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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.

Canon Character Application


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Dorian Pavus | Dragon Age | Reserved

[personal profile] whiteknightnecromancer 2015-08-02 06:05 pm (UTC)(link)
Dorian Pavus | Dragon Age

Dragon Age
Dorian Pavus
Haeceity ([personal profile] haeceity)

Player Information

Name: Haeceity
Age: 29
Contact Info: Plurk: haecceityofanelf
Other Characters: None

Character Information

Name: Dorian Pavus
Canon: Dragon Age
Age: 24
Gender: Male
Canon Point: after Last Resort of Good Men
Background Link: Background
Inventory:

staff (stripped of magic)
2 rings (stripped of magic)
amulet (stripped of magic)
belt (stripped of magic)
Apprentice Mage Armor

Personality: Dorian is very charming, very intelligent, and very well educated. And he is very, very aware of those facts. He can be arrogant, manipulative, and passive-aggressive. He can also be brave, selfless, and compassionate.

Dorian was raised as the only child of two people who hated one another and married purely for reasons of politics and breeding. He was raised with the goal of positioning House Pavus as high as it was possible to go. He was supposed to become Archon, the leader of all Tevinter. Toward that aim, Dorian was given access to some of the best schooling possible and trained to deal with Tevinter social politics from an early age.

He excelled in his studies, being advanced three years beyond his agemates. This also isolated him. The other kids weren’t cruel but Dorian was nine and they were twelve, they had nothing in common. Feeling rejected, Dorian started picking fights. He claimed they were jealous of his skills, envied House Pavus, etc. Notably, Dorian didn’t overestimate his abilities, he won the duels he instigated.

Halward Pavus and Aquinea Thalrassian taught Dorian that appearances were the most important thing. The appearance of perfection was more important than the reality. Imperfections would allow for scandal and while scandals were safe enough when they were in favor, being out of favor and in the midst of a scandal was a good way to end up dead or Tranquil. Dorian’s parents’ ambition made him a target for scandalmongering from the other Houses who aspired to the top.

Had Dorian been willing to marry the woman his father selected and keep his sexual relationships with men limited to a personal slave, Dorian would have been seen as a relatively normal example of an altus mage. After seeing how unhappy his parents’ marriage was, Dorian wasn’t willing to repeat history. He also believed that lying about where his romantic attraction lay would slowly destroy him. Since he is uninterested in having a casual relationship and will in all probability be spending most of the game focused on staying alive, this is relevant as an example of Dorian’s willingness to stand up for what he believes is right.

Dorian’s father reacted poorly to Dorian’s attempts to live life on his own terms. Halward began a plan to work a blood magic ritual to change Dorian into someone who would marry Livia Herathinos, pursue becoming Archon, and all of the other compromises that would make Dorian “acceptable.” That ended with Dorian leaving his father’s house and Halward telling him never to come back.

From this set of experiences, Dorian fears temptation more than he fears being changed or becoming like his father. As a child, Dorian idolized his father and even after what Halward tried to do, Dorian still loves him and in some ways still admires what he thinks his father used to be. There was a long period where wanting to be like his father was what Dorian wanted most. Now, he fears that someday he will find a situation where he’ll want something badly enough that turning to blood magic will seem right and even necessary. There’s always a reason to start and once a mage starts, they can always find reasons to keep going. It’s not a path Dorian wants.

The other male role model in Dorian’s life was Magister Gereon Alexius, his mentor. Dorian learned a great deal from Alexius and was close friends with his son Felix. Living with Alexius on his estate was the happiest period of Dorian’s life. He enjoyed the quest for knowledge. That ended when Felix and his mother were attacked by darkspawn near Hossberg. Alexius’s wife was killed outright while Felix caught Blight sickness. Alexius devoted every effort from that time forward to saving Felix. Dorian felt Alexius was so focused on trying to save Felix that he was missing the end of Felix’s life and told Alexius so. He blames himself for the resulting falling out and Alexius’s increasingly poor decisions afterward. He blames Alexius too but feels like he should have been able to do more, get through somehow.

Dorian joined the Inquisition after attempting to help Felix one last time. The bond forged between Dorian and Ellana Lavellan in the dark future Corypheus created was a deep one. They became friends after she helped him find closure with his father.

Flavor Abilities:

Dorian has a connection to the Fade that means his dreams are a bit more than dreams and he can hear demons. This is not the same as being able to cast spells.

Suitability:

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

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

RP Samples:

Sample

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

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

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

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

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


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

[Somehow, it had been warmer in the middle of a blizzard than it was at night in Norfinbury.]
Edited 2015-08-02 18:08 (UTC)
therapize: (this is what you have to realize)

Camille O'Connell | The Vampire Diaries

[personal profile] therapize 2015-08-04 12:14 am (UTC)(link)
Player Information

Name: Tad
Age: 33
Contact Info: [plurk.com profile] plurk
Other Characters: N/A

Character Information

Name: Camille "Cami" O'Connell
Canon: The Vampire Diaries/The Originals
Age: 25-ish
Gender: Female
Canon Point: The Originals 2x22
Background Link: Cami at the TVD Wikia
Inventory: The clothes she's wearing: a dress, a denim jacket with short sleeves, and adorable boots that she can wear while working bar for a shift. Also a one-hundred dollar bill.
backwaterbrand: (Default)

Cloud Strife | Final Fantasy VII: Crisis Core | Not Reserved

[personal profile] backwaterbrand 2015-08-06 02:48 am (UTC)(link)
Player Information

Name: Kassie
Age: 22
Contact Info: AIM: allthesparkles PLURK: [plurk.com profile] BittyPipsqueak
Other Characters: N/A

Character Information

Name: Cloud Strife
Canon: Final Fantasy VII: Crisis Core
Age: Twenty-One
Gender: Male
Canon Point: During the escape from ShinRa- right before Zack's death.
Background Link: Game Information | Character Outline
Inventory: Aside from wearing (1) SOLDIER uniform and the boots on his feet, Cloud carries nothing considered to be a possession.
promotings: (010)

jenna sommers ( the vampire diaries ) reserved

[personal profile] promotings 2015-08-06 03:05 pm (UTC)(link)
Player Information

Name: Marie
Age: 22
Contact Info: PM/[plurk.com profile] sharknado
Other Characters: N/A

Character Information

Name: Jenna Sommers
Canon: The Vampire Diaries
Age: 29
Gender: Female
Canon Point: 2x15, The Dinner Party
Background Link: Jenna @ the tvd wiki
Inventory:
⇒ current outfit ( purple sleeveless shirt / jeans / boots | ref )
⇒ one (1) silver bracelet
⇒ one (1) mobile phone
⇒ one (1) bottle of red wine
restituted: (pic#9307745)

Jeremy Gilbert | The Vampire Diaries | Unreserved

[personal profile] restituted 2015-08-08 12:21 am (UTC)(link)
Player Information

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

Character Information

Name: Jeremy Gilbert
Canon: The Vampire Diaries
Age: 18
Gender: Male
Canon Point: 6x22 I'm Thinking of You All the While
Background Link: Here
Inventory:

- 1 Outfit (Jeans, T-Shirt, Leather Jacket, Socks, Boots), Worn
- 1 Ring, Worn (has the ability to bring a non-supernatural creature, i.e. a human, back to life if they were killed by supernatural means -- but Jeremy is considered supernatural and the ring is stripped of its powers anyway so it's just a family heirloom at this point)
- 2 small-ish Duffel Bags (wallet with identification, a few changes of clothes, tennis shoes, vervain, 1 vial of wolfsbane, art supplies, toiletries, a flashlight, water bottle/canteen, travel-sized pillow, deck of cards, cellphone, med kit, tool/repair kit, sewing kit, pocket chainsaw, tactical grip gloves, some snacks, a hobo/swiss army knife, lighter, matches, a pack of hand-rolled joints hidden in a regular cigarette box, a couple of books/magazines, sunglasses, chewing gum, a kendama he picked up somewhere for shits and giggles, a leather journal/notebook, and chapstick) a.k.a. most of his worldly possessions which I've extrapolated based on his canon point and what he's presumably been doing which is being a traveling vampire hunter.

If the hobo/swiss army knife, pocket chainsaw, or anything else in his inventory counts as a weapon then feel free to confiscate it!

- 1 bus ticket

Personality:

Jeremy has matured significantly over the course of the last several years from when we're first introduced to him as Elena's brooding younger teenaged brother. Now he's a grown man in his own right, who is more than capable of making his own decisions and striking it out on his own for the first time. He lets Elena operate under the assumption that he is going to art school in Santa Fe rather than cause her unnecessary anxiety over the truth which is that he's accepted his destiny as a hunter. It's interesting to see this exchange of roles as Elena is usually the one hiding information from him with the excuse that it's for his own good and protection. Secrecy is very much a part of the culture Jeremy's had to adopt and while he used to find no good excuse for the truth being withheld from him, it seems that he's slowly been indoctrinated into that way of thinking himself.

Even before being gifted with his own set of supernatural powers to help level the playing field, Jeremy has always been exceptionally brave. He's put his life on the line a number of times for the greater good and fear has never stopped him from doing what he perceives to be the right thing.

Jeremy is also incredibly smart although he has a history of struggling in school. But even then, when he's pushed by people with a vested interest in his success, he's been shown to rise to the occasion. Generally speaking however, he is very streetwise. As a younger teenager he was always chasing after the attention of Vicki Donovan, who was known to run with a rougher crowd and was a bit of a delinquent herself. Therefore, he had exposure to a lifestyle that his family wasn't necessarily in approval of. It's implied that Jeremy began casually using drugs both to cope with the death of his parents and as a means of connecting with Vicki (they would get high together and have sex). However, at the end of the day Jeremy didn't struggle long-term with addiction and seemed after awhile to want to help Vicki with hers, although he is still occasionally shown to smoke marijuana on a recreational basis.

However, just because he's grown past a lot of his pain and heartbreak doesn't mean that it's something he's ever really forgotten. Even when Damon literally compelled away his memories, he still struggled with feeling empty and alone all the time. He's never really been shown to have a lot of friends and the overwhelming majority of the friends that he does have are Elena's friends first and foremost. When he dies and comes back to life, he has to invent a pretty outrageous story about faking his own death in order to re-integrate into Mystic Falls society. However, his transition back to high school is not a smooth one whatsoever as he ends up getting bullied by some of his peers.

Becoming a Hunter has given Jeremy a lot of power and purpose that he was previously lacking which is presumably why he decides to continue this way of life in spite of how dangerous it is. He has very protective instincts as well as a lot of willpower to be able to overcome the hardwired hatred of vampires that those in the Brotherhood of the Five apparently feel. And although he makes bad and/or selfish decisions on occasion like anyone else, he is shown to have one of the strongest moral compasses on the show as he's much less willing than his sister or the Salvatore brothers to play hard and fast with other people's lives. Which is probably at least in part because he's had his own self-agency ripped away on so many occasions that it's not something he likes to see happening to others if he can help it. By the same token, he appears to heavily struggle with guilt when others are hurt -- however indirectly or unintentionally -- because of him. The fact that Bonnie essentially gave up her own life so he could return is something that he's never been okay with... Despite the fact that if their situations were reversed then he would have undoubtedly made the same choice to save her.

All in all, Jeremy is fairly relaxed and easy to get along with due to his very down-to-earth upbringing. However, he still bears the burden of having been chronically exposed to trauma these last few years and as a result he can have some difficulty regulating his emotions. Occasionally, he still is known for lashing out with bursts of intense anger and aggression in response to stressful or otherwise difficult situations.

Flavor Abilities:

Jeremy has tattoos that are only visible to other members of the Brotherhood of the Five. But they've already served their purpose in canon as a road map to the (single-dose) cure for vampirism.

Suitability: Jeremy first became immersed into the world of the supernatural at the tender age of 15. He's experienced tremendous amounts of grief and loss over the next several years as a result. Not to mention he's died and been brought back to life on more than one occasion himself. Thus, one thing is clear -- he's a born survivor, even in the face of some very incredible odds. That kind of tenacity will likely serve him well in Norfinbury. Not to mention, he eventually leaves his hometown to become a traveling vampire hunter. Thus, this won't be the first time he's been pushed outside of his comfort zone and needed to quickly adapt to new and dangerous situations. It will be interesting to explore that side of him more in-depth since his leaving Mystic Falls marked his departure from the show altogether.

RP Samples:

Network-

(A)
Hey.

[ There's a certain weariness heard in Jeremy's voice that goes beyond the simple ill effects of getting a poor night's sleep. But then, discovering you've been dead for an indeterminate period of time always has a way of knocking the wind right out of your sails. It was the same for him back at home with the Gilbert ring, gasping for breath when he came back around to consciousness and rarely in the last place he remembers being. But even then, waking up in his own bed or on the floor of the Salvatore boarding house is infinitely better than having to climb his way out of a freakin' body bag. ]

It looks like I'm alive again. Anyone want to catch me up?


(B)
Okay, so call me crazy but... I think there's something outside, trying to get in here. Not another person I mean. Although it's kind of hard to tell with how damn dark it is. But if it is somebody, and you're watching this... This is your only warning. Come through that door by force and I'll make you regret it.


Action/Prose-
1
2
Edited 2015-08-08 03:07 (UTC)
fakers: (Default)

archer | fate/stay night | not reserved

[personal profile] fakers 2015-08-08 02:43 am (UTC)(link)
Player Information

Name: Rift
Age: 28
Contact Info: [plurk.com profile] sistercomplex
Other Characters: N/A

Character Information

Name: Archer (EMIYA)
Canon: Fate/Stay Night
Age: Undetermined, appears to be in his late 20s early 30s
Gender: Male
Canon Point: Post Unlimited Blade Works
Background Link: Here
Inventory:

Archer will arrive with nothing but his clothing, since his weaponry and items are all things he magically creates and thus wouldn't have on his person. His outfit is known as Red Plain Mystic Code, because... uh... apparently outfits need names in the Type Moon universe? I don't know. Anyways, the outfit consists of black body armor created of some fictional futuristic material, though canon has never really specified what this material does or why it's so special. He also wears a red cloak, which is actually some sort of holy shroud... but like the rest of his outfit, canon has never really specified what the special properties of his shroud are, if any.

Personality:

The key to understanding Archer's personality is examining his past and who he used to be: Shirou Emiya, the main protagonist of Fate/Stay Night. Shirou's aspirtation throughout his life was to become a hero; a champion of justice that would save those around him. Although this goal sounds healthy enough on the surface, in truth it was fueled by Shirou's traumatic past and his inherent lack of self-worth. The only survivor of the Great Fire, a catastrophic and killed hundreds, Shirou became detached from his own sense of self... his survivor's guilt eventually manifested in him placing others above himself and devaluing his own life. Still, through his warped sense of obligation, Shirou was eventually able to become a hero that would save those around him.

Although Fate/Stay Night presents three versions of Shirou's story, showing different possible results of his heroic ideals, Archer is a version of Shirou from the future... One who has obtained what he'd hoped to become throughout his life, but has found only emptiness at the end of that path. While Archer fought all his life to protect and save those around him, he ultimately found himself unsatisfied with his own accomplishments. He devoted everything to saving others, and his reward for that was being betrayed by those he protected... And even after his life had ended, he found himself bound to exist as a Counter Guardian, a spirit pressed into the service of the world itself to protect it from threats.

The role of a Counter Guardian is one who does whatever it takes to protect the world, even if the methods are dirty and his hands must be stained in the process. So Archer, a person who had always tried to protect everyone around him, found himself bound to a cruel perversion of his ideals - though his actions would save lives, he would also need to take them in order to do so. Killing 100 people in order to save 101, constantly making the utilitarian choice no matter how cruel. For obvious enough reasons, this began to corrupt his views, turning him into a jaded and cynical version of his former self. Whereas he once saw his ideals as something to be strived for, now they seemed like nothing but a cruel joke... the result of idiotic naivety and nothing more.

This is the Archer that appears at the beginning of Fate/Stay Night, miraculously summoned into the Fifth Grail War and given a chance to correct the mistakes of his past. Although his actions vary based on differences in his circumstances, his initial goal is simple: he wishes to kill his younger self, Shirou Emiya, in order to prevent himself from ever becoming a Counter Guardian, thereby creating a paradox that will hopefully wipe out his own existence. A mercy killing of sorts, that will spare his younger self from ever becoming him.

It speaks volumes of Archer's character that his main goal in life (or post-life) is a grandiose double suicide of sorts. Archer is a man who's become so cynical about life that he cared about nothing more than ending his own existence... or at least, that is the case initially. Being thrust back into his own past, during a time where he was perhaps most hopeful about the world, slowly begins to change his outlook on things. Facing his former self fills him with nothing but rage and self-loathing, as the person he can least accept is his younger self. Yet at the same time, seeing Shirou Emiya fight in the Fifth Grail War also reminds him of the things he'd since forgotten... the youthful idealism that had since been replaced with nothing but weary cynicism. He's a man of numerous contradictions, simultaneously hating his younger self and being moved by him. Despite all the meticulous planning he puts into killing himself, in the end he finds himself unable to do... in a fight between older and younger self, younger prevails, if only because Archer cannot actually bring himself to kill Shirou.

Though his interaction with Shirou is perhaps the most fundamental part of what shapes his development through canon, his interactions with other figures from his own past are undoubtedly crucial in reminding him of the value in his own life and ideals. At the beginning of canon, Archer's memory is hazy - his own past is unfamiliar to him, as its something he's long forgotten during his timeless service as a Counter Guardian. But as he begins to remember and see familiar faces again, he comes to care for them the same way he had in the past. He clearly holds fond memories of them all, particularly his Master, Rin Tohsaka. Though he prioritizes killing Shirou above serving her, he nonetheless does his best to engineer events so that she'll be protected and in a favorable position when all is said and done. He also strikes an uneasy kinship with Saber, his own former Servant, perhaps due to whatever residual connection he still feels to her through his own memory.

By the end of Unlimited Blade Works, Archer has finally faced himself (both literally and figuratively), and found the answer he was searching for. He remembers what he cared about in the past - what motivated him to fight so hard to protect the world in the first place. This gives him renewed determination to continue that fight, even if it means returning to the grim duties of a Counter Guardian. In doing so, he demonstrates that he has become the hero he always dreamed of... even with a few stumbles along the way.

Archer's behavior throughout canon also reflects the same contradictory nature of the rest of his actions. At first glance, he is brash and arrogant, dismissive of those around them. He has a sharp tongue, often cutting down others with a quip or insult. Yet at his core, he is still the same person as Shirou Emiya... one who fundamentally cares about those around him. Despite the harshness of his behavior, he does look after others, offering guidance and advice... even to the person he's traveled through time just to kill. He has a dark sense of humor, but his jokes tend to simply serve to mask what he is truly thinking or feeling.

In essence, Archer is a man who gave everything he had towards the pursuit of a single ideal... and in prioritizing that ideal over all else, forgot everything else that was important to him. In the end, left only with that singular ideal and nothing else, he found that pursuit hollow, and his own life meaningless. It's only through remembering everything else that was important in his life that he finds the strength to rededicate himself to what he once cared about, finding meaning in it once more.

Flavor Abilities: In canon Archer has inhumanly good vision, allowing him to see things from impossibly far distances away. In game I'd like this to just manifest as him having slightly higher than average sight, akin to 20/10 vision. Otherwise he'll probably be good with a bow or a pair of short swords, but nothing beyond human capabilities.

Suitability:

Despite being very grumpy and snarky about it, Archer is essentially a hero who wants to help and save the people around him. He's basically lived his entire life following very utilitarian ideals regarding heroism, and will likely act the same in this setting... albeit with a sprinkle of renewed idealism thanks to his canon point. His life up until this point has already been being dragged from hellish battlefield to hellish battlefield in order to save lives through whatever means necessary, so the game setting shouldn't be anything he's unequipped or unprepared to handle.

Although he's somewhat stoic and stand offish, he's more than capable and willing to converse with others in order to gather information or just to check up on them. He'll take a somewhat grand standing and condescending approach to offering help to others, but his inherent do gooder nature will make it hard for him to actually ignore or neglect someone in serious distress or danger.

He'll also need to adapt to being returned to being a normal human, though that likely won't be too much of a shock for him - among the Servants in Fate/Stay Night he's already notable as a hero who started out as a rather below average person, but rose to his level of skill and power through sheer hard work and endurance. Having to work within the confines of human ability, without any magical amplification or blessings, will probably be a welcome change of pace for him.
disarrayed: (Default)

bellamy blake | the 100 | reserved

[personal profile] disarrayed 2015-08-08 03:25 am (UTC)(link)
Player Information

Name: Sey
Age: 25
Contact Info: [plurk.com profile] cyclical
Other Characters:
Ed Elric | [personal profile] forfeits
Baelfire | [personal profile] jumpship

Character Information

Name: Bellamy Blake
Canon: The 100 (TV Series)
Age: 23
Gender: Male
Canon Point: post season 2.
Background Link: here
Inventory:

» 1 hand-made bag
» 1 copy of Julius Caeser
» 1 blue shirt, 1 jacket, cargo trousers, boots.
» 1 dead walkie-talkie



Personality:
"...what's wrong with a little chaos?"


Bellamy Blake is a complicated, guarded man. At the surface, he can appear to be very callous and pessimistic, unrelenting in his negativity. He is constantly thinking about the next step, the next move, which his pessimism often helps. He's not bogged down by the worries of others, instead taking the natural leader role. However, his pessimism can equally work against him. It not only creates fear and distrust in some ways, but it also means that he is not often willing to listen to others. It narrows his worldview, making his own plans the only acceptable option. It takes a great deal of convincing to overturn his ideas, and often times he has to believe that the person is strong in some way in order to allow his decisions to be otherwise overturned.

His stubbornness however also plays into the confidence that Bellamy wears on his sleeve. Even at his most uncertain, Bellamy plays at the guise of complete confidence. It's this sort of nonchalant charisma that lets people disregard the rather brusque, bull-headed way he manages people and situations. He is a capable leader, and is particularly skilled at rallying the people to his side. His passion shows when he speaks to the others in the camp, whether with Clarke or against her. Early on, this is both displayed in Bellamy's ability to persuade others to ditch their wrist bands, but can also be seen when Bellamy attempts to hang Murphy.

He is not one for false hopes, however, and will state the nature of things without reserve. He is not all danger and harshness, however, but internalizes many of his own emotions. Especially from the canon point listed above, Bellamy is too aware that not everyone can survive, that there will always be causalities and difficulties, but that does not stop him from stubbornly putting his head down and trying to save as many people as he possibly can. He does not let himself fall into the fancies of hopes and dreams, instead focusing intently on the present. This is particularly evident when he infiltrates Mount Weather, wherein he kills a guard in order to play the role. And although he meets the guard's son later, he does not lose his focus, instead continuing to plot a way to save his people.

Bellamy's sort of bad-boy facade stems certainly from his need to survive. Bellamy is a survivor first, a leader second in many ways. Not only did he help his sister stay hidden under the floorboards for many years, but he also managed to shoot the Chancellor and make it on board the drop ship to protect his sister. He will find a way to bend a situation to his benefit if need be, and will secure his own safety before considering others. He is incredibly determined, and when he sets his mind to something, he intends to achieve it. Failure is not something that Bellamy takes lightly, and every failure is only one more regret. Despite his rough and tumble attitude and the air of ambivalence he tries to exude, Bellamy is incredibly aware of himself and his emotions.

He is filled to the brim with self loathing and blame, and he handles it often in varying ways. He considers himself the sole reason his mother was killed, the reason his sister was captured and locked away, the reason that the Chancellor nearly died... and many more. The burden he bears is more than he knows how to cope with, particularly when it comes to losing the lives of others. He believes himself to be a monster and a coward for the things that he's done, especially in those moments where he made the easy choice over the right one. For all his airs of confidence and nonchalance, Bellamy is extremely critical of himself, and it is in this that we see his humility. He is able to trust Clarke slowly, for she has many of the same leadership skills that he has, but focused in a more positive light. He is able to see in her the strengths he lacks, and he has qualities that she lacks. They are an effective team, and it is only with Clarke's co-leadership that Bellamy is able to overcome his own weaknesses and instead turn his attention to the betterment of the 100 as a whole, not simple as a unit under his command.

While Bellamy may both be fiery and cold, he is likewise extremely loyal and caring. When someone gains his respect, his love, he is fiercely protective of them. This is particularly evident with Octavia, whom he attempted a murder and escaped on a drop ship to be with. He has always shouldered the responsibility for his sister after her birth, and wore his role as protector with great seriousness. Despite his single-minded determination and self-preservation, Bellamy will abandon any and all personal needs for his sister first and foremost.

Particularly with Octavia, he is constantly forced to face his demons -- he has to protect his sister, knowing that it is his fault she was imprisoned, that he is the reason their mother floated. He has to see the outcome of his rash decisions, and live with the poor choices he made. For all the bitter memories the Blakes share, their childhood together gave them both a determination and downright passion that they would not have otherwise had. To protect his sister, he put his head down and worked hard, gaining a position in the guard on the Ark, to complete the deception that he was the only Blake child.

Despite Octavia's life hidden away, let out only at select times, she brought a joy and vibrancy into Bellamy's life. Octavia is wild spirited, curious, exuberant opposed to Bellamy's stoic and calculated personality. Octavia built up in him a sense of responsibility -- he cared for her every need, and often tended to their mother together. He became the primary caretaker, and would go to any lengths to see his sister happy and healthy. Particularly when Bellamy takes her to the masquerade, he revels in her wonder and amazement, her joy essentially becoming his own before her discovery.

As mentioned before, Bellamy has a habit of bearing the burdens of others, of weathering the worst for those he loves and that stems directly from growing up alongside Octavia. He developed a keen skill for deception, easily hiding Octavia away when the guards come to do room check, creating a distraction to draw their attention away to a slip of a tassel that shows beneath the floorboards, drawing attention to his sister's hiding place. He will throw himself in the face of danger to protect her, whether she loves him or hates him for it. He cannot shake the role of protector and caregiver. Octavia, even when they disagree and fight, is one of Bellamy's most important sources of hope.

Bellamy spends so much time focused on her, on those around him later in the series, that he often forgets himself, and the damage those choices may do to him as well. He is eager to lead and shelter, however, willing to become a protector for those that resonate with him. Much like Charlotte, or his affection for Jasper, his utter respect and trust for Clarke. These things take time to develop, but oftentimes Bellamy will fall into the role of protector and guide for those he feels he may connect with. He puts those he cares for on a pedestal, and will do anything to insure their safety, despite his own needs.

"...who we are and who we have to be to survive are two very different things."


Flavor Abilities: Bellamy is a proficient fighter, and has a reasonable knowledge of handguns and firearms. He is equally a capable leader, and a fast, practical thinker. He also has basic first aid skills, though they are nothing overly exceptional. Otherwise, he has no extraordinary skills.

Suitability: Bellamy is particularly suited for Norfinbury if only because in his canon, he has to fight to survive. Not only do they land with minimal resources, but they also have enemies to fight and little shelter. Bellamy is a leader type as well, and would likely be one to try and get the groups together more often. He's a tactician in as much as he'll be far more concerned about their defense and any offensive measures they could take to try and combat the the monsters et al that lurk around.

RP Samples: one (meme) | two (tdm) | three (more network-y)

network;

[ the feed flickers on, filled with static before it finally clears up. the room is dark, the light of the screen illuminating a young man's face. he looks none too pleased. in the distance there is the sound of scratching or something trying to make its way into his lodgings. ]

As I'm sure most of us have noticed, it's not exactly safe out there, even during the daylight. These creatures are near unstoppable, and we don't have any weapons to keep them back. Nothing beyond household items, and at the rate these things move and attack, a plank or a knife here and there aren't going to do us a lot of good.

[ he's desperately missing the firearms back at Camp Jaha -- a few rounds would keep those things at bay for longer than a tiny butter knife would, anyway. ]

Traveling alone isn't safe anymore -- these things can overcome one person much faster than a group. We may not know what one another are capable of, but it beats the alternative. [ really, those terrible monsters don't make great company. there's a distinct scraping sound in the distance, he looks off screen momentarily then back. ]

We need to solidify the map, and find a place to meet. We'll be safer in groups, strength in numbers. We can separate people by their skills and use them to build defenses, better walls and weapons. If we don't start thinking about offense, about protecting ourselves, we'll have bigger problems to worry about.
Edited (i am so sorry for the edits!) 2015-08-08 03:28 (UTC)
rubikscomplex: (possibility | or maybe)

Gregory House | House MD | Reserved

[personal profile] rubikscomplex 2015-09-01 04:19 am (UTC)(link)
Player Information

Name: Terri
Age: 21+
Contact Info: [plurk.com profile] switalia
Other Characters: N/A

Character Information

Name: Gregory House
Canon: House MD
Age: 46
Gender: Male
Canon Point: Season 1 after Episode 21 (Three Stories)
Background Link: House Wiki
Inventory:
- 1 bottle of Vicodin: 32 pills (1-week supply if he's not careful; 2 to 3-week supply if he is)
- 1 cane (walking aid)
- 1 set of reading glasses
- 1 pen flashlight
- 1 wallet with driver's license and hospital ID along with credit cards and a dollar in cash
- 1 pair of running shoes
- 1 pair of jeans
- 1 blue T-shirt with a Rolling Stones logo
- 1 blue collared, button down shirt
- 1 dark gray suit jacket

Personality:
To put it politely, Gregory House is a jerk. To put it less politely, he's an absolute asshole. Dr. House is a manipulative, lazy drug addict who would rather spend time watching soap operas or playing video games than dealing with people. He is childish to the extreme, often whining and fussing when he doesn't get his way, irreverent, smarmy, stubborn, sarcastic, and dismissive of any sort of activism or faith. He's also an incredibly gifted physician who is fascinated by difficult questions and cases. He has a passion not so much for helping patients, but for solving puzzles. That patients are often helped as an end result of his efforts is nice for them but not as important to him. He does show some honest regard for a few people, but this is, more often than not, masked behind his veneer of sarcastic commentary and acerbic wit.


"Everybody lies."
House is a liar, he believes everyone else is lying about something, and more often than not, he's right. Whether he's right about what they're lying about varies from spot on to dead wrong, often falling somewhere in between. It might be easy to put his maxim for life down to his parents, but his father - the man who raised him, anyway - was the very antithesis of this. John House, a Marine, demanded absolute honesty and had, by House's reckoning 'an insane moral compass,' that alienated him from his son. While his father might be the one exception to House's rule, he is a major part of what's led House to be the man he is today.

Where his father was timely, House has always been late. Where his father was impeccably well-dressed and clean-cut, House has always been a slob in his personal appearance. Rebelling against authority, any authority, but especially his father's, defined his early years in life. The clashes with his father and subsequent punishments (e.g., ice baths, being forced to sleep outside in the yard without shelter, and not being fed) have led House to despise the cold and most survival-oriented hobbies. Additional punishments meant to isolate House emotionally (e.g., his father not speaking to him for an entire summer, and generally being distant) have also contributed to his dysfunction. Said dysfunction tends to manifest as a complete disregard for social conventions, cruel sarcasm, and self-destructive tendencies.


"This is Vicodin. It's mine. You can't have any. And no, I do not have a pain management problem, I have a pain problem. But who knows? Maybe I'm wrong. Maybe I'm too stoned to tell."
One such self-destructive tendency is his penchant for addiction. Drugs, puzzles, gambling, random activities. If he's left to his own devices, House will at times descend into a near obsession with something to keep himself occupied and stave off boredom. He grew up being dragged around from one military base to another in his youth and has become something of a self-sufficient loner because of it, not wanting to form close connections as they would have been gone in six months, maybe a year or two if he was lucky, when he was a kid. It means he won't have as hard a time as some might in a setting like Snowblind where isolation is a part of life. He doesn't do well without physical interaction for long stretches of time, as much as he dislikes people, but he can manage without it provided he can talk to people over the network.

Broadly speaking, this obsessive behavior has worked out in his life as House developing a surprising array of interests and skills ranging from music to physics to medicine to monster trucks. He's also taken drugs recreationally, takes Vicodin much less recreationally, and uses his own medical practice as a chance to experiment on himself and patients with new ideas and treatment options. Some would say he's both a sadist and a masochist. There may be some truth to the former; though, he seems not so much to derive pleasure from hurting other people as use it as a tool to keep them emotionally distant or to get a reaction he's looking for. People are often more honest in a moment of anger than they are when they're calm and collected, after all.


"That's the difference between him and me; he thinks you do your job, and what will be will be. I think that what I do, and what you do matters. He sleeps better at night; he shouldn't."
For all of this, House can display a remarkable amount of pragmatism. He is a doctor who is used to making life-or-death decisions about patient treatment in minutes. He has bluntly told others that sometimes his patients die because of those decisions and that other doctors will make decisions and mistakes that will result in patient death. He considers it important to own up to that and simply understand that it's a part of the profession. This trait extends to his non-medical life, as well. While he hates his father, he has shown the ability to set that to one side and be civil to maintain the peace, at least for a short while. Given that he has none of the resources he usually does at home, House is very likely, in-game, to draw upon his pragmatism for making a number of decisions once her realizes he's not going home soon. There is no one to fall back on like his team, and no long-term friends in positions of power and respect like Wilson or Cuddy to go to bat for him.


"See, that's another example of Ed's brilliance. Whenever one of his drugs is about to lose its patent he has his boys and girls alter it just a tiny bit and patent it all over again. Making not just a pointless new pill, but millions and millions of dollars. Which is good for everybody, right? Except for the patients."
But his pragmatism can go flying out the window on occasion, especially when someone is trying to control him. We see this in his encounters with authority figures throughout the first season, particularly with his 'nemesis,' Vogler. House is pragmatic enough to go along with some of Volger's increasingly frustrating and domineering commands, but when it comes to the point of House being told to shill for one of the drugs that Vogler's pharmaceutical company manufactures, House pretends to go along, and then uses his speech as a platform to roast the drug and its manufacturer, laying into big pharmaceuticals for their patenting practices. While it expresses an honest assessment of the drug, it's aimed at taking Vogler down a peg, rebelling against the hold that the man has tried to put on House. He doesn't like being told what to do and people who try to pressure him will typically find themselves subverted in some manner.


"No. I was there. You are not just some regular guy who's getting older. You've changed! You're miserable! And you're afraid to face yourself-"
"Of course I've changed!"

For all his boasting, apparent narcissism, and sarcastically cheerful behavior, House also happens to be miserable, which he hates himself for... which makes him more miserable. He knows he's a disappointment to his mother whose only wish is for him to be happy. She is the one woman House shows genuine and consistent respect for. House is deferential and polite to his mother, claiming that he can't lie to her, in contrast to most every other person he interacts with. He's similarly quiet and reserved around his father, though this is mainly for his mother's sake. The interactions with his parents are particularly notable given House's otherwise irreverent behavior. They highlight the fact that he can observe social norms and niceties when he has the incentive to do so. Typically, those incentives are extremely personal in nature.


"People don't bug me until they get teeth."
This occasionally shines through with patients, though, specifically ones he takes a liking to for one reason or another. He's honestly charmed by and playful with an elderly woman he diagnoses with syphilis who starts flirting with him, helps a woman get the most out of her health care services when she's about to be fired, and takes the fall for one patient with her son. More often than not, his motives for being 'kind' can be explained by the fact that someone has interested him, either by saying or doing something unexpected or being a difficult puzzle for him to pick apart.


"I have no kids, my marriage sucks... I only got two things that work for me: this job and this stupid screwed up friendship, and neither mattered enough for you to give one lousy speech."
"They matter... If I could do it all again—"
"—you'd do the exact same thing."

One of the other relationships that highlights House's more human side is his friendship with Dr. James Wilson. House has a vitriolic best buddies relationship with Wilson and while he often manipulates the man (like most other people), he is shown to care about and rely on him. Wilson is someone House readily invites to join him in activities he enjoys and someone House respects enough to take case referrals from and think better of and trust when he shouldn't. He's also one of the few people House will be honest with (sparingly), actually admitting to Wilson that he knows he has a Vicodin addiction, and that he views narcotics as the only way that he can be functional enough to do his job. Contrary to any sort of logic, he also tells Wilson that he doesn't think this is a problem.

Which leads into the fact that House is a hypocrite. He'll berate patients, subordinates, peers, and superiors for making decisions for what he calls stupid reasons, and will turn around and make decisions based on his stubbornness, gut feelings, or a moment of emotion. He's generally a guarded man who uses sarcasm, flippancy, and childish behavior as a screen for what he's really feeling, but there are rare moments when that breaks down and genuine vulnerability shines through. In those moments, House can show true outrage, frustration, fear, self-doubt, and regret. He's been called a coward by more than one person with regard to this behavior by people who view his self-defense mechanisms as a way to push people away so that he can't be hurt by them.

Several women have seen that in his life, and considered it attractive enough to try to overcome his barriers. Most notable, perhaps, is Stacy Warner, House's ex-girlfriend. With Stacy, House was as much of an ass as he ever is, but prior to the infarction that caused him to go lame, he is shown to be caring, even playful with her... even if he was still an ass. She can see through him and the walls he puts up, and it makes him respect her. Particularly when she's able to give as good as she gets. House likes people who will stand up to him, rather than just agree with everything he says. If you're a pushover or Yes Man, you're going to be on his radar for manipulation, as much for the entertainment value as anything else. In the game, finding people to manipulate will be especially important to him as he knows he's at a disadvantage in terms of survival skills apart from field medicine.


"So let's get to the point. You don't like me. I'm pretty sure I'm not gonna like you. It's nothing personal, I don't like anybody."
House is a man of contradictions: a purposefully socially inept genius, a seeming narcissist who considers himself a failure because he couldn't live up to what his mother wanted, and a misanthrope who finds himself needing and connecting with people. He's a cynic and nihilist who believes that everyone has to have an angle and no one is truly altruistic. He's also a problem-solver who doesn't care about most of the people affected by those problems... until he starts to respect them. He's vain, manipulative, an addict, and can come off as anything ranging from eccentric to perverted to moderately insane depending on the day and the circumstances. He abhors convention, has a passion for seemingly random and incongruous things, and has a sense of humor that tends toward the sarcastic and sometimes cruel.

In short, he isn't the doctor you send Christmas cards to, but he is the doctor who will try to do everything in his power to save your life if he thinks it might be interesting for him to do so. Or if you're dying in front of him and there's no one else around. House is human, and has significant difficulty, whatever he might say, in walking away from someone in medical distress if he knows he's the only person there to do something. In a situation like Snowblind, those circumstances are likely to present themselves more often than not, leaving House in a position of wanting to and trying to help without the appropriate equipment to do so.

Flavor Abilities: N/A

Suitability: House is the ultimate Agent Scully. He doesn't believe in the supernatural/ghosts/aliens/etc. I'd like to play with that, confronting him with people and circumstances that automatically go against what he knows to be true and having him figure out how that slots into his understanding of the world. I'd also like to play House dealing with his disability and Vicodin addiction in a world of snow and limited resources. I'd like him to have to detox at some point, possibly dying because of it. He assumes people will deal with his attitude because he's a brilliant doctor, but in a world where he doesn't have what he needs to practice... that kind of falls to the wayside. He would be focused on trying to figure out the mystery of what's keeping them here and why they were brought, how revival works, how to get home, and so forth, to satisfy his need for puzzles in the absence of medical cases. It's been shown more than once that he has the capacity to dive into other fields and excel when he doesn't have medicine to keep him busy.

I would also like to continue the deadly game of cat-and-mouse House began with Ramsay Bolton should that character make it into the game. This will drive him toward meeting up with and working with others to have them for protection. That should effectively help with House's isolationist tendencies. He doesn't like people, and he would probably be fine just going around on his own, otherwise.

RP Samples:
Settled-ish Test Drive Sample
Network Samples: 1, 2, and 3
Edited (not sure if it's allowed, but forgot his pen flashlight) 2015-09-03 05:09 (UTC)
vesicant: where are you now (old world underground)

Meg Lodestone | Original | Reserved [1/3]

[personal profile] vesicant 2015-09-01 09:38 am (UTC)(link)
Player Information

Name: Yubi
Age: 20+
Contact Info: [personal profile] yubishines; [plurk.com profile] piratopteryx
Other Characters: n/a

Character Information

Name: Meg Lodestone
Canon: Tabletop Original Character (World of Darkness)
Age: 26 at time of "death"; 27 actual age
Gender: Female

Inventory:
- Clothes (light jacket, tanktop, camo-green slacks, sneakers, green bike helmet)
- Nonfunctional phone, containing a "just in case" email draft
- Keyring, with three keys (apartment, van, laboratory)
- USB storage device, also on keyring, containing a set of notes and PDFs
- Pocket-sized sketchbook, ink pen, marker
- If permissible, lockpicks

World Description:
The World of Darkness is a horror ("gothic-punk") setting, taking place on a version of modern Earth decidedly less friendly than our own. For thousands of years, various supernatural groups (from werewolves to mages to demons) have shaped the world behind the scenes, each of said groups divided into their own factions and allegiances, and their political machinations and personal agendas and constant infighting make up the violent undercurrent of the World of Darkness.

The campaign specifically used Vampire: The Masquerade: 20th Anniversary Ed., with elements borrowed from Vampire: The Requiem. The general theme of Vampire is one of personal horror, balancing one's inner "beast" (the vampire's monstrous, feral Id) with one's humanity. Quick glossary rundown: The vampire's term for their own is kindred. A sire is the vampire who turns ("embraces") you, and is meant to be your mentor/sponsor. A clan is a type of vampire with its own quirks and abilities, and include brujah, toreador, ventrue, malkavian, giovanni, nosferatu, tzimisce, and several more. They are usually (not always) associated with a sect, a faction/political party. The Camarilla sect enforces order and tradition and holding up the Masquerade (the pretense at normalcy to keep vampires hidden). The Sabbat is the polar opposite, preaching that vampires should give in to their violent nature and rule humanity instead. The Carthian Movement seeks political reform and to overturn the traditions, which attracts idealists and revolutionaries. There are other groups like the religious Lancea Sanctum and freemason-esque Ordo Dracul, plus many more unique terms, but uh, you get the idea.

Following the Battle of New York, the nosferatu Calebros handed over the reins of Prince (a Camarilla title for the leader of a domain) to brujah Isabel Reyes. In this iteration of New York, the city is nominally owned by the Camarilla, but the Bronx is Sabbat territory and as such bears a strong resemblance to its dilapidated 1970s state. Meanwhile, Staten Island belongs to the Carthian Movement, which goes through its own period of confusion when its leadership comes under attack. New York Public Library is a Kiasyd's haven, Columbia University belongs to Ordo Dracul, JFK International Airport to the Giovanni. And so on. And that's just the vampires! Other beings such as changelings have their own presence in the city, but they aren't hugely relevant in this app.

Hanging over all of this is the threat of the apocalypse to come, and the belief that we live in the final nights. Everyone has their own interpretation of what it entails. Vampires believe that when Gehenna approaches, the sun will be blotted out, the antediluvians -- ancient, impossibly powerful vampires from before the Flood -- will awaken and Caine, the first vampire, will return. The Camarilla tries to suppress knowledge of this (eg. book burning), while the Sabbat believes that they will become Caine's chosen army.

tl;dr


Note: While Vampire the Masquerade has a lot of basis in the 1990's (sometimes painfully so), the campaign is set in the modern day (late 2014/early 2015). Meg, of course, will not use fourth-wall knowledge of anyone's canons without permission.

With regards to potential canon conflicts, given the broad scope of WoD, the likelihood of someone apping a vampire from another campaign also from New York in that specific time period ought to be low. We'll cross that bridge when we get there, I expect!

Wiki links (I know, tvtropes, but there aren't many good summaries of WoD):
World of Darkness @ tvtropes
Vampire: The Masquerade @ tvtropes
Vampire: The Masquerade @ whitewolf wikia
animalize: (Default)

malia tate | teen wolf | reserved

[personal profile] animalize 2015-09-01 02:17 pm (UTC)(link)
Player Information

Name: Elle
Age: I am not Benjamin Button. Still over 18.
Contact Info: pm!
Other Characters: Clarke Griffin ([personal profile] coleader)

Character Information

Name: Malia Tate ( occasionally referred to as Malia Hale )
Canon: Teen Wolf
Age: Teen Wolf sucks at ages. Canon seems to suggest she's 18 though.
Gender: Female
Canon Point: 5.05, "A Novel Approach"
Background Link: Wiki link!
Inventory: The clothes on her back, her cellphone ( which I'm assuming will lose power, and no houses will have chargers? lmk! ), house keys, etc.

Personality:
❝The reason my sister and mother are dead is because I almost ate them on a full moon.❞

Malia is a wild child — literally. When she was 9 years old, Malia had an argument with her mother, saying, "I wish you were all dead." Turns out that night was the full moon, and she lost control in the car and started transforming; she believes herself responsible for her mother and sister's death in the car accident. Overcome with guilt and grief, she transformed fully into a coyote to avoid dealing with it; for the next 8 years, she lived in solitude as an animal. This has effected her personality tremendously.

Firstly, Malia became accustomed to solitude and not having to abide by social conventions; because of this, her return to civilization was rocky. She played by the rules of the animal kingdom — kill or be killed, abandon (or eat) wounded allies, etc. Throughout the 4th season, she slowly began to improve her social skills. She became much more attached to those she would have left for dead, stating "I'm worried about everyone." These days, she's still blunt and extremely literal; figurative speech is more difficult for her to grasp, and she prefers to say exactly what she means, whether it's socially acceptable or not.

She also missed the point in development where most people develop shame. Malia rarely shows embarrassment. Being singled out in a high school class you really shouldn't be taking because you haven't gone to school since you were 9 is embarrassing for anyone, but when it comes to things like bodily shame, she doesn't have it. When asked what she's doing showering in the boys' bathroom at Eichen House, she says, "I don't care. In the woods, there was no boys' and girls' room." Boy or girl, she really doesn't care if they see her naked. After all, she spent years wearing nothing but a fur coat.

For the most part, she's difficult to embarrass. She isn't the self-conscious type, and doesn't really care about the opinions of the few people she's loyal to. Malia's not fully human. She's learning how to balance the coyote and the girl. She still has a ways to go, but her transition actually went very smoothly for someone who lived as a coyote for years.

This is because even though she was physically a coyote, Malia was never quite able to shed her humanity. Her den contained belongings that were completely out of place for a coyote, most notably her younger sister's doll, which she developed an attachment to. She may have been running away from her guilt, but she was never fully able to escape who she was.

After shifting back to a human, guilt is one of her strongest emotions. She describes it as making her "sick to [her] stomach," explaining it in a very guttural and physical way rather than mental. This guilt stays with her, and only grows when she discovers her true parentage — she's descended from murderers, Peter Hale and the Desert Wolf. As she learns to drive in the fifth season, she begins to have flashbacks to the accident; Malia recalls another car in the road that night, a detail she had forgotten, and suddenly remembers a figure shooting at their car. This changes her view of that night, and more so, of the Desert Wolf — the woman she's convinced was shooting at the car.

When Stiles tells her killing doesn't run in a family, she replies, "Maybe it does in mine." One of her fears is turning out like them, a killer. She doesn't show many reservations towards killing when she deems it necessary — to eliminate a potential threat, in self defense — but certainly doesn't want to be a murderer of innocents. At first, she suggests killing a girl, Tracy, without much hesitation. Tracy is being experimented on by the antagonists of the season, the Dread Doctors, and had recently killed her father and psychiatrist. She asks, "How do you know she's not going to kill us?" However, after she realizes Tracy believes she's still in a night terror, Malia confronts her and talks her down back into reality rather than killing her. Unfortunately, Tracy's killed by the Dread Doctors directly afterward — something that Malia tries to stop and is disturbed by.

This indicates that she clearly has empathy towards others. She just doesn't sugar coat things; it's because she's brutally honest, not because she doesn't care. Malia especially cares about the aforementioned people who've earned her unwavering trust and loyalty. She doesn't dedicate herself to others easily, but she will protect and care for anyone who earns it. Loyalty begets loyalty and trust begets trust for her.

Malia will protect those she cares about in any way, including physically. Most likely physically. She's an aggressive coyote! It's what she knows. When she first sees Stiles in Eichen House, she punches him in the face. She's a physical person — as evidenced by her physical description of guilt — and seems to find it easier to express her emotions through her actions. So when you piss her off... get out of the way. She often rushes into fights without considering the level of risk; her mindset is almost always "I can take them." She's headstrong and impulsive, but also brave. Maybe suicidally so, but still brave.

The only thing she's not brave about is school. She nearly walks out of a math class after seeing the equations on the board. Tests are horrifying for her, and the thought of not making it to senior year with the rest of her class gives her quite a bit of anxiety. It's understandable. This girl hasn't set foot in a school in 8 years. Last time she was there, she was in 4th grade. They immediately throw her into 11th grade; that's about seven years of missed school. Of course she's freaked out.

Even though it scares her, she tries. She tries really hard. Malia cares about how well she does in school — even math, although she hates it. She manages to pass her junior year, which is pretty much a miracle considering she had to deal with assassins trying to kill all the supernatural creatures in town during that year. One of Malia's defining traits is intense determination. What Malia wants to accomplish, she will. She perseveres through any challenges and rarely gives up.

Discovering her father is Peter Hale throws her for a loop. She starts to wonder if evil like that is in her blood; her first impression of him was literally Satan in a V-neck, so it's safe to say she doesn't want to be anything like him. She's also searching for her mother, but the Desert Wolf doesn't appear to be an innocent, sweet flower, either. Peter has made a few attempts at reaching out to her, but she hasn't been receptive. Eventually, Malia learns to reject this side of her — she's Malia Tate, not Hale. Though she's bound to Peter by blood, she isn't by anything else. Her family is her adoptive family. She's learning to control her animal side so that nothing like the car accident ever happens again, having many humanizing moments, and overall? She's trying to be a better person than Peter ever was.

So much of what she's become post-coyote has been shaped by her pack — they're her main support system, and she's become very loyal. Originally, she only cared about Stiles; they had a shared experience of staying in Eichen House, the mental institution she ends up in after showing up after 8 years in the wilderness, and although their relationship starts off rocky, he's the first person she says she wouldn't just leave. ("I would never leave without you," she says, then looks back at the others. "Them, I would leave.") He's the first to help her acclimate to life as a human again, and his patience doesn't go unnoticed.

Slowly, she starts to care about Scott, too. Despite her initial annoyance at being forced back into human life by him, he helps her with the supernatural side of things, teaching her control. He's the leader of the pack, after all, and a pretty good one. That fosters trust. Eventually, she settles in as a real member of the pack, her relationships with the others blossoming. She's closer to Kira and Lydia than she is Liam; they help teach her to drive, Lydia writes her math notes, etc. They're the teen girl presence in her life, and they just so happen to have a common experience of being supernatural creatures.

Then there's Theo. Stiles doesn't like him, but Malia expresses confusion at why they're not supposed to trust him. He's a random outsider, but Theo shows an interest in her, however, and ends up being the only one who knows about her Desert Wolf flashback. (Turns out she trusts him simply because he's half-coyote, and although she doesn't know it, she can sense it.)

Those are her people. She starts to expand the list of people she cares about, but in the end, these are the ones that will always come first; they're the ones who've fostered a sense of loyalty. They're the ones she fights for.


❝Rules of the wild kingdom don't apply to friends.❞

Flavor Abilities:
Werewolves (or in this case, werecoyotes...) can change their eye color at will! Malia can flash hers pale blue.

Suitability:

Malia is no stranger to horror. Whether it's being targeted by paid assassins, finding out her biological father is a sociopath, or watching the girl she tried to save die before her eyes, she's constantly surrounded by it. Still, she perseveres — Malia is nothing if not determined. Despite this, she finds it difficult, saying "I'm not like Scott. I can't handle another body" a few episodes later than her canon point. Malia's still new to caring about people, and it troubles her; she's intensely loyal, and would likely form a small group of people that she'd protect like a guard dog.

She's also impulsive and bull-headed, meaning she might try some things others haven't. Her main goal will be getting over the walls, which will prove pretty difficult without her abilities. Speaking of that, her depowering will be concerning — she was born like this, so she's never been without her powers. Everything will be much more muted, which will definitely add to a sense of powerlessness for her.

RP Samples:
network & action, test drive.
inbox, eudio.
action, eudio.
ployboy: <user name=eyecons> (Into the hood and if my face)

Tim Drake | DC Comics | reserved

[personal profile] ployboy 2015-09-03 04:35 am (UTC)(link)
Player Information

Name: Fox
Age: Over 18
Contact Info: PM journal
Other Characters: N/A

Character Information

Name: Tim Drake
Canon: DC Comics
Age: One of the many things comic books suck at- later half of 18 is a good guess.
Gender: Male
Canon Point: End of Red Robin 26
Background Link: at the DC wiki
Inventory: His Red Robin costume. It's made of kevlar, easy to maneuver in, has gadgets 'n' things to communicate with anyone in the network during patrol and transmit info as the plot requires. He carries binoculars equipped with night vision, a grapnel gun and sufficient zip line, throwing disks, smoke bombs and flash grenades and knock-out gas pellets and ohgod All That Good Stuff Comic Books Think Fit In A Belt. Antidote for certain poisons, test tubes for collecting, standard first aid materials, gps trackers, handcuffs. He fights with a collapsible bo-staff. In one end, the staff can spring a sharp, pointed blade. Under the costume, the guy wears something like an under armour shirt and tights. A cape, because chicks dig the cape.

Personality: Usually anyone familiar with Tim and the Robin legacy will be quick to point him out, simply, as the 'smart one'. Of course there's a lot more to it than just this and while it's not the fullest description, it certainly isn't off. Tim Drake's intelligence stems off of more than just book-smarts. Here's a guy who at age nine had figured out the secret identity of the Batman by following clues of who his Robin was: Bruce Wayne's ward, Dick Grayson.

Apart from being quite the little detective, Tim had the downright gall to confront Batman after Dick had flown the coop and Jason hadn't quite worked out, in Robin's costume, and basically tell him "You're going crazy and you need a Robin. I'm that Robin." Because it was, in his mind, just the right thing to do and someone had to step up and give Batman a damn Robin. A little ray of hope and light that would keep things from getting too inhuman, too closed off and dark. That was the symbol, that's how it worked. Actually it took a lot more convincing to land the role officially- Bruce put Tim through a lot when training him and Tim diligently did what had to be done for the sake of giving Gotham's protector a sort of guiding light. Point being, when he sees a job that needs to be done he'll find a way to worm himself into that position and he'll stick with it until it's done.

The thing with Tim is that he knows he's smart. He can be smug about it. He can use it as a forklift to stack up the pressure against himself when he's feeling the burden. Mostly, the brains of his are used as leverage while fighting the good fight of superhero vigilantism, used to constantly plan three steps ahead of the Best of 'Em and play chessmaster when he otherwise would get his ass handed to him by bigger, tougher guys or gals in tights. He's gone toe to toe with some of the most dangerous characters in Bat!history and, well, he's not dead yet nor has he ever been. Pretty good for a hero teen. In fact, he sneaked poison to one of the deadliest martial artists hours before they squared off to ensure he'd come out in one piece and successfully destroyed Ra's al Ghul's online network right under his nose after infiltrating his assassins club. This trait of his, being able to manipulate the setting, situation, or opponent, pops up only after long hours of observation and hounding for absolute proof his plan will work as it should.

In fact, at the time of his pull-point, Tim has only just stepped back from killing his father's murderer, for crying out loud, after having created an elaborate scheme where any 'good' decision of Captain Boomerang would have saved him walking into what should have been his own death. It was a very blatant erasing of a black-and-white moral code that Tim had previously strived to adhere to the best of his abilities. It was scratching the itch to reach inside the life of someone who absolutely cannot be trusted to act in the right way, with the full knowledge that every placed bait would work in furthering the man's crime and in digging his own grave. This is after years of working, learning, and living with a group of people whose entire M.O. is, right, to not take a life.

Though Tim can be passionate for his work, eagerly volunteering for 'cool' missions or working hard 'in the office' until the case is closed, his actions themselves are coldly calculated the vast majority of the time. Even with all the hate he harbored over the years towards his father's killer, Tim wasn't blinded by it and was fully aware of his actions through the course of the event- he was only, for a while, convinced he could live with the consequences. He went so far as to reproach the original Batman after being found out, defensive and hurt that he wasn't praised for being so near to killing, seemingly justifiably, and simply choosing not to and thereby showing himself as the greater man. This isn't that level-headed and collected boy showing through, but instead a guy lashing out to his parent figure because he's just frustrated with the past.

Lying is second nature to Tim. His dishonesty isn't something he's always proud of, but it's always been something he's excelled at. On occasion he can throw the "I lied to Batman" card, but so many stories to keep straight get to be taxing. As experienced as he is in compartmentalizing, both lives (the boring rich boy Tim and the hero Red Robin) do bleed into one another (on accident, naturally) and that means he knows he has to face the consequences of keeping secrets and he only hopes it's later rather than sooner. His relationship with his father is a prime example of this where Tim, during his time as Robin, would constantly lament the fact that he couldn't take part in a traditional father-son relationship despite his own father's (sometimes flawed) attempts to reach out to him. He expressed time and again that he hated nothing about the role of Robin more than having to constantly lie to his father and friends about what he did in secret, despite being damn good at it. The mission was more important, and keeping the identities of the entire Bat-clan was ultimately worth more than transparency in his home life. Of course, there are some times when something slips and all the hard work of living a lie goes to hell in an instant- when unforeseen circumstances show they're as powerful as the best laid plans, and trust is broken and he gets slapped by what are now exes, or snubbed by used-to-be best friends but who cares, right? Right, there's work to be done.

Through his journey of being a sidekick to becoming a hero in his own right, Tim has aptly learned that sacrifices must be made in his line of work. More times than not, it's Tim, not Red Robin (and yes, the distinction of the two is ever present in his mind), who has to sacrifice comfort for the sake of investigations and the pursuit of truth.

While we're on the subject, kind of sort of, I'd like to point out that Tim is in a time in his life were his struggle to know who he is (think all those cliched teenage coming of age stories) is snowballing down, down, down. Social activities are often shot down, invitations to catch up with the lives of old friends prove to be bland and end in him ditching everybody last second-- for reasons unknown. Tim takes this as a sign that he has no social life worth rebuilding and every excuse to entertain his growing obsession with dedicating his life to fighting crime. Self-sabotage. Asking for favors from his best of friends, the core members of the Teen Titans, resulted in Tim being stupid enough to be nervous about no longer being liked by them. A carefree normal boy, even when he's in a suit and tie delivering a conference to out from crooked cops, he is not. And yes, that's as far as normal has gone for him in a few years. When confronted with the opportunity to envision what his life would be years down the line, never once was 'a normal life' present in his thoughts. In contrast, a tombstone was. Don't worry, though, far gone as he can get, it wasn't the favorite scenario for him either.

His relationships with others are varied. His life is a lie he tells you, he'll tell the truth mostly only in his head if he's playing up the persona of who he should be, Tim Drake. Best friends have been let go through the years and he's become much more distant and reserved even with his best friends and close 'family'. Thanks to comic book shenanigans, he's a teen who has had no other option but to deal with a heavy handful of deaths in a short span of time (his mother, father, girlfriend, best friends, the sort-of-not-really death of an adoptive father and more). Tim chooses to grieve by becoming tougher, more stoic in the field, more obsessed with perfection and plotting and of course that means more time being Red Robin. Control is something he knows can't be fully his, but it's something he knows is always nice to have. His friendships now are only with other heroes, a very small and intimate circle, and he still can be capable of distancing himself from them when the pressure gets to be too much. His love life is usually a disaster thanks to his need to keep a part of him secret, or to make others a part of the messes he finds himself building. Example here being the most recent, having his ex-girlfriend's father fake-assassinated and making her believe he wasn't the one behind it from the start. Heck, as far as she was aware, he was none the wiser. Until Tam found out when Tim confessed, and she told him off as being a heartless bitch in not those exact words, which wasn't inaccurate or surprising.

He remarked once he'd rather be in the middle of a gunfight than talk about his emotions. Not to say he's emotionless, at all. Though Tim has been called pretty stunted when it comes to his ability to effectively communicate his feelings, when he finds the opportunity necessary he will do his best to let his feelings be known. This sometimes means he'll punch a ten year old in the face, no remorse. The more important a matter, the more he feels the need to step back and look at a problem logically and not be consumed by his emotions, though jealousy's a bitch and can lead him to put said ten-year-old's name on a hit list months later. It's less common to have Tim lash out due to anger, however. It'd have to be a special case to be the straw that breaks his back. Working in Gotham means Tim has a high threshold for bullshit and the particularly helpful skillset of sighing and sifting through it to find gold.

This isn't always easy and Tim opts for keeping any breakdown (true ones are rare and only after the death of X-important person, usually) private and behind closed doors. He's no stranger to lashing out to friends after a string of bad events, to snapping after one joke at his expense too many, or thinly veiled threats and insults when the pressure of a situation sits on his shoulders. Otherwise, he'll withdraw into himself and good luck getting him out of his own mind until he's ready or until duty calls. Meaning he'll just steer the conversation away from any danger, and he'll brood his day away.

Still, if it's a personal matter that sparked the argument, Tim would much rather avoid conflict. Shutting down, tuning out, flat-out being a jerk to get away from the problem (if he's the problem) all seem to be common tactics. What-ifs run rampant when it comes to his consideration for others. Not that he's insensitive, he just sometimes sucks at showing empathy. But it can happen, and he's honestly not an asshole to most people he meets on the street. Tim Drake's a friendly enough guy to greet, if a little dull or odd, but history is occasionally a burden to deal with.

He's persistent. He perseveres. He evolves with the necessity. Although he's done a good job at sticking to his promise of not becoming like Batman (he has friends, he knows how to use them and isn't afraid to call in a favor) it's impossible to say his life as Tim Drake hasn't suffered the consequences of being Red Robin. He's lost friends. He's lost relationships. He's even strained relationships within the hero community. He's become much more serious than the out-dated-slang-toting, technophile geek of a fanboy he was. Sometimes he slips back to being a dork for a day, and that's okay. Tim only tries his best to do the right thing for the right people and keep his sanity while doing it. It's not the easiest job out there.

He's a practiced escapologist and he has experience in leadership, leading the Teen Titans before and being a team player long before that. He's smart. Not just book smart, but he'll take caution and he'll stake out patterns before settling on the most reliable plan of attack. His mental state isn't as perky-peppy-go-go-go as before but it certainly isn't tinged in the despair it was when he 'learned' that Bruce had died. While his actions can seem erratic when Tim has a plot in mind and he wants to throw someone off his tail, he's a stable asset to the crime-fighting community and one who does justice to the temporary nickname of 'Detective'. He still finds a sense of satisfaction with knowing something got done right in a tough day, and he knows how to stay steady when the world around him crumbles down so long as he had ample prep time. He's pulled himself from heavy hypnosis and damning thoughts with little or no help from the outside world before- Tim is just a kid who keeps marching on.
idkmybffjesus: "Yes," Joshua said. (Default)

biff | lamb | unreserved

[personal profile] idkmybffjesus 2015-09-07 01:41 am (UTC)(link)
Player Information

Name: Liz
Age: 26
Contact Info: [plurk.com profile] buttadventure
Other Characters: n/a

Character Information

Name: Biff
Canon: LAMB: The Gospel According to Biff, Christ's Childhood Pal
Age: 32... but technically 2023.
Gender: male
Canon Point: Chapter 5; shortly after he finally scores a Bible, but before he's had much of a chance to read it.
Background Link: here!
Inventory: The clothes he's wearing (plain t-shirt, jeans, no shoes), a hotel towel, and a tiny bottle of shampoo.

Personality: It takes a pretty special guy to be the best friend of the Christ. If the guy you spend all your time around could bring back the dead from the time he was six years old, well, you're going to either develop one Hell of an inferiority complex, or a really good sense of humor. Biff opted for the latter.

It's hard to get Biff to stop telling jokes, and nothing is sacred. Or, nearly nothing. Joshua was the only one with the ability to point out for Biff when he was being insensitive, and sometimes he even listened. Or sometimes, and especially in relation to Joshua himself, he would just carry right on with the mockery, to the point of getting even the Prince of Peace to deck him. He even invented sarcasm to help him in his journey of greatly vexing the Savior of Mankind — "It's sarcasm, Josh. It's from the Greek, sarkasmos. To bite the lips. It means you aren't really saying what you mean, but people will get your point." A tool, it's worth noting, that he greatly resents having used against him.

Biff is also a big fan of all the sins that have to do with impure thoughts. He started early with the sin of Onan— spilling your seed upon the ground— and didn't even mind the resulting dunks in the ice cold fountain to purify himself. After Joshua learned from an angel that he could have no fornication with a woman and the two left Nazareth to travel, Biff took it upon himself to experience enough harlots for the both of them, because he was just that good a friend. They went through most of their travel money in the first month, buying prostitutes for Biff to sleep with and describe for Joshua, who was trying to understand sin. One of the many sacrifices he was willing to make for his friend.

He also tends to fall deeply and immediately in love with women, particularly those who will sleep with him. It started with Mary, Joshua's mother, on whom he's always had a little boy crush (not that he ever slept with her — that would probably be a little too much vexation for Joshua), fixated most strongly on Mary of Magdala, and extended to the eight Chinese concubines of Balthasar's fortress, the beautiful prostitute of Tamil, and nearly every woman in between. Joshua has never attempted to stop his friend, though; he only accepts his vices with a sigh.

There's more to Biff than that, though. He is endlessly loyal to and protective of Joshua, and would do anything for him. He put up with living in the misery of the sex-forbidden mountain monastery for ten years for Joshua, even though that involved shaving the yak — which was, sadly, not a euphemism. And sometimes, it even seems as if Joshua's unwavering compassion and patience has rubbed off on Biff, at least a little. When he needs to, Biff can be sensitive, selfless, and even explain things delicately to a third party to save someone else a painful confrontation.

He follows Joshua unquestioningly, even if he may be the one man who is completely unimpressed by his talents. An angel appeared to deliver the Lord's news unto his Son? Hey, Josh, ask about that fornication with a woman thing, that seems important. Joshua has gone invisible? Well, that's stranger than usual. Joshua can duplicate rice and feed the hungry? Let's turn a profit off it. Joshua can raise the dead and heal the blind? Hey, go heal that blind kind, he was rubbing his begging skills in way too smugly earlier. This stance tends to make Biff very practical. When you're not awed by the coolest thing in the land, well, there's just not much else that can get you. He carries this casual acceptance of Weird Shit even into death with him, and after smiting the angel in the mouth for resurrecting him 2000 years late, he pretty calmly accepts his new lot in life. After spending some time fleeing in terror from modern marvels, of course.

And last of all, to neatly compliment his practicality, Biff is also unexpectedly efficient and clever, which started at a young age. In a discussion about why Biff should accompany Joshua on his travels, Biff asked, "Josh, if a stranger comes up to you on the road to Antioch and asks you how much money you are carrying, what do you tell him?" “That will depend on how much I am carrying.” “No it won’t. You haven’t enough for a crust of bread. You are a poor beggar.” “But that’s not true.” “Exactly.” This proved to be the role he played through most of their travels, one of common sense, street smarts, and the well-placed ability to lie. This is only increased when he learns to poison, mix chemicals, explode things, and efficiently beat people up in their travels. After they've returned to Galilee, when he sees that he, Josh, and the slowly-gathering disciples are completely broke, who does he next recruit into the fold? Why, a tax-collector. When a Pharisee threatens Joshua with a knife, Biff makes sure it's out of his hands and breaks the blade against a stone in less time than it takes for the Pharisee to realize he'd moved. He may be the sinning, idiot friend that trails after Joshua and moons hopelessly after Maggie, but he's also one of the core strengths of their group. He's dedicated to his friends completely, and seems able to finagle anything to work out for them.

Almost anything, anyway. Don't talk to him about Easter.

Flavor Abilities: When he was resurrected by the angel, he was given the ability to speak, understand, and read/write all language. This was mainly used for writing in English, but he also used some Spanish, in addition to already knowing Aramaic, Hebrew, Latin, Greek, Chinese, and some Urdu from home. As answered on the FAQ, I'm fine if his knowledge stops there in this setting!

Suitability: Biff is fantastically suited to this setting. Not only has he spent 10 years hanging out in a snowy monastery in the Alps, but he can also roll with just about anything. That happens when your best friend routinely works miracles, really. He can take anything in stride, and he's already been transported across 2000 years and taken across the globe once already. Finding himself having to survive here would be just another day in the life.

RP Samples: A post and a log.
Edited 2015-09-07 01:45 (UTC)
signet: (016)

Harry Hart / Kingsman / reserved / walks in late with starbucks

[personal profile] signet 2015-09-07 06:26 pm (UTC)(link)
Player Information

Name: Britt
Age: 3..0............
Contact Info: pm
Other Characters: n/a

Character Information

Name: Harry Hart, aka Galahad
Canon: Kingsman: The Secret Service
Age: early 50s, likely 53 or 54
Gender: male
Canon Point: post death
Background Link: here
Inventory:

‌• a bulletproof bespoke suit, blood-stained
‌• a pair of Oxford shoes -- one contains a hidden blade coated in a fast-acting neurotoxin
‌• a pair of glasses, actually a super secret communication device-slash-camera
‌• a signet ring capable of electrocution
‌• a watch capable of shooting amnesia darts, among other things
‌• basically loads of shit he can't actually have here, so maybe it can just be rendered useless? It would be terrible to arrive without shoes.
ridethathippo: (Default)

Sakaki Yuya | Yu-Gi-Oh! Arc V

[personal profile] ridethathippo 2015-09-07 09:41 pm (UTC)(link)
Player Information

Name: Amanda
Age: 22
Contact Info: ClearBones @ plurk
Other Characters: N/A

Character Information

Name: Yuya Sakaki
Canon: Yu-Gi-Oh! Arc V
Age: 14
Gender: Male
Canon Point: Ep 51
Background Link: http://yugioh.wikia.com/wiki/Yuya_Sakaki
Inventory: Goggles, 2 red wristbands, a black collar, a pendulum pendant, orange shirt, school uniform jacket, green cargo pants, socks & shoes.
He would also have his duel disk on him that holds his Duel Monsters deck. Normally the duel disk creates holograms of any Duel Monsters cards. Most monsters holograms act with a certain amount of AI in that they can interact with a person rather than just standing around until told to do something.
0thingsonmymind: (Default)

Brian Thomas | Marble Hornets | Reserved

[personal profile] 0thingsonmymind 2015-10-01 11:34 am (UTC)(link)
Player Information

Name: Maddin or Cirape
Age: 35
Contact Info: [plurk.com profile] connectivetrick; AIM: ConsumerAddict03
Other Characters: none

Character Information

Name: Brian Thomas/"Hoody"/Totheark
Canon: Marble Hornets
Age: Its never given but assumedly in his mid to late twenties, since he was in college with the film Marble Hornets was being made
Gender: Male
Canon Point: Mid Entry 83, during the chase with Tim but before his death
Background Link: Series info, character info and, since I believe he (and Tim's masked alter ego) ran the channel totheark info.

Inventory: Clothes (blue jeans, tan hoodie, black gloves, black tennis shoes, black mask, and, assumedly, underthings), half a bottle of Tim's stolen medication anti-seizure meds, and a video tape containing an audition for a student film.

Personality: Brian's personality and thought process are not quite human anymore. Due to influence from the Operator and general degrading from avoiding normal human society for years he's become something more like an intelligent animal than a proper human. He resembles an ambush predator more than anything else, preferring to watch, wait and plan before making moves. He's skittish (at best, outright paranoid at worst) around people and finds himself more at home in the woods or abandoned places.
In general, he sorts people into the categories of pawns (canon examples are Jay and non-masked Tim), threats (Alex and sometimes Jay), allies (there are very few of these, basically its just Tim's masked personality) and potential threats/pawns (everyone else).

He has a very strong need not to be seen, most obviously manifested by the hood and mask he wears at all times. If he knows there are (or are likely to be) people around he's constantly looking over his shoulder and straining his hearing for footsteps. At times he'll decide an area is safe enough that he can let his guard down some, but even then he rarely lets his face be seen. Someone removing his mask/hood will trigger an automatic fight or flight response and will lead to a full blown panic attack if he cannot get it (or some temporary way to conceal his face) back.
He also prefers not to talk; his voice doesn't give away as much as his face, but its still a way to ID or trace him. In person he'll communicate with gestures or notes, and online he'll communicate with text. Many of his messages are cryptic or seemingly nonsensical. While much of this is done to taunt or goad on the intended recipient, some of it he simply can't help. He doesn't really know any other way to communicate anymore.
His typing (and writing) style is likewise off, usually manifesting in missing or extra spaces (or lines) or odd capitalization.

Brian is a very driven person, having devoted his life to two goals: the destruction of Alex Kralie (this will, fortunately, be put on hold once he learns that death doesn't stick in Norfinbury) and finding/reaching the ark. Kralie is obvious enough, as the man completely destroyed his old life, but the ark is something different. He does not actually know what the ark is, its simply something he needs desperately to find. Somehow it will answer all his questions and make things better, and he figures he'll somehow just know once he's found it. He doesn't believe he can archive either of these goals alone, however, and in the case of destroying Alex he'd prefer to push someone else into doing it. Other people exist as either tools or obstacles for this and are to be dealt with accordingly.
When Brian acts towards these goals or his own survival, he does what he believes must be done. There's no remorse for any problems he might cause or pain he might inflict upon others. To him, what he does is more important than anything or anyone else.

Though he seeks to destroy Alex for his role in everything, Brian does not really remember his life before the Operator. It (and all the other gaps in his memory) is just a thing that once was but no longer is, something that's not important and thus not worth bothering to remember. Things are a lot easier if he doesn't get muddled up in old relationships, thoughts and emotions. He only barely recognizes his name and considers his hood and mask more his true self than his face.
Likewise, Brian has no plans whatsoever for the future once his goals are accomplished. He can't bother to spare thought or energy to figure that out; the immediate goal is all that matters. If there is an after then it will work itself out once it happens.

There is very little of pre-Operator Brian left within Hoody, and what is there has been seamlessly integrated into his existence as the hooded figure/totheark. There is no going back and he recognizes (and prefers) that.

Flavor Abilities: He occasionally causes glitching and distortion in audio/visual equipment when being recorded.
He’s also got an incurable cough of death unspecified and definitely supernatural in origin illness that causes coughing fits and may lead to seizures if unchecked. He sometimes takes stolen medication for this but doesn’t have a reliable source for it. And while the medicine helps with the fits it cannot, like it does with Tim, help with the mental side of things. He’s too far gone for that.
Also I think maybe that entire personality section might be considered one

Suitability: Living off the grid (except for creepy cryptic videos and internet stalking) has given Brian some degree of survival skills and knowledge of urban scavenging. The climate in Snowblind may be different than he's used to but it shouldn't take long for him to adapt his strategies to the new location, or simply come up with new ones.

Since the only people he knows are already in Norfinbury he won't likely be trying to leave, but he'll still be interested in finding out what's going on. Because people are actively trying to figure things out he'll view it as something important enough to get involved with and will shift 'wtf is going on here' to the questions he believes the ark will answer for him. So he'll start trying to dig into things himself and help others do so as well. Any by 'help' I mean he'll make cryptic messages and try to push others into acting because that's the only way he knows how to help 8D

RP Samples: Test drive links! network, loggy thing
I am kind of assuming he's at least sort of settled in both of those, but if you'd like something else and I'll write something up
phaseshifter: (Default)

Angel | Borderlands | Reserved

[personal profile] phaseshifter 2015-10-01 02:00 pm (UTC)(link)

Player Information

Name: Louise
Age: ANCIENT
Contact Info: [plurk.com profile] derpriffic
Other Characters: Tim "Sponge Fetishist" Wright

Character Information

Name: Angel
Canon: Borderlands
Age: WHO EVEN FUCKING KNOWS this series is so vague with timelines urgrhgh. Most estimates seem to place her at ~21 by the time she dies? Ish? Question marks????????
Gender: Female
Canon Point: Post-death
Background Link: Here's her Borbylambs wiki entry!
Inventory: Nothing but the clothes on her back. Not very suitable for snowhell, so she'll be grateful for the freebie coat.

Personality:

It's probably best to start off by noting that both the player and the vault hunters spend the majority of the Borderlands games operating under the belief that Angel is an artificial intelligence. One with a personality and a sense of humour, sure, but that's hardly unusual in their universe. Angel is eloquent, calm and composed, and it doesn't take any suspension of disbelief for anyone to buy into her being an AI.

She isn't one, though. She's a human, but the fact that she can pass for synthetic speaks volumes about her demeanour and level of intelligence. Her speech tends to be quite formal (especially when compared to her canonmates), sometimes bordering on the cryptic, and she's almost exclusively polite and well-spoken. While she does occasionally slip up, she's quick to correct herself. "Damn" is quickly amended to "darn," for example, which makes her come across as endearingly naive.

(Except she's actually self-censoring because her dad doesn't like her using bad language, and he's listening in to most of her communications with the vault hunters. While keeping her hooked up to machines and pumped with eridium. But hey. More on him later.)

Another thing that helps her masquerade as an AI is Angel's unfailing desire to help people. She's quick to offer advice and guidance to the vault hunters at every opportunity, and she's pretty much the only character in the series to express concern and empathy for Claptrap units, which are universally acknowledged as the most irritating automatons in existence. As far as Angel is concerned, they're funny little robots and they should be helped and repaired and hey, vault hunter, here's a detailed explanation on how to do just that. She really loves helping, you guys. A lot.

And yet, that isn't always how things work out for her. Angel's father is Handsome Jack, the head honcho of the amoral mega-corporation known as Hyperion. The guy is a douche. Like, he's really super awful. The kind of guy who'd spend a day punting orphans off cliffs while laughing and taking selfies and generally being as dickish as possible. Also the kind of guy who would lock up his daughter and use her as a living battery for years on end. While pumping her full of a substance that makes her dependent on it to the point where she'll die if her supply is cut off. Annnnnnd while also plugging her into the Hyperion ECHOnet network and using her as his own personal Google-slash-surveillance system-slash-mole.

Yeah.

Yeah.

Angel is, despite her wishes, a traitor. Multiple times over. She guides the first set of vault hunters to a vault, as promised, but instead of treasure it only contains a writhing mass of tentacles and awfulness. She's also later involved in orchestrating an attack on their base at New Haven, causing them to scatter (and one, Lilith, even fakes her own death). She strings along the second set of vault hunters when they show up years later, too - all the "guidance" she offers them is according to Jack's plans and aimed at furthering his goals. As these plans come to a head and she's given access to the rebels' stronghold of Sanctuary? Angel follows her orders, disables its defenses and leaves it open to a missile strike from Jack. Is she happy about it? No. Does she do it anyway? Yes. It leaves her thoroughly miserable and serves as her turning point, really - she defects to the side of the rebels afterwards, desperately doing all she can to try and win back the vault hunters' friendship and trust.

From here on out, we see how determined and courageous Angel can be. Not only does she rebel against Handsome Jack - openly - but she formulates a plan to take him down. The plan is dangerous and complicated, especially with her own access to things being cut off by Jack, and it involves her own death. She asks the vault hunters to kill her so that she can't be used any more, explaining that it will "end a lifetime of servitude," and expresses no qualms or regret about her decision. Even as fighting breaks out in her control core she expresses nothing but encouragement and support towards the vault hunters despite the pain she's in. Her last words are used to call her dad an asshole - Angel may have spent most of her life living as a victim and a pawn, pretending to be someone she isn't, but she dies as herself. What a gal.


Flavor Abilities: Just her glowy tattoos. Her siren ability, Phaseshift, would only allow her to hack into Hyperion-brand technology anyway, so it'd be pretty useless even if she did get to keep it. No glowy light wings, either.

Suitability: HOOOOOOO BOY, GURL IS UNPREPARED FOR THIS SHIT. Angel has been shut up inside a bunker for years, only seeing the outside world via her integration with Hyperion's network and contact with the vault hunters. Everything in Norfinbury is going to be new to her - not just the snow and the monsters, but also more mundane things like... walking places. And having any kind of autonomy whatsoever. Being without her siren powers is also going to be extremely weird for her since they've essentially defined her life up to this point.

She's used to being imprisoned, though. That part she'll deal with just fine.

RP Samples: 1 and 2!
headjacked: (Default)

Rhys | Tales from the Borderlands | Reserved

[personal profile] headjacked 2015-10-01 03:36 pm (UTC)(link)
Player Information

Name: Zae
Age: 25
Contact Info: PM this journal or zaechel @ plurk
Other Characters: Nope!

Character Information

Name: Rhys
Canon: Tales from the Borderlands
Age: 27
Gender: Male
Canon Point: Episode 3, right after falling from the tower. This will mean that he is temporarily being piloted by the Handsome Jack AI
Background Link: Wikipedia series summary
Less complete but Rhys-centric page
Inventory:

1) Shirt, vest, pants, hideous boots/socks, and a red tie. Tucked into the pants.
2) Dumpy, stripped of his ability to stun
3) Nakayama's empty ID drive

Personality:

Rhys

Since childhood, Rhys has been ambitious. His ultimate goal was to run a company. He formed a club just so he'd have the excuse to print tiny business cards. This desire and drive propelled him into Hyperion, and eventually, with the help of his friends Yvette and Vaughn, he pushed through the ranks. He is extremely dedicated and goal-oriented, which is emphasized early in canon by his part in a controversial mining deal and his willingness to sacrifice organic body parts to get ahead in his career.

His borderline obsessive hero worship of the company's deceased maniacal ex-CEO is another defining point in his Hyperion career. In the early stages, he wants to be just like Jack, to the point where he's willing to almost overlook Jack's mistakes and the atrocities he committed.

However, though Rhys describes himself as a "bad guy" in the story he's telling, as Hyperion stooges go, he really isn't a bad guy. Is he a bit of an asshole? Absolutely. His remarks are very sarcastic at times, and he likes to act like he's more cutthroat than he is. Ultimately, Rhys likes to be liked, and that gets in the way of his ambition. He's not willing to sacrifice friendships to get to the top. At least, not directly.

Rhys' interactions can be quite awkward and outright dorky, which can in part be attributed to being thrown outside his element, but extends to his general demeanor as well. This is especially apparent in conversations with Sasha, though it's certainly not limited to her. He stumbles over words and throws out lame comebacks. He turns into a fanboy immediately after meeting the Vault Hunter Zer0. His tie is tucked into his pants, for God's sake.

He also has an odd affection for robots. His current roster of robo-adoptees includes an extremely loyal Hyperion Loader Bot, a screaming, malfunctioning, tiny ATLAS drone, and the (indirect) robotic key to a Vault. His soft spot for them is exemplified by his reluctance and sometimes outright refusal to put them in harm's way. The general attitude towards robots at Hyperion is that they're exploitable and disposable, so Rhys stands out in that regard.

Rhys' loyalty extends to his non-robotic friends as well. It starts with Vaughn, his best friend, who he is willing to physically protect from the bandits of Pandora and unwilling to sell him out to his Hyperion nemesis for amnesty and a considerable amount of cash. He grows close to Sasha and Fiona as well, and they all grow to respect each other despite their extremely different upbringings and beliefs. It's another way Rhys demonstrates that he's not a typical Hyperion employee. His exposure to Pandoran natives puts him at odds with his current beliefs and aspirations.

The key conflict Rhys faces in Tales is the struggle to balance the two, and he's torn between his new friends/experiences and the AI hitching a ride in his brain. To an extent, his time with Fiona and Sasha has changed his outlook on Pandora. This positive development is constantly contrasted by the devil on his shoulder. The Handsome Jack AI keeps trying to pull him back to his corporate life and away from the new friendships he's developed. Depending on what choices are made, Rhys can reject Jack's mentorship, accept it, or stay conflicted. This Rhys is conflicted. Loyal to his friends, but retaining a certain amount of respect for Jack. This back-and-forth has resulted in an uneven relationship between the two.

Handsome Jack AI

In life, Handsome Jack was severely egotistical, narcissistic, and, as the events of Borderlands 2 unfolded, increasingly unbalanced.

His digital successor is more or less the same man, but blue, intangible, and unable to be seen or heard by anyone but Rhys. There are, however, a few key differences, mainly in the way he has to deal with things. His power and influence have been cut dramatically, and he's been forced to adapt to resolving situations without strangling or throwing money/loader bots at the problem until it goes away. This is a Jack that demonstrates his skills at manipulation. Throughout Tales, he tries to alienate Rhys from his friends.

This is because he has a singular goal in mind; get back to Helios in order to resume that whole galactic takeover thing. At this stage, he's looking to get a body, and the meatsack he's stuck with is the most viable option. Therefore, he will continue to manipulate Rhys and make him think he's the only one he can truly trust. That will make things easier when the ball drops.

Flavor Abilities: Cybernetics - right arm, left eye, and a futuristic USB-ish port leading into his brain. Scanning/hacking will be disabled, but the implants will continue to function as regular body parts and retain their less useful capabilities (flashlight, music player).

The Handsome Jack AI can enhance Rhys' hacking abilities to the point of technopathy, but that's not gonna work out with non-Hyperion tech. He can also manipulate Rhys' cybernetics and, at times, possess him completely.

Suitability: Rhys is a company man without formal training in any kind of self defense. However, he has risen through the ranks of Hyperion, which is no small accomplishment. Despite its sleek and comparatively "civilized" corporate atmosphere, Helios is a vicious, dog-launches-dog-out-of-airlock environment. It takes a large degree of guts and determination to stick it out in Hyperion.

He has also survived on Pandora, despite being completely unprepared for the harsh and unforgiving planet. He may be slightly panicky and built like a limp noodle, but he has a knack for complex plans and is capable of thinking on his feet.

RP Samples: tdm threads!
squeaks: (Default)

Alister Azimuth | Ratchet & Clank: A Crack in Time | Reserved (1/)

[personal profile] squeaks 2015-10-01 03:42 pm (UTC)(link)
Player Information

Name: Jake
Age: 18+
Contact Info: [plurk.com profile] khajiit | idgrod[at]gmail[dot]com
Other Characters: Mami Tomoe ([personal profile] fataliteas)

Character Information

Name: Alister Azimuth
Canon: Ratchet and Clank: A Crack in Time
Age: Unknown, guesstimated to be on the later side of middle-aged for his species, which I'm putting as 45 in human years.
Gender: Male
Canon Point: After being captured by Vorselon.
Background Link: [ENDGAME SPOILERS INBOUND] Here!
Inventory: His Praetorian Omniwrench, the armor and hoverboots he always wears, a handful of electrical bombs, and a pocketwatch containing a portrait of himself and his best friend as they were in their younger days.

His Omniwrench is a 2-in-1 tool and weapon that can fire off charged electrical bursts, so he'll lose it along with the electrical bombs. His armor possesses additional technological functions such as transmitting remote commands to his spaceship, which will be disabled in Norfinbury. The hoverboots will lose their ability to.....well, hover, or otherwise operate as anything besides a pair of boots.
swatsflies: <user name="aswang"> (Default)

Zell Dincht | Final Fantasy VIII | Reserved

[personal profile] swatsflies 2015-10-01 09:42 pm (UTC)(link)
Player Information

Name: Pan
Age: Over Twenty-One.
Contact Info:
Pananabread@dreamwidth
Panpirate@plurk
Other Characters: None.

Character Information

Name: Zell Dincht
Canon: Final Fantasy VIII
Age: 17
Gender: Male
Canon Point: End Game (when he's choking on food).
Background Link:
The Wikia.
Inventory:
-A pair of red and black running shoes.
-Gray socks.
-Big balloon jean board shorts.
-A pair of boxers.
-One Belt.
-A weird armored tank top.
-A t-shirt with a wide open collar (you can see a second sleeve under his jacket in his concept art).
-A short sleeved a red and black jacket with blue flames on the sleeves.
-A pair of armored gloves (ehrgeiz).
(References for his outfit are here and here.)

-Four potions.
-One phoenix down (which I'm assuming won't do anything in the game)
-Stocked up Drawn Magic (which he won't be able to use or will be stripped away/gone)
-Gil.
-Pocket Lint.
Personality:
It would be putting it lightly if you were to call Zell lively. On a normal day, Zell is energetic and loud. He has issues with sitting still for long periods of time. He needs to be moving, talking, or doing something. Often, when he has to wait or needs to work off nervous energy, he will start shadow boxing. When the game introduces him, he is boxing against an invisible opponent and doing flips. Another time when the group was on standby, he was found in the hallway doing push-ups.

He can be passionate to a fault. Zell’s enthusiasm and lack of brain to mouth filter has gotten him in trouble. He’s blurted out on live television that they were from Garden during a mission. He’s also proclaimed that they will destroy all sorceresses, while forgetting that a member of the group, Rinoa, was one. When he’s emotional or pumped he winds up putting in his foot in mouth more often than not.

Zell doesn’t react well to teasing, even when it’s coming from friends. There are options for Squall to tease Zell, and Zell usually winds up shouting or insisting he’s not just a chicken wuss. "Yo, Squall!!! Why you dissin' me!?" It doesn’t help that Seifer is usually a huge jerk to Zell. He says his shadow boxing looks like Zell is swatting flies and makes a point to exclude him from conversations to piss him off. Seifer is the origin of the chicken wuss nickname, which is the biggest way to upset Zell.

Surprisingly, he’s the most adjusted of the Orphanage Group. He was raised in a warm and loving home. He’s looked up to as a hero in his hometown. Zell is friendly with everyone he meets and doesn’t hold grudges for long, even against Seifer. He aspires to get even with anyone who does him wrong or to prove to them that he’s not just a chicken wuss. Zell hopes that people can depend on him more. "Why can't it be ME!? Because I'm a Chicken-wuss!? ...Then...let me prove it to you! I'm a SeeD, just like you ARE!"

Zell has pride in his fists, his hometown, his status as SeeD, the people around him, and his knowledge. He talks about how he looks up to his grandfather, a hero from the sorceress war, and hopes to become like him. He knows he’s a great fighter and will remind the group to leave it to him and does his best to accomplish any task thrown his way. When Squall called him a “Mr. Know-it-all” for his knowledge of certain places, he grins and thanks Squall, not realizing it could be an insult. He’s picked up history and rumors about various places and is more than glad to share it. Once, he practically begged Squall to let him share his knowledge.

Surprisingly for someone loud and energetic, Zell is a bit of a boy scout. He reminds the party a few times about what they should or shouldn’t do. Zell adheres to the rules as best as he can. Running and riding his T-boards, a large hovering skateboard without the wheels, are the only times he willingly breaks the rules. He’s been caught running through the halls a couple of times. The martial artist is also a bit of a neat freak. His room in Balamb is kept super clean. He makes a point to tell Selphie, if she’s with you during a certain event, that he likes “keep things clean...".

Even though he doesn’t like holding a grudge against others, he will beat himself up for any mistakes he makes. When he accidentally let the world and their target know that they were from Garden, he fell into a state of self-deprecation. His shoulders were slumped and he kept looking down when they weren’t in immediate danger. He tried to think positively, but he kept cycling the worst-case scenarios through his head and asking others for their thoughts. It took three members of the group passing out and possibly a chat with Rinoa before he finally stopped beating himself up. In a way, he’s pretty dependent on how others think of him.

He has a very strong sense of comradery. Even if he might not care for a person or if they were rude towards him, he will fight for them as long as they are on the same team. He was all for rescuing Seifer from the Sorceress because he’s part of the orphanage crew and a part of Garden. There are a couple of moments where he talks about knocking sense back into Seifer or not wanting him to die. He’ll do anything for the people on his side and is even prepared to die for them. If he gets sent on the Missile Base mission, he will mention that he was prepared to die in battle.

Flavor Abilities: Hair that manages to defy gravity and doesn't seem to ever mess up regardless of the situation?

Suitability: He's resourceful in a pinch and listens to others pretty well. He knows how to build things or fix things like cars and jewelry. He's also the one who often trusted to mess with controls in certain places.
In his canon, he started to calm down a small bit. Started to mature in some of his responses and went from being wound up to actually responding better to taunts and teasing. I would like to explore him growing and calming down more. He will be forced to calm down a lot in Snowblind's environment and actually think before acting.

RP Samples:
Test Drive Network and Action samples.

Characters: Zell + his group
Location: Building Twenty-Six
Summary: Searching through a building and finding a bra.

This building was a lot more comfortable and less freaky compared to the other ones out there. He knows the faded lines were proof someone had covered the walls completely with pictures in the past. It reminded him of the pictures his Ma had hanging back in Balamb. He could see the same lines whenever they moved pictures from the walls for spring-cleaning.

The group he was traveling with decided to do a thorough search of the house before calling it a day. It was great that both bathrooms worked. It would be nice to feel alive again. They had planned on playing rock-paper-scissors for who gets to share the bed for the first shirt and Zell was pumped for it. It looked like a comfortable.

He was opening up one of the drawers when he found something folded up inside. It wasn’t until after he pulled it out did he realize what it was.
“The hell!!?” He dropped the offending item quickly. It was a bra. Zell could hear his name being called from his group. “It’s fine! I’m okay! Sorry!!!” He yelled quickly, hoping no one investigates the cause for his outburst. He could imagine the teasing already over being freaked out by a bra.

Crouching down, he flipped it over to investigate it. It’s not like he hasn’t seen one before, it’s just that it was drilled in his head that he shouldn’t really touch one without permission. No one was there to ask permission, and he weighed over if he should ask his group their thoughts. The underwire could be useful if he could do something with it. Scratching his head before he went to go find the first person to ask.

“Hey, do you think we could use a b-bra?”

bookofnope: (Default)

Beckett | Vampire the Masquerade | Reserved

[personal profile] bookofnope 2015-10-01 09:43 pm (UTC)(link)
Player Information

Name: Jax
Age: 30
Contact Info: PM at [personal profile] umbralpilot ; AIM at spacewolfb
Other Characters: None

Character Information

Name: Beckett
Canon: Vampire: the Masquerade
Age: Early 30s at time of vampiric Embrace; about 300 by now
Gender: Male
Canon Point: Post-Gehenna
Background Link: At the ever-helpful White Wolf Wiki!
Inventory:
Comes complete with his own trenchcoat and fedora, because he's that kind of character apparently. Also a set of sturdy gloves and a pair of sunglasses. Otherwise, a satchel with a flashlight, Bowie knife, writing implements, tape measure, magnifying glass - call it his battle archaeologist kit - and a heavily annotated copy of The Book of Nod.

Personality:

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

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

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

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

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

Flavor Abilities:
Though his vampiric powers, senses, and resilience are nullified, Beckett would retain some basic features of Kindred nature, namely giving at least the appearance of being dead. He would still have the unnatural pallor, lower body temperature, and no pulse (though he now presumably needs to breathe, so that would be a visible vital sign). He would also retain the "frozen" nature of the Kindred, meaning his appearance would remain exactly as it was upon death, reverting from any change within the night - no visible ageing, no new scars, tattoos or other marks, no hair or nail growth or haircuts.

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

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

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

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


RP Samples:

NETWORK: In the test drive meme


3RD PERSON:

He is hungry, and it is ridiculous.

Most Kindred might say that hunger is one of the few features of humanity that remains, when one is too dead to feel warmth, or to sleep, or to love. Beckett is emphatically not most Kindred. Vampiric hunger is nothing like human hunger; this is human hunger. Not frantic and directed but dogged, fogging. He doesn't want to feed, with the power and lust that that implies. He just wants to eat.

It is humiliating, to be trudging through the snow daydreaming about food. He has not had food in three centuries, before this new version of the world, and he can't say he's thought too much about missing it, not after the first few years. Beckett isn't inclined to dwell on his private origins, and he can't remember what food used to be like three hundred years ago, when he still needed it. He is reduced to struggling, tired and cold, towards the next house that looks whole enough to perhaps contain something resembling supplies. The door and windows are missing, but otherwise the building is whole, two floors of it. He stops at the gaping doorway, leaning a little on a beam, blinking into the murk inside, takes a deep breath in through his nose trying to scent, well, anything. And nothing is what he gets, as usual, but old habits die hard. His habits are very old.

His habits say caution, but his stomach is more persuasive, has been for some time. He grits his teeth, annoyed at the feeling of his useless fangs grinding down, and steps in. It's just a house like all the others. Living room. Kitchen. Bathroom. Stairs to the basement, stairs to the top floor. And empty. Where did they all go? It's the absence of these Mortals who lived in all of the houses that bothers him more than anything. These fodder, foil, fools, these thousands and millions - the end of the world, he'd thought once, was a strictly Kindred business. Supernatural, anyway. He'd never considered the rest. Well, he'd been a blind fool himself, then.

"So much for the inheritance of the meek, eh, old friend?" he mutters, thinking of Anatole. His old companion would have relished tasting food again.

When he finally searches the cupboards, they yield exactly one thing: an apple, massive and red, which he stares at with a small, wry grin. He knows it's blind chance - it's always blind chance, honestly, symbolism is never really in the world itself, the first mistake is always attributing providence to coincidence - but his keen sense of irony has stayed with him from his immortal days. Here, Beckett, hungry? Eat the icon of forbidden knowledge. It's all this world has to offer you now. It won't teach you a damn thing, but this human feeling might stop for a little while. Of course he'll take what he can get. Until he's strong, enough, again, to go after what he shouldn't.

The apple is halfway up to his mouth when he hears it - footsteps, upstairs. As a vampire, he'd have heard them as soon as he was at the doorway. And he wouldn't have been eating apples. The thought is swift and hard and rattles him. He'd not fed once since his first awakening, preferring long-term good favour with possible allies over the brief satisfaction of hot blood. But caught here, now, like this... the hand holding the apple freezes. his eyes turn upwards, to the ceiling. Whoever is upstairs hasn't heard him come in, or they'd be investigating themselves already. He assumes as much at least. He would certainly have been.

His stomach churns. He remembers a different kind of hunger. Hot, predatory, beastly.

"Damn it," Beckett says into the cold air of a world in which he is mortal, and more loudly: "I can hear you. Come on down here."

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