up while working—as a means of hiding snacks inside of its large, hollow structure.

For all his initial charm and normality and bubbly exterior however, the longer one knows Quark, the harder it is to ignore that something…not quite right is hiding just underneath that exterior. It’s quite possible he isn’t fully aware of it himself—in fact, considering where he comes from, his eerie behavior would be considered perfectly acceptable. Equipped with an almost morbid sense of humor as well as a calm acceptance of death and poverty, it’s understandable to feel a bit unsettled by Quark’s subtle differences in behavior compared to a normal child. This can be more than chalked up to a mild form of social incompetence where most worlds are concerned. Growing up in a world where the idea of a “family” is rare, to put it lightly, and a root beer float is considered an almost unaffordable luxury, Quark simply doesn’t see certain cynical behavior as being cynical. Can one truly blame him? It doesn’t help that he lives with a very bitter, lonely, and mildly-alcoholic old man, either.

Flavor Abilities: other than being startlingly clever (when he wants to be) for a ten-year-old, Quark has no notable abilities, flavor or otherwise. He does, however, allude to having a better-than-average immune system and durability. Before being exposed to the Radical-6 virus, he states that he hadn’t gotten sick or badly injured since he was an infant, even though he’s been working as a post-apocalyptic scavenger for the past four years, and even when his Grandpa gets sick from staying out all night in the rain while he, himself, doesn’t—for what that counts.

Suitability: Quark comes from a setting in which he had already woken up in an unfamiliar place, stuck in a situation that could have resulted in his death. He’s not a stranger to living on the edge, unsure what’s around any corner and having to scavenge for food and supplies. On his version of Earth, he literally spends his time picking through garbage with his Grandfather for their livelihood. The world is a barren wasteland with few resources and many ways to die at a young age. Having grown up in a mostly-dead planet, he’s accustomed to living the life of a survivor and isn’t quick to panic in situations that seem hopeless. Despite being a child, he can be surprisingly level-headed.

RP Samples: Test Drive Meme (Network and Action), Prose/Action Sample, Network Sample

(no subject)

[personal profile] averytinyparticle - 2015-07-08 02:13 (UTC) - Expand
victorytothesexy: (Default)

Zelos Wilder | Tales of Symphonia | Not Reserved [1/2]

[personal profile] victorytothesexy 2015-07-07 08:32 pm (UTC)(link)
Name: Cache
Age: Over 21
Contact Info: [plurk.com profile] cached
Other Characters: n/a

Name: Zelos Wilder
Canon: Tales of Symphonia
Age: 22
Gender: Male
Canon Point: A few months after the events of the first game, following the ending where he survives.
Background Link: Aselia wiki, ahoy!

Inventory:
His usual, fabulous flamboyant clothes

Personality:
In more ways than one, Zelos is not quite what he seems. If you were to ask the people around him what he’s like, you’d likely hear the same few words repeated over and over again - you’d heard that he’s a bit of a narcissistic flirt, a confident individual with a side of sarcasm and jest. The kind of guy who lives life for fun and doesn’t really stop to consider his actions; a dumb go-getter, if you will. And certainly, if you were to meet Zelos yourself, you’d probably find yourself coming to much the same conclusions. But as usual, there's a twist - and it's a big, admittedly somewhat cliché one at that;

It’s all fake.

Well, most of it is, anyway; he's not as confident as he'd like you to believe, he is capable of understanding a serious situation when things come down to it, he isn't as dumb as he comes across, and he can think of other things than chicks and how to best woo them at any given time. Of course, you aren't supposed to know any of that. No, what you're supposed to see is a mask he's put up over the years to keep himself safe and stable. And while there have been cases when people have been allowed to see past it and get close, it's not a right reserved for just about anyone, unless they've earned the honor through some major blood, tears and flattery. Especially flattery.

Now, the part that does ring true is that Zelos really is - or tries to be, anyway - carefree, and he really does hate working for things and getting serious if he can help it. If he could have a choice, he’d spend all his days lazing around without a worry in the world. Alas, that's not really possible for a man of his position and past - life sucks like that, you know? So the only way to cope with all the responsibilities and stress piled up on him is to just, well, not let himself care too much. Invest yourself too deeply and you burn out - learn to not stress so much and that sucky life goes at least a bit more smoothly. That's something he’s been trying to instill into himself with varying degrees of success for years now.

For that reason, Zelos’s motto has pretty much come to be ‘whatever will be, will be’. Sure, you can spend your time worrying about crap you can’t change, but is that really gonna help ya any? Nope? Then, man, just let it go and move on!

Due to this way of thinking, Zelos might seem both fickle and aloof sometimes, and most definitely not across as someone dependable. The thing is, though, that if push ever does come to shove, he will put in the work that’s due - even if he hides it and doesn’t really want to make a big deal out of it. And that’s the thing with Zelos, really; he doesn’t want to make a big deal out of most things - not ones that actually matter, anyway.

That is to say, he's the type to joke in a crisis to try and alleviate the panic, and any insult or profanity you send his way will seem to slide off his back like water, often resulting in nothing more than either a witty comeback or a mock-pout of sorts to show how oh-so-very-hurt he is. Some insults can even tug a grin to his lips and just make him outright laugh, be it at you - or with you, at his own expense. He doesn’t really seem to mind being made a fool out of and certainly, not mind playing the part of the Idiot Chosen. That’s what the world sees him as, and he’s long ago learnt that sometimes it’s just easier to give people what they want.

Of course, that doesn’t mean that some of the insults and suspicions thrown his way wouldn’t find their way home and actually hurt. No, it’s not easy to insult him, but it is possible, particularly if you show you don't trust him while he considers you a close friend - which, admittedly, is rare. Most relationships, be they romantic or platonic, tend to be rather superficial with him; ones where both parties just use each other to their own ends. It doesn't mean he's not nice to you, but it also doesn't mean he really cares enough to help you out if there's nothing in it for him. And if you want to break out of that and become an actual friend, you need to work for it. You need to prove yourself. Be a little stupid, a little naive and trusting enough to throw him off. Because, hey! If you’re willing to be a little crazy, he might do something crazy in return - like trust you back. That's how Lloyd got there.

And, well, if you do ever get to the point where he believes you to be a good person and worth of his loyalty, you’d be hard pressed to find anyone more true in their friendship than this guy. He'll stick with you through thick and thin, and nothing in the world can make him change his mind. Sure, he might not exactly show it, and he certainly won’t say it, but if you’ve got that far into his mind, he probably doesn’t even have to; you’ll probably already know.

With that said, on the flipside, Zelos isn’t the most forgiving person and can be quite stubborn in his dislike of someone if he’s once given a reason to. And while his sadness doesn’t usually show, his anger and dislike do - if not in his actions, then at the very least in his words or tone of voice, all suddenly a lot more cold and sarcastic than before. He will talk you down or refuse to listen completely, and if you’re an enemy, he won't hesitate to point his sword at you if he must. It’s relatively rare of him to get to the point of resorting to violence however, particularly so because he doesn’t really like to get himself hurt.

Also, while he is loyal once you truly get under his mask, before you reach that point, his loyalties and interests are extremely fickle. See, for the longest time loyalty was not a concept well-grasped by Zelos. He grew up in a family of infidelity, watching his father openly cheat on his assigned wife. His parents were a couple born of need and ‘fate’, as Cruxis would have put it, not of love or kinship - and it showed. Zelos learnt very early that relationships - glorified as they seemed to be in the eyes of those not involved in them - only brought trouble and conflict in the end. He learnt that it’s best to keep your distance and not commit - arguably the start of his preference for one night stands over serious relationships; you get the fun - but not the drama.

On the subject of his sadness now showing, what might confuse you when dealing with him is that sad Zelos is the exact same as happy Zelos - at least at first glance. He doesn’t really like to show negative feelings, unless he can somehow turn them into a joke to be laughed at as well. Showing genuine tears? No way. Complaining about how he’s hurt in an over-dramatic fashion that’s likely to earn him a slap rather than a pat on the back? Sure, whatever. Keeps the mood up. The world is already full of bad crap, contributing to it with your own whining and dragging those around you down with you doesn’t help any. Zelos is fully aware that his existence itself is already trouble for some - he’d hate to become an even bigger burden to his peers with moaning about things and he’d definitely hate to see you do it. If you’re feeling down, deal with it yourself, don’t drag the whole world into your pity party. That's pathetic.

And yeah, you did hear that right; Zelos does consider his existence to be a pain at times, mostly because of the things that happened during his childhood, things he feels guilty over. His past is also the source of his current, partly faked, narcissism; as a kid, he didn’t really have people to compliment or congratulate him on a job well done or to praise him when it was due. And after spending years of moaning about it, he finally figured that it was fine - that if nobody else did it then hell, he would compliment himself and he’d do it the best anyone could. The more down about yourself you were, the more down others put you, is what he realized. Walk with your head held high and you survive. People can be such asses when given the opportunity, y’know.

Zelos has gotten a bit better about his self-esteem and some of his mask of confidence has molded into his actual being lately, but a big part of him does recognize that he isn’t as great or strong a person as he’d like to make others believe. He tries, yeah, he just isn't sure how big a difference one dude can make in the big bad scheme of things.

As mentioned earlier, Zelos isn't half as dumb or air-headed as he might seem. Sure, he might not excel in many subjects when it comes to school, but that’s not the kind of wisdom one needs to survive the life he’s lead, anyway. No, what you need is to be cunning, logical and more than anything, observant; and that’s exactly what he is. Underneath his carefree guise he’s paying a surprising amount of attention to minute details to read both situations and emotions of those around him. He knows what’s going on when you’re crying, even if he just jokes and acts like he doesn’t get it. He knows when you’re pulling his leg and he knows whether your words of appreciation are fake or real - and he knows when he can place his own trust on you without worry. Well, most of the time, anyway. He’s logical and calculating, which might explain why math was the one lone subject he never did have to cheat in.

The perceptiveness and the ability to observe and calculate are all things Zelos developed during his teenage years of being a Chosen and being constantly ravaged by townsfolk looking for a minute of his time. At first, he used to be naive, welcoming everyone willing into his life, but experience quickly taught him that it was a mistake.

On a completely another note, we can’t really talk about Zelos without mentioning his skirt-chasing tendencies, now can we? Yeah, while at the surface it’s just a simple-minded guy looking for a good time, things didn't start out that way. At first, it was all an act, really, upon learning he was popular among the noble ladies. The girls seeking fame and fortune would come to him and fake interest and he, looking to have fun and company, would fake his interest back. Everything was superficial and harmless - if fake - for both parties involved. And from there, it evolved yet until flirting became a habit, something he just did, no deeper meanings hidden underneath. Well... Most of the time not, anyway. Because really, sometimes a few sweet words can earn you useful information, a place to stay or something equally handy in a pinch, and it’d be a shame not to make use of it.

With that said, sometimes Zelos's flirting also serves a less selfish purpose, with him not looking to gain anything from it; he's noticed it's a way to compliment some people, and to cheer up some others. He's pretty useless, but if he can crack a few smiles on pretty faces every now and again, hey, that's a pretty cool feat, huh?

As is probably clear by now, Zelos is secretive. Chances are that even if he does consider you a close friend, you won't hear of his troubles and secrets for a long time if ever. He just doesn't feel comfortable wearing his heart on his sleeve, and wants to have that safe haven of lies he can always retract to if the world decides to deal him a shitty hand. Despite this however, he is surprisingly open when it comes to voicing his opinion (as mentioned) particularly so if it's a negative one and he can dip it in a nice big can of sarcasm for better delivery. When he wants to be, he can be pretty blunt and not afraid to say what's in his mind.

Speaking of being afraid, the things this guy fears are plenty; emotions so strong he can't hide them, dying, pain, growing old, causing misery to his peers... really, as was mentioned, he can be quite the coward sometimes. But that just means that when he's willing to risk his own skin helping you, he's being extra considerate, alright. So better appreciate it, bud.

All in all, Zelos would say that he's a hot mess - and his peers would say he's an arrogant mess, but in either case, yes, Zelos is a mess. He has gotten better when it comes to expressing himself, letting people in and generally being a bit less of an ass, but there's still ways to go ahead in all those fronts. But, well, if he likes you, he'll try to help you out - that much is certain. And while his story might be a bit of a sob one, he doesn't want to think of it that way. He's done sobbing. For life.
victorytothesexy: (Default)

Zelos Wilder | Tales of Symphonia | Not Reserved [2/2]

[personal profile] victorytothesexy 2015-07-07 08:33 pm (UTC)(link)
Flavor Abilities:
Flirting skills and an incredibly strong affinity for getting punched? Hum. As mentioned in the personality section, Zelos is surprisingly observant, and might notice small details or changes in expressions easier than some. This doesn't mean, however, that he'd be able to read people like open books or find out implausible things. He can also use knives and swords well, although I doubt it'll be relevant anytime soon.

Suitability:
Ah, yeah, here's the thing; Zelos hates snow. To the point that he'd actually move out of his home city during winters to get away from the stuff due to some past snowman trauma, and well, now he's trapped in the middle of it. So that'll be fun and traumatic and probably make him seek out people more than he usually would, because hey, someone's gotta laugh at his bad jokes so he can pretend everything's cool. Also, considering how he's usually tried to keep all his troubles to himself and not really reach out - and how that somewhat changed when he got friends - it'll be interesting to see how he does now that he's kind of... reset to being alone. It'll be weighing his age-old habits against what he's learnt from the other protags, and that could go many ways. It's like he just learnt that it's okay to let some people in and then boom, no more people for you.

So yeah, he's also going to react pretty badly to losing the only people he considered friends, and will have some difficulty trusting anyone - especially in a place like this, because hey, how does he know it's not you who trapped him here, huh? But, as we know, he can't really survive alone either, so collaborate and get over his suspicions, he must. And that'll be fun. Oh, and the whole being trapped thing? He hates that too. He was kind of bound by what people called his "fate" and the role he was assigned at birth, so he's not cool with being physically restricted, either.

Oh, and this is unrelated to suitability but very much related to what he will do and... he'll flirt. Because you know. So I'll have an opt-out up for that if you'd rather avoid it partly/completely!

RP Samples:
I hope it's okay if both my samples are standalone ones; I kind of noticed the Apps were open and made the decision to join a bit late, ha. orz Here's a super short TDM thread, if that counts for anything!

The other samples, will write more if needed:

Network/Introspection/Snowblind specific

[After what felt like months of being stuck wandering through the desolate lands of Where-the-hell-am-I, Zelos had finally figured out exactly what he hated the absolute most in this strange, white dump. It wasn't the cold or the snow - although both did score pretty high on his list.

Just... not as high as the curfew.

Zelos hated being stuck, hated being stripped of the freedom to roam as he pleased. And even if there wasn't anything physically stopping him, common sense alone forced him to stay inside until morning. Nobody wanted to get lost out there when it was dark, after all - not even him. He might've been stupid, but he wasn't insane.

So here he was again, staring up at a familiar, eerie ceiling above as he tried to beckon his dreams to whisk him away to a better place for the night. On some level, he already knew trying to fall asleep this 'early' would be in vain, but come on! What else was he supposed to do?

To hours later, he finally gave up. He knew exactly what he was supposed to do, and so with a heavy, defeated sigh, the redhead pushed himself to sit.]


Anyone up?

[He preferred text over video nowadays, considering his appearance was less than optimal most of the time - especially at ass o'clock AM. And he wasn't gonna show his face with his hair a mess and his eyes framed by bags, no way in hell!]

If anyone needs some company, everyone's favorite magical swordsman is all yours for a few hours more again~

[It had become somewhat of a habit, at this point. One he tried to get rid of, but never could.]

Huh? Isn't it me who needs company? No way, why'd you think that?

[So night after night, the same pattern would repeat.]

I've got myself for company here, so I'm all set. Although, I wouldn't mind if you wanted to come and share a bed~.

[A small chuckle as he reads the response. Slowly, he feels sleep finally crawling into his skull.]

Ouch, that's harsh, sweetie. You sure the eternal winter isn't here 'cause of you?

[As his smile widens, his eyes start to slowly close. And with each message sent and read, Zelos's tensed muscles relax, to the point he has to hold the device against his knees. His back presses against the wall, typos plaguing his messages as he starts to doze off.]

That so? Nicw. we didnt have stuff like that baxk home.

[Zelos closes his eyes, only to quickly open them again as the screen flickers.]

fine, fine ill go sleep.

[Yeah. A few nights ago, he did indeed figure out what he hated the most, and it wasn't the cold, the snow - or the curfew.]

goodnight, loves~

[It was the solitude.]

-------

Prose/Introspection (older sample, so i can write a newer one if needed. not from snowblind, but the scene was somewhat similar, if that helps! cut shorter for length.)

Zelos hated snow.

Well, to be completely honest, it was far more than just simple hate; it was loathing, fear, disgust - almost phobia, if you willed. Try as he might, he couldn't look at the peaceful scenery of miles upon miles of white stretching out ahead of him without seeing puddles of red appearing from nowhere to muddle the view. As such, it went without saying that ever since his travels had taken him to what appeared to be a 'Winter Wonderland' - yeah, right, more like Icy Hell - he hadn't exactly been in the highest of spirits.

Not that you'd be able to tell, really; he didn't go around announcing past trauma to everyone he met, and he'd made it a point long ago not to frown when someone was around, just in case. You never knew when someone actually saw, after all. 'Sides, not like moping around really helped or anything - he had to travel around to find a way back home, everything else be damned. He had to see what had become of the battle he'd been torn from - and of his friends who, for all he knew, might still be in the midst of it. His friends - and bud - needed him. Exploration was necessary.

... He just wished he'd chosen some other continent to explore, first.

Well, at least he'd finally found a café to warm up in. It wasn't big or fancy like the ones he'd gotten used to back home in the capital, but it was nice and cosy enough to pique his interest and get him to step inside to wait for the snowfall to stop. Now he just needed a nice hot cup of whatever they had in store, and he was all set to get comfortable and get to chatting up the ladies around here. Hey, he needed a break every once in a while, alright? Not like he couldn't gather information while getting close to the local hotties. Heh. Hotties. 'Cause it was cold and all? ... Yeah, there was a joke somewhere in there.

Anyway, the redhead could already spy a few ladies scattered about the place, just waiting for him to take a seat next to them and strike up a conversation. Maybe, if he got lucky, he wouldn't need to spend the night in a motel (because okay, he didn't really have money to, anyway).

Just wait a little more, hunnies~ Zelos mused as he took long, confident steps across the café to get to the counter. The Great Zelos is on his w-

"Ough-!"

Before he could finish that thought, the self-proclaimed charmer had very uncharmingly bumped into someone - or been bumped into, whatever. Either way, the result was the same; Zelos was forced to take a shaky step backwards in surprise, one hand holding the area of impact - which would be his stomach and chest. What, did some brat run into him now? Geez, no matter the world, kids were always just as-

... pretty?

As Zelos' eyes finally managed to locate the source of the impact, he couldn't help but blink. Instead of an annoying Genis-esque brat flipping him the bird for walking into them, he saw a little girl on the ground, covered in what must have been her drink if the empty glass next to her was any indication. He would have immediately helped her up, had he not been too caught up in staring at her. No, not because of her cuteness - not this time - but because of the wings on her back. Wait, was she an... angel? No, no, the wings were different from his and Collette's, and, color-wise at least, even Ramiel's. So then... what was she? He'd never seen a creature like her before, not in Tethe'alla, not in Sylvarant.

Then again, this just went to prove that this place was neither, after all.
Edited 2015-07-07 20:36 (UTC)

(no subject)

[personal profile] victorytothesexy - 2015-07-10 04:56 (UTC) - Expand
tougher: (there is no peace here)

Fiona | Tales From The Borderlands

[personal profile] tougher 2015-07-08 03:45 am (UTC)(link)
Player Information

Name: Kay
Age: 25
Contact Info: [plurk.com profile] stabs
Other Characters: n/a

Character Information

Name: Fiona
Canon: Tales From The Borderlands
Age: 29
Gender: Female
Canon Point: Post Episode 3
Background Link: Borderlands Entry | Tales From The Borderlands Entry
Inventory: 1 Elemental Deringer (capable of chambering 3 bullets max, one fire, one corrosive, one shock), $2000 in cash, pack of 100 shot

Personality:

Fiona, like most Pandorans, is fairly no-nonsense when it comes to trusting others and surviving the day-to-day. There is not a day on Pandora where you aren't being shot at or having the crap kicked out of you, and it shows in the way Fiona approaches others. She trusts nobody off the bat, often does not give out her name or any defining details about her life or connections to others. Often she approaches interactions with others by building a story about herself and plays a chosen role rather than being herself.

Fiona is an excellent liar and knows how to play it cool even when being faced with murderers or people who are stronger than her. She can stare down the barrel of a gun and lie through her teeth (and has). In particular, when she and Vaughn are trying to get into the bandit chariot race, she is forced to aggressively tell the guard holding a gun that he needs to go get her car so they can suit up for the race. She is also seen speaking "psycho" to one of the insane bandits on more than one occasion.

That said, in spite of all her strengths, Fiona is somewhat icy when it comes to people who try to get to know her. Sasha, who initially comes off as angry, is quicker to warm up to Rhys and Vaughn after they prove themselves to her, whereas Fiona never really manages to get passed the fact that they're Hyperion workers. She constantly throws their company and their deeds in their faces and refuses to get overly personal with either man beyond what's necessary for survival. Every time Vaughn tries to connect with her, she pushes him off by saying that she doesn't need his help or that she's doing all the work. This is only reinforced when Felix, who had been one of the closest people to her, finally betrays them. Her last words to him, even after he tells them that they are still family, are "Choke on it" (whether you choose to shoot him or choose to let him blow himself, up the final words are the same). There is not much insight beyond her rough beginnings that point to why she might be this way, but once her trust is lost, its very difficult to regain. It could be argued that she fears betrayal as much as she expects it, and thus avoids getting personal for this very reason.

Fiona is also very proud, expecting thanks when she happens to offer people her help or whenever she preforms a particularly nice deed. She saves Vaughn's life during the chariot race and he is too busy recounting the fact that his life was flashing before his eyes to thank her for it, and she subsequently ends up calling him out for it. That said, in spite of all her negative qualities, Fiona is not actually difficult to be around. She is sassy, but she is fairly cooperative and understanding when it comes to teamwork. At the end of the day, she isn't out to kill anyone or screw them over unless she needs to (or they screwed her over first somehow). After all, you can't be a good con-artist if nobody trusts you. It would be incorrect to say she has a heart of gold, but it would be just as incorrect to say that she doesn't have a conscience.

At best, Fiona is an opportunist. She's not about to let some money lay out in the open just because the man it belongs to is dying in front of her. If she doesn't know the person directly, she is fairly unbothered by death and other gruesome things. Calling her sociopathic would be a stretch, but her Pandoran upbringing means she is desensitized to violence. It also means it is harder for her to form lasting relationships. She is more likely to keep things short-term and business like than let anyone close enough to get her actual opinion on a situation. Though Fiona may not wear her heart on her sleeve, she is just as likely to let you know when she thinks your idea is stupid -- likely because she has a better idea. She does it to Rhys a few times in the game, the most obvious being when they are first trying to track down the case full of money. Rhys attempts to download another employees ID chip and passes out, and Fiona instead lets Vaughn track the case on his own (and greets Rhys by insulting his plan when he finally does wake up).

In spite of Fiona's icy exterior, she harbors a soft heart when it comes to people she perceives as family and friends.

Flavor Abilities: Fiona's one talent is said to be the ability to see the outcome of her actions, though not enough of this is expanded on for it to be considered a 'power'. The game implies that its just unparalleled foresight without actually being supernatural, but since Borderlands has things like literal invisible ninjas and ice mages, I thought it best to include it in case the later episodes prove me wrong.

Suitability: Fiona's entire canon is based on treasure hunting on a planet that is WAY more dangerous than it has any right to be. She grew up living on said planet without any real parents until she was 15, so she's quite used to camping/holding out in extremely harsh conditions. Since she's a con-artist and a survivalist, she'll be spending most of her tenure trying to make it out alive, while also scraping as much resources as she can to either make a profit off of or to use for herself.

RP Samples:

In game sample with Rhys

Network

Ok so. Verdict for those who are curious:

- Barren desert > Snowy wasteland
- Desert nights > Snow wasteland nights
- Literally anything > This

I could live a thousand years without ever getting snow in my boots ever again. But ignoring that, who's figured out how far this place goes?? There's shelter, that means this was obviously a settlement at some point, but seriously, there's nobody here. Nobody except people who are on this thing, I mean.

If any of you come on this post and try to make a joke about snowmen, I'll

do

something.

I don't know what but it'll be something.

(no subject)

[personal profile] tougher - 2015-07-10 02:14 (UTC) - Expand
hackjack: (Default)

Rhys | Tales from the Borderlands | not reserved

[personal profile] hackjack 2015-07-08 03:47 am (UTC)(link)
Player Information

Name: Avali
Age: 28
Contact Info: [plurk.com profile] ladyavali or CLU2flynn on AIM
Other Characters: N/A

Character Information

Name: Rhys
Canon: Tales from the Borderlands
Age: 29-30 (his co-protagonist partner in crime is 29, but there's no solid information on Rhys' age)
Gender: male
Canon Point: Episode 3: just after his agreement with the Handsome Jack AI
Background Link: Rhys specific
Episode 2 summary
Episode 3
Inventory:

-Dumpy (a sad, tiny, half broken robot pet given to him by Jack) his voice mod is broken at this point in canon, so he only screams.
-slacks, dress shirt, tie, jacket, skagskin shoes, all Hyperion made, all tailored to fit.
-1 d20 die
-1 now useless Hyperion ID drive

Personality:

Following in the lofty footsteps of a giant, megalomaniacal CEO in a world where corporations rule everything and everyone by default, Rhys is (naturally) kind of a dick. It's a byproduct of the universe itself-- maybe a little something to do with hero worship and heavy-handed propaganda-- but the bottom line is that living out the day-to-day in the belly of a corporation that burns both money and lives like nothing, there's no real cure for it: you move up, you step on who you need to step on to get there, or you find yourself either dead or someone else's doormat. Literally. Literally just a place for your boss to wipe his feet because it's funny to them.

And Hyperion, formerly run by CEO Jack (AKA 'Handsome Jack') until his gruesome, bloody death when he stepped down too hard on the Vault Hunters (treasure seekers, essentially: mercs and bandits capable of dealing with the nastiest monsters alive) of Pandora, is about as vicious as any corporation gets. Rhys cites it as a problem that started with Jack himself (despite the man's hero complex he murdered people for fun, tortured and maimed and still thought himself the good guy) but in canon Hyperion is a terrible, you-will-probably-die-if-you-work-here-but-you'll-be-rich-so-who-cares kind of place even while Jack himself was scaling towards the top from his own lowly position as a programmer. Four million dollars a year and four million deaths just to run a space station that's so massive it blocks the planetside view of Pandora's sun and moon on the regular.

But it pays well.

Really, really well. And success comes with power above and beyond just a desk and a fat paycheck: again, corporations run everything in the Borderlands universe. Being in the upper tiers of the heavy hitters is like a claim to royalty, and all it takes is shoving the right person down at the right time. Which Rhys, a low-level programmer doggedly fighting his way to the top via backstabbing and keeping a select few close (namely his best friends Vaughn and Yvette), desperately wants sooner rather than later.

By Hyperion standards he's a thoroughbred: expensive taste, a tendency to act like everyone around him is beneath him and the computer skills to match. At ten years old Rhys was printing his own business cards, and he calls it his life, his everything, basically. Even in brief discussions about how crushing and miserable it can be, he doesn't want his efforts to be for nothing. He doesn't want to fail, and he doesn't want to forget the picture-perfect imagery of what it'd be like to be on top. And while the idea of being the average worker in our universe is only so-so, even Hyperion's lowest standards are impressively high class. Rhys is literally drowning in privilege.

But for all the class and maturity he likes to think he carries, Rhys is prone to making really, really stupid decisions for petty reasons. When his corporate nemesis (Vasquez) gets promoted to be his direct boss and then promptly demotes Rhys to the lowest ranking job in the pile, Rhys doesn't take it well. Lashing out verbally (with stuttering threats because he's incapable of pulling off 'menacing' apparently) gets him a bloody nose and a trip to the floor, and his insistence on getting back at his rival leads the trio of bffs to steal from the company and Vasquez in order to screw him over. Later, when Vasquez uncovers the truth and tracks Rhys down to kill him and take his body back to Hyperion carrying a loaded prototype gun, Rhys hurls insults at Vasquez, then a shovel, and effectively makes everything worse. Long story short he's just emotionally driven and too vulnerable to cutting off the entirety of his nose to spite his face.

Surprisingly enough, though, when the rug's pulled from under his heels once Hyperion hears he and Vaughn have lost 10 million dollars of the company's money, he doesn't break or buckle. In part it's more the same expectation of success that plagues him on the regular, but Rhys dives in headfirst to recover the money, chasing it down further and further into dangerous territory and impossible odds rather than just lifting his hands and admitting defeat. He just expects to win, to find an outcome that'll work, and operates within those parameters like there are blinders strapped to his forehead.

But he does have a soft spot beneath all the demands and pettiness and played-up cockiness: he sincerely cares about Vaughn and Yvette, drops the facade of being a smug, corporate jackass in a heartbeat when the person he needs helping him turns resistant and shows a deep, emotional brand of earnest pleading, refuses time and time again to betray his friends and even calls them his 'family'. In a lot of ways so much of what defines him is an act, but underneath those burned-in survival instincts he's just a guy looking to find a foothold-- a safe haven for himself and the people that matter-- in a world that is unbelievably unforgiving. He pretends to be his hero, Jack, he pretends to have it all put together, he pretends because if you keep up an act long enough you can fool everyone-- even yourself.

Eventually in an effort to outmaneuver Vasquez (and Hyperion in its entirety) Rhys uses the digital input port embedded in the side of his head to install an alternate Hyperion ID. The chip that he uses, however, has a digital clone of the very dead Handsome Jack inside of it, and after a short period of blackouts, glitches, uncooperative cybernetics and disconnected commentary echoing in the back of his skull, the clone finally adjusts and starts talking to Rhys, visually and audibly present only to him via a digital projection from his left eye implant. Cool having your hero around to tell you how to respond, less cool when he's insane and expects you to become his personal errand jockey.

Way less cool when everyone else around you thinks you're absolutely crazy for talking to yourself, jumping at nothing, ignoring conversation and running away without so much as a cue for it - and for the most part, Rhys' reaction to Jack are neutral to negative for that fact alone.

Jack's not a hard character to pin down, and the AI reflection of him operates as a perfect reflection. He's selfish, egotistical, prone to acts of extreme violence out of anger (with a violent temper to match) or just because he thinks 'it'll be funny'. Treating himself like the protagonist of his own story, there's no cap on the overflowing bottle that is his self-image. He also has the sense of humor of a teenager: projecting his hand clipping through Vaughn's crotch to make a talking dick joke, laughing about phrases like 'booty salads', mimicking conversation and basically being a gigantic jerk.

And Rhys gets to live with him. Good times.

Flavor Abilities:

-Still has his cybernetic right arm, left eye and the port on the side of his head: his machinery is geared towards tech interfacing, not strength or armor, so they're all just functioning body parts at this point. The port won't have network access, and wouldn't be compatible with tech from this world.

-The Handsome Jack AI housed in the port inside his skull as a secondary personality. In canon he holds the ability to take over Rhys' body under specific circumstances (if Rhys is knocked unconscious or when granted permission from Rhys himself) and I'd love for that to stay a possibility, but if it's not okay, I'm happy to just leave him in Rhys' mind alone!

-His cybernetic eye has the ability to scan and compile information from the net in canon, but without network access it canonically reverts to 'Jack Vision' when Jack is active. All it means? Jack just gives commentary on people and stuff and Rhys can read about it.

Suitability:

By this point in canon he's still got the survival training wheels on, and is more reliant on other people's abilities/instincts than his own. Sure, he can probably make a crappy campfire or crack into shelter okay, but Rhys' MO is going to be finding people that'll pick up the slack for him. Probably most of it.

Possibly all of it.

But he's a social person outside of those specifics, even if odds are good he'll fuss at just about everyone that crosses his path, particularly if things aren't going well; Rhys has a habit of getting attached with ease (referring to his companions as a sort of family in canon) and it'll mean he's going to reach out for life and try to cling to it like a fumbling, arrogant, entitled lamprey.

RP Samples:

-general RP sample

-game setting specific sample

Net sample:

Yeah okay, still starving. Just an FYI for all you people out there that were like 'forage around and you'll find something': didn't find anything.

And unless I feel like spending the next week chewing on wood-- I don't, so don't get any ideas-- I'm gonna need a donation. Or ten. [He'd started this with every intention of chewing out whoever's on call for his own hunger, but with the silence of his own surroundings starting to sink in in the aftermath of his own message, Rhys flicks mismatched eyes around the frigid, half-lit room he's currently huddling in. Thins his lips and comes back with a voice that's slightly less assertive. Slightly less pissy, too.] Look, just-- get me something, okay. I'm getting really tired of this fight for your life everything.

(no subject)

[personal profile] hackjack - 2015-07-09 23:44 (UTC) - Expand
deus_ex_phs: (Explain a thing)

Kunsel | Crisis Core Final Fantasy VII | Reserved 1/2

[personal profile] deus_ex_phs 2015-08-01 04:02 am (UTC)(link)
Player Information

Name: Nivi
Age: 32
Contact Info: PM this journal or [plurk.com profile] nivisecond
Other Characters: N/A

Character Information

Name: Kunsel
Canon: Crisis Core Final Fantasy VII
Age: Unknown (but probably close to Zack Fair's age, so for purposes of RP, I'd pin him at 24)
Gender: Male
Canon Point: In the gap between Crisis Core and Final Fantasy VII, after Zack's death
Background Link: Kunsel's Wiki link, Master list of all his dialogue, About Crisis Core
Inventory:
-Standard issue SOLDIER Second Class uniform (including gloves, steel-toed boots, and shoulder pauldrons)
-Standard issue SOLDIER helmet
-His PHS (cell phone)
-Access key card to the SOLDIER floor of the ShinRa building
-Bracer with (unusable) materia: Firaga, Cura, and Thunder
-A handful of gil (coins)
deus_ex_phs: (Standing alone)

2/2

[personal profile] deus_ex_phs 2015-08-01 04:03 am (UTC)(link)
Personality:
Kunsel is a very pragmatic person. He understands the value of information and the importance of acting on it before you get into a situation, as illustrated by the multiple points in the story where he talks to Zack or sends him messages to fill him in on everything he can. When he doesn't know something, he'll take the time and effort to look into it - and probably blurs the line of what he should have clearance to know on more than one occasion. For instance, even when it's plain that ShinRa, his own employer, is covering up something in Banora, he tells Zack he intends to dig for more information - and this after he's already gone to the effort of looking into the village's income and budget. Curiosity and his drive to know things could well be Kunsel's downfall one day.

He's personable and easygoing, as SOLDIERs go, teasing Zack (and getting teased back!) and willing to swap gossip and listen to rumors during downtime. He knows a lot about the people he works with as a result of this, from the mud-slinging feuds of scientists from twenty years back, to Hollander's favorite T-shirt, to Genesis's obsession with LOVELESS. Of course, some of his information might have more clandestine sources - like sneaking into a training room to snoop around when he wants see what someone's up to in there. Even so, he's good at networking, and more than willing to share information he thinks someone might need.

On the other side of things, though, just because he's friendly doesn't mean he can't buckle down and do his duty. He takes that seriously enough that ShinRa put him in charge of taking one of the company's most respected scientists into custody, clearly trusting that he wouldn't be swayed by anything the man might reveal about the Science Department's shadier practices. As a matter of fact, Kunsel's well aware of many of the company's less-than-ethical dealings. He knows about some of the details of the Jenova Project, knows that the company's lied multiple times about key employees' deaths in order to cover up misconduct, has learned that Director Lazard was embezzling, and even discovers pieces of information referring to Zack as a "research sample." He's working under no illusions here. Despite this, he continues to work diligently for ShinRa. Given the evidence, it's clear he isn't doing it for ShinRa, though, which brings me to my next point.

One of Kunsel's strongest traits is his loyalty, though Kunsel's loyal to specific people, not necessarily the company he works for. Kunsel works hard to keep the people he cares for safe, whether it's showing them the ropes or arming them with information. In his most extreme concrete example, Kunsel deliberately goes behind ShinRa's back to warn Zack of the battalion that was sent after him. There would have to be consequences for that if it ever got to the wrong people, but he never hesitated in contacting his friend. He states bluntly that he doesn't care that Zack's made an enemy of ShinRa. He only cares that Zack makes it back alive. It isn't just Zack he cares about, though. In one message he sends, he worries about all of his fellow SOLDIERs, and what the surge in recent attacks and disrupted chain of command in the wake of Lazard's disappearance might mean for them. Loyalty to his comrades may well be the reason Kunsel didn't consider doing anything overtly against ShinRa until the very end.

Besides, how else is he supposed to get the information he needs if he doesn't have access to it? He's using ShinRa as much as ShinRa's using him.

Flavor Abilities:
Like all SOLDIERs, Kunsel's been well trained in how to fight. Even without the enhancements that come from being a SOLDIER, Kunsel knows full well how to use a sword, as well as fight hand-to-hand, and is intelligent enough to improvise with other weapons if he has to (though not necessarily with anything like proficiency.) He's very good with technology, particularly informational systems (computers, cell phones, etc.), and it's implied that he has at least some hacking ability, given how he often seems to know a lot of things about people and events that he likely shouldn't. In his own words, he states: "It’s no use keeping secrets from me, because I know how to get information."

He also has the signature SOLDIER blue eyes that almost seem to glow.

Suitability:
SOLDIERs frequently get sent on missions to inhospitable areas all over the world, so there's no doubt that Kunsel's received a fair amount of survival training in various kinds of terrain. Having been through a war, he's had hands-on experience with field medicine, too. Unfortunately, that probably mostly consisted of "get them stable enough to survive until someone can pour a Potion down their throat, or cast a Cure on them." Still, that's better than nothing, right?

As a SOLDIER Second Class, Kunsel has been trusted to be in charge of other men, presumably taking responsibility for their lives and welfare, whether it's a simple mission to take a rogue scientist into custody, or something more dire, like heading to Fort Condor to battle the rioting monster population. He can work well with others or on his own with equal efficiency, and can take charge or follow orders as necessary.

When it comes to protecting his friends, though, Kunsel will pull out all the stops. He has and will put their welfare above his own, and will go to great lengths to help them in whatever way he can. Usually, this takes the form of arming them with whatever knowledge he can get his hands on, but if they're in the same area and something is threatening them? You better believe he'll be there to help or defend them. Even if it's someone he doesn't know, he would still want to help. That's what SOLDIERs do.

Of course, without his SOLDIER enhancements, Kunsel will tire more quickly than he's used to, his strength, speed, and stamina more on par with a normal human. Granted, one who's still physically fit, but nowhere near the levels of a SOLDIER Second Class. He'll need some time to get accustomed to that, but like most SOLDIERs, he's adaptable. You don't make it far in the program if you're not.

RP Samples:
Sample One - Network style

Sample Two - Snowblind/Prose

The chapel is whole, the glass still in all its windows, and as near as Kunsel can tell, the roof has never had to be patched. No rotting floorboards, no flowers growing in an exposed patch of dirt.

No flower cart with a broken wheel.

There really isn't any doubt. Never was past the moment he woke up. Even the silence of the building is different, somehow more stifling, more ominous.

And cold.

Kunsel grimaces as his breath frosts the air in front of his nose. No, this most definitely isn't the church in the slums. Where exactly he is is another question entirely, and one he hasn't discovered a real answer to yet, but hopefully the strange PHS he'd woken up with will have more information. The name Norfinbury didn't tell him a lot. Tempting as it is to look through its contents, though, he needs to take stock of his immediate situation first. Is he in any danger? What resources does he have? Is there anyone else here?

Are there monsters?

The chapel itself seems to be empty, at least, giving Kunsel a chance to investigate the backpack he'd found in his possession with the PHS. A quick search reveals food and water, maybe enough to last a week, but no weapons, no information. Nothing except...

Once again, Kunsel's eyes land on the new PHS, still repeating its request for registration. Under normal circumstances, his fingers would be itching to examine the device, to turn it on and explore every function it has, every file, every contact list. He's never seen a model like it before, and that's saying something, considering how avidly he follows the news of the latest PHS upgrades.

But he hasn't finished searching the church. He hasn't gone outside. Can he afford to sit down and look through a PHS?

On the other hand, can he afford not to know?

Information is vital to survival. That was one of the lessons Kunsel had taken to heart. Grimly, he considers the device for another moment longer.

Then he reaches out to tap the screen like it had asked when he first woke up to its voice.

(no subject)

[personal profile] deus_ex_phs - 2015-08-06 03:33 (UTC) - Expand

(no subject)

[personal profile] deus_ex_phs - 2015-08-09 23:36 (UTC) - Expand
baymaxing: (Nano machines)

Hiro Hamada l Big Hero 6 l Reserved

[personal profile] baymaxing 2015-08-01 04:02 am (UTC)(link)


Player Information

Name: Caprica
Age:20s
Contact Info: pm. or [plurk.com profile] caprican
Other Characters: n/a.

Character Information

Name: Hiro Hamada
Canon: Big Hero 6
Age: 14 years
Gender: Male
Canon Point: Near the end of the film, after saving Abigail, during the timeskip prior to finding Baymax's chip.
Background Link: Disney Wiki.
Inventory: SFIT hoodie, cargo shorts, sneakers, robot t-shirt. Backpack with a now useless cellphone, handheld gaming console, house key for their home/the cafe, wallet with cash, student id, possibly some sort of eftpos card. Basically full of now useless things, thanks Norfinbury. Also, his diary, couple of ballpoint pens, pencil, eraser in a pencil case. And his epi-pen, because allergies suuuuck, (screw you, peanuts).

Personality:

Genius. Prodigy. If there's one or two words to sum Hiro up, that would be it. He's a very smart kid, having been bumped up through his schooling to finish high school at the age of thirteen. Hiro's smart. And he knows it. Which can lead in to him being something of a cocky brat and a bit of a know-it-all as a result. Dismissing the idea of further education and joining his older brother Tadashi in college because what's the point if they are only going to teach him stuff he figures he already knows? Or so he figures, initially at the start of the film. This leads in to him having something of a superior attitude around some people, though to be fair this is also potentially covering up his insecurity around his genius from having been bullied in school when he was able to skip some of it and take classes with older kids. He's shown to be very nervous at his presentation, wondering if he would do well enough to get in with his microbots, requiring reassurance and encouragement from Tadashi and their friends. Probably because this is the first time his genius is really being put to the test, after he breezed through school finding it all rather easy and boring. This is a whole new level, a challenge, something that both terrifies and excites him at the same time.

He's introduced participating in bot-fighting. Not illegal in and of itself, but betting on it? That is. Of course, with his intellect, Hiro's made an impressive bot and is shown hustling opponents in order to get more money out of the matches. Which lands him in a lot of trouble his brother tries to save him from, only to end up arrested as a result. He's a genius, but he's also something of a thrill seeker. And doesn't quite always think things through, living in the moment, as it were. Which isn't always the best combination, obviously. Suffice to say, said genius potential isn't always put to the best use, much to Tadashi and his aunt Cass's dismay and worry, shown in his bot fighting hobby/intended career initially.

Likely unsurprising, but Hiro can actually be somewhat shy and uncertain in his interactions with people, after the bullying he's experienced in the past. Especially in regards to public speaking, when he's presenting his microbots to the convention in hopes of gaining a place into the university if he impresses them enough. He's spent so much of his time just with Tadashi and his aunt or alone working on his bots for his bot-fighting, finding others his age or potentially even a little older something of a bore because he just doesn't have the same interests or average intellect as them. Hence why he seems a bit nervous and unsure at least initially when Tadashi takes him to the lab and introduces him to his friends there. Particularly with Honey Lemon and her immediate enthusiasm and hugs and kisses to his cheeks. Most of the time, he communicates with sass and sarcasm the same way any teenage boy is prone to doing. Which, to be fair, to some degree he likely picked up from Tadashi and in general from needing some means against the bullies throughout his school years - thankfully shorter than most tend to attend for. Another thing he's learned is how to con people, how to play up his 'innocent little kid' look and act if he can get away with it, using this on Yama to hustle him and gain more money from their bot fighting. So there's some level of cunning there as he knows how to play the game and make others severely underestimate him when he wants.

In addition to this, Hiro is nothing if not determined and stubborn once he sets his mind to something. There's presumably something of a period where he takes time to come up with and create the microbots for the presentation, let alone the time it took to make everyone's suits and gear. Yet he kept at it anyway. Once he gets an idea in his head, he goes for it and gives it his all. This passion and stubbornness can be a good thing if channeled correctly, otherwise...not so much, in the instance of how he dealt with Callaghan. There's a reason Hiro works best when he's got a goal, working towards something.

Impulsive is also another word to describe Hiro. He does things simply because he can and because it catches his interest in that particular moment. He's not always thinking on the consequences, or on potentially safer ways of going about things. It's just whatever comes to mind at the time. An examples of this being the idea to get his friends to join him in taking down Yokai, to make them into superheroes, using their skills and knowledge to their advantage to try and catch him themselves without going to the police. Admittedly, to be fair, he did try go to the police earlier, they just hadn't been listening to him. Assuming he was telling tales about some guy in a kabuki mask, followed by his marshmallow robot. Which. Well. Anyone would, right? Thinking Hiro would be pulling their leg with a story like that.

As most teenagers can be, Hiro is also very emotional. This is partly due to generally going through puberty, but also in the heightened emotional state of grief after he loses Tadashi to the fire at the convention. Baymax states this in his diagnosis - puberty. But also takes great care in dealing with this loss and helping Hiro through it. Even in spite of Hiro's recklessness, his emotional outbursts of anger and upset at points once Baymax helps him move past his initial apathetic point of existence following the funeral. When Hiro feels things, he really feels them. In that moment, that emotion right then and there can sometimes eclipse anything else. Which is mostly shown through the film in his anger, his grief. In the scene where Yokai's identity is revealed, Hiro is shocked and betrayed. In that moment, all he can feel is that anger rising inside. He's not thinking of the consequences of his actions when he orders Baymax to 'destroy' the man he sees as responsible for Tadashi's death. He's reacting on pure instinct and emotion, this whole situation far too personal in that moment in time for him to step back and realize what he is actually doing there. It's only afterwards that he can calm down and think about the situation. How Callaghan is reacting just like him in response to thinking his own daughter is dead after the failed Project Silent Sparrow test run.

There's something to be said for that 'saving people thing'. Hiro has it. Taking after Tadashi in this regard in being so self-sacrificing that he was willing to go into the Portal knowing the risks if it meant a chance to save Abigail, Callaghan's daughter. He's still got a long way to go before really figuring this hero thing, but he's trying, and this is a start towards it. There's potential there. Even if it might be partly him trying to emulate Tadashi and what his brother might do in these situations. Whether Hiro is conscious of this or not isn't directly addressed in the film beyond him commenting at one point 'I guess I'm not like my brother.' He still has that same desire to help, given that growth throughout the film, but he goes about it in a different way than Tadashi would have. And there's nothing wrong with that, as he searches to figure his own path and identity.

Flavor Abilities: First and foremost in his 'abilities' is his intelligence. Hiro is a prodigy, having been shown to start doing Tadashi's maths homework at the age of three. Making neurally controlled microbots for his presentation to get accepted to San Fransokyo Institute of Technology, the suits and gear he makes for Baymax and the group as well as himself in order to assist in their capture of Yokai, rebuilding Baymax from Tadashi's notes once he finds he still has the chip.

Besides this genius, he's a decent soccer player as well as a leader of sorts to the Big Hero 6, even if he has yet to really grow into the role with such inexperience. He can think on his feet in a pinch and work out a strategy, if given time, shown when he comes up with the idea to smash all the microbots to send them into the portal where Callaghan couldn't use them against the group.

Suitability: Hiro may be young, an ordinary teenager, but he's been through a lot over the course of the film. He's experienced trauma and loss, losing his parents and his brother, which likely does leave him with nightmares and something of a fear of fire as a result. He's a resourceful kid and cunning in his own way. He made all the microbots and gear for the team out of the garage. He can make do with what is available where necessary.

RP Samples: Test Drive

And earlier one at the tailend of previous test drive.
Test drive thread with Gaige.

Or/and I could type more up if necessary.

(no subject)

[personal profile] baymaxing - 2015-08-04 21:16 (UTC) - Expand
esparasido: (11.)

marcos e. garcia | terra formars | reserved.

[personal profile] esparasido 2015-08-01 04:11 am (UTC)(link)
Player Information

Name: Freshy
Age: over 18!
Contact Info: [plurk.com profile] deuil
Other Characters: N/A

Character Information

Name: Marcos E. (Eringrad) Garcia
Canon: Terra Formars
Age: 16
Gender: Male
Canon Point: The end of Volume 9: Chapter 85.
Background Link: Wiki.
Inventory: Nothing but the clothes on his back.
esparasido: (2.)

[personal profile] esparasido 2015-08-01 04:12 am (UTC)(link)
Personality:
Marcos E. Garcia is a moron.

Just ask his childhood friends, Sheila Levitt and Alex K. Stewart: the former is constantly apologizing for how stupid he (and Alex) is, and Alex is consistently doing his best to get the dumbass out of trouble from neighborhood gangs, giant roach monsters, you name it. The fact of the matter is that Marcos is 16, never went to school, and never got what people would consider a proper upbringing, which manifests in a crass, upbeat, juvenile, and decidedly shameless attitude about everything and anything.

But let's start with a little bit of background. Without turning this into a history section, it's important to mention that a big part of what makes Marcos Marcos is the environment he grew up in. Born in the early 2600s, where earth is heavily overpopulated and some people end up in inherently less 'lucky' situations than others, Marcos was always firmly on the bottom rung of society; poor, fatherless, and raised in a society where drug cartels and gang violence were rampant, hardships were largely daily routines for Marcos from a young age. When people die around you daily, when it's perfectly normal for people to disappear without explanation on a weekly basis, you learn one thing: that no matter what happens, you have to fight for your right to live. No one gives a shit about you, so you have to do the one thing you have control over, which is to survive.

So, understandably— Marcos is stubborn. He absolutely refuses to give in, despite his lot in the world and despite the fact that society largely couldn't give a shit about a stupid kid who's down on his luck. Really, it may be because of the nihilistic worldview that he was surrounded with that Marcos cultivates an unshakeable sense of positivity; with no one to believe in him and nothing to believe in, all he can believe in is his own endurance and the idea that yeah, there's nowhere to go from here but up. He's not as responsible or levelheaded as his more rational counterpart, Alex, but the two of them share the same tenaciousness for something better despite their odds, which manifests in the sort of mulishness that has Marcos getting into fights with neighborhood thugs that end with bruises and black eyes because this idiot just doesn't know when to back down. He's competitive both out of necessity (standing your ground is better than having no ground to stand on) and out of natural boyish tendencies (like refusing to be the one to apologize first after a fight), immensely committed to making good on his word once he decides that it's something worth fighting for. Sometimes his obstinacy seems ridiculous, but a majority of the time, it comes from a good place— loyalty is a big part of it, which is what we'll get to next.

Perhaps because he has so little positive influences in his life, the people who Marcos befriends are immediately granted a good portion of his big heart, and subsequently, are his reasons for barreling through life with the exuberance that he has. The aforementioned childhood friend number two, Sheila Levitt, is his big grounding force, in that sense: the daughter of his and Alex's parents's employer, Sheila was the one that always tried to keep the two out of trouble, tried to protect the two from their own stupidity and, incidentally, from getting killed. She constantly cared about his and Alex's wellbeing, which was something that Marcos admired intensely about Sheila; for a kid whose worth was always being compared to with trash, Sheila's persisting concern and compassion for him was like the sun. All-encompassing, bright. He cites Sheila as the one person he would want to be like if he was born again under different circumstances, as someone whose happiness he wanted more than his own. He is fiercely protective of her (despite constantly giving her hell with his idiocy), lists her as a reason to live that's equal to his instinct for survival, and proves time and time again that he was saved by her kindness. Through this, we see a little bit of the lonely kid under the brash veneer, the teenager that's gone through hell but still appreciates simple gestures in the form of warm words and clumsy bandages to scraped knees, above all else. He also displays the same sort of loyalty to Alex, who he admittedly clashes with at times but never, never seems to be able to part ways with for long. Even when it seems like their ideologies clash— Marcos's sometimes too-practical approach to living versus Alex's insistence on retaining some sort of moral high ground— Alex never gives up on Marcos, and Marcos, in turn, trusts his best friend with his life.

Marcos is decidedly the hothead of the group, though. He's the one that jumps into things without much of a plan, the one that follows his heart before he follows his head. He joins a gang out of grim necessity, decides that the gang guys are shitheads who make life hell for other people (right before they go to rob a house), and has to be bailed by Alex before he essentially gets shot in the head for betraying them last-minute. His verbal filter is... not that great, considering the fact that he calls a girl he just met "Negative Titties". Or NTT, for short.

But just as he's likely to provoke and likely to put his foot in his mouth, he's also just as likely to empathize and likely to bond with others. He befriends the series's protagonist, Akari Hizamaru, in a matter of minutes— so much so that he, Alex, and Akari are eventually dubbed the "Idiots Trio". He cries freely in situations that upset him, goes along with the dumbest ideas in the name of fun (read: 'let's totally peek at a girl in the shower because we're horny teenage boys'), and is the one most likely to crack a joke in shitty situations just to liven up the mood. Because really, once you've lived the kind of life he's had? Being able to laugh about stuff becomes pretty damn important.

So, yes: Marcos E. Garcia is a moron. He's a moron who loves his friends and wouldn't hesitate for a moment to fight for them if need be, a moron who wants to rise from his hardships, a moron who cares about the little things and will kill you before he lets anyone stomp on them. He's the kind of kid you want to be friends with despite the fact that talking to him is a lesson in putting up with stupid teenage boy behavior, because you know that all his jabbing and all his antics come from something genuine, something as steadfast as Marcos's attitude towards life.

Flavor Abilities: N/A! Any abilities he has need to be induced via medication, anyway.

Suitability:

What's great about this game is that it has a premise that Marcos is entirely familiar with— surviving— but in a completely different context than what he's used to! He's always had to be a scavenger and a bit of a cheat to keep himself afloat in the streets, but this kind of setting naturally forces him to cooperate with others (something he's used to doing now that he's gotten accustomed to teaming up to fight roaches in Mars) and fumble blindly with the rest of them. It'd be nice in the sense that Marcos won't be a fish out of water in this scenario, but he won't be so used to it that adjusting will pose no emotional difficulties for him. It's almost a challenge for him, really— his stubbornness put to the test again, but in a strange environment that he has no frame of reference for.

Also, without his best friend, Alex, or an authority figure/group to kind of initially keep a rein on him and keep his recklessness in check, it would be interesting to see how Marcos tries to adjust himself to his surroundings through understanding his own limits. He'll be foolhardy, given that the people he cares about most— his driving forces— aren't around, but I think it'd be interesting to see how he reconciles that with knowing that he needs to get out of here to go back to them. He might become, shockingly, a little more responsible, which would be an interesting development! The dumb kid can finally grow up a little.

RP Samples:
1 and 2

He's surprisingly calm.

Or, well— 'surprising' wouldn't be the right word, he supposes. This isn't anything he hasn't done before, the process of plodding through unfamiliar terrain to find a scrap of food, a way to ward off the elements. It reminds Marcos of 'home', of Grande Mexico and the southern States, of days spent huddled under awnings and waiting for Alex to show up with a few bills and a tired joke: "rejoice, peasant, we're having one-dollar pizza for dinner tonight." It reminds him, tentatively, of Mars, too; sleeping with one eye open, counting the number of the injured and trying not to think of the Sheila-sized hole in his heart.

Yeah, it's nothing he hasn't done before. Keep living, right? Survive. Easy.

Except—

"Why the fuck is it so cold?!"

—the weather is one thing he couldn't have anticipated, not from years and years of living comfortably close to the equator. He's never seen snow, let alone been forced to plod through it. The numbness is as alien as any mutant roach he'd faced off with on Mars, and just as merciless, too; he can feel his toes fighting to make friction in his shoes, desperate for any warmth they can find, self-generated or otherwise.

"Shit, I shoulda watched more of those winter survival movies back in the Annex while I still could... what happens in those flicks, again? Fuuuuck, I'm not sawing off my own arm for food, though!! I'm not gonna do it!"

The wind picks up on his whining, blows it back in his face in a cold gust. His nose wrinkles, reddened by unrelenting wind and frost. Reminders that there's no one around here to hear him, that his friends— his sun, his warmth— are missing. How long has it been since he's been so alone? When was the last time he'd known that he'd turn around and find no one there to laugh at him, with him?

His hands ball into fists, enough that he can feel his pulse hammering under his skin. It's steady, unyielding. Beat by beat, it keeps moving.

(Alex. Keiji. Akari. Captain Komachi.

...Sheila.

There are people waiting for him. People counting on him.)

Unfurling his fingers, Marcos grits his teeth and tilts his chin back up. Faces the snow head-on.


Fuck it.

He's just going to keep moving.

(no subject)

[personal profile] esparasido - 2015-08-04 22:38 (UTC) - Expand
burnalive: (heard a rumor from ground control)

Fujiwara no Mokou | Touhou

[personal profile] burnalive 2015-08-01 04:32 am (UTC)(link)
Player Information

Name: evren
Age: over 18
Contact Info: darkmorph@plurk
Other Characters: n/a

Character Information

Name: Fujiwara no Mokou
Canon: Touhou Project
Age: 1300+, appears to be in her early twenties
Gender: female
Canon Point: post-Urban Legend in Limbo
Background Link: backstory + canon appearances.
Inventory: the clothes on her back and... yeah that's basically it.

Personality:
Mokou lives a long and harsh 1300+ years of life and it shows. Not physically, since her eternal life comes with eternal youth as well, white hair notwithstanding, but she can be bitter and difficult to be around. She's not exactly an introvert, though she has a lot to brood about and regret. She's usually rather quiet until something happens to provoke her and set her off into a more long-winded emotional rant. Often the subject will be Kaguya Houraisan, her fellow-immortal arch-enemy, who she's been happily murdering and murdered by for the past few centuries. It's... it's a long story.

Needless to say, the girl has issues. The curse of immortality left her with a twisted sense of priorities and a casual disregard for her eternal life. It doesn't matter if she starves to death, so she hardly bothered to eat. Her body will just revive, so she barely if ever took care of herself. She survived several centuries in this barely-living self-destructive way, gaining a fearsome reputation as a monstrous human who couldn't die, attacking and killing people and youkai in a rage or just spending centuries in a listless torpor. 300 years ago, she crossed over into Gensokyo and found Kaguya, which gave her life meaning through the joy of killing and dying at each others' hands over and over again. Gensokyo also introduced Keine Kamishirasawa into her life, her possibly first and certainly closest friend. Keine, historian and teacher in the human village, helps Mokou recover something of the humanity she lost and teaches her the value of human life again. She rejoins the fringe of society as a guide through the Bamboo Forest of the Lost and even opens a yakitori stand. She starts taking slightly better care of herself because Keine tries to protect her, so apparently there must be something about herself worth protecting.

She's abrasive and blunt and socially awkward, but she's recovered more of her capacity to care for people. It's not easy--she's not exactly distrustful or paranoid, though she has decent reason to be thanks to Kaguya occasionally sending assassins her way. But she still retains a hell of a lot of that overwhelming apathy that defined centuries of her life. As much as she kind of likes being around people again, she also knows that she'll be outliving them and the world eventually. Being detached from others would be easier and less painful, so she walks a fine line between wanting to be close to people and distancing herself. As numb as she is to physical pain, she can still struggle with mood swings and volatile emotions, since she never really bothered with many besides sheer hatred towards Kaguya for a very long time. However, she's come a long way and is a lot more stable than she used to be, due largely to Keine's influence. Usually she's harmless enough if you ignore the occasional burst of melodrama or casual death threat. She'd hate to follow up on it unless you're Kaguya.

Mokou likes fighting and, thanks to her immortal body, can hurl herself into as much danger as she wants with abandon. Honestly, her constitution isn't very strong and she dies rather easily, probably thanks to the whole not-taking-care-of-herself thing. She's a deathseeker who encourages her opponents not to hold back in what are usually nonlethal duels, so they can kill her as much as they'd like. They often oblige. Since she can't die permanently, she'll just resurrect and attack again and again until she's utterly too exhausted to continue. There's something like a high to be found in being murdered in battle, particularly by Kaguya--she doesn't hold grudges against anyone else killing her. As much as it defines her, she truly hates her own eternal life and with her countless immortal deaths.


Flavor Abilities: none. with her powers gone, she's only human.

Suitability: It's silly and obvious but yes I'd like for Mokou to die quite a lot. And discover that wow, there's actually consequences to death here and her instant revival curse doesn't work. That'll obviously throw her for a loop and prompt her into treating her life with a liiiittle more caution, but... yeah, dying is her thing.

She's admittedly a bit of a loner, but she's also more used to human company in the past few years and without Keine around she'd try her awkward hand at helping people by herself. Despite how much of a jerk she can be, she does care about people and would rescue them whenever she can, just like she does with villagers who might trap themselves in the Bamboo Forest of the Lost. It's been a while since her hard few centuries living in the wilderness, but she's used to the sensation of starvation and thirst and hardship. She might lapse back into old habits and forego food and other necessities in order to leave resources to others because she has a high pain threshold and dying comes naturally to her anyway. She'd be able to tough it out even as it severely weakens her body. Her body isn't exactly a valuable asset in her opinion anyway.

RP Samples: here and here

(no subject)

[personal profile] burnalive - 2015-08-05 22:35 (UTC) - Expand

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[personal profile] burnalive - 2015-08-10 01:27 (UTC) - Expand
cloneprincess: (Default)

miranda lawson | mass effect | reserved

[personal profile] cloneprincess 2015-08-01 10:11 am (UTC)(link)
Player Information

Name: Banah ([personal profile] banah)
Age: 25
Contact Info: [plurk.com profile] lilpocketninja
Other Characters: Jim Hawkins

Character Information

Name: Miranda Lawson
Canon: Mass Effect
Age: 35
Gender: Female
Canon Point: Mass Effect 3, during Priority: Earth
Background Link: Mass Effect Wiki and Game State info
Inventory: A disabled M4 Shuriken pistol, nonfunctional omnitool, nonfunctional biotic implant, leather catsuit, belt, and boots.

Personality:

Ceberus, the organization Miranda joined as a teenager, is dedicated to protecting and advancing humanity as a species at all costs up to and including human experimentation and enslavement. Miranda occupies a high rank in Ceberus and she didn’t get her position by being nice.

She is ruthlessly practical (in addition to being just plain ruthless.) Miranda is absolutely someone who gets the job done without stopping to ponder over questions of ethics, though she may later come to regret her course of action when given more time to reflect. Miranda has strong ideals despite her pragmatism. She believes that humans must put humanity first and seek every opportunity to better their position in the galaxy. She claims that her beliefs come not from xenophobia but from a desire to see humans on equal footing with the more powerful and established species. Because Miranda believes that her goal is a just one, she is willing to do whatever it takes to achieve it.

Miranda is initially quite cold on a personal level. There are important things on her mind, and she doesn’t care if her peers think she’s a bitch as long as she achieves her goals. This means that she can be very blunt and callous. She likes to see herself as being above emotion, ego, and immaturity, but she isn’t when pushed positively (to do anything necessary to protect and shelter her younger sister) and negatively (to engage in immature arguments with a crew member that can endanger her mission). She’s unwilling to trust anyone - including Shepard after they’ve fallen in love - with more information than she has to. She would rather rely on herself than her allies or underlings, because she is a perfectionist and doesn’t trust anyone else to completely meet her standards.

The belief that she is almost perfect (accepting that ‘almost’ is a part of her character in the third game) comes from being genetically engineered to be her father’s heir. He built her, body and mind, to be exactly what he wanted. This is why, despite being skilled in her chosen field as well as confident in her own abilities, Miranda dismisses the value of her own accomplishments. She sees the things she’s achieved through that perfection as worth less because of her innate genetic advantages. The only thing she claims ownership of are her failures and faults.

Because she feels like she has no ownership over large parts of herself, Miranda seems content to be used as a tool in other people’s games. She violently rejects her father and his influence over her, but seeks out the head of Ceberus and commits to his vision for nearly twenty years. She likes having a defined set of goals and the resources to meet them. It gives her meaning in her life as long as the task allows her freedom and creativity. She admits that part of the reason she joined Ceberus was because it provided a challenge and gave her the chance to work alongside people as bright and dedicated as she is. This, alongside Ceberus’ ideals, is enough to push her into taking part in a suicide mission into an unknown part of the galaxy and taking an entire crew along with her. When she transfers her loyalties to Shepard, she does so completely by cutting off contact with Ceberus and as soon as she’s able dedicating herself to helping the Alliance war effort.


She doesn’t just see herself as a tool; she also sees other people that way. Shepard was initially very angry with her for her part in bringing him back to life without his consent and in order to force him into an alliance with Ceberus. She had zero qualms about this (and as mentioned above, even lobbied to give Shepard less control over the situation than he already had). For nineteen years she manipulated her sister’s life without telling the girl that she even existed. In theory, she believes mistakes can be made in manipulating people this way, but when Jack (a victim of Ceberus) is brings up the abuse she’s suffered, Miranda brushes it off. Other people are tools, and Miranda believes she’s in her rights to use them as she sees fit so long as it’s in the service of “the greater good.”

Flavor Abilities: Miranda will glow briefly when attempting to access her biotics and in high stress survival situations.

Suitability: Miranda has been to many hostile planets and is combat-trained. She should have no trouble surviving in Norfinbury.

As for character direction, there are two things I’d like to explore:
1) Miranda without a purpose, and being forced to choose her own purpose. So far, there’s no one in-game who she would dedicate herself to and she’s at a canon point where that would seem unattractive anyway. Without direct contact with the admin, she’ll initially be without purpose and have to work on developing a sense of self beyond the people whose goals have defined her.
2) Eventually she will probably settle on the goal of protecting the best interests of the group as a whole. However, what she sees as the best interests of the group as a whole and what the group sees as their best interests may be very different (she’d jump at the chance to collaborate with the admin if available, for instance, because she’d want to use that to try and negotiate better conditions) and it’s likely to bring her into conflict with more pure-hearted characters. In the meantime, she will be playing a long con with her identity and background out of paranoia.

RP Samples: Network Sample & TDM Prose

Re: ACCEPTED

[personal profile] cloneprincess - 2015-08-04 20:40 (UTC) - Expand
demisse: (you got it!)

Lynne | Ghost Trick | Reserved 1/3

[personal profile] demisse 2015-08-02 06:59 am (UTC)(link)
Player Information

Name: Eli
Age: 21
Contact Info: [plurk.com profile] 173ELI
Other Characters: N/A

Character Information

Name: Lynne
Canon: Ghost Trick
Age: Early 20's
Gender: Female
Canon Point: Start of Chapter 16//not revived
demisse: (well...)

Lynne | Ghost Trick | Reserved 2/3

[personal profile] demisse 2015-08-02 07:01 am (UTC)(link)
Background Link:
(The wiki types it more as game overview than character overview, so I'll go ahead and type it up myself! Heavy spoilers within, of course.)

A fall afternoon ten years ago, a young Lynne was playing at a park alone, roasting a sweet potato and listening to loud music through her headphones. She doesn't hear the yelling behind her, she was a young innocent stranger who only had the misfortune of being in the park that day and caught up in the whole mess. Grabbing her from behind, she ends up passing out from fright as a fugitive with a gun takes her hostage. The rest of her memory isn't clear, but when her eyes opened again, there was a bearded detective in a green coat carrying her, and the fugitive, lying motionless on the ground. 

"Y-you saved me, Mister?"  "I was just doing my job. The gods... they're the ones who saved you."

"What's your job, Mister?"  "
Me? I'm a police detective."

She stood up, and then the detective smiled and told her still kneeling, they'd give these detective badges to children who were very brave. He took one and gently pinned it to Lynne's coat. It was then on, that she knew her life course was set; she wanted to be like her hero, Detective Jowd. But five years later, something happened that shocked not only her, but the rest of the people who knew him, friends, those at his workplace, and even strangers.

Her hero had confessed to the murder of his wife. 

Knowing there had to be some kind of mistake, when Lynne was finally old enough to pass the detective's exam, and started a solo investigation to clear his name and prove him innocent despite his claims to the contrary. Maintaining her close relations with him and his remaining family, she called him in jail everyday, mostly to talk casually, as she knew he would be unhelpful answering questions to the crime he said he committed. She refused to believe he did it. Jowd's daughter, Kamila, who would've otherwise been alone, now lived with her in her humble apartment, and the two became close like sisters. They also adopted an excitable and loving Pomeranian named Missile. 

Time was running short, between doing her own job and looking after Kamila and the abrupt calling for punishment further than imprisonment for Detective Jowd, she thought she'd finally have the evidence she needed when she received a call to meet her at the junkyard, about "a breakthrough in the case". But when she arrived, there was an unconscious body. She knelt down and tried to shake him awake, before realizing he was a corpse. Then a glasses-wearing stranger in a suit approached from behind her, with a rifle. It was here, that Lynne died for the first time.

She later comes to know, that victims revived by special powers of the dead--that had been named "ghost tricks", have a faint memory of being dead and can communicate with the spirits. The one who brought her back to life by manipulating the events of four minutes before her demise explained, he was a ghost searching for his own lost identity. And if she could--that she give some of her time to figuring out who he was, before he ceased to exist in the morning. Lynne turned her head down and sincerely apologized. She knew Jowd's punishment sentencing could soon be carried out as soon as that same night, and she said to him solemnly but honestly she doubted she would have time to help him. 

"But I'm afraid I'm still going to ask you... Ask you to save me."

The ghost named Sissel nodded (kind of--ghosts don't technically have physical heads), and said he wasn't going to treat her life as a bargaining chip. He inwardly thought, most anyone would just have lied for their own benefit so they could be brought back to life. Her integrity made him feel he could trust her as being a good person. And so after he changed the circumstances so that she could live on, they went what they assumed was their separate ways... But as the night continued, Sissel would soon learn their fates were more intertwined, and not only with each other, than they realized... 

Inventory: 

x1 worn clothes
- yellow dress coat
- blue zippered dress
- belt
- leggings
- boots
- hair clip
x1 detective badge
x1 apartment key

Re: ACCEPTED

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