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

Application

Application

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

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

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

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

Canon Character Application


Original Character Application


navigation

silverfuller: (Chun an àite as àille sealladh)

Lord Haurchefant de Fortemps | Final Fantasy XIV | Reserved

[personal profile] silverfuller 2015-10-02 04:34 am (UTC)(link)
Player Information

Name: Psi
Age: well north of 18
Contact Info: [plurk.com profile] PsiYamaneko or PM
Other Characters: None

Character Information

[Spoilers in app]

Name: Haurchefant de Fortemps
Canon: Final Fantasy XIV
Age: 28
Gender: Male
Canon Point: Post A Knight's Calling
Background Link: Wiki
Inventory:
-suit of chain mail armor including steel gauntlets, greaves and a chain haubergeon. The haubergeon has a tear on the front and back.
-steel sword (gone upon arrival of course)
-kite shield with a unicorn sigil and a massive scar blasted through it. The heavy damage means it won't be able to take too many more hits.

silverfuller: WARNING: Icons contain SPOILERS (Default)

[personal profile] silverfuller 2015-10-02 04:34 am (UTC)(link)
Personality:



Uh, Lord Haur─I mean, Lord No-name, I think you made your point. You can stop now. Please.


The Elezen of Ishgard are not known for being pleasant people. They have been fighting a war against dragons for so long most of them have forgotten why. The war has consumed them, turning them cold and making them untrusting of any outsider who might be in league with dragons. A traveling adventurer or sellsword will have a hard time finding any hospitality from the Ishgardians in Coerthas. That is, unless they happen to stumble into Camp Dragonhead, a garrison run by Haurchefant de Fortemps.

Haurchefant was born the bastard son of Count Edmont de Fortemps. The Countess wanted nothing to do with the boy, as he was a constant reminder of her husband's betrayal. She often forbade him from taking part in family activities. As a boy he was hardly the loving individual he turned into as an adult. He was hot headed and moody. The kindness of his father and the friendship of a boy from next door saved him from becoming a wrathful man. The Count still raised him as his own, despite his wife's protests, and loved him dearly. The boy next door was calm and enjoyed his company immensely and quickly became a dear friend to him. These lessons in love and acceptance are ones Haurchefant has taken to heart as an adult. Unlike many others of his kind he is always willing to give people a fair chance, regardless of the circumstances of their birth. He works alongside sellswords, feeling they have a lot of skill to offer, and does trade with rising mercenary camps. When his friend's House fell under accusations of heresy, Haurchefant was one of their only allies. He stood by them even though he could have been accused of heresy himself for his association with them. As the Commander of Dragonhead he is fair and kind. His servants and knights all respect him for his joviality and warmth. He has a way of making everyone under him feel valued and important. During meals he sits with the servants and cheerfully converses with them. He takes his job as a knight very seriously and when he devotes himself to a cause, such as protecting people, he devotes himself to it entirely. Anyone who makes a friend in him has made a friend for life. When Haurchefant dies some of his knights and servants fall into so much grief that they almost can't function.

He's an idealist and a hopeless romantic when it comes to politics. In many ways he's a visionary and a dreamer, seeing possibilities in places where most others don't and he believes in these possibilities to his very core. His neighbors in Coerthas sometimes find it tedious so he's used to having doubters around him. It doesn't dampen his hopes at all. If he is in a terrible situation, he thinks it's best to help others trapped in the situation with him. For example he doesn't see the sense in the High Houses of his nation backstabbing each other when there are dragons to worry about and when the priestess of the heretics asked her men to stand down, Haurchefant intervened on her behalf to prevent soldiers from chasing after her. This doesn't mean he is never violent, of course. If someone triggers his temper he can flare up. If a loved one is in danger he will attack. Out of a sense of honor he'll never start a fight but he will always, always finish one.

Unfortunately some of the Countess seems to have rubbed off on his ego. Growing up, she was always quick to remind him of his place as a bastard, not someone destined to inherit power, not someone of any true worth. She forbade him from attending noble parties and gatherings, even when the Count asked him to come. While he never laments his past with her, it has had a role in shaping how he sees himself. He does not think little of himself, but he does see himself as a historical footnote compared to people more powerful than him either physically or politically. Those powerful figures are the ones he thinks can do real good in the world on a massive scale. He would (and indeed does) die rather than let harm come to any of them. When the the player character went to confront one of the leaders of the dragon cult, Haurchefant got so worked up it took a number of his own men to physically restrain him from rushing out the door. This tendency to urgently latch on to heroic types means that, even though he is a leader, he will relegate himself to the roll of second banana in certain types of larger than life company.

Beneath the decorum and the gentle smiles, Haurchefant is a bit of a rogue. The rest of his people within Ishgard proper frown upon his willingness to fraternize with outsiders in the midst of a desperate war but he does it anyway, despite his awareness of official disapproval. Many also see him as friendly, yes, but also eccentric. Even Haurchefant's own servants admit that he has his odd ways. They aren't wrong. While he presents himself well he is definitely a man with some strange habits and wild passions. When he gets excited, which is often since he is very excitable, he makes broad, sweeping hand gestures that can cause people to stare worriedly at him. His way of speaking is flowery and he tends to "wax lyrical" about topics he's passionate about. Sometimes he says things that are so outlandish those around him are sure he's joking. It's only when they think about it later that they realize he isn't. Even if he says something in a joking manner there is often a bit of earnestness beneath it.

He is not a man prone to introspection, preferring to express himself physically in the heat of the moment without stopping to think about it first. As much as he tries to be a noble knight when first meeting people, those close to him immediately know when he's upset or happy and why. This lack of introspection means he also lacks the ability to really think ahead about things. He's too busy worrying about others to really know the landscape of his own mind. He advises people to never rush blindly into combat yet he does it himself constantly when he thinks somebody might get hurt. Since he is Commander of a community in his own world this causes his knights a good deal of stress, and he isn't even aware of it. Separate him from his knights and this tendency will probably only get worse.

One of the guiding principles in Haurchefant's life as a knight and a protector is strength. He feels very drawn to it. According to him, some of that comes from his birth mother who was a beautiful and good woman but very, very frail. After she passed he became fascinated with people who possessed spiritual and physical fortitude in equal measure. This fascination can be painfully obvious. Haurchefant is obsessed with fitness. The shirtless men around his camp are doing endurance training and Haurchefant himself is known to always be mindful of his diet and has been rushing around shirtless, swinging weapons since he was a little boy. He even gives a chocobo to the player character that is noted to be "slightly more muscular" than expected. Strength, he thinks, is beauty. If he encounters someone who has a fit body and an adventurous spirit he is drawn to them which means he is gleefully and openly bisexual. Sexual preferences are not a social identifier in Eorzea the way they are in the modern Western world, so his preferences aren't considered odd (and he's not used to them being considered odd), just his appetite. This is a man who once roamed Gridania in a horse mask (to mediate an argument on which was better: horse or chocobo?) and used the occasion to ask the player character if he could mount them, ordered leather harnesses from the leatherworkers of Coerthas and who ordered a Cascadier uniform for the player character. (Unfortunately for poor Haurchefant the caravan carrying the uniform was attacked by heretics and the player character never got it. He was disappointed since "frippery so revealing" is hard to find in his frozen country.)

Any passing adult adventurer he will probably feel drawn to. Anyone who can survive wandering Eorzea (or any other world with a high mortality rate and a ton of monsters) is someone with physical and spiritual fortitude. One sellsword mentions it being hard to work in Dragonhead with that "one knight" watching him "like a hawk". It should be noted that despite his open, friendly nature it is rare, though not unheard of by any means, for him to actually be physically intimate with someone or even casually touch someone. Of course, gentle flirting and innuendo will still slip into his speech and he can sometimes lean a bit too far into someone's personal space. If someone really does fascinate him enough he will try to find a subtle way of inviting them into his bed. Sometimes he just can't contain it. Mercifully, Haurchefant is a gentleman and will back off if he suspects he's making anyone uncomfortable and he never does anything without permission.

He's an official, very competent at his job even if he gets in trouble for his choice in allies sometimes. Sure, he's an eccentric but he can still present himself with dignity and decorum and knows when it's time to be serious. If you come to him for help, he will help you to the best of his ability, protect you from harm and serve you mulled wine or hot cocoa. Haurchefant is a true friend once someone has earned his friendship, albeit an odd and overly excitable one. He does try his best to keep his eccentricities close to his chest out of political interest but anyone getting to know him will see them sooner or later. That's a matter of "when" they see them, not "if". Decorum can only contain so much of such a big personality.

(no subject)

[personal profile] silverfuller - 2015-10-02 04:35 (UTC) - Expand

Re: ACCEPTED

[personal profile] silverfuller - 2015-10-04 01:29 (UTC) - Expand
youarethebandits: (I'd Lie)

Handsome Jack | Borderlands | Reserved

[personal profile] youarethebandits 2015-10-02 09:14 pm (UTC)(link)
Player Information

Name: Aave
Age: 24
Contact Info: [plurk.com profile] aaveolio
Other Characters: Jay "Documentary About Hotels" Merrick

Character Information

Name: Handsome Jack
Canon: Borderlands
Age: Who even knows in this fucking canon but let's say 47?
Gender: Male
Canon Point: Post-death
Background Link: On the Borderlands wiki!
Inventory: Just the clothes on his back (which are in like five million layers so no coat for this asshole) and a conspicuously empty wallet because Vault Hunters are very thorough looters.

Personality: Handsome Jack is, to put it simply, a monster. He has no empathy for others and does not hesitate to manipulate and murder to advance his goals. In fact, he outright enjoys hurting those weaker than himself. He is a complete and utter asshole.

There is a little more to him than that, though.

One reason contributing to Jack's horribleness is that he has not exactly had the easiest life. As a child he was abandoned by his mother and abused by the grandmother who raised him. As an adult, he lost his wife and had to deal with his daughter possessing strange and potentially dangerous powers. Of course, in case you were starting to feel bad for him, let's not forget that he decided to deal with it by locking said daughter up and wiring her into a computer network so she basically act as a spy for him. Yeah, he's still an asshole.

However, Jack himself doesn't see his treatment of Angel as abuse or cruelty. In his varped view, he was simply keeping his daughter safe, as well as keeping the world safe from her. This extends to everything he does - he believes he is a hero working to save the world and thus everything he does is justified. The people who oppose him are bandits and criminals, so he's not doing anything wrong by killing them. He's the good guy, and the good guy always wins.

This absurd confidence in himself also manifests in the form of unbridled narcissism - he raises statues of himself everywhere and even considers himself so attractive that he has been known to hit on his own body doubles. The "Handsome" appellation was coined by himself, though perhaps with a slight hint of irony as he started using it after being hideously scarred and started wearing a mask to hide that.

Yeah, he wasn't always Handsome Jack - there was a time when he was just Jack, significantly less evil and megalomaniac than he is now. Though he was never the nicest and had already done some pretty horrid things (such as locking up Angel), at the time of the Pre-Sequel he wasn't entirely irredeemable and even had some genuinely heroic qualities. However, all it took was being betrayed a few times and getting a taste for power to make him quickly leap down the slippery slope. As they say, power corrupts, and Jack was very easily corrupted.

The main reason for that is that he is very ambitious. Even when he was just a code monkey for Hyperion, he was already setting up the grandiose plans that would lead him to become head of the company and then the autocratic ruler of most of Pandora. From there, if his plans had been successful, he would eventually have aimed for nothing less than everything. For all that he tells others and himself that his goals are about the good of humanity, the truth is that all he really wants is power.

Though Jack likes to tout himself as a great hero and warrior for justice, truthfully he's something of a coward. He avoids physical confrontation as much as he can, preferring to send mercenaries and robots against his enemies and mock them from a distance. The only time he'll fight someone in person is when he hates them enough to want to kill them himself, and even then he does his best to avoid direct contact, hiding behind holograms and turrets. It's understandable - though he's more capable as a fighter than your average computer programmer, he's no match for Pandora's finest.

His real strengths lie in the intellectual field. Not only is he just plain damn smart, he's far more capable than your average programmer when it comes to computers as well - in fact his skills with them approach genius. He's also a practised manipulator, capable of both smooth-talking people on a face to face basis and coordinating elaborate schemes that take years to run their course. There are some areas he doesn't do so well in, such as city planning, but telling that to his face is not the greatest idea.

As can be expected of someone with his personality and issues, Jack has an extremely strong need for control in every aspect of his life. Everything he touches needs to be exactly as he wants it, from his daughter's entire life to the ridiculous Orwellian cities he wants to found to the pretzels he snacks on. When things don't go as he wants, he's quick to anger for the pettiest of reasons and in the pettiest of ways. He's not at all above hurting others where they're weakest, and actually tends to do it whenever he can just because it amuses him.

At the end of the day, something extremely important about Jack is that he rarely acts serious. He might be a murderous monster, but he's a damn funny monster. It takes a lot to make him stop cracking jokes and putting on all his charm even for a moment. After all, in his own words:

"Sure, it's a tough universe, but there's no excuse for being an asshole. Unless you're funny with it, then it's kinda totally fine."

Flavor Abilities: None! All skills aside, he's a regular human with no fancy powers.

Suitability: Years and years of working at Hyperion and adventuring down on Pandora murdering people hunting bandits have made Jack very, very good at surviving. He might be used to the most ostentatious luxuries that his riches can buy, but he has not forgotten his humble origins and won't have any problem scrounging for supplies and sleeping in abandoned buildings. Not that he'll be happy about it, of course. He's going to miss his diamond pony.

RP Samples: Action
Network

(no subject)

[personal profile] youarethebandits - 2015-10-04 14:37 (UTC) - Expand

Re: ACCEPTED

[personal profile] youarethebandits - 2015-10-07 09:57 (UTC) - Expand
skelepuns: Please check my journal for my policy on use of any of my icons. (Default)

Sans the Skeleton | Undertale | Reserved

[personal profile] skelepuns 2015-10-03 12:30 am (UTC)(link)
Player Information

Name: Kat
Age: 21
Contact Info: plurk: [plurk.com profile] nyanface | email: katteringram@gmail.com
Other Characters: N/A

Character Information

Name: Sans the Skeleton
Canon: Undertale
Age: ??? (acts like he's in his late 20's)
Gender: Male
Canon Point: After being killed in the No Mercy Route

[WARNING: His backstory is for the "No Mercy" Route of Undertale, and is riddled with spoilers. Read on at your own discretion.]
skelepuns: (free shrugs.)

[personal profile] skelepuns 2015-10-03 02:07 am (UTC)(link)
Background:

Sans and his brother Papyrus are talking skeletons that live in a place called the Underground. They are members of a race known as Monsters, creatures that were sealed away in the Underground many ages ago by the humans. Where exactly Sans and Papyrus came from is unclear; one day they just showed up in Snowdin and made the snowy little town their home. With them came their silly antics, and they proved to be entertaining to the townsfolk at large, with Sans himself being quite a likable guy who made friends with just about everyone. The two skeletons worked for Captain Undyne of the Royal Guard and acted as sentries guarding the entrance to the Underground, though Sans was a slacker and never took his job seriously.

Some time ago while on duty, Sans grew bored and tried practicing his knock-knock jokes on a door leading to the Ruins to pass the time. To his great surprise, he received an answer on the other side from a kindly sounding old lady. Despite never meeting face to face or even exchanging names, the two became good friends, and Sans would visit her often to share bad jokes with her. One day, however, the lady sounded rather despondent. Asking her what was wrong, the lady asked Sans to promise her to take care of any human that may come through the door, for her sake. Despite hating making promises, Sans agreed.

Not long after, a human child came into the Underground, as the lady had warned. Papyrus, Sans's rather attention starved brother, wanted desperately to capture a human so he could be accepted as an official member of the Royal Guard as to gain popularity and respect. Sans figured he'd kill two birds with one stone by protecting the child and making his brother happy with a new friend, introducing them to one another.

Unfortunately, the human wasn't cooperative.

The human acted oddly distant and cold, refusing to play along with any of the brothers' antics. Sans also began to grow wise to the fact that the human had been killing every single monster they had come across. Still, believing the human could change and wanting to keep his promise to protect the child, Sans let Papyrus try and turn the child back down the path of righteousness.

The human ruthlessly killed his brother with one hit.

Unable to handle the grief and confusion of what had happened, Sans withdrew, hiding from the human and debating the promise he had made. Meanwhile, the human continued their onslaught, exterminating almost the entire population of the Underground, killing every last one of Sans's friends. As the human made their way to kill the King, Sans finally couldn't take it anymore, realizing that if given half a chance the human would destroy both his own world and the human world beyond it.

Sans challenged the human to a fight. He revealed during the fight that he'd learned there were multiple timelines and that he was aware, on some level, that his world was being constantly reset (ie the player reloading or resetting their saves). Through multiple secrets you can find, such as Sans's hidden back room in his house and easter eggs obtained by messing with the game's save data, it's implied that Sans used to work with the old royal scientist W.D. Gaster on time travel research, which he abandoned after it lead to Gaster's death. The realization that the timeline was being reset and that there was nothing he could do about it is what lead to his extremely lazy attitude, as he was slowly unable to bring himself to care about anything anymore. He knew, however, that the human's actions in this specific timeline could only end in the total annihilation of all timelines, and so he couldn't afford not to care any longer. He tried desperately to reach out to the human, knowing that the two were close friends in another timeline, but to no avail. He killed the human a multitude of times, but with the strength of Determination, the human's Soul refused to stay dead. Sans was ultimately forced to do the only thing left that he could do, the one thing he did best: nothing.

So long as Sans's turn to attack never ended, the human could no longer fight back. Desperate to preserve his world, Sans decided they would stay in an eternal stalemate until the end of time. Unfortunately, Sans's weariness from the battle and overconfidence in his plan lead to his guard dropping, and he fell asleep, leaving himself open to attack. While he nearly dodged the final attack, the human redirected their attack at the last second and landed a fatal blow. Sans ultimately joined his brother, and faded to dust.

Inventory:

-blue hoodie and t-shirt
-sports shorts
-blue slippers
-cell phone
-a bottle of ketchup
-hair comb
-his pet rock

Personality:

First and foremost, Sans is a funny guy. He loves making bad jokes, telling bad puns, and pulling cliche pranks (such as setting whoopee cushions on chairs or rigging fake telescopes to leave rings around peoples' eyes). He's also extremely lazy and a total slob, usually found shirking off his duties to grab food or take a nap. The way he interacts with others is always with a joshing tone, even if they show irritation or frustration with him. He keeps a calm demeanor, never getting particularly fired up or passionate about anything, and typically winning arguments by making jokes until the arguing party gives up. Ultimately he's a really personable guy who makes a lot a friends very easily, primarily because he has a deep amount of empathy for others. He tries to believe the best in everyone, even if they've shown themselves to be not the nicest of people, and often tries to reassure or help people if he can.

Sans has an especially close relationship with his brother, Papyrus. While the two argue quite a bit, primarily because Papyrus gets frustrated with Sans's lazy behavior, they are always trying to look out for each other. Even though he teases Papyrus a lot, Sans is usually acting as his protective older brother, trying to help Papyrus with his poor self esteem and perceived lack of friends. He encourages the player character to try and go along with Papyrus in order to cheer him up and boost his ego, thanking the player for their cooperation. Sans would do anything for Papyrus, often sticking up for him when people insult him or put him down, and he could never, ever forgive someone for hurting his brother.

Despite being good about helping other people with their problems, Sans himself is extremely closed off about his feelings. Even while he's close to Papyrus, his brother has no idea a lot of his thoughts half the time, and Sans even keeps his scientific background and primary source of income a secret from Papyrus. He's very hard to read as he puts up a constant front of being laidback about everything, always smiling and shrugging at whatever comes his way. He keeps to himself, not caring or at least pretending not to care about anything going on around him. This is in part caused by his realization that his own worlds' timeline is constantly resetting, and that good or bad, all of the consequences will be erased. It takes him some time to get to trust others before he ever even really opens up, and he can come off as someone with a lot of secrets to hide. Even in the face of extreme trauma, Sans approaches situations calmly and matter-of-factly first, not letting it show just how badly a situation is getting to him.

It's heavily implied that Sans may even be suffering from depression brought on by his circumstances as well, given his stated ability to find it hard to care much about anything and displaying symptoms such as abnormal lethargy, though he buries these feelings pretty deeply and covers them up with a thick layer of humor. Even Papyrus isn't aware that Sans feels this way, and Sans does his best to hide it from him as he believes his brother would be incapable of understanding what he's going through. In fact, he shelters Papyrus quite a bit from anything he might think will upset Papyrus, even going so far as to tell him that his friends are on 'vacation' if the player character is to kill them. To Sans, Papyrus is the only thing really keeping him motivated, and he wants desperately to keep his brother happy and healthy. While in Snowblind, however, he will be facing the fact that he failed to save his world, and that his brother is dead for good. Over time, his facade may begin to crack, and he may find it harder and harder to suppress his feelings of hopelessness and depression.

When pushed to the absolute brink, Sans will finally lose his cool and reveal that he's capable of extraordinary force and violence. It takes a lot to really make him mad, usually nothing short of killing or hurting those he loves and cares about, and if it falls to him, Sans will defend everything he holds dear with all he's got. If it ever comes to that, Sans will never forgive someone for the things that they've done. Once you make an enemy out of Sans, he's an enemy for life.

Flavor Abilities:

-he's a talking skeleton
-he talks in comic sans
-bad puns are a power, right?

Suitability:

Sans has a very carefree attitude about most things. Very little can really get to him, and if it does, he's rather slow to show it, approaching situations with a sense of humor even if it is sometimes rather morbid. Because of this, much of the horrific situation in Snowblind is probably not going to affect him as badly as it would most people, and he'll be acting as the nice and reassuring guy in the setting. While it doesn't show, Sans is also incredibly smart, something of an expert in quantum physics and a lover of science overall, making him a more observant and clever person. He's a tactically strong fighter and puzzle solver, and almost always thinks outside of the box whenever a bad situation calls for a solution

RP Samples:

Action Sample: Test drive meme.

Network Sample:

[It was probably pretty obvious that Sans was bored right now, since he was locked in a building by himself for a change, with no one around to talk to. So what better way to spend his time than by posting humerus jokes for the world to see?]

you ever been curious as to how my process for coming up with all my hilarious jokes goes down? it's something like this:

what's a skeleton's favorite instrument?
>trombone
>xylobone
>saxabone
>vertebrass

what do you call a skeleton's cell phone?
>skelephone
>telebone
>cell bone
>dead ringer

what's the one instrument skeletons can't play?
>the organ

(sometimes there's only one answer)

people think I put no effort into these jokes, but I work myself to the bone here to keep you folks entertained.

(no subject)

[personal profile] skelepuns - 2015-10-04 04:01 (UTC) - Expand
lacecase: (Default)

Ginger Hale | Original Character | Unreserved

[personal profile] lacecase 2015-10-04 04:11 am (UTC)(link)
Player Information

Name: Danielle
Age: 23
Contact Info: [plurk.com profile] ddsapphire
Other Characters: Quark (zero escape | [personal profile] averytinyparticle)

Character Information

Name: Ginger Hale
Canon: Original
Age: 27
Gender: Female
Inventory: The extremely weather inappropriate outfit she came in (blue short-skirted sleeveless dress, thick orange belt, orange platform heels, underwear), a medium sized handbag with hand emroidered floral pattern containing a small emergency sewing kit (different color threads in small spools, a few spare buttons, needles, a thimble, and small thread scissors), a pair of spare shoes (flats), a bag with makeup essentials for daily touch-ups (foundation, pink blush, a tube of pink lipstick, eyeliner, mascara, a handmirror), a handheld sketchpad halfway filled with clothing design ideas, a pack of well-worn colored pencils, a pencil sharpener, a flip phone, an outdated high school ID, a hairbrush, peach-colored nail polish, a nail file, keys to her store and to her parents' house.

World Description: Ginger hails from a world that is not particularly outstanding in any way. She lives in the small, fictional town of Sugarcane Valley in Earth's 21st century America, that can be described as, in a word, idyllic. It deals mostly in agriculture and has therefore remained largely untouched by industry. It's been advertised as a place of healing due to its clean air, and is populated predominantly by the ailing, the elderly, and wealthy families who own large acres of land. Having lived in this bubble of tradition and peace, Ginger is wholly unaware of the surrounding world. Although she's always wanted to venture out into the bustling cities that lie beyond the farmland and surrounding mountains, they remain a fantastic mystery. They're just like any other major American cities, however, and are largely unimpressive despite their noise and size.

Background: There's not much that can be said about Ginger's life thus far. She was born to a typical family in a small town who raised her with all the love and patience they could offer. Her parents ran a flower shop, which her older sister of many years, Emmeline, took over shortly after graduating high school. Ginger all but flunked out of high school and tried to work in the family business, but after breaking more pots and killing more flowers than she helped, spared her sister the trouble of firing her and moved on to new avenues. Ginger quickly discovered her passion for art and design after getting a new job managing fabrics for the local tailor. There, she learned how to sew, and was eventually asked to take over the business altogether.

As a young adult approaching her twenties, Ginger struggled to maintain her business (knowing nothing about business practice beyond her craft) and support her family when Emmeline went through a messy breakup with her boyfriend of many years. Around the same time, it came to light that their father begot a son a few years younger than Emmeline in a well-concealed affair that lasted many, many years. Her older half-brother, Halim, moved to Sugarcane Valley and his presence ultimately sparked the separation of her parents. She never blamed him and embraced him readily as part of her family and her world. Emmeline sunk into a long-lasting depression over the loss of her relationship and the stress of her parents' divorce that would have likely lost them both their livelihood if Halim hadn't offered help manage the flower shop.

Despite all of the family drama, Ginger remained positive and worked hard to keep her head above water. Eventually, Emmeline was able to stand back up and take back her life, and Halim went on to revitalize one of the abandoned farms that sit on the outskirts of the Valley. With the praise and encouragement of her peers, Ginger had just begun to seriously look into enrolling in a fashion institute and realie her dream of becoming a fashion designer with her own clothing line. Of course, that would require leaving the safety of the Valley, where all her friends and family reside. Having never been without them, she's still unsure that she can handle being so far away for so long. And with her poor history in academics, she fears no school would accept her no matter how exceptional her portfolio.

Canon Point: After finishing a portfolio of her work and shipping it off to a fashion institute for judging, but before receiving any word whether or not they would accept her as a student.

Personality: No matter what it is that Ginger is doing, she puts her whole heart into it. Whenever she gets involved in a new venture, she completely immerses herself. This can be said both for where her own projects are concerned as well as her affairs with others. When Ginger makes a friend, she takes it very seriously. Making the people closest to her as happy as she can is very important to her, and as such she tends to involve herself in their day-to-day activities to the point where it can become tiring. She means well, but doesn't always know when she's being overbearing and should dial it back. It's this enthusiasm that caused her to smash maybe half the pots in her older sister's flower shop before she finally admitted to herself that it wasn't a job she was cut out for.

Ginger's biggest flaw, and perhaps also her most notable trait, is her simple-minded nature. In certain ways, it can be both endearing and refreshing. She rarely gets big, grand ideas, and takes everything one day at a time. She savors small accomplishments as if they're monumental, and has a hard time understanding how people can be deceitful. It gets old fast. Ginger's aware of her own slowness and it often frustrates her when she gets things wrong or has trouble understanding concepts that seem simple to others. She can very easily be described as a bimbo when you couple her physical appearance with her airy voice and sluggish way of speaking. For the most part, she doesn't notice or doesn't mind when people treat her harshly or impatiently because of these factors. She will, however, lose her temper if her intelligence specifically is insulted. Although Ginger takes her time processing new ideas and never did well in any academic fields, she's adamant about the fact that she isn't dim. She's smart where it's most important to her, and creative to boot. Ginger's passionate about her designs and if she's talentless in any other aspect, she knows her way around a needle.

Another fallback to Ginger's simplicity is her tendency to give her trust to people who don't deserve it. She likes to assume the best about people, and in general has trouble reading hostility or understanding sarcasm, so she's easy to fool. Although she's never been so much of a romantic that she put much time or effort into dating, the few relationships she did land in weren't particularly healthy because of her gullibility. Fortunately, her much sharper sister has always been there to keep here steered in the (relatively) right direction. It's noble of her to believe that everyone is innocent until proven guilty, but her problem is her relative inability to discern when someone's done more than enough to prove that they shouldn't be trusted. Unless it's spelt out for her, she's unlikely to pick up on warning signs.

While it's true that Ginger puts her heart in everything that she does, it isn't often she stays stuck on any one train of thought for very long. Her focus isn't particularly admirable, and she's more than susceptible to the whims of latest fads. She's much more of a follower than a leader, and although she's certainly creative, isn't one to take initiative. She doesn't have the concentration for it. Ginger frequently comes up with new ideas for projects she can start and jumps into them with enthusiasm and determination, but rarely finishes them. Most of the designs she puts down to paper never make it to a mannequin. If she had the drive to follow through with all of her ideas, she'd spend less time repairing and altering the clothing she's given and more time creating her own line. It's so much easier to have fun in the moment than to dedicate herself to long-term ventures.

Flavor Abilities: Ginger doesn't have any abilities that can't be categorized as simple talents. She's good at drawing and sewing and has a wonderful sense of creativity. She has a decent knowledge of flowers and farming because she grew up around them, but not nearly enough to be considered a specialist.

Suitability: Ginger's biggest problem is her seeming lack of anything to contribute. She doesn't know how to survive or be particularly ingenuitive. She's soft and weak and easily frightened. This is exactly what makes her appealing in regards to placing her in Norfinbury: she has so much room to grow. She can be taught to fend for herself out of necessity, especially with the help of others, and maybe use some of her ability to find the silver lining in any given situation to keep spirits up. The fact that she is a complete fish out of water with no experience in handling life-threatening situations is what would be most interesting about playing her. She'd have to learn to adapt somehow, and fast.

RP Samples:

NETWORK -

[It's dark, and Ginger's quite tired judging by the thick circles under her eyes she wasn't terribly successful in covering up with what makeup she has left at this stage of her stay in Norfinbury. But she found herself unable to sleep, the sounds of the blizzard outside haunting her and keeping her tossing and turning in her bed. She puts an effort into looking presentable as she switches on the video feed for her tablet and beams, batting her eyelashes out at anyone who may still be awake to reply.]

Yoo-hoo! Hello! I have an idea!

[Shivering, she puts down the tablet to wrap her coat more tightly around her before rummaging around behind her. She finally produces a few pillowcases, which she shows to the camera.]

The fabric isn't very good quality, and I'm sure most of you are using these as super uncute purses, but if you find them, I'd be happy to whip up some sort of cute new piece of clothing!

[Okay, she has to admit, it wouldn't be very cute at all. The fabric doesn't have much stretch or thickness for warmth. Still, it would give her something to do, which would help her pass these wakeful hours, and they could all use extra layers, no matter how thin.]

Desperate times call for desperate measures, right? But you're all so pretty and handsome you could really work anything. Anyhow, let me know! Toodles!

[The feed shuts off with a cute wave.]

ACTION -

Slightly NSFW in the opening post.

If you'd like more or different samples, I'd be happy to write up something else new!

(no subject)

[personal profile] lacecase - 2015-10-07 06:47 (UTC) - Expand

Newt | The Maze Runner | Not Reserved

[personal profile] gravitylaws 2015-10-06 08:27 pm (UTC)(link)
Player Information

Name: Jo
Age: 23
Contact Info: watership @ plurk
Other Characters: N/A

Character Information

Name: Newt
Canon: The Maze Runner
Age: 17-18
Gender: Male
Canon Point: End of the Scorch Trials film
Background Link: The Maze Runner | The Scorch Trials

Amnesia is a central focus in The Maze Runner series. Due to this, Newt has very little background information. I've provided links to the canon source backgrounds as that's the closest thing to Newt's actual background as we get. He's an important character throughout the series and is an active participant in most of the large events that take place. Besides what happens on throughout the series, we only get a peek at things that have occurred in Newt's past. The author has revealed that Newt had a sister, a dog, and a best friend before his memories were wiped clean. We also are aware of the fact that he injured his leg in a suicide attempt. Beyond that, there is almost no background information available on Newt's character as his memories are still gone.

Inventory:

  • (x1) authentic white boy white hoodie

  • (x1) mandatory dystopian leather jacket

  • (x1) equally mandatory dystopian canteen

  • (x1) red scarf

  • (x1) leather bracelet

  • (x1) pair of fingerless white gloves
  • part 2.

    [personal profile] gravitylaws 2015-10-06 08:28 pm (UTC)(link)
    Personality:

    (kind.)

    One of the first characters introduced in The Maze Runner is Newt. He greets the main character with an easy friendliness that doesn't go away at any point in time. He reserves a certain kindness that sits well with the majority of the Gladers and appears to get along with mostly everyone. He attempts to implore patience and seek reason before moving forward with any certain plan. He is in constant consideration of his companions and more importantly, his friends. His kindness has given him a close knit group of friends who would likely do anything for him as he would for them. He's easy enough to get along with, being sociable and friendly in the most basic sense of the words.

    Tying in with the notion of his kindness would be Newt's love of his friends. He cares deeply for them and while this drives him to protect them on a single instinct, it can also hinder him personally. When Minho and Alby had fail to return from inspecting a Griever out in the Maze, we see Newt's resolve begin to crumble. At this point in the book, we know that Minho and Alby are likely Newt's best friends and his concern for them drives him to a hysteric state. Though he's not entirely out of control, his panic is beyond evident in blood shot eyes and nervous tics like chewing at his own fingernails.

    Though Newt is generally nice, he doesn't reserve that kindness for everyone. He's barely a door mat because of how nice he is. There are people he's not particularly favorable of and though he doesn't treat them directly like shit, he's also not quite as nice to them as he might be others. So his kindness isn't just present but it's also genuine in that he provides it to those he feels warrant it in some shape. Despite this, he is never unnecessarily cruel and even with those he dislikes, he doesn't act nasty towards due to his sturdy belief that all of the Gladers need to stick together and that fighting among them doesn't do anyone any good. In that respect, Newt is something of a peacekeeper which ties in with his ability in being a leader (as discussed in the abilities section).

    This is perhaps Newt's most important trait to take note of as it encompasses the most prominent part of his character. He is the glue that holds their entire group together and it's in his kindness that he is such an effective leader. His kindness and love for his friends extends deep into his trait of loyalty. This is the all-encompassing facet of Newt that dictates his life. When he bonds with someone and becomes close with them, he's a dedicated and precious friend who actively cares for the person and will seek to comfort and ensure their well-being. We see him grow closer to the main character throughout the series and provides continuous console whenever he really can, even if it's not as much as one might like to see.



    (loyal.)

    The brand of loyalty that Newt holds true isn't just a loyalty of friends but the loyalty of ideas and beliefs. Once he has dedicated his heart to something, there are very few instances in which he will back down from it. It's a drive that plunges him forward and arguably makes him one of the strongest characters in the book. He doesn't wish to hurt his friends and so he will refuse to allow that for as long as he can happen. Perhaps a bit of this loyalty could be argued as stubbornness within the right situation even. If he has made a concrete decision on something and feels that it is genuinely for the benefit of all then that is the decision he will stick to.

    His loyalty in his friends gives him a faith in them. At times, that faith borders on blindness though that falls in line with his love of his friends. When Thomas breaks them out of the facility they get caught up in the Scorch Trials, all that Newt can depend on is Thomas' word and believe that he knows what he's doing. Despite Thomas making a few errors along the way, Newt remains loyal to him and stands diligently at his side and refuses to let Thomas go through anything alone if he can help it. Even when Thomas goes on without a plan, much to Newt's chagrin, he still remains faithful to his friend and trusts that he'll take them down the right path.

    He functions in a very unified manner and will quickly accommodate others. This falls closely in line with his kindness as well as his leadership skills. He can adapt well to new groups if the group is facing like challenges. This would make him a pretty ideal candidate for any survival situation as he works genuinely well with others and understands that the threat of the situation is greater than any discord that may be present in the group. A sense of loyalty, really, to order and to keeping everyone safe.


    (sarcastic.)

    Despite how nice Newt is, this doesn't make him a complete sap. He is nice but he's also a teenage boy with a bulk of sass. A good chunk of the time Newt speaks, it's with edges of sarcasm and sharp little inquiries. At times, his sarcasm is a way to present his dislike of a person but most of the time it's a playful way to address friends. His sarcasm is his main source of humor and being casual and friendly with the other boys. It can certainly come off as condescending from time to time and likely is on the occasion but overall, his sarcasm isn't wholly spiteful. This isn't a huge "part" of his character exactly but it's a very common manner in which he speaks to his friends and companions so it felt worth a mention.


    (probably a little sad.)

    Let's be real, happy people just don't go trying to kill themselves. Newt is the kind of person who appears to be perfectly happy and kind and the friendly sort of person you probably couldn't imagine too much turmoil in. Thing is though, Newt did attempt suicide by climbing up one of the walls within the Maze and jumping off. He failed the attempt and was dragged back to the Glade by Alby before the doors would shut. He did this purely out of despair. The fact of the matter is that he actually had the drive, was so miserable that he actively engaged in the attempt to kill himself. He didn't back out. He went through with it. He never actively speaks about it with anyone, presumably, though it's apparent that the wound still bothers him mentally. When he first informs Thomas about it, he looks distressed in doing so. I won't play psychologist and assign Newt a checklist of potential mental problems he might have. To be fair, he's a kid who had his memories wiped clean and thrown into a random place with a bunch of strangers and forced to deal with a Maze every day that killed his friends or turned them into monsters. It doesn't take much of a genius to figure out why the kid might have wanted to kill himself.

    part 3.

    [personal profile] gravitylaws - 2015-10-06 20:28 (UTC) - Expand

    (no subject)

    [personal profile] gravitylaws - 2015-10-07 13:29 (UTC) - Expand
    secondly: (pic#9544703)

    Mina Murray | Dracula Untold | Reserved

    [personal profile] secondly 2015-10-07 06:58 am (UTC)(link)
    Player Information

    Name: Kay
    Age: 30
    Contact Info: [plurk.com profile] wildlingatheart
    Other Characters: n/a

    Character Information

    Name: Mina Murray
    Canon: Dracula: Untold
    Age: late 20’s, 26-27
    Gender: Female
    Canon Point: at the end of the movie.
    Background Link: Wilhelmina "Mina" Harker (née Murray)

    Inventory:
    Just the clothes on her back, as well as a purse containing the following: hairbrush, makeup, cash and cards, a cell phone and birth control pills.

    Personality:
    Mina Murray is spiritually strong, pure of heart, and a resourceful and beautiful young woman. She's sweet-tempered, both child-like and extremely maternal; she is in many ways the heroine of the Dracula story, embodying purity, innocence, and (Christian) faith - virtues she maintains despite any corruption she faces in various forms of Dracula fiction. She's both incredibly feminine and highly intelligent, described as a beauty and as having a "man's brain," by Van Helsing.

    Mina is an educated woman. She's a schoolteacher, which means she earns her own income before her marriage and is financially independent. She is well-read, as evident by being a fan of thirteenth-century Persian poetry. In other forms of Dracula fiction, Mina is financially and intellectually independent, but not sexually independent, relying on the men around her for their bravery – but in her modern incarnation, that submissiveness is replaced by a flirtatious wit, as evident by her first meeting with Vlad at the evening outdoor bazaar.

    She is staunchly loyal and steadfast to those whom she cares for, and is unwavering in her devotion to the man she loves. That loyalty is an integral part of what makes her who she is, a beacon that draws others to her; indeed, she’s referred to as "the Light of all Lights". Particularly as she is an orphan – her parents having died in an accident when she was young – she turns close friends and loved ones into her makeshift family, alternately considering herself a wifely and motherly figure to them, and does whatever is within her power to keep everyone alive and together.

    Flavor Abilities:
    Mina harbors no special abilities – but, as she’s strongly hinted to be the reincarnation of Vlad Dracula’s former wife Mirena, she may at some time have access to memories of the deceased fifteenth-century Wallachian princess.

    Suitability:
    Mina will be an interesting character to explore within Snowblind’s setting; she’s a maternal and caring sort of person, so she will make every effort to help those less fortunate or in need that she encounters. That generosity may get taken advantage of on occasion, but the fun will be playing out the repercussions of that. She’s intelligent enough though to be able to parse puzzle pieces together, and answer questions about this place.


    RP Samples:

    (network sample)

    [ Mina has fortunately made it inside a shelter before lockdown, safe inside and out of the snowy storm in an abandoned suburban house before the doors lock - but once inside she can't help but notice dark, shadowy figures surrounding the residence, looming near the windows menacingly. Are they people? She can't quite tell in the gloom outside, so she keeps the blinds and curtains shut and huddles as far away from the windows as she can.

    Her voice over the network video feed is tense with worry and whisper-soft, in case the things people outside can hear her. ]


    Hello. Is anyone on? Or up, at this hour...I'm Mina, for those of you whom I haven't spoken to. There's...some strangers outside the house I've taken refuge in, and I want to know if anyone has experienced something similar.

    The thing is, I'm not even sure they're human. They're just...shapes. Shadowy forms, and shapes. Has anyone ever seen this here, before?

    [ She pauses and shivers, wrapping her arms about her frame tightly before her eyes slide back to the web camera. ] It wouldn't be so bad if they were just outside, being silent. But I can hear the walls and doors creaking slightly, too, as if [ her voice drops to a whisper, once more ] ...they're trying to get in.


    (prose/action brackets samples:)

    Picture Prompt Meme
    Fake Married Meme
    Edited 2015-10-07 17:20 (UTC)
    livebyacode: (Default)

    Owen Shaw | Fast and Furious 6

    [personal profile] livebyacode 2015-10-07 12:37 pm (UTC)(link)
    Player Information

    Name: Sarah
    Age: 38
    Contact Info: plurk @ magicom
    Other Characters: none

    Character Information

    Name: Owen Shaw
    Canon: Fast and Furious 6
    Age: 37
    Gender: Male
    Canon Point: After he escaped from capture by Toretto's team
    Background Link: http://fastandfurious.wikia.com/wiki/Owen_Shaw
    Inventory: The clothes he's wearing, a handgun, a knife and his wallet.

    Personality: Owen Shaw has a ruthless efficiency and selfish nature that supercede all else. The problem is that he also has a genius intellect, is a gifted strategist, is brash and daring and has a way with motor vehicles. With the SAS, he created a new form of vehicular warfare that proved highly effective against the enemy. Once he was dishonourably discharged from the SAS, he took the techniques he created to the criminal underworld. He needs to be influential in what he does. He needs his team to be an efficient machine. He needs to be respected (or at least feared) by people around him. He will not show cracks in his facade or vulnerability easily. He will get bored easily. He needs to be doing something and that thing needs to forward whatever his agenda is at any given time.

    Flavor Abilities: None

    Suitability: Because of his restless, ambitious nature, Shaw is actually a good person to have around in bad circumstances. He will explore. He will probe the mystery. He will try to take charge. Just keep in mind he doesn't actually care about other people and will always end up serving himself in the end.

    RP Samples:

    Network Sample

    [Shaw is checking the clip in his gun as the picture resolves on him, and he slides it back into the weapon with a click. He's inside a room, but everything is murky behind him in the dim light.]

    Who's in charge here? [He tucks his weapon away in the back of his waistband, and only then does he look up at the camera.] I don't mean 'who brought us here', because anyone who kidnaps people in this manner isn't about to show his face now. I mean which one of you out there has climbed to the top of the local foodchain? I need your intel.

    Shaw takes advantage of mistaken identity
    blessedmaiden: (Default)

    Rydia || Final Fantasy IV (post TAY) || Reserved

    [personal profile] blessedmaiden 2015-10-07 08:09 pm (UTC)(link)
    Player Information

    Name: Marta
    Age: I... uhn... 28 years old in a couple of months.
    Contact Info: I do have skype but I'd rather not share it. You can still find me on the email 'fuumakochan@gmail.com'
    Other Characters: - none.

    Character Information

    Name: Rydia
    Canon: Final Fantasy IV
    Age: Unknown. She's apparently in her twenties.
    Gender: Female
    Canon Point: Post 'The After Years'
    Background Link: here!
    Inventory: She will carry only her clothes and a couple of accessories that will be completely useless considering they'll lose their magic properties.
    blessedmaiden: (Default)

    Re: Rydia || Final Fantasy IV (post TAY) || Reserved

    [personal profile] blessedmaiden 2015-10-07 08:15 pm (UTC)(link)

    Personality:

    Calm and patient beyond imagination, Rydia may just seem a normal sweet maiden when you travel in Mist: her door is always open, she takes care of a young girl that's probably her daughter and she always has time to listen and try to help those in need. And that's where most people stop to look and move on...

    In reality Rydia is quite the conflicted person because she doesn't feel herself 'at home' on the surface or in any place that isn't a dark cave: raised in the Feymarch from the age of seven, she spent most of her life underground surrounded by monsters adapting to their social conventions, their norms, and learning to call them family... but Monsters are different than humans, they think in a different way, and when she was forced to return and live in Mist the summoner found herself having an hard time. She had to adapt again to the day-night cycle, she had to learn how seasons felt like and, the most important thing, Rydia had to deal again with an enemy she didn't face in the small, wooden city of the eidolons: loneliness. In her homeland she was always accompanied by a creature of sort, no matters where she went, but on the surface everything felt so empty.

    For seventeen years she tried to return in her place*, unable to understand the reasons behind her sudden exile (after all when they defeated Zeromus she had been granted to choose in which world she wanted to stay and she picked the underground realm), and only after defeating the Creator, with Cuore now in her life, she seems finally able to move on. There's a small voice in the back of her head, sometimes, that whispers "But if in this world it's been 17 years how long did it take for Asura and Leviathan to realize they could visit me?", another one that maliciously remembers her "You are costantly chased away every time you visit home but they received Edge? Why him and not me?" but she generally silences them hugging the Child she adopted and remembering how precious her parents's rare visits are.

    Talking about Edge (and her friends on the surface): she is sincerely conflicted about him. Rydia has no romantic interest in the King of Eblan (nor she wants to end up with a major human role. Queen Rydia? No thanks.) but she does enjoy his company and considers him almost her best friend between the humans... and back in her Mist, even when she found herself annoyed by his habit to spy on her, she never managed to be blunt enough to tell him the truth about her feelings. Mostly because she does care and the little she knows about romances comes from books and bard stories: either the maiden finally gives herself to the hero or they never speak to each other again. Rydia doesn't consider the first solution an option and the second one would make her feel even more lonely so... the summoner still pretends to be completely oblivious of his feelings.

    Ignoring that small parentesis (and the fact that, at least sometimes, she can be a bit clumsy when it comes to human interactions) her heart is filled with kindness and determination: she won't be left behind by anyone if she wants to help and she will do anything in her power to make sure everyone (or as many people as possible) has a chance to get an 'happy ending'.

    Last but not least, Rydia is probably the most forgiving people you will ever meet, almost a personification of the 'offer the other cheek' saying. Not only she managed to open her heart to Cecil a few days after the 'Mist Incident' but when Golbez was about to leave after the battle against Zeromus she was the one who begged Cecil to at least give him a proper goodbye'. It doesn't matter how many times you betray her, she will always offer you a chance. And talking about people she managed to forgive... The summoner still has to speak with Kain but so far, despite being in the same group the two never really had a chance to speak alone and she wonders if he still believes she's blaming him for the fire that destroyed Mist **

    Rydia recently started to realize she doesn't seem old as she should be but so far it doesn't seem to bother her too much.***

    *[Canonically she tried at least three times to return in her land: one is hinted around interlude, one is canon in Porom's tale and the last one is at the very beginning of her own tale where it's also suggested it's not an uncommon thing for her to 'visit' despite her exile.]
    **[Rydia has two (or three... geez, I admit I can't remember) flashbacks in her story and both are about Kain's betrayals. It's a bit weird considering they never interact ingame, I always wondered if there was something planned for them but was later dropped]
    ***[I kind of enjoy the 'She's not aging' theory and I may expand about it but... it didn't seem so important even if she may sometimes mention how she doesn't feel so much the passing of time.


    Flavor Abilities: n/a. She was a summoner and a black mage but that will mean nothing in this place.

    Suitability: This is probably the most difficult part of the application: I think Rydia's goal will be to try and create/join a team to work with others trying to be as motherly and protective as possible with those who need help. Despite her physical weakness she still spent seventeen years (and her early childhood) in a village lost between mountains and probably the first winters she was alone... she may be able to be at least a bit useful. If canonmates will ever show up she will definitely try to join them or convince them to travel in her company, offering the little she has.

    RP Samples: Here. Sadly I got no replies, shall I provide you more writing samples or can I count them as a valid entry? I will be more than glad to write more if necessary.

    Re: ACCEPTED

    [personal profile] blessedmaiden - 2015-10-14 13:36 (UTC) - Expand
    powersouls: (Default)

    Tifa Lockhart | Final Fantasy VII | Reserved

    [personal profile] powersouls 2015-11-01 05:23 am (UTC)(link)
    Player Information

    Name: Jenny
    Age: 24
    Contact Info: [plurk.com profile] cephalopods, [personal profile] prismatic
    Other Characters: n/a

    Character Information

    Name: Tifa Lockhart
    Canon: Final Fantasy VII
    Age: 20
    Gender: Female
    Canon Point: Final Fantasy VII, after helping Cloud in the Lifestream.
    Background Link: Tifa's background and the game's general plot.
    Inventory:
    ➝ Top (sports bra thing?)
    ➝ Leather miniskirt
    ➝ Suspenders and belt
    ➝ Gloves (two sets, both fingerless)
    ➝ Armor plates (one on her elbow and one on her boot)
    ➝ Thick socks
    ➝ Hiking boots
    ➝ An armlet equipped with (useless) materia

    Reference for clothes (hypothermia here we come!)

    Personality:
    Tifa is a very caring, giving person. She's the type to feel things deeply, and plays a very heavy role in helping Cloud regain his memories. She tends to worry about others, and to be there when her friends need emotional support. Generally, especially with Cloud, she approaches this in a gentle way. She's not really the type to nag or lecture, but seems to prefer helping people by allowing them to figure out what they want, and helping them to stay strong. She's very motherly that way, and helps her friends work through quite a few issues.

    Despite this, Tifa has a difficult time opening up to others herself. While she relates to people easily and has a lot of friends, for the vast majority of the original game she struggles to open up to Cloud about their past or her romantic feelings for him. Partially, this is because she really didn't know how to deal with the situation. She states that the fact that he knew things that he shouldn't, and forgot other things, was frightening to her and also made her doubt her own memories. She insists that Barret hire him to help AVALANCHE so that she can keep an eye on him, but hesitates to approach him directly. Instead, she hints at things, asking him if he remembers their promise and other vague, probing questions. She is unable to flat out ask him why what he remembers doesn't match up with her version of events.

    However, she does go to Cloud for support quite a bit. There are a few instances in the game where she asks him to tell her that everything will be all right, usually at her lowest. This is in contrast to her usual attitude around the others, where she'll tell the group that they can do it if they stick together, that they have to do something because no one else will, etc.

    When Tifa was thirteen, Cloud told her that he was going to join SOLDIER to become like Sephiroth. She made him promise to come and save her if she was ever in trouble, and it's proof of a childhood desire to be protected. Despite this, she definitely isn't the kind of person to stand around waiting to be rescued, and she never hesitates to put herself in harm's way to protect others or to fight for what she thinks is right. She hates being underestimated. In fact, at Don Corneo's mansion in the original game, Cloud actually loses affection points with her for asking if she's all right rather than suggesting they find Aerith. The times Tifa does bring up their promise, it seems as more of a way to connect with the "real" Cloud when he's forgotten himself, or in reference to their past. She feels safer with him around, though, and definitely draws support from him when she's doubting herself.

    This desire to draw strength from others extends to the rest of AVALANCHE, as well. Throughout the events of the game, she becomes very close to all of the members of the party, despite their disparate personalities and pasts. Tifa comes to view them as family, and is naturally inclined to protect them with everything she has. She's been this way since she was young, and her inherent empathy makes her especially attuned to people. She seems to know if something is wrong with her friends, even if they don't voice it outright, and is always there to try to get them going again. It's these connections with others that keep her going, despite her shyness. Tifa is the type to show her love with actions rather than words, and she proves her loyalty to her friends again and again throughout the course of the game and the larger events of the Compilation.

    However, this can get her in trouble, such as after Sephiroth killed her father. Rather than leaving or going for help, she pulls Sephiroth's sword out of her father's body and runs after him, fully intending to stop him. Sephiroth, at this point, is known as the most powerful war hero SOLDIER has ever had. This ended badly, of course, but her habit of standing and fighting even if the odds are stacked against her stays a part of her personality all the way through the end of Advent Children. She is also extraordinarily protective of those that she loves.

    One of the defining moments in Tifa's life was the razing of Nibelheim when she was fifteen. It was most definitely a loss of innocence for her, and forced her to grow up very quickly. She watched her town burn to the ground, and saw Sephiroth killing the people she'd known all her life, including her father. This was the beginning of her hatred for Shinra, which would eventually convince her to join AVALANCHE. It was also an incredibly mentally and physically scarring event for her. Tifa nearly died; Cloud states that when he found her, her injuries looked fatal.

    Despite her maternal personality, Tifa does carry a lot of anger around with her for Sephiroth and Shinra. After Barret tells the party about the events at Corel, Tifa says, "I'm not so different from you." This is notable in that Barret is one of the most aggressive, angry members of the party. Tifa doesn't exactly flaunt her anger, but many of her actions make it obvious. After she finds her father's body in the reactor at Nibelheim is when she first declares her hatred for Shinra, SOLDIER, and even Mako itself. When Zack arrives at the reactor and tries to help her, she cringes away from him and his SOLDIER uniform instinctively. Later, when the party disguises themselves as Shinra troops, she again states her hatred for soldiers, war and uniforms. It's interesting to note that she does this almost lightly when Cloud speaks to her; again, an example of how she isn't exactly forthcoming with her emotions. Tifa's original goal is revenge for her family and town, and only later does it become about saving the planet. In Case of Tifa, she outright admits this to herself: "The slogans AVALANCHE used showing how they were anti-Shinra and anti-Mako were just what I needed to hide my true motive." In the same novel, it's also revealed that Tifa didn't have time to mourn for Aerith. She channeled her grief into anger and hatred for their enemies, and so Tifa really hasn't had time to sit down and sort through her emotions as of this canon point.

    These motivations and convictions sometimes reveal Tifa's stubborn streak. AVALANCHE is, at its core, an eco-terrorist organization. They work by blowing up reactors, and it is outright stated that civilians died when the Sector 1 and Sector 5 reactors were destroyed. As one member of AVALANCHE, Jessie, is dying, she tells Cloud that this must be their punishment for killing so many people. Tifa views this as necessary and justified for the first chunk of the game, until Shinra drops the Sector 7 plate onto the slums to frame AVALANCHE. After she, Barret and Cloud escape, their less than moral actions finally hit her. "Are you saying it's our fault, because AVALANCHE was here? Innocent people lost their lives because of us?" she asks Barret afterwards. This guilt follows her even long after the game's end. Again, Case of Tifa reveals that initially she felt casualties were necessary, even if they included her own life.

    Even then, though, the group continues to call themselves AVALANCHE, and Tifa doesn't seem to have an issue with this. Their focus shifts towards finding Sephiroth, but Tifa still holds on to her convictions, perhaps even more fervently. Saving the planet and stopping Shinra never becomes less important to her, even after all the awful things that happen. Towards the end of the game, she asks Cloud to take her with him to confront Sephiroth, saying that she's lost so many things because of him just as Cloud has.

    This stubbornness can make her a bit impatient at times, and she argues with Barret outside of Shinra Headquarters when trying to save Aerith. Tifa suggests that they sneak in the back using the stairs, and when Barret complains about how many flights there are, Tifa responds with a sharp, "I don't have time to argue with you! I'm going!" She reacts similarly impatiently when Hojo refuses to give Cloud information about Sephiroth. Tifa has a ruthless streak, as well, shown clearly when she quite graphically threatens Don Corneo when the group is interrogating him. This is a flaw and a benefit, of course. Tifa's stubbornness becomes a driven determination to do what she believes is right, even when no one else will.

    Tifa is always willing to help others, and is willing to forgive her enemies if they show remorse. She doesn't seem to hold grudges, except in extraordinary circumstances (such as Sephiroth). She is willing to put differences aside to work for something greater, such as working with the Turks to rescue Yuffie in Wutai. Cait Sith and Yuffie both betray the party at different points, but Tifa forgives them both and is still shown to love them deeply. She also isn't really an unfair person. She was pretty clearly jealous of Aerith when Aerith and Cloud seemed to be getting close, but Tifa never took it out on the other girl or let it keep them from becoming friends. In fact, the two become very close, and Tifa is constantly one of the party members who insists on going after Aerith when she gets into trouble. When Aerith dies, Tifa is obviously devastated, and brushes the hair away from Aerith's face before running away in tears. Throughout the rest of the game, she and the other party members mention Aerith frequently, proving that they still hold her very dear.

    Tifa's poor communication skills are a huge facet of her personality through the Compilation. There are multiple times in game, too, where Tifa seems to struggle to voice difficult emotions. Most of these examples are with Cloud, of course, and range from her saying nothing when he tells the false story about Nibelheim to flat out lying to him when he asks her why they didn't get to see each other much when he returned to his hometown five years prior ("It was five years ago. I don't remember.") This was obviously not the greatest way to deal with the situation. Her feelings for Cloud are also something she hides, at first because he doesn't seem like himself, then because he seems to care for Aerith, and later because of her natural insecurity and shyness.

    Tifa is also a pretty playful person with those she's comfortable with, and teases people in a friendly way. She teases Barret over his sailor disguise, and tells Cloud his hair looks like a chocobo not long after. She tends to be physically affectionate and generally cheerful, although not to the same exuberant extent as Aerith. She's lost quite a few people she loves, often in violent, sudden ways, and so Tifa holds her friends and family very dear, and doesn't exactly make this a secret. She can be tirelessly patient with those she loves, and overall is a brave person with a big heart.

    Flavor Abilities: Tifa is a martial artist, and very skilled. This gives her the advantage of being able to defend herself, even without a weapon (barring of course any unbeatable monsters). Tifa is pretty brutal when she fights, and doesn't seem to hold back when she or someone else is in danger, and is also strong for a woman of her size. There's nothing supernatural going on here; she's just in good shape. She also knows how to use materia.

    The world she's from is technologically advanced, and so Tifa will likely pick up Norfinbury's technology easily. She doesn't have any unusual talent with these things, though, and can't hack or otherwise manipulate technology in any way. She also ran a bar in Midgar's slums, which is probably next to worthless in Norfinbury, but at least she can make a mean drink?

    Suitability:
    Tifa has been through a lot in her life, and is more than capable of dealing with something awful and getting up again. She's sort of the heart of her team, constantly pushing everyone to keep going, to keep positive and believe that they can accomplish their goal. She's also the type of woman to help other people that need it, and to take risks to save others. She was a guide in the mountains around her hometown, as well, which means she probably knows some basic survival skills, and during the events of the game it would be odd if she hadn't picked up at least some first aid.

    She's good at reading dangerous situations, and is capable of being cautious and safe. At the same time, she's also willing to take risks if it means helping others or improving a situation for the better. She's great at working with a very diverse group of people, even if she doesn't always agree with their stance. Tifa isn't really the type to seek out a leadership position, but she can manage if she's forced into it, and she has a really big heart. She'll share resources, even give them up to help someone who she feels needs it more than her.

    RP Samples:
    Test Drive Meme (Please ignore the thread from Cissnei! I decided to change canon points after we started it.)
    And another.

    (no subject)

    [personal profile] powersouls - 2015-11-01 08:46 (UTC) - Expand
    despiteeverything: from "The Dogs of Future Past pt. 7" (Default)

    Frisk | Undertale | Reserved

    [personal profile] despiteeverything 2015-11-01 07:14 am (UTC)(link)
    Player Information

    Name: Gorse
    Age: 24
    Contact Info: [plurk.com profile] gorsecloud or gorsethewarrior on AIM
    Other Characters: n/a

    A warning that there are extensive spoilers for the entirety of Undertale, all routes, below here.

    despiteeverything: (but it refused)

    [personal profile] despiteeverything 2015-11-01 07:15 am (UTC)(link)
    Character Information

    Name: Frisk
    Canon: Undertale
    Age: Unspecified, personal guess is around 11 or so?
    Gender: Also unspecified, canonically referred to with gender-neutral pronouns (going with "views their personal gender identity/expression as meh" honestly)
    Canon Point: Post-True Pacifist ending.
    Background Link: Undertale Wiki

    Note: I'm going with Frisk having experienced a few resets, starting with a Neutral Pacifist, followed by one near-full No Mercy/Bad Time run (ending with them resetting after getting dunked on), and a few runs of varying levels of neutral before finally being able to achieve True Pacifist Ending.
    Inventory: Their trademark striped shirt and pants and other clothes (socks and shoes)
    A heart-shaped locket
    The phone that Toriel gave them (basically a brick now, though they could probably check previous text while it has charge) - although they still have several keys attached to it for the houses of various houses/rooms in the Underground
    A slice of butterscotch-cinnamon pie
    A family photo

    Personality:
    As with many things about Frisk, their personality is up to various interpretations. The interpretation that I personally use, is that the True Pacifist ending is indicative of Frisk's true nature. Or if it makes things simpler, the personality I'm going to describe is based entirely on the True Pacifist route, which includes sparing every monster encountered, going on a Date with both Papyrus and Alphys and a Friend Date with Undyne. All of which basically involves being a highly lovable little nugget.

    One of Frisk's most striking traits is one that is repeated throughout the game - one that goes almost into ability territory, but is reinforced heavily by Frisk's own personality. Frisk has an incredibly strong will to live, but more than that they have a desire to press on, to keep going, to keep trying again when they fail. It even shows itself in less dire straits, as a general desire to push forward through obstacles despite deterrents and miscellaneous circumstances. Such as progressing through the ruins even though Toriel tells them to wait, or one time through one of Papyrus' puzzles rather than waiting for him to perform the solution for them.

    While it serves them well in their adventures through the Underground, it can go to unfortunate extremes of pure stubbornness. Frisk's overabundance of determination is something that the game's primary antagonist, Asriel, attempts to exploit near the end of the True Ending, in order to try to keep Frisk trapped in the game. He cites how Frisk's determination and stubbornness to get a perfect ending - where everyone is happy - will drive them to go through their journey over and over again, no matter how many times Asriel might reset it.

    Hand in hand with this determination is a sense of optimism - it seems strange that Frisk would push so hard to keep going and to find peaceful solutions with all they encounter, if they didn't believe such solutions and resolutions might be possible. They would have to believe that there isn't truth in Flowey's "kill or be killed" mantra. And so Frisk doesn't. Not to push this to an extreme though - they're "not totally naive or innocent" as Sans puts it, when judging them at the end of a pacifist run. In a more practical sense, this does involve a decent sense of when to cut and run. It's not perfect (Frisk likely makes plenty of use of those Save points) but there are times, such as the fight with Undyne, where Frisk opts for discretion.

    As the above paragraph indicates, Frisk is also a pacifist. They prefer using other methods of resolving conflicts with those they encounter instead of fighting. This doesn't mean that they're passive or willing to just take whatever is dished out at them. But Frisk refuses to be the one meting out pain to others. No matter how harsh the opponent - from the lowliest of Froggits who just need a compliment, to Flowey, who tormented Frisk, including trapping them in a nightmare world and killing them repeatedly, and then threatening to kill everyone Frisk cared about - Frisk has shown them all mercy, when under their own control at least.

    On a related note, Frisk is overall displays a decent amount of caring and empathy. Merciful doesn't always mean nice, but Frisk displays a considerable amount of compassion throughout the game. The most blatant display of this is Frisk's forgiveness of Asriel, and their attempts to comfort him about his fate of returning to being Flowey. Many of the options involved with sparing monsters throughout the game involves behaving in a compassionate and friendly manner with them - complimenting Froggits, laughing at Snowdrake's bad puns, singing along with Shyren, hugging or encouraging Vulkin, and so on and so forth.

    That's not to say they don't see the value in struggle. Frisk knows that very well. Most particularly, the struggle to do the right thing, to find the right path that gets everyone their happy ending. And Frisk knows all too well the pain of failing in that struggle. There's a lot of guilt over that genocide route that failed. Experience has fed pretty strongly into that determination thing, let's just say.

    That being said, also appears to possess a fair degree of self-confidence, or at least a distinct lack of self-consciousness, even a ridiculous streak. Frisk appears to have no reservations whatsoever about doing all manner of silly things when befriending monsters - such as getting into a flexing contest with Aaron or the entirety of the "fight" with Mettaton EX. Even ridiculous things they do, like pouring tea under a door during a sidequest to help with room service (and getting complimented for it). Petting vegetables during cooking lessons with Undyne. Overall, it's one of the ways in which Frisk is definitely still a kid.

    Another way is in the sense of wonder they seem to find fairly easily. Throughout the game, Frisk's health is replenished by their determination, which is described as essentially their will to live. Various save points throughout the game describe different things that give Frisk enough determination to fully heal themselves. And many times they're simple things - crinkling playfully through leaves, a warm house in the ruins, a conveniently-shaped lamp. Even more ridiculous things such as the idea of a mouse hacking a safe to get to some cheese - implying that Frisk has a decent sense of imagination too.

    For all this, Frisk does seem to hold how they express themselves in reserve. While in many ways they are an example of the "silent protagonist" trope typical of RPGs, they do speak. Many of the commands during battles involve talking and there are times that they speak to NPCs (usually indicated by something like "..." in the NPC's dialogue). However the overall indication is that they don't feel the need to be needlessly chatty, if they don't have to be. It's similar with their emotions - while they don't show visible reactions, there are characters who comment on the faces they make, such as horror at fighting Toriel after resetting from a timeline where she's died, or grimacing at Sans if he talks about how "you haven't died even once" when they have.

    Flavor Abilities:
    - small red heart on their chest that appears and glows slightly during confrontations
    - SO MUCH DETERMINATION
    - Really aside from the reality-shattering abilities of SAVE and Reset (which they won't have here) they're just a kid

    Suitability: Despite their young age, Frisk has already handled being thrust into a new and unfamiliar world with very different rules than the ones they're used to pretty well. While Nobinfury is a lot harsher than the Underground, Frisk shouldn't struggle overmuch with adapting, once they learned the rules. Look they got through Omega Flowey and True Lab with all the Amalgamates they have seen some shit.

    I think Frisk would take a pretty decent interest in the monsters that I know have begun appearing in the community. It's not the first they've been told "monsters are terrible" and that turned out to be so untrue the first time so I imagine they might try to see if the same applies here. And just in general if there's some way to resolve things with them/learn about them/at least form a truce. NGL Frisk's first encounter with one of the creatures isn't going to end well probably unless they dodge long enough to realize this is a good time to reprise the Undyne pacifist boss fight, or else someone is there to drag them off.

    I also had the absolutely terrible idea that if/when they experience any, (some of) the hallucinations they hear speak in Chara's voice.

    RP Samples:
    Network Sample: Hark, a test drive

    Log Sample:

    [They didn't have the dimensional boxes anymore, but a backpack was just as good in many ways. Packing things up is a chore though, instead of just tossing them in and trusting they'll fit. It's a chore they have to do pretty diligently though, things being what they are here.

    They do it every morning after waking up, going through what they have, organizing it, tucking it carefully in the makeshift rucksack they'd made. They pull out their photo and look it over, smiling a little to themselves. They miss the others. They... well, Frisk isn't sure if they'd necessarily know much better how to handle this all, but it'd still be more fun with them there. More fun and less creepy.]


    I hope you're all okay.

    [Well. Nothing for it but to get going. They'd feel better outside.

    The push the door out of the house open, hands plastered on their hips, ready to face the world - okay maybe that's a bit overdramatic, but it makes them grin as they hop down the steps into the snow.

    The sky isn't bright, it never really is here, but that just makes it all the easier to pretend they're walking through Snowdin forest. There's no puzzles here, but pushing their way through the snow is remarkably similar in that regard, and they keep their head high as they trek eastward. Or at least what they're pretty sure is eastward. They've been keeping an eye on those names that've been written on a lot of the houses. It's as good as anything else for keeping track of where you're going here.

    Morning is for traveling, afternoon is for searching and finding a place for the night. All throughout both though, Frisk keeps an eye out for others, and especially for familiar faces - whether ones from home or those they've met here. Sometimes though, when they're distracted, or searching, they don't realize that someone's nearby until they're really close. Should anyone approach too quick without announcing themselves, Frisk jumps and whips around, eyes wide.]


    Oh, I didn't see you. [They smile very slightly] Hey.

    (no subject)

    [personal profile] despiteeverything - 2015-11-01 08:07 (UTC) - Expand
    starsandtights: (Default)

    [personal profile] starsandtights 2015-11-01 08:03 am (UTC)(link)
    Player Information

    Name: Ange
    Age: 29
    Contact Info: [plurk.com profile] zolacnomiko
    Other Characters: n/a

    Character Information

    Name: Captain Steven "Steve" Grant Rogers / Captain America
    Canon: Marvel Cinematic Universe (MCU)
    Age: 97 chronologically, 31 biologically
    Gender: Male
    Canon Point: End of Avengers: Age of Ultron
    Background Link: Marvel Cinematic Universe wiki
    Inventory: Steve is wearing a white T-shirt, navy blue athletic jacket, blue jeans with a brown leather belt, and brown leather boots. In his pockets he's carrying earbuds and whatever the StarkTech equivalent of an iPod is; a StarkTech smartphone; a leather wallet containing his driver's license, a credit card, $34.32 in cash, and a photograph of himself with a very old woman, smiling; a #2 pencil sharpened down about halfway; a pencil sharpener; a thumb-sized chunk of Art Gum; and a motorcycle key on an "I <3 NY" keychain. He's also carrying a smallish sketchbook, blank.

    Personality: Probably Steve's most distinguishing character trait is his powerful drive to Do The Right Thing, as he sees it. He is a staunch egalitarian, taking people on their own merits and treating everyone equally and respectfully, regardless of sex, race, or nationality; this is likely linked to his ability to empathize with others, to put himself in their shoes. When his moral compass comes into conflict with the orders and actions of those with authority, he is not afraid to argue or to break with authority entirely to do what he believes is right. He strongly dislikes bullies, and will unhesitatingly and without fail jump to the defense of the weak, without regard to harm or danger to himself. He is willing to die in the line of duty, and will invariably take a literal or figurative bullet for others, whether they are loved ones or complete strangers. He tries at all times to be useful, to help and protect others. He's not averse to lying or dissembling under certain circumstances, but he's generally pretty terrible at it. His morality is likely linked to his Christianity, but his faith seems to be something he prefers to keep private, as he doesn't talk about it much or express it in other obvious ways.

    Steve speaks his mind as well as his heart; he is opinionated and not shy about sharing his views, and he is known to be earnest, honest, and straightforward about his feelings, both positive and negative. When he disapproves of something, it tends to be written all over his face, as well. He tends to see good in other people and readily places his trust in them. His straightforwardness lends him a natural air of authority, and his morality and generosity of spirit often inspire people to follow his example. He works well as part of a team and gravitates naturally toward a leadership position. He can be quite serious, and his sense of humor tends to be incredibly dry and delivered with a straight face, so people sometimes assume that he doesn't have a sense of humor at all. In fact, he is quite snarky and often sarcastic, and among friends he cheerfully engages in banter and submits to teasing.

    Steve isn't perfect, of course; he's only human. He's a bit of a hothead, and can be easily goaded into verbal or physical altercations. When he's angry he can be cruel with his words or use his size and strength to intimidate. His steadfast determination, an admirable trait, comes hand-in-hand with dogged stubbornness. He is often very awkward around women, especially ones he's interested in, or vice versa. He's very self-deprecating, and has a complicated relationship with the celebrity, hero, and sex symbol status he acquired after the changes to his body wrought by the super-soldier serum—he's not always comfortable with the attention he gets. He is somewhat prone to introversion, and in rough times, melancholy. He uses art to express, soothe, or distract from distressing emotions; his other outlet is punching things—punching bags, bad guys, etc.—or other forms of physical exertion.

    Although Steve is sometimes a bit of a loner, he does form strong emotional connections, and he's incredibly loyal to the people he cares about. You can't really talk about Steve without discussing his intense emotional bond with Bucky Barnes, his brother-in-arms and best friend since childhood. There is absolutely nothing Steve wouldn't do for Bucky, including laying down his own life, and indeed Steve struggles to have any enthusiasm at all for a life without Bucky in it.

    Flavor Abilities: Upon entering Norfinbury, Steve would lose the super-strength, super-speed, and super-healing afforded to him by the Serum; he would merely be a large and muscular guy, strong, but within normal human bounds. Steve does have a number of notable (but quite human) skills: he has an excellent strategic and tactical mind, strong spatial and visual memory (bordering on photographic), and excellent hand-eye coordination. He's had extensive military and tactical training, and has shown himself to be adaptable to new situations. Also, good at drawing.

    Suitability: Steve will be fairly well-suited to the basic survival aspects of the situation. He is adaptable and intelligent with a determined, can-do attitude, and having fought in the Alps in the wintertime during WWII, he'll be familiar with the cold and the snow and have the skills to take care of himself. He'll keep looking for a way out, or a way to contact the Avengers. The rations won't thrill him, but they're certainly no worse than what he ate during the War, or back home during the Great Depression.

    Other aspects of the situation will take an emotional toll. Having already been uprooted from his entire life and everyone he knows once, it took him a few years to recover and start to build relationships and a life he feels comfortable in again; he'll probably take being uprooted again rather hard. In addition, he knows that Bucky is alive and out there somewhere, alone, without his memories, needing help, and now Steve won't be able to find and help him; this will be pretty distressing for Steve. The cold itself will have a negative effect on him emotionally, as he has bad associations with it; notably, watching Bucky fall to his "death" in an icy, snowy canyon, and Steve's own hypothermic "death" after crash-landing in the North Atlantic sea ice. Steve will keep going, doggedly, especially if he has other people to worry about, but he may lapse into melancholy when alone.

    Steve's protective instincts will be on full display here; I would be unsurprised to see him hurting himself trying to get to people stranded outside after dark, or getting himself killed trying to fight a monster or putting himself in the line of fire while others escape.

    As for how Steve will react to the ghosts and monsters and psychological issues... to a certain extent, he'll be able to take general weirdness in his stride. After the super-soldier serum, the Red Skull, time travel, Norse gods, an army of aliens, villainous robots, and flying purple androids, Steve will find very little truly surprising. After a lifetime of horrible health issues before the serum, pain, exhaustion, and sickness are things he's used to. He's plenty familiar with violent death, having seen plenty of it in WWII and other battles, but he's not broken to the point that he's unaffected by it. He's not especially equipped to handle paranoia, isolation, mania, depression, obsession, constant crippling terror, or the raw horror of the grotesque ghosts and monsters, so these things in particular will wear on his psyche over time.

    RP Samples: network sample | network and action samples
    Edited (broken link) 2015-11-01 08:04 (UTC)

    (no subject)

    [personal profile] starsandtights - 2015-11-01 20:14 (UTC) - Expand
    luckystarlimit: (Default)

    Cissnei | FFVII: Crisis Core | Reserved

    [personal profile] luckystarlimit 2015-11-01 03:51 pm (UTC)(link)
    (Note: For some reason my reserve isn't listed with the rest but my reserve comment is here)

    Player Information

    Name: Rhi
    Age: 32
    Contact Info: [plurk.com profile] amazinglystrange
    Other Characters: None

    Character Information

    Name: Cissnei
    Canon: Final Fantasy VII: Crisis Core
    Age: 21
    Gender: Female
    Canon Point: Post Crisis Core, shortly after hearing of Zack's death
    Background Link: here
    Inventory:
    1x Turk suit (worn): white shirt, black pants, black jacket, black tie, black gloves and black boots, plus underwear
    1x Shinra ID card
    1x carbon bangle, which will no longer have its beneficial qualities and has been stripped of any Materia assigned to its slots
    1x Shinra-issue PHS/phone

    Personality: Having been raised by them from a very young age, Cissnei is a Turk through and through, loyal to them and to Shinra. She takes her work seriously, is a consummate professional in all she does and tends to keep others at something of a distance, even as she's not quite as paranoid as she was as a child. She's also incredibly capable in her own right, taking down two Genesis copies when it seems as though they have her cornered and falling only when faced with one of the stronger copies. She might be small, but she knows how to use the shuriken she carries to greatest effect.

    None of which is to say that Cissnei is a puppet for Shinra or that she doesn't know her own mind. She is quite aware that not all of Shinra's decisions are good ones, is aware that they do almost as much harm as good, but she prefers to focus on the positives, on the benefits that Shinra brings to people even if the consequences are grim. She's no robot, either - the Turks are everything to her and, just as they raised her into becoming the youngest Turk the company has known, she does her best to look after the other Turks, particularly those junior to her. This also occasionally extends to others, as demonstrated by the friendship she strikes up with Zack after she meets him.

    That first meeting also demonstrates a little of Cissnei's wilful streak and the fact that she's not above circumventing orders where necessary. Her cutting short Tseng's suggestion that Zack get back to work while the Genesis copies terrorise Sector 8 and surrounding area seems harmless enough at the time, but it also lays the groundwork for her helping Zack and Cloud four years on, despite the fact that she's supposed to be recapturing them as 'escaped samples' from the Shinra mansion in Nibelheim. For all her loyalty to Shinra, it's not enough for her to turn on someone she comes to consider a friend and she provides what assistance she can, with the gift of the motorcycle with sidecar and in intercepting Zack before he can get to Gongaga and walk straight into Shinra's trap, giving him enough of a timespan that he should be able to get away before she has to report back to the Turks. This latter also shows a certain kindness and consideration for those she cares for most, as she promises to look after Zack's parents while he can't visit them.

    As level-headed as she is and as seriously as she takes her work, Cissnei does have a softer side, something of a dreamer though she has largely grown out of those feelings. It's still there in her somewhere, however, as demonstrated when she discusses with Zack her wanting wings as a child, and her insistence that wings are not the symbol of a monster despite that they're a key trait of SOLDIERs afflicted with degradation. For her, wings are a symbol of freedom and the fact that she wanted angel wings as a child may reflect how trapped she felt while in the orphanage and during the initial transition to being adopted, more or less, by the Turks.

    All in all, Cissnei accepts who she is as a Turk over anyone or anything else she might be. To those few allowed in close enough, she's incredibly loyal to a point where she'll put them above company orders and will do what she can to help them even a little. To everyone else, she's a danger not to be underestimated and able to remain detached enough to do what needs to be done, whatever that might be.

    Flavor Abilities: As a Turk, Cissnei is highly trained in her fighting ability of choice. In her case, she fights using a large shuriken which can be thrown at enemies and which returns to her assuming its path isn't interrupted. She also has at least bare minimum training in unarmed combat and with basic firearms, enough to get her out of trouble in a pinch should she be caught out without her weapon of choice or should her weapon be out of reach.

    As a member of a department that values discretion and that is often tasked with infiltration and information gathering, Cissnei knows how to tail people without being detected, and knows how and where to blend in with a crowd to listen for any casual gossip that might in fact be important, either as a lead to follow up on or a potential threat to eliminate before it starts. She also knows, as all Turks do, how to extract information through less than pleasant means, knowing well the value of blackmail and even torture where judiciously applied.

    Finally, given the level of technology within Shinra, it is probable that Cissnei knows enough about computers to operate them and to harvest information and plant less positive things into systems that don't have adequate protection. She's not skilled enough to hack into advanced systems or to have any mastery over encryption, but low-level snooping and sabotage isn't beyond her.

    Suitability: Cissnei has grown up in an organisation and department that has trained her towards a degree of adaptability towards new situations as well as the ability to function relatively capably in harsher environments - however, one thing that will likely come into play in-game is the fact that she is largely used to surviving these environments with equipment and back-up supplied by Shinra, which makes this a steep learning curve for her.

    Additionally, Cissnei has a curiosity and drive towards finding information and answers and Norfinbury will be no exception. She doesn't give up easily when her mind is set to something, as demonstrated in her refusal to back off from trying to protect Zack and Cloud even futile as it ultimately ended up being.

    RP Samples:
    Network/action
    Network

    Re: ACCEPTED

    [personal profile] luckystarlimit - 2015-11-01 19:52 (UTC) - Expand
    meteors: (pic#9304109)

    sephiroth | ffvii | reserved

    [personal profile] meteors 2015-11-01 07:17 pm (UTC)(link)
    Player Information

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

    Character Information

    Name: Sephiroth
    Canon: Final Fantasy VII Compilation
    Age: Sephiroth doesn’t have an exact canon age, but with some guesstimation he’s about somewhere in his mid 20’s.
    Gender: Male
    Canon Point: Crisis Core: FFVII - right before being deployed to Nibelheim

    Background Link: Sephiroth | Crisis Core | Final Fantasy VII

    Inventory:

    • one ( 1 ) mastered lightning materia ; unusable
    • one ( 1 ) mastered fire materia ; unusable
    • one ( 1 ) mastered earth materia ; unusable
    • one ( 1 ) mastered restore materia ; unusable
    • one ( 1 ) mastered revive materia ; unusable
    • one ( 1 ) mastered all materia ; unusable
    • custom SOLDIER 1st Class uniform (long leather jacket, silver pauldrons, ridiculous boots)
    • PHS ( phone ) ; unsuable
    meteors: (Default)

    [personal profile] meteors 2015-11-01 07:24 pm (UTC)(link)
    Personality:
    Before his fall into madness, Sephiroth was a part of SOLDIER 1st Class, Shinra's finest weapon, and fit both roles near perfectly.

    As such, he is what one might expect of a veteran war hero; aloof, hardened, experienced. He appears professionally cool, calm and collected at most times, which often spells him out as arrogant as well, but while there is an air about him that he knows his own worth, Sephiroth never calls active attention to his own accomplishments, nor does he seem to desire more fame or power. For example, the role thrust on him as the hero of the Wutai War is simply a byproduct of his actions throughout the conflict with Wutai, something born out of very necessary deeds committed on the battle field. As such, Sephiroth accepts the title as what it is (and since denying it and the public the hero they want would be messier than not), but he never revels in it. He doesn’t actively reap the goods of being Shinra’s poster boy.

    All of this speaks to a modest desire to simply keep doing what he believes he is meant to do; be a SOLDIER 1st, take on missions, and lead an army.

    This might make him sound rather one note, or simple in his desires of life. And for a long while it was all there really was to him. Sephiroth did what he had been bred to do; he fought, he killed, he followed orders. He never questioned any of it, not actively.

    Conflict does rest inside him though, as he has a deep yearning for better understanding of himself and the world they all live on, Gaia. While the latter isn’t touched upon as much until a later, darker part of his life, the need to better know himself has been present since his very birth— through stifled somewhat by the duty he has to Shinra and SOLDIER.

    When born, Sephiroth was immediately stripped from his biological mother’s, Lucrecia Crescent’s, arms and thrust into a childhood full of laboratories and tests, with no notion of parents other than being told that his mother's name was Jenova. Growing up in such a clinical and vastly unnatural environment, Sephiroth grew up to become very different from what one might call a normal human being. He is detached in a sense, something which shows up in his aloofness even in adulthood, and tends to keep people at an arm’s length. His ability for social interaction is harsh and to the point, even analytical as he breaks apart every situation and mission piece by and piece instead of reacting with emotion. It all adds to the aforementioned image of a perfect soldier, and due to his incredible abilities of one, Sephiroth has mostly gotten by remaining as he is socially without the need to change. With the skills to slay countries into submission, he is allowed to be as distant as he desires, to say it simply.

    And while this all holds true for the most of what makes up Sephiroth’s personality, there is however a spark in him that speaks of something a little warmer and more human, one that only a few chosen ever get a glimpse of. While he might have grown up with a very stunted childhood socially, upon entering SOLDIER Sephiroth met both Angeal Hewley and Genesis Rhapsodos. These two would then become his closest and only friends, the three of them forming Shinra’s and SOLDIER’s elite three 1st Class members. Both Angeal and Genesis had grown up in somewhat similar conditions and thus a kinship was formed, and all three were able to find something familiar in each other— and it’s perhaps that incredibly rare familiarity that Sephiroth desires, seeing as he is used to being different from everyone else, and they give him a place in the world where he isn’t entirely alone. It’s because of this, that when Sephiroth speaks of his friends, or interacts with them, we see the warmth and humanity seep back into him— all of which points to a care for loyalty and camaraderie. It’s with them that we also learn of Sephiroth’s very dry sense of humor, as he has no problem calling out Genesis on his obsessive quoting of Loveless, or telling Zack about the lectures Angeal would dish him. To take the point of his care for his friends even further, later on Sephiroth both rejects a missions regarding bringing back his defected friends, and then later along with Zack Fair, plans to find them only to let them go again.

    His loyalty is to them, not Shinra, and not even SOLDIER. With the way Shinra handles the cases of both Angeal and Genesis, Sephiroth even ends up talking about possibly leaving Shinra entirely.

    Some of that loyalty and warmth begins to extend towards Zack as well, as Sephiroth and Zack work together for a few years after Angeal’s passing, and grow closer— some might even call them friends. There is a mutual pain shared between the two as well, concerning Angeal mainly, which Sephiroth uses as a bridge to Zack, once again finding similarity binding him to another person. It’s hard for him to trust people, but as we see through the years of Crisis Core, a few can manage to gain it.

    ”I knew ever since I was a child, I was not like the others. I knew mine was a special existence. But this is not what I meant.”


    The similarity and camaraderie that Sephiroth uses to build the few friendships he has also serves as the opposite of what will then eventually become his ultimate downfall when exploited during a mission to a town called Nibelheim. As mentioned before, Sephiroth’s childhood was an anomaly, and has left him with many questions and no answers. Needless to say underneath the perfect soldier is a wound of insecurity over his origins, the stem of what has always made him so different, and his ultimate weakness. Never does he actively let others know of his thoughts or feelings on the matters concerning himself and his origin, but even he can’t entirely hide his reactions upon learning that there is something different about him— from simple things such as not being allowed to donate blood to a wounded Genesis, to eventually figuring out he’s much more of a monster than anything he has ever fought on the battlefield or anyone else in SOLDIER due to the Jenova cells in his body.

    Both Genesis and Angeal share similar cells and are quick to call themselves monsters, never realizing that in doing so they were pinning the title of worst monster on Sephiroth. It’s a truth that will eventually shatter Sephiroth’s mind, and murder the person he had once been, thus casting him into a madness which almost takes the entire world along with him.


    Flavor Abilities:


    "Sephiroth's strength is unreal. He is far stronger in reality than any story you might have heard about him."


    Sephiroth is a SOLDIER 1st Class and as such comes with all the abilities of one. This mean he’s efficient in multiple styles of combat, his most prominent being swordplay with secondary skills in Materia use. He’s also in beyond human physical condition, with strength, speed, stamina— everything surpassing that of a normal human. And thanks to his lifelong relationship with Mako and upbringing in Shinra’s labs, Sephiroth is also far more capable than any other SOLDIER in leaps and bounds.

    Despite losing all of his enhancement upon entering Norfinbury, Sephiroth is highly adaptable and will still be in peak condition, pushing the boundaries of human strength. Outside of his Mako-boosted abilities, he’s also good with technology and has a mind for strategic planning and leading during stressful situations.

    It should also be noted that Sephiroth, much like his fellow SOLDIER 1st Class comrades Angeal and Genesis, has a large, bird-like and dark feathered wing which stems from his right shoulder blade. It can be furled and unfurled at will (as in it disappears entirely when furled), though he very, very rarely shows it off. Without his Mako enhancements the single wing will essentially not be strong enough to carry his weight, and will thus be fairly useless.

    On a similar note with other SOLDIERs, Sephiroth has Mako-glowing eyes, though his have been taken to a whole new level as his pupils are near cat-like slits, and no traces of whatever original colour Sephiroth’s eyes might have been remain from under the Mako green hue.

    (no subject)

    [personal profile] meteors - 2015-11-01 19:27 (UTC) - Expand

    (no subject)

    [personal profile] meteors - 2015-11-01 19:54 (UTC) - Expand
    blessedmaiden: (Default)

    [personal profile] blessedmaiden 2015-11-01 11:13 pm (UTC)(link)
    Player Information

    Name: Marta
    Age: 27 (soon 28)
    Contact Info:
    Plurk: Feymarchian
    Other Characters:
    - Rydia | Final Fantasy IV

    Character Information

    Name: Squall "Leon" Leonhart
    Canon: Kingdom Hearts
    Age: 27
    Gender: male
    Canon Point: After Tron reminds everyone the Hollow Bastion's real name.
    Background Link: here
    Inventory:
    - his Griever pendant
    - A lot of belts that are part of his attire.
    - His Restoration committee member club
    - His wallet with some money and a picture of him with Aerith, Yuffie and Cid.
    blessedmaiden: (Default)

    [personal profile] blessedmaiden 2015-11-02 12:11 am (UTC)(link)
    Personality:
    Leon is... complicated. He starts in Kingdom Hearts as a man who has no interest in others: he beats up Sora until he faints, he seems only interested in fixing things and he barely speaks with others, yet we can see he genuinely cares about his family in Traverse Town even if he tends to be incredibly subtle about it. He is hurt, he lost everything when he was a teen and his world fell into the darkness* and he had to rebuild a life from scratches and living with three people who were almost strangers to him.

    When we meet him again in Kingdom Hearts II, when he is back home, Leon is different. He smiles, he tends to crack a joke and is genuinely more relaxed around Sora and his friends. The manga shows us how he has a strong relationship with Yuffie who seems to be his partner when he's on patrol*, the game focuses more on everyone and he just seems to care. And even if he's still extremely goofy and awkward at showing his feelings he clearly shows how much he cares about others with his actions. In a nutshell he just started to open up to others and he's awkward and goofy but he's trying now.

    He will not reveal his real name around because he despises Squall. Squall is the weak boy he wants to leave behind, Squall is the kid who couldnt protect those he loved, Squall is the one who let Rinoa die, Squall is everything Leon hates. And Leon has to become everything Squall wasn't. He knows he's not there yet but it doesn't stop him from trying.

    Leon has great leadership skills but as he does when Sora is around he will be glad to step back and just cover other people's shouders in Norfinbury: he doesn't like to be in the spotlight, he'd rather spend a day bulding a wall or a shelter instead of being at the center of the attention. He is a loner by nature but he is used to be around loud people and he will appreciate loud companions than he will ever admit.

    He can be rather protective of those he loves (if a Yuffie or Aerith will ever show up in Norfinbury he will definitely try to follow them even if they're not from his world) and we see he's used to fight to keep others safe: in Traverse Town he used to keep the poorest districts safe, in Radiant Garden he's canonically seen protecting random citizens without asking anything back. His grumpy mother hen nature comes from his years in traverse Town: he failed to protect Rinoa and the people he loved and when Cid saved him they had nothing and were stuck in a city where the sun never rised and where people just tried to survive. After a long period of apathy relying on Cid he started to help him and he forced himself to move on, he wanted to be a better person and learnt to love his new sisters. And it may take him a long while to warm up to others but when he does he can be a loyal ally and a good friend (or rival, like in Cloud's case).
    Leon still preferes to work and travel alone, thought, and will probably keep his interactions on the network to the minimum because he's not the kind of person who wants to talk when he has nothing relevant to say.

    Leon has seen his good dose of depressing things and had to face his good deal of hopeless fights in his world: his homeworld was destroyed when he was young, the enemies they had to kill were immune to their weapons and kept returning after disappearing for a while, when Radiant Garden was freed they had to find people who wanted to live there and had to rebuild everything and protect the whole place... whatever the city throws at him he will try to be determinated and move on with the hope to return home someday.

    He treasures his pendant even if it's just a piece of metal but- it really seems to be just a piece of metal and nothing more even if Leon named it. He has a soft spot for puppies (Ask the dalmatians!), Lions and cute animals but he will never admit it.


    ** Yuffie is also the one he seemed to work with in Traverse Town and who used to be his partner at the Coliseum, aka KH's arena.


    Flavor Abilities:
    Nothing? He's physically strong, he's a good fighter, he knows how to build a lot of things but he's still just a simple human.

    Suitability:
    Leon is a survivor. He spent his life fighting an hopeless battle and even if he had his moments of weakness he never gave up: he knows how to fight (even if it seems an useless skill in this place), he knows how to use complicate electronic devices (The whole 'Tron' Arc has Leon and Aerith basically hacking a mega computer), he knows how to cook, he knows how to build and fix things (In KHII you see building materials scattered all around the city and their houses are barricated), and he will probably keep fighting. He will probably be a good scavenger but my real interest is to see him interact with other people.

    Samples: Here
    Edited 2015-11-03 13:51 (UTC)

    Revision

    [personal profile] blessedmaiden - 2015-11-05 09:55 (UTC) - Expand

    (no subject)

    [personal profile] blessedmaiden - 2015-11-10 08:37 (UTC) - Expand

    (no subject)

    [personal profile] canyouhandlethismany - 2015-11-13 07:58 (UTC) - Expand
    gtfoourgalaxy: (Default)

    [personal profile] gtfoourgalaxy 2015-11-03 11:24 pm (UTC)(link)
    Player Information

    Name: Jax
    Age: 30
    Contact Info: PM at [personal profile] umbralpilot; plurk at lightsarestars
    Other Characters: Beckett ([personal profile] bookofnope

    Character Information

    Name: Jane Shepard
    Canon: Mass Effect
    Age: Early 30s
    Gender: Female
    Canon Point: Mass Effect 3, just post first cutscene/losing consciousness after the first Reaper hit on Earth.
    Background Link: Mass Effect Wiki says...

    Specifically, this version of Shepard is a woman (obviously) Sentinel (Biotic and technological abilities) with the Spacer/War Hero backgrounds.

    Inventory:
    Coming in in set of civvies including a sweet N7 hoodie and a set of dog tags. Alas, due to her canon point, that's all she's got. Perhaps @admin will be so nice so to let her coat and bag sport the N7 tag as well!

    Personality:
    Shepard is a choice-based protagonist, whose personality is shaped by the decisions made by the player aboit how to approach people and situations - with diplomacy and kindness, or with ruthless pragmatism. This particular flavour of Shepard is the most paragon that ever paragoned, kind, approachable, idealistic in all of her choices, always inclined to help people and Do the Right Thing. She'd shoot people, sure, but not in the back. She also prefers to do things by the book, and is a believer in laws and systems. You could call her a poster child, except she might shoot you.

    Shepard is, first and foremost, a soldier. A military brat, brought up in space by her Alliance officer parents - she's still close to her mother, Captain Hannah Shepard - she had devoted her entire life to the Alliance and has complete faith in it. When forced to work with Cerberus to rescue the human colonists kidnapped by the Collectors, she struggles with the necessity of the mission and only sticks by it because once she has taken something on, she will not let it drop. Profoundly disciplined and determined, she believes in the chain of command and in following orders, though she does have something of the military mindset getting frustrated with politics, red tape and official channels putting obstacles in the way of swift action, such as what she believes is necessary to stop the Reapers. She tries her damnest not to let it show, though, and always prefers to work with and defer to civilian authorities.

    As a Council Spectre, she has a great deal of authority and leeway to work outside procedure and the law, but for this reason exactly she sticks as close to those laws and procedures as possible - she never executes a captive enemy for example but always insists on fair trial. Even when working for Cerberus, she sticks to that code as much as she can, and tries to inspire her squad to follow it, as well. Cerberus have assigned to her a group of some of the roughest, toughest souls in the galaxy - rogues, assassins, people with checkered pasts and dark secrets. They'd like her to be part of that shadow world, perhaps... but Shepard is determined instead to drag all her new teammates into the light with her.

    Shepard is very much a leader and mentor to the people under her command, and strives to be their inspiration, as well. She is always on the front line herself - the idea of telling others to go where she won't is totally foreign - and is very close to her squadmates, involved in their lives and determined to make a difference for them, even when it involves considerable risk or being distracted from her main mission and objective. She is a good listener, and good at giving decisive advice. She tries not to, but isn't beyond stepping in and stopping them from making what she sees as a mistake, especially a moral one, and she firmly believes in people doing what they need, not what they want It's a little harder for her to rely on them in turn, let them see her weakness, but she tries to talk and take comfort where it's offered, despite the difficulty. It's almost part of being a good soldier, to her.

    Though she started out seeing herself as just an Alliance soldier, and not really happy to be at the top of the command chain, Shepard has a bit of a crusader streak in her, which the vision that she got from the Protean beacon ignited into a flame. She will stop the Reapers. No one is allowed to doubt that, least of all herself, and she is perfectly ready - perhaps even eager to sacrifice herself for that cause. Her zealous determination knowns no bounds, as does her commitment to doing said stopping by pulling all the bickering races and factions of the galaxy together for the battle. This can really be seen as an extension of her general idealism - she believes in cooperation, and in getting this cooperation in a way that would allow it to last even past the war. She genuinely believes that she can attain this, and that it's the only hope.

    Despite her profound loyalty to the Alliance, Shepard gets along swimmingly with her alien squadmates and is very interested in aliens and their cultures. Her instinct before the unknown is to think the best of it and try to understand it, even when it means taking risk as she did when setting the Rachni Queen free. She understands the urge of some of her colleagues to protect humanity's interests in the galaxy first, but doesn't share it. Instead she deeply respects and is fascinated by the galaxy's older cultures, and is always eager to listen to her squadmates and learn more, even if she's hardly the scholarly type. She sees herself more as an ambassador for humanity than its champion.

    Shepard's other hobbies include keeping fish aboard spaceships, driving ridiculous all-terrain vehicles, and being the worst dancer in the galaxy.


    Flavor Abilities:

    Shepard would retain the cybernetic components put into her by Cerberus as part of her revival, but they would grant her no abilities or survival advantage, just do their usual work of keeping her alive.


    Suitability:

    Although as a Spacer, she isn't quite used to working in hostile natural environment, Shepard is still an elite soldier and has lived through hell once or twice before, so Snowhell should be manageable. Mostly. She comes from an advanced enough world to have a conceptual framework of alternate realities and timelines, so that, too, should not distract her from her immediate resolve of Reapers did this I will end them everyone gets out alive.

    Shepard has had greater forces meddling in her life for some time now, so should tackle this one with the same fierce challenge that she's successfully applied to most everything else. What should get interesting is when there stop being the more tangible goals and targets that she's used to, not to mention. I'd like to see how she copes, not with active war, but with something a lot like prolonged siege mentality, which suits her smash-through-all-obstacles nature a lot less. Her idealism and her faith in rules and structures would be tested in whole new ways. I'm also interested in testing her abilities as a leader - how much of an inspiration can she really be, when there's no battle to lead into?


    RP Samples:

    At the very useful test drive meme! Here is action and here is network!

    Re: ACCEPTED

    [personal profile] gtfoourgalaxy - 2015-11-06 21:46 (UTC) - Expand
    boozegeoisie: (pic#9649973)

    Emmanellain de Fortemps | Final Fantasy XIV: Heavensward | reserved

    [personal profile] boozegeoisie 2015-11-06 08:36 am (UTC)(link)
    Player Information

    Name: Zorn
    Age: 25
    Contact Info: [plurk.com profile] ZornSable
    Other Characters: N/A

    Character Information

    Name: Emmanellain de Fortemps
    Canon: Final Fantasy XIV: Heavensward
    Age: Early twenties (never explicitly stated)
    Gender: Male
    Canon Point: Post 3.0
    Background Link:
    Coming from the Fortemps family, Emmanellain is a true son of one of the four ruling houses of Ishgard. The second true born to be specific, though he is the third son of Count Edmont. As such, he's lived a pretty privileged and carefree life (as much as one can when your nation is locked in a thousand-year war). Ishgard is a very classist society, where nobility is supreme over all, and those not of noble birth are treated very poorly. Thus the distinction that, while he is the third son to Count Edmont, he is the second true born son, where the middle child, Haurchefant, is an illegitimate son, and thus not a true born and isn't treated as one.

    His nation is highly religious, and through their faith it dictates those who have right to rule: the four high houses that descended directly from King Thordan and his knights twelve. So, those born of the high houses aren't only just nobles, but they are decreed their right to rule through their religion. Which, of course, provides them quite an aggrandized view on their position in society, and oft breeds selfish and oppressive attitudes among them. Though, House Fortemps is a bit of an exception of such, with Count Edmont and Haurchefant both enjoying outsiders. They often accept help from them, where other houses refuse to even ponder the notion, while also supplying their own aid in kind.

    Unfortunately, an added stress to the nation happened five years ago when the calamity struck and the second moon fell from the sky. Thus, Bahamut was released unto the land, and weather patterns and the landscape was changed indefinitely. Plunging Coerthas into an eternal winter. Killing many Ishgardians from the suddenness of it all (seriously there's a crap ton of corpses still buried under mountains of snow and ice, it was rather brutal). This only served to further isolate Ishgard from the rest of the world, focusing more on their recovery and their war, than anything outside their borders.

    When the Warrior of Light (the player character) is finally allowed into Ishgard, Emmanellain gets paired up with them to go to Camp Cloudtop. It's there that he gets assigned busywork for the most part, till that busywork gets him kidnapped by Vanu, which are large, rotund bird beastmen native of the area. What should have been a simple fetch quest for some spring crystals, turned into a quest to infiltrate the Vanu's village and rescue Emmanellain. A mission that proved successful, and unearthed that the vanu had summoned their primal (god more or less), which explained their growing aggressiveness when they had seemed rather docile before.

    Emmanellain was quick to recover at least, but for the rest of the expansion he mainly just sticks around the Jeweled Crozier (shopping area of Ishgard), and is used for some information since he's an intense gossip and info hound. However, halfway through the story his brother Haurchefant was slain protecting the Warrior of Light, and he's left rather devastated. The impact of which is later on shown when you speak to his manservant Honoroit. He mentions that in the wake of his brother's death, Emmanellain has picked up training with the sword with a renewed fervor, and plans to take up the mantle his brother left behind. Which is rather uncharacteristic of the typically lazy and carefree Emmanellain.

    With the truth of the origins of the Dragonsong War being revealed, and thus the foundation of Ishgard's very structure being pulled into question, it can be assumed that had an effect on Emmanellain's attitude towards his training. Of course, his brother dying to protect the truth and hope of Ishgard greatly affected him as well. However, the very structure of his society possibly changing would certain have a huge effect on him, as such, those huge developments in his life have clearly left him changed for the (possibly) better, even if outwardly he doesn't present it so easily.

    If he takes up the mantle or not is yet to be seen, but for now this is where canon has left off with him.

    Inventory:
    He will be bringing primarily this. Just his froo froo noble clothes.

    Which broken down is:
    -Coat
    -Tunic
    -Pants
    -Thigh-high leather boots
    -Ring
    -And probably a bag of gil that won't help him at all!
    boozegeoisie: (pic#9652423)

    [personal profile] boozegeoisie 2015-11-06 08:38 am (UTC)(link)
    Personality:
    To start this off simply, Emmanellain comes from a society that is hugely built upon classes: high borns (nobility), and low borns (peasants). There is such a divide between the two, that even where the two hold residence are in separate areas within the city of Ishgard. Low borns live in the lower parts of Ishgard, where there is little care for the city's up keep, while nobility live in the upper levels, where buildings are beautiful and prestigious, manors abound! There is no love for the poor, and they are seen as not much more than useless fodder in their war against the Dravanians, as well as unintelligible lambs to be lead by nobility.

    With that stated, Emmanellain being a noble of such a society has left him rather short sighted, and a bit of an arrogant, spoiled child. He's very carefree, and has a pretty stilted view of himself and those around him; which leads to him not taking things very seriously. This could be because he's so far from any immediate danger, but also because he's the son of the Count of House Fortemps—which makes him Ishgardian royalty. His life has been pretty easy in comparison to a lot of Ishgardians, and his flippant attitude reflects that.

    Since he's the second (true)born of Count Edmont, and thus most hazardous and important responsibilities fall to his brothers Artoirel and Haurchefant, Emmanellain is pretty lazy. He worms his way out of responsibility as he can, and seems far more interested in having a social life (at the bar more often than not), than actually serving his country in the same way his brothers do. He wants all the benefits of being a noble, and none of the responsibilities. He definitely shows this when the Warrior of Light comes to stay with them, and his father asks the WoL to aid Artoirel and Emmanellain in their duties—Artoirel takes it as an insult, while Emmanellain takes it as being bequeathed a choreboy/girl.

    Even the duty he is handed is rather minuscule in comparison to his brothers, it almost feels more like Edmont's attempts to get him out of the house, or away from the bar, than anything fundamentally important. Even Liainette, who is in charge of Camp Cloudtop where Emmanellain was sent to help out, sends him on look-out patrol, knowing nothing was really going to happen. Then later on, sends him to get spring crystals for the camp's water reservoirs. Exciting stuff... The sad thing is, it isn't that he's incapable, he's just lazy and chooses to be incompetent. Which is hilarious, because he wants to be more honored than Artoirel, inventing for himself some rivalry between them, but he doesn't want to do the actual work for it.

    In fact, he's so bad at working for anything, he has a man servant that follows him around like a nanny, nitpicking at him for slacking or having bad posture, or telling him his belt for his sword is too loose and he'll trip. What's even further sad about him needing someone to nanny at him 24/7 is the fact his manservant is a child. A TINY ONE AT THAT, the kid cannot be older than 16 or so, perhaps even younger, but Honoroit has his shit together better than Emmanellain. Which is just really sad.

    To add to his staggeringly admirable traits of being a partying, lazy, spoiled noble, he's also a relentless flirt, as well as a bit of a pervert. When first arriving at Camp Cloudtop, Emmanellain immediately tries to flirt with Laniaitte, who, unsurprisingly, has little interest in his advancements. So much so, she actually uses the player character as a messenger to tell Emmanellain what tasks she wants him to do, even though he's standing right there. He never seems to catch on, even as he remarks on the fact she could have told him herself what she wished for him to do! Needless to say, whether it's that he's clueless or doesn't give that much of a shit about her discontent with his flirting, he has no tact at all when it comes to the ladies. Even other people in general when it comes to his, uh, private thoughts about women... Like whether or not Lady Iceheart's carpet matched the drapes... so to speak.

    Another important fact about Emmanellain is he's an absolute coward. While helping Lady Laniaitte with whatever duties she required of him, he got himself captured by a village of Vanu Vanu. Upon being freed, he proceeded to run away from them all, shaking in terror. He was very much the damsel in distress, and needed not only the player character to save him, but Haurchefant came to the rescue as well. He wouldn't even attempt to defend himself, just ran like a giant coward and hid as he could behind those willing to protect him. Not at all being the valiant knight his older brothers have proven themselves to be. Regardless, he seems quick to bounce back to being optimistic and his old self even after such a traumatic event. So, at the very least he's resilient.

    Despite the way he carries himself, there does seem to be more to him than what he lets on. For all he might be a carefree noble who likes to piss his days away by partying and being irresponsible and drunk, he later on shows he is capable of bettering himself, and taking on responsibility. When his brother Haurchefant is killed protecting the warrior of light, he's rather stricken by his death, his cheerful demeanor rather absent in the wake of the tragedy. For all he may have seemed dismissive towards his elder half brother, he truly did care about him.

    So much so, he started to take his training more seriously where as before he was completely content with blowing off his responsibilities completely. He doesn't say it himself, however, still presenting himself as he always had, but his actions speak volumes of how the loss of his brother has changed him. So, while he might still enjoy his old irresponsible hobbies, he now has much needed inspiration to give himself purpose and a cause. He wants to pick up his brother's mantle and make something of himself, where as before he was content with being not much more than a useless party boy. Emmanellain has a lot of growing to do yet, but at the very least he is starting to head in the right direction.

    Flavor Abilities:
    Due to being an Elezen and having descended from Thordan and his knights who devoured the eyes of a great wyrm, as well as just being an Elezen anyways, Emmanellain has heightened senses. Primarily with hearing and seeing, however these will be dampened to human levels, though on the above average level of which.

    Other than that, he's honestly pretty average all around. He has received some training with a sword, and has some muscle to him, but not nearly as much as one who wants to be a knight should. Primarily due to his own lackadaisical lifestyle. He has since picked up training again, but other than just being well enough in shape, he's got nothing to boast about (not that it will stop him any).

    He does, as mentioned, have the blood of Ratatoskr in him, which, with some magical ritual, and sipping of some dragon blood would turn him INTO a dragon, but he will be losing all of that in game anyways. Also, where the hell would they get a dragon to make some dragon-blood beverages with anyways!

    Suitability:
    I honestly wish to take this pampered noble who already lives in an eternal winter, though from the comfort of his city and manor, and play him out actually having to deal with the survival aspects of such a horrible climate. He'll likely get lost half a dozen times, and end up needing to be saved or helped just as many. He's pretty much useless and defenseless on his own, so it could lead to some interesting and fun shenanigans with him and others. He's literally a burden. He'll probably be more interested in trying to gossip with people, than helping others, and will have a break down or two, probably.

    RP Samples:
    Network/Action samples

    Re: ACCEPTED

    [personal profile] boozegeoisie - 2015-11-10 04:57 (UTC) - Expand
    staytunednext: (Default)

    Cecil Gerschwin Palmer | Welcome to Night Vale | Reserved

    [personal profile] staytunednext 2015-11-06 12:36 pm (UTC)(link)
    Player Information

    Name: Fossil
    Age: 28
    Contact Info: [plurk.com profile] bibbety
    Other Characters: Alphonse Elric

    Character Information

    Name: Cecil Gerschwin Palmer
    Canon: Welcome to Night Vale
    Age: It's never fully established, but late 20s to early 30s
    Gender: Male
    Canon Point: The Retirement of Pamela Winchell
    Background Link: Here
    Inventory: One portable microphone set (not working), one cell phone that bleeds but otherwise can make no calls or texts, one photograph of Carlos.

    Personality: Cecil is a radio host. Where for most people this might just be a job, it's much more than that for Cecil, it defines who he is. He was predestined to work in Night Vale Community Radio station from a young age, after prophecies were revealed that he would one day become the voice of the town. Far from feeling pushed or forced into this role, he has embraced it and made it a vital part of his identity. No matter where he goes, or how personal the moment is, you can guarantee that Cecil will have his recording equipment on hand to capture it for his listeners. His enthusiasm and energy can't be denied, and he will often treat his listeners or guests in the studio as friends, going off script frequently when events in his life grip him, for example he spent time that should have been dedicated to a story about Condos to asking people for relationship advice.

    Aside from his unwavering passion for the radio, Cecil can be a man of extreme contradictions. He seems to genuinely care about the people around him, often offering advice that sometimes even goes against directly forbidden orders from his superiors. This extends to a deep seated love for his town and its community as a whole, which shines through the most clearly when he attempts to rouse the citizens in a rebellion against StrexCorp, and then finally joins in the fight himself in order to overthrow Kevin and retake his radio station. He wants the people of his town to be free, to be safe, and to know that they have a voice they can trust in.

    However, on the flip side of this coin, he can also be callous and even cruel. The City Council and Sheriff's Secret Police are often committing murders or other atrocities, and Cecil is vocal about their civic right to do so. He supports the barbaric lottery where random people will be fed to starving wolves ("or how else will they find meat to feed them?"), and he is positively blasé about the number of his interns who either vanish or are killed, to the point of not even noticing what a high mortality rate it is until it's pointed out to him. Many of his reports also deal with disturbing or violent events - such as PTA meetings where teachers are killed, or an experiment to see if he could help his listeners murder a lone driver using the power of their minds - and he deals with these in the same enthusiastic manner as any other report.

    He is definitely a product of his environment and the town he grew up in, accepting the strange way of life as solid facts of life. He sees things such as a hatred of the moon and a disbelief in mountains as standard, and will become stubbornly bull-headed about defending these things even when presented with evidence to the contrary. Yet he is not an unintelligent man, despite his assertions that he knows very little, and some of this acceptance may be due to self-preservation. The clearest example of this is regarding the angels, who are all called Erika. It is illegal to acknowledge the existence of angels in Night Vale, and yet Cecil has met and talked with them in the past. It is obvious that he knows they do exist, but he is a good citizen and so he will tell them to their faces that they are not real.

    He often walks a fine line between speaking what is allowed and what is necessary, with many of his broadcasts containing deeper meanings or subtle nods to the truth. But at the same time, he does believe a lot of what he is told, and Night Vale seems to have laws of reality that don't match up with the rest of the world. He's a very inclusive man on issues such as identity and species. He is heard to apologise more than once for assuming someone might identify as human, and he has no qualms about accepting a five headed dragon as one of the candidates for the next mayor, even going so far as to describe him in complimentary ways.

    Finally, it wouldn't be possible to talk about Cecil without mentioning Carlos. Carlos is one of the few outsiders who lives in Night Vale, a scientist who has come to study all the phenomena that occur within the town, and Cecil fell in love the moment he laid eyes on him. His love has grown and matured from a far-off and idealised adoration, through to a tentative dating, and now a mature relationship. While he has never lost his initial wild feelings for Carlos, still rhapsodising over his words and perfect hair, he no longer wishes for their relationship to be a perfect ideal. He accepts that humans are imperfect, even his wonderful Carlos, and he would rather have a true and imperfect relationship than a perfect dream.

    Flavor Abilities: None.

    Suitability: Night Vale (Cecil's home town) is basically a horror jamjar most of the time, so he'll probably feel right at home in Snowblind and wonder why everyone else is putting up such a fuss. The only thing he'll miss is not having an actual radio to broadcast through.

    RP Samples:
    Test drive thread - In the setting, with two separate sub-threads
    Smaller test drive thread - For characterisation

    Re: ACCEPTED

    [personal profile] staytunednext - 2015-11-10 09:10 (UTC) - Expand
    circumsutus: (Default)

    Dr. Franken Stein | Soul Eater

    [personal profile] circumsutus 2015-11-08 04:56 am (UTC)(link)
    Player Information

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

    Character Information

    Name: Dr. Franken Stein
    Canon: Soul Eater (anime)
    Age: 29 (estimated)
    Gender: Male
    Canon Point: Between episodes 33-34 (immediately before the Battle for the BREW arc)
    Background Link:Wiki. What applies to this app is everything from "Remedial Lessons Arc" to "Post Kishin's Revival" sections, the rest is manga-specific, and/or after his canonpoint.

    Inventory: Clothing (lab coat, short-sleeved turtleneck shirt, pants, boots), glasses (one pair), cigarettes (pack and a half), lighter, hand-held mirror, permanent marker (one, black), wallet (with ID and some money), scalpels (3), gauze pad (1, small).

    Personality:

    Stein's introductory episode is a good summary of his personality. He's introduced as a shadowy, mysterious former member of the DWMA who went rogue and turned one of the school's recently-deceased teachers into a malicious zombie. His former coworkers describe him as dangerous and violent and unstable, a man who is driven by sadism and an almost uncontrollable desire to dissect anything he comes in contact with. And then his first actual appearance is him rolling out of the door of his lab on a rolling chair and falling over the doorjam. And then trying again. And falling over again. Basically, he acts like a useless goofball. For about thirty seconds, before he tells the children sent to fight him (as a school project) that he's going to dissect them, and then mercilessly attacks them. In the middle of the fight, when everything's seeming hopeless for the students, he pauses to give them a chance to regroup. Then he easily defeats them, congratulates them for passing the assignment, and reveals he'd been working for the school the entire time and hadn't really been planning on killing them (though then he invites them all to stay at his lab for the night, prompting one student to exclaim that his sadist streak is for real). The episode manages to highlight all three important sides of his personality: sadistic scientist, goofy but dedicated teacher, and determined and serious fighter.


    "Everything in the world is my research material. Including myself, of course."
    Perhaps the most distinctive aspect of Stein's personality is his overwhelming, constant desire to dissect everything. He claims it's out of scientific curiosity, but the people who know him best know better. Like his former weapon says, Stein is just a sadistic pleasure-seeker, who hurts people because he enjoys it. As a child, Stein's sadism, poor impulse control, and overwhelming curiosity was noticeable enough that he was assessed by doctors in an attempt to determine a cause. The experience left him with a lifelong dislike of the mental health profession and a firm conviction that nothing that happened in his life caused his mental instability, that it's just an innate part of who he is. His childhood actions (whatever they were is left vague, but based on flashbacks that happen slightly later in the story, he probably tried to dissect a classmate) brought him to the attention of Lord Death, who decided that someone so blatantly drawn to violence and chaos needed to either be controlled or destroyed, and pulled Stein out of whatever mental hospital he was being kept in and trained him as a meister. As he grew up, his tendency to violently take apart anything that interested him was mostly focused into productive channels, like killing monsters and researching immoral things like how to create zombies.


    "Lastly, please promise me this: that you won't lose your lives."
    For someone so blatantly and unapologetically sadistic, Stein is incredibly concerned about his friends, students, and even people he doesn't know. He protects his students in battles, making sure that he's the one to take on dangerous opponents and situations instead of them. When Soul, one of his students, is severely injured, Stein focuses on him instead of the opponent in the battle, and then later reassures Soul's partner that the boy is going to be fine despite Soul's condition being complicated and potentially dangerous (a case where he could have told the truth, and instead lied to protect a child's feelings). When he fights the witch Medusa and discovers that she was using Crona, her own child, as research material for scientific experiments, he's visibly outraged. The thought of a parent harming their own child is absolutely abhorrent to him, and throughout the rest of the series he pays attention to Crona and tries to help them.

    "It's too soon for me to fall apart. There are still things I have to do."
    Throughout much of the series, Stein is under a huge amount of stress. Essentially, his character arc is about the struggle of a mentally ill person who knows his behavior is culturally unacceptable and morally wrong, but still knows that he can't change who he is. At the beginning of the series, he seems fairly content with the situation he's in, working for Lord Death as a researcher (and long-term substitute teacher). But as the series progresses, it becomes obvious that he still has some extreme issues to work through. The turning point in the series is the reawakening of the Kishin Asura, a god of insanity and fear who's soul is powerful enough to drive the entire world insane just by existing. Because of his preexisting tendencies towards insanity, Stein is especially susceptible, and spends the majority of the series struggling with his own beliefs as he slowly slips further into hallucinations and instability. Eventually, he does manage to find a middle ground, where he realizes that the people around him care about him regardless of his behavior, but that he does want to follow the rules set in place by Death. Outwardly, his character arc ends basically where it started, but with him much more at peace with himself and his place in the world.

    Flavor Abilities: Stein is extremely skilled in hand-to-hand combat (he's considered the DWMA's best fighter, which means he's the most skilled human fighter in the world) and medical/surgical situations (especially trauma surgery).

    After removing things that would give a survival advantage (like his soul-related powers and the accelerated healing, easily surviving things that should kill him, and jumping over really tall things that comes from being in a shonen anime), he's just a highly trained and talented human, with no flavor abilities of note. He does somehow have a giant piece of metal stuck through his skull with no apparent ill-effects but that's not so much an ability as ~anime~

    Suitability:


    RP Samples:
    test drive and test drive

    Re: REVISION REQUEST

    [personal profile] circumsutus - 2015-11-13 00:47 (UTC) - Expand

    Re: ACCEPTED, NOTE

    [personal profile] circumsutus - 2015-11-13 10:58 (UTC) - Expand
    notaquaman: (Default)

    Nathan Young | Misfits | Reserved

    [personal profile] notaquaman 2015-12-01 05:52 am (UTC)(link)
    Player Information

    Name: Danielle
    Age: 23
    Contact Info: [plurk.com profile] ddsapphire
    Other Characters: Quark ([personal profile] averytinyparticle) and Ginger Hale ([personal profile] lacecase)

    Character Information

    Name: Nathan Young
    Canon: Misfits
    Age: 20 (roughly)
    Gender: Male
    Canon Point: Series 2, Episode 6, before Nathan's subjected to permanent brain damage and before Curtis rewinds time and saves them all. He'd just killed himself on live television ("Oops, there go my brains!") and regenerated, only to run into Kelly--or, more accurately, Kelly's ghost. After she informed him that Brian, the lactokinetic, had killed her in a rage of superpower-related envy, and that he was holding Alisha hostage, but before he left to try and save her.
    Background Link: here
    Inventory: The clothes on his back (jeans, t-shirt, hoodie, socks, shoes, boxers), an outdated flip-phone, a plastic baggie of marijuana rolled up and hidden in his sock, a lighter.

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

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

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

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

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

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

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


    RP Samples: test drive meme 1, test drive meme 2, old game network post, old game action log (slightly nsfw)
    Edited (gomen I keep noticing formatting problems I didn't see before) 2015-12-01 05:54 (UTC)

    (no subject)

    [personal profile] notaquaman - 2015-12-03 05:21 (UTC) - Expand

    Page 6 of 17