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

Application

Application

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

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

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

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

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tofu_idol: (Default)

Rise Kujikawa | Persona 4 | Reserved

[personal profile] tofu_idol 2015-12-01 07:38 am (UTC)(link)
Player Information

Name: Rhi
Age: 32
Contact Info: [plurk.com profile] amazinglystrange
Other Characters: Cissnei

Character Information

Name: Rise Kujikawa
Canon: Persona 4 plus spinoffs
Age: 16
Gender: Female
Canon Point: Post Dancing All Night story mode
Background Link: Here

As the link only goes so far into Dancing All Night canon: Once the four members of Kanamin Kitchen are rescued, Rise and her team go to meet with Yu and the other upperclassmen. Along the way they feel something like an earthquake which in fact is the Midnight Stage reforming itself for its next 'performer' - the manager of Kanamin Kitchen, Ms Ochimizu. The now reunited team set out to rescue her, despite Ochimizu seeming willing to sacrifice herself to allow the team and the Kanamin Kitchen girls to escape and find out that a lot of Ochimizu's behaviour now stems from her trying to deal with the death of Yuko Osada, an idol who had been under Ochimizu's care back while Ochimizu worked for Takura Productions.

Moreover, Ochimizu reveals that the song used to try to brainwash everyone into accepting the culprit's bonds is a corrupted version of Calystigia, one of Yuko Osada's songs which Kanamin Kitchen have taken on as their new song. The connection goes deeper that that, however, as it's revealed that Kanami is the one who found Yuko's body and that she has repressed the memories in a sort of coping mechanism.

As they are recovering from this revelation, the culprit alerts them to the fact that, back in the real world, Kanami has been forced to reassess her memories due to investigation by Ryotaro Dojima, who has been helping her try to solve the mystery behind the others' disappearance. Kanami is then pulled into the Midnight Stage along with the entirety of the audience for the Love Meets Bonds Festival currently underway. There, the culprit tries to draw Kanami into its web but fails as, between Yu's team and the reassurances of the other Kanamin Kitchen girls, Kanami breaks free of her own accord.

The culprit then reveals itself as Mikuratana-no-Kami, who claims to act for a collective desire of people who want an eternal bond without pain or suffering. She claims that the only way to achieve this is to reject the true self in favour of the 'self' other people wish someone to be and her ribbons and the song she uses sought to convert others who yearned for bonds to this way of thinking. Undeterred, Rise calls on the support of her fellow idols in order to allow her Persona to transport them to the Sea of Souls; Himiko then serves as the stage for the final dance as Yu and his team, along with Kanami, seek to prove that people can express their true selves and still forge bonds.

With Mikuratana-no-Kami defeated, everyone is returned to the real world and the real Love Meets Bond Festival. In the final chapter, which takes place shortly after, while awaiting her slot for a TV broadcast, Rise confesses to the gathered team that she thinks she might have been what had seen the group initially pulled into the Midnight Stage, that it had been her insecurity and jealousy over the bonds between Kanamin Kitchen that had sparked things. After reassurance from her friends that they don't hold it against her, Rise is called to perform - and asks all of her friends, plus Kanamin Kichen and Ochimizu, to join her.

Inventory: Rise will arrive in this outfit, with everything it entails - including the headphones and the single glove. Beyond that she won't be carrying anything.

Personality:

Rise Kujikawa is, on the surface, everything you might expect a popular idol to be: cheerful, outgoing and playful with a thousand-watt smile and a love of the spotlight. And it is true that she has this side to her. She's very much an extrovert, never afraid to be centre of attention and flirty to a point where Chie calls her "dangerous" because she is nigh-fearless in approaching others. She rarely shies away from the attention given to her by virtue of being an idol, particularly noticeable during the beauty pageant where she is the only one of the four girls of the Investigation Team to really get into the spirit of the contest.

This is at least in part because she has a strong competitive streak and this, in turn, stems from the insecurities of a girl who was once a nobody, bullied by her peers until she became Risette and then only spoken to by those who wanted the kudos of befriending a popular celebrity. This often manifests in the less positive traits she displays at times - she can be incredibly boastful, childish and petty, resorting to emotional manipulation and catty remarks if things aren't going her way and sometimes even when they are. She can also be rather possessive of the people she cares about - Yu tends to bear the brunt of this even where they are not actually a couple, but she has shown it with others too such as when she tells Teddie off for buying another idol's photograph while with her at the summer festival.

This clingy behaviour is likely down to the fact that prior to meeting the investigation team, Rise didn't have any real friends. As a child she was painfully shy and a victim of bullying, which continued until she won the contest that transformed her from shy nobody Rise Kujikawa to the popular idol Risette. Hoping that this would finally allow her to make the friends she'd always longed for, she became disillusioned when she realised that people were only nice to her because she was Risette - Risette was all they cared about and this likely contributed to the disconnect between her Risette personality and her true self.

This, ultimately, was the root of the issues that created her Shadow - rather than seeing the Risette persona as part of who she really was, she had assumed there was a divide between the cheerful extrovert idol and the friendless introvert she'd been before. But in truth, Risette just allowed her to find sides of herself she'd never cared to look for - yes, it had changed her but not in the fake sense she'd always thought. And no-one summed this up better than her grandmother, who describes her as being like tofu - apparently weak but resilient, able to stand out but also able to mix in easily with all kinds. (This might also tie into her Persona, which is the only non-combat Persona and yet provides a crucial role in navigating battles within the TV world) Ultimately, she comes to recognise that she chases different "roles" trying to find the one that fits, when the truth is all the roles she takes are hers.

And for all she appears shallow, there is a lot more to her than that. When it comes to the people she's closest to, she's unendingly loyal. As befits the Lovers arcana that she's associated with, she is warm and affectionate if informal at times, and for all she can seem flighty - particularly when it comes to her studies, which she appears not to take too seriously although she isn't exactly stupid - she fully commits to the murder investigation once she becomes a part of it. Yes, she sometimes takes this too far but ultimately her heart is in the right place. That said, she won't open herself fully to just anyone - there are few who will see her more insecure nature, largely because she's used to being alone, or at least was, and is therefore used to keeping things to herself. Thus, when she does find someone she can open up to or lean on, she tends to be clingy even when she knows she's being selfish. And this reflects even half a year on, where her insecurities over returning to the spotlight as an idol is what drives her to ask the rest of the Investigation Team to appear in the Love Meets Bonds Festival with her - the thought of being on stage alone with the Kanamin Kitchen group scares her, makes her fear that she'll no longer be accepted, and thus she turns to the true friends she finally has to get her through.

Overall, Rise does her best to portray herself as a mature, worldly-wise extrovert who's older than her years, but at heart she still has a little maturing to do and still has some way to go to reconcile all of her different sides within herself, but she has at least made peace with the fact that she can be a flirty, playful extrovert and still have a more serious, more emotionally mature side. She still has some growing to do, but she's comfortable in her own skin now and it shows.

Flavor Abilities: Though she will be unable to actively use any of her powers, her Persona will remain a part of her and Himiko's influence will allow for very subtle improvement in how Rise adapts to Norfinbury. The main impact will be a better recognition of Norfinbury as not part of the world she knows, though nothing more than that; everything else (better memory for monster strengths/weaknesses/qualities; better awareness of her surroundings) will manifest as instinct to anyone who doesn't know she has a Persona.

Suitability: Although Rise is young and might not seem best equipped for a place like Snowblind, her experiences with the Midnight Channel and the Midnight Stage mean she's used to adversity and to tackling challenges head-on. Because she knows she's not really a fighter, she'll look to see what she can do to support others as she does her friends in the Investigation Team (with or without the telling people who are quite capable of seeing three monsters that there are three monsters left). She'll be eager to find a way out but also eager to make herself useful, because she refuses to be a typical damsel in distress.

Her first order of business, though? Warmer clothes. Stage outfits aren't designed for nigh-freezing conditions.

RP Samples:
Action (6) + Action + network starter (9)

If I may, I'd like to contribute the second prompt in the second link as my network sample, with the combined threads as action.

(no subject)

[personal profile] tofu_idol - 2015-12-03 07:12 (UTC) - Expand
bonefriend: (Default)

sans | undertale

[personal profile] bonefriend 2015-12-03 08:23 pm (UTC)(link)
Player Information

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

Character Information

Name: Sans
Canon: Undertale
Age: unknown, acts maybe 30s-ish
Gender: male
Canon Point: post-true pacifist end, but not for the first time (he has a photograph of a previous true end).
Background Link: wiki
Inventory: his clothes (blue hoodie, white turtleneck, pink slippers, track shorts) and a whoopee cushion.

Personality:
Sans is like his signature comic sans font: goofy and ridiculous. He's one of the very first monsters the protagonist meets in the underground and his first appearance is an ominous silhouette offering a shake of his outstretched hand... which turns out to have a whoopee cushion in it. What can he say? It never gets old. He loves pranks, bad puns and wordplay. And he always has a ton of silly jokes to share--a skele-ton of 'em.

He's a huge lazybones at heart and constantly slacks off at work by napping or even selling snacks at his sentry station instead of working on puzzles and capturing humans. He doesn't seem to take anything seriously. He's laid-back to a fault, but he's easy to get along with and befriend if you're willing to put up with his tomfoolery. His brother Papyrus (yes, like the font) unfortunately bears the brunt of this. He pranks Papyrus all the time, doesn’t pick up after himself in their house, trolls him online, the list goes on. But he does genuinely love his brother, worries that someone might be taking of advantage of him, and constantly brags to others about how great he is even as he teases him to his face. Sans is a joker, but he honestly cares for people and practically treats the protagonist as a tiny sibling as the child journeys through the underground. He takes them out for meals, plays little practical jokes, promises to keep an eye socket out for them… only it turns out he takes that promise deeply to heart, but he doesn’t make it to the protag. He makes it to a literal stranger.

If there’s something he could possibly love more than bad jokes, it’s bad joke-offs. Sans’ strangest friendship is with a person he’s never seen and doesn’t know the name of. He trades terrible knock-knock jokes with a fellow punster behind a locked door for ages until one day out of the blue she begs him to promise to protect the human who crosses the door. He agrees. And he tells this to the human child, and he admits that without that promise? He would have absolutely killed them on sight. His joking personality turns similarly serious when he casts judgment on the child in the final stretch--he criticizes them if they'd killed monsters in their way, or encourages them if they showed mercy. There's definitely something up with him, but it's never really clear what his deal is unless the protag tackles the very worst route possible in the game.

The truth is that, like Flowey and the protagonist, he's aware of “saves” and multiple timelines. Unlike Flowey and the protag, he doesn’t have enough Determination to use that power himself. He has a limited understanding of what happens in other timelines--for instance, he barely knows Flowey exists in the current run even though apparently he’s foiled Flowey a lot in previous resets. But he knows that even the best possible ending would just be restarted back to the beginning. That knowledge makes it hard for him to put any real effort into... almost anything. He doesn't bother with puzzles or cleaning or doing his job properly because it's all going to be reset anyway. He's not even sure if his laziness is genuine or a defeatist lack of caring. Despite everything, he holds to his promise and never actually attacks the protagonist, even in timelines where they kill his friends, his coworkers, his brother. The reset would bring them back, but it still hurts. He never really desensitizes to that.

He will, however, fight the protagonist when they try to kill the very game itself. It's only after monitoring countless timelines and foreseeing the end of them all that he finally decides that he can't afford not to care anymore and confronts the anomalous child. When he absolutely has to, he gets dead serious in wanting you dead, but it takes a hell of a lot to push him to that point. He feels trapped in a world that keeps resetting on him, but he'll still protect it. It's the only one he's got.

As such, he's extremely secretive. Even Papyrus knows it, cheerfully saying “Sans never tells anyone anything!” and apparently unaware of what his brother’s up to. Sans hides his laboratory workplace locked behind their house, hides mementos of his past and other timelines, hides his weariness and jaded pessimism under a show of laziness. He struggles to engage with the world even as he wonders if there's any point and whether he should just give up. Why even try? But nobody appears to suspect anything as he hides his doubts behind his skull’s constant smile.

Thanks to the transience of all those repeating timelines, he's grown tired and afraid of commitment. There are only a few things he takes seriously: his brother, the human protagonist, and his promise to protect them. As much as he hates making promises, he hates breaking this one, even if it's made to a woman he's never actually seen. He feels terrible enough to even apologize to her as he attacks the anomaly, fully knowing that she's dead and that he likely isn't making it out alive either.

But that's the very worst timeline. In all others, he does his best to be buds with the protag so that they might treat monsters kindly. Some good food, some bad laughs, some nice friends would keep anyone happy, right? He’ll provide all that and some in spades. Sans admires people who are good to others: his brother, the woman he befriends behind the door, the child protagonist if they try to do the right thing. And the kid is definitely capable of it! He learns this and he has a lot of affection for Frisk, the child who ultimately frees them to the surface. Even if he also knows it'll be reset in the end, anyway.

Flavor Abilities: he's a skeleton! he can't really process human food, it's implied he doesn't actually require sleep (tho he does a lot of it), and he isn't really affected by cold. obviously this will all change in game. also his left eye flashes blue-yellow in times of extreme duress, as in when he's trying to cold-bloodedly murder someone.

Suitability:

Sans is actually used to cold weather, since he lives in a perpetually wintry town. As a skeleton, the cold doesn't really affect him. If accepted, he could freeze to death like everyone else (some... how...) but he's kind of hardy against the elements. He's adaptable and decent at survival, even if he would do a pretty bad job at taking care of himself without his brother around.

Emotionally, Sans... has issues, but he's very secretive and good at hiding his thoughts. He does genuinely like to befriend people, he'd tell jokes and play pranks and try to keep up a decent mood. He's kind of defeatist, but he'd be extremely interested in figuring out the puzzles behind Nobinfury. ALSO IMPORTANT: he's canonically aware that he's only a character in a 'game'. If apped, he'd suspect that he's just in a different one and slowly learn the rules of being in a rp game. He might screw around a little with the 4th wall but tries to protect it, not destroy it.

RP Samples: tdm links one and two

(no subject)

[personal profile] bonefriend - 2015-12-03 21:17 (UTC) - Expand
giant_killer: (Default)

Raoul of Goldenlake | Tamora Pierce's Tortall

[personal profile] giant_killer 2015-12-06 04:52 pm (UTC)(link)
Player Information

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

Character Information

Name: Raoul of Goldenlake
Canon: Tamora Pierce's Tortall Series
Age: 44
Gender: Male
Canon Point: Squire - 459 H.E.
Background Link: here
Inventory:
Clothes, chainmail armor, an empty scabbard and a beltpurse, also empty. An intelligent sparrow.

Personality:
Big as he is, Raoul has roughly the personality of an oversized dog.

Raoul is described as "almost too easygoing". This is true, in the general sense. Raoul is easy to get along with, and reacts to criticism and anger with a calm demeanor and a smile. He always gives the impression of being comfortable where he is, a coping mechanism that will serve him well in the bitter cold of Norfinbury. He's been large since he was a squire and took his knight training seriously, such that he is one of the strongest fighters in the kingdom - no doubt it's easier to be comfortable when you know you have the upper hand. When he doesn't have the upper hand he doesn't like to show it, though worry does dampen his sense of humor. He has a good sense of when to be serious and when to make a joke.

It is also true that, when truly threatened or offended, he can be vicious. He is incredibly loyal, almost shaking with rage when someone speaks too cruelly to his squire. The easygoing commander who jokes with his subordinates threatens to kill the man, and Kel (the narrator) believes it. This same loyalty is afforded his friends and those under his command. He takes the laws of chivalry very seriously, though he doesn't follow them to the letter. He treats commoners just as well as he treats nobles, and gives women nothing but respect. This is lucky, because all of the women in his life could probably beat him in a real fight.

He's very accepting of other people and other ways of life. Even when it was forbidden by law for a woman to try to become a knight he had no issue with his year-mate Alanna coming out as a woman. He takes the new level of intelligence in animals of Tortall (a side-effect of the Wild Mage, Daine, living in the palace) in stride, and even gives his animal companions the same level of respect as the humans under his command. This will also be a useful skill in Norfinbury, as there will be much stranger changes he will have to come to grips with and understand in order to best help the people around him.

One thing Raoul hates is the forced formality that accompanies parties and balls in the royal palace. He and Kel hold their own smaller parties, where he's comfortable and well able to put other people at ease. But the big parties require bowing and making pleasant small talk, which Raoul finds unbearably tedious. He prefers the company of commoners, people who work as hard as he does and with whom he has more in common than spoiled noble ladies.

Though he never uses the phrase to describe himself, Raoul is what he calls a natural commander. He pays attention, is a quick thinker, and is good at sussing out people's talents and shortcomings. Joking appropriately often with his subordinates and making orders as though he expects them to be followed without argument are also qualities of a good leader and skills which Raoul seems to have mastered. Part of it is also just experience - he's been in charge of the King's Own for years now and learned most of what he knows on the job.

Flavor Abilities:
None

Suitability:
As Knight Commander of the King's Own, Raoul is well versed in survival skills. He will begin by taking a command position, either as leader or adviser under the leader. He will try to set up a home base, gather supplies, and create plans for survival. He will find quickly that actually getting out is a little beyond his abilities, but he will communicate with his fellow prisoners and do everything within his power to ensure the maximum survival rate.

RP Samples:
Test Drive Threads

Re: ACCEPTED

[personal profile] giant_killer - 2015-12-09 16:49 (UTC) - Expand
lionson: (Default)

Shiro Fujimoto | Blue Exorcist | Reserved

[personal profile] lionson 2015-12-08 02:53 am (UTC)(link)
Player Information

Name: Mandy
Age: 29
Contact Info: [plurk.com profile] husbando
Other Characters: none

Character Information

Name: Shiro Fujimoto
Canon: Blue Exorcist
Age: 49
Gender: male
Canon Point: Chapter 1 (his death)
Background: Some of Shiro's history can be found on this page here. However, that particular wiki follows the anime, which sort of follows along with the manga but ends long before important parts of Shiro's past are revealed. So, I'll write out what is missing from there.

During one of the story arcs in the manga, there is an extended flashback to an event that took place nearly sixteen years before the start of canon. On a snowy mountain in Kyoto, there was a temple that housed a Buddhist sect known as the Myou Dha. They were the guardians of the corpse of a demon called the Impure King, and their sole duty was to ensure that the Impure King was never revived. They also guarded the holy weapon which had defeated the Impure King, a special kind of sword which is called 'Koumaken' in this canon.

One day, Shiro showed up at that mountain to retrieve the Koumaken. He was under orders from higher-ups in the Order, and he didn't really have much of a choice in the matter. Unfortunately, he was injured in his journey to the temple, so he couldn't just run off with the sword. He ended up being captured by the monks of the Myou Dha sect, and he had to face a lot of questions when he woke up.

Fortunately for him, the monk assigned to look over him was a softie by the name of Suguro Tatsuma, and was already doubting the rules of the Myou Dha sect. See, at this time, many of the residents of the temple had fallen ill from miasma poisoning (basically, 'bad shit demons spew out to make humans sick'). The monks had tried to pray the sickness away, but nothing was working, and each day the ill fell sicker and sicker. It didn't help that Tatsuma's wife, who was pregnant with their son, was one of the sick people. So when Shiro suddenly said that he would be able to cure everyone, Tatsuma was all too eager to let him try.

Shiro's efforts to cure everyone certainly earned him the favor of many of the residents of the temple, but it didn't sway him on the whole 'wanting to take an important religious relic from the temple' thing. This time around, though, it was different. Shiro didn't have to steal the sword again, since Tatsuma was able to get it for him and show him how to escape the mountain before the monks captured him again.

The flashback ends there, but other flashbacks tell us the rest of Shiro's story: eventually an exorcist by the name of Yuri Egin gave birth to Rin and Yukio, and Shiro was the one who was supposed to kill them. However, instead of killing them, he used the Koumaken to seal Rin's powers and ended up adopting both boys. He hid their true identities and raised them as normal humans, giving them the chance at life that the Order would have taken from them.

Inventory:
-Glasses
-His clothes (button-up shirt, black pants, black shoes and socks, and a cassock over everything)
-a True Cross pin on a chain
-a pocket-bible

Personality: The first thing to know about Shiro Fujimoto is that appearances are really, really deceiving. He is a highly-decorated member of the True Cross Order, holding the rank of Paladin and thus being at the very top of everything. He's also considered to be the strongest exorcist in the world, with even Satan himself considering Shiro to be a challenge. But despite all of these great rumors about his strength and abilities, Shiro is just a dirty old man who loves to joke around and flirt with hot women. Even though he is the Paladin, he is nothing like the ideal image of a catholic priest.

Shiro has a thing when it comes to following orders. Namely, he'll pick apart the orders to find out what the end goal is, then go about reaching that goal in his own way. As far as he's concerned, the ends justify the means, which is why he has absolutely no problem befriending demons or stealing things from other religious orders if it will solve whatever problem is laid out in front of him. This has burned more than a few bridges in the past, but Shiro has learned to accept that.

He tries to play tough, but beneath his rugged exterior Shiro is actually a very kind person. He can kill demons in dozens of different ways, but he would rather not harm them if another solution is possible. This is partially why Shiro is so laid-back: why fight if you can make friends instead? Of course, Shiro is a very experienced exorcist, so he can tell when talking isn't going to work anymore. If that's the case, he'll stop with the friendly talk and start with the shooting. Diplomacy is preferable, but he doesn't lose sight of his goals.

Being a Paladin, Shiro is supposed to protect humans from the influence of demons. He does take this job at least somewhat seriously, and he will step up and do his job if a human is in danger. However, there is one thing he values above his job and humanity: his two sons, Rin and Yukio. They come first, though he will try to find a way to keep his boys safe and fulfill his job as a Paladin. Shiro is the master of compromises, so long as he gets what he wants out of it.

Shiro is also an old soul. While he's decidedly in the middle-aged range at 49 years old, he's seen a lot in his life. It's never specifically stated how long he's been with the order, but given that there's classes for beginning exorcists at the high-school level, it's reasonable to assume he's been at it for a while. In that time, he's seen a lot of things, both wonderful and horrible, and it has shaped him into the person he is today. He's very laid-back and enjoys taking his time with things. Peace and quiet doesn't last long, so he doesn't like to interrupt those quiet moments with stupid drama or seriousness.

It's important to note that Shiro is very bad at following rules. He does what he wants when he wants to do it, regardless of what other people think. His experience has a lot to do with this: he's been through a lot, so he knows what works and what doesn't work. Another reason for his behavior is that he's more interested in following the intent of the law than the word. He knows that even the best of intentions can actually be harmful, so decisions need to be made on a case-by-case basis. This is why Shiro listens to people and tries to make compromises, rather than just saying "Well it's against the rules so you can't do that." Following D&D alignments, he would be solidly within the 'chaotic good' square. Also, he doesn't like doing extra work when it is unnecessary, so he lets small things go if nobody is hurt by it.

Another important part of Shiro's identity is one of a parent. He adopted Rin and Yukio fifteen years before the start of canon, and being a father definitely changed him. In the flashbacks we see, he was more cold and serious, not letting his kind side out as often. But after several years of being a dad, he is much more friendly and open. He's also been shown to give up bad habits (namely smoking) for the sake of his boys.

In the end, Shiro has two distinct identities: Shiro the father, and Shiro the Paladin. When he's the father (both in a religious sense and a paternal sense), he is very calm, kind, and helpful. He's a fan of tough love, but he does genuinely care about his family and the people who come to his church. When he's the Paladin, though, he's extremely tough and does what needs to be done. Both of these are part of who he is, and it's how he has adapted to his crazy life.

Flavor Abilities: The ability to tell perfectly-timed 'dad jokes'.

But seriously all of Shiro's actual abilities would give him an advantage in survival, so I think they would all be nullified.

Suitability: At first Shiro's goal is going to be finding a way home. The moments leading up to his death in canon are very serious, and he will wake up worried for his boys and driven to find his way back to them. But that will change pretty quickly, as he finds out there are more people in this place and just what is going on here. He won't have much trouble surviving on his own, he has survived in snowy places before. But what will drive him forward is helping other people survive. Shiro is an exorcist at heart, and he will very quickly jump to the conclusion of "demons", and truthfully the shit in Snowblind is probably not unlike different things he has experienced in his time as an exorcist. And being the strongest exorcist in the world, it's definitely his job to help people who are being hurt by demons, and he will think that is what is happening here until he is proven otherwise.

RP Samples:
Sample one
Sample two (It's me there, just a different journal for Shiro)
Sample three
Sample four

Sample Five: Snowblind Boogaloo

[Okay, Shiro is pretty bad with technology, but there is no way he is so bad that he would make his tablet screech in agony for five minutes straight. After frantically tapping the screen for a couple minutes, trying to get it to shut up, the noise finally disappears. Shiro is not entirely sure if he stopped the noise or if it stopped on its own, but as long as it's gone he is okay with that.

But someone had to do the screaming, which means someone is being a dillhole over the network. And Shiro won't stand for any jackassery at this hour. Shiro looks thoroughly annoyed when he finally flips the feed on, to talk to everyone.
]

First off, to whomever managed to scream just a moment ago: I'm impressed by how you could carry on for so long without breathing. I'm fairly confident that you will have no trouble whatsoever shouting for help, should the heebie-geebies outside ever get to you. Of course, actually surviving that is an entirely different matter.

Secondly, to whomever managed to scream just a moment ago: there was absolutely no reason to do that at this hour. Some of us are trying to sleep, thank you very much. We get enough of this crap day in and day out, and adding more to it doesn't really help. So shut it.

Thirdly, to everyone else: if any of you are currently with that jerkwad, hit them for me. I already have enough trouble getting a good night's sleep without being woken up like that. Save the screaming for emergencies, people.

Fourthly...ah, whatever. It's too early for this.

[And he. Flips his tablet off again. Because seriously it is two in the fucking morning he just wants to sleep, he's getting too old to stay up all night.]
Edited (whoops forgot the header) 2015-12-08 02:54 (UTC)

(no subject)

[personal profile] lionson - 2015-12-09 23:27 (UTC) - Expand

Jade Harley | Homestuck | Reserved

[personal profile] eclecticbassist 2016-01-01 05:04 am (UTC)(link)
Player Information

Name: Ashley
Age: 19
Contact Info: [plurk.com profile] kiddoeclipse
Other Characters: N/A

Character Information

Name: Jade Harley
Canon: Homestuck
Age: 18
Gender: Female
Canon Point: Shortly after conversing with Alternate Calliope
Background Link: Wiki page (it's kind of a hot mess wrt characterization imho, but whaddaya gonna do), and an attempt at a linear timeline
Inventory: Her Witch of Space outfit (black and grey color scheme; long-sleeved shirt, knee-length skirt, striped tights, a split hood worn like a cowl, and a pair of sparkly red flats; plus undergarments, hopefully) and her glasses

Personality:


To most, Jade is silly, cheerful and kind, but on the inside... she's exactly that. There's much, much more to her than that, of course, but nothing about her perkiness is insincere. This upbeat attitude is partially a coping mechanism, developed by a little girl who had to fend for herself from a very young age; Becquerel, while a good dog, could never fill Grandpa's role as a human guardian. She was suddenly faced with enormous responsibilities, and the only way to avoid being overwhelmed was to temporarily "ignore" her fears and focus on what needed to be done. This is easy enough for a natural optimist, but over the years she seems to have forgotten that she's allowed to feel sorry for herself.

While quite forgiving of others, Jade holds herself to frankly unrealistic standards. The knowledge she gained from her time on Prospit gave her a strong sense of purpose early on in life; she knew she was part of something mysterious and exciting, and she was determined to see it through. This resolve grew even stronger once she met her best friends and only ties to the outside world: John, Rose and Dave. She was the only one who had any idea of what was going on, and this added to her feeling of responsibility for the well being of her friends. The discovery of how much she never knew upon entering Sburb, and the loss of Prospit, shattered so many of her expectations so violently that she was temporarily overwhelmed by confusion and grief. She (begrudgingly) knows there was nothing else she could have done, but for as long as she could remember, her life had been formed around the mysterious game and the friends she would one day meet. Seeing Jadesprite, her own self, give up on her life's mission caused these pent-up feelings to erupt in a rare outburst.

Perhaps it's due to knowing she would die young from an early age, but she doesn't let the little things get her down, even after much of her confidence was lost with the destruction of Prospit. She just has to be brave enough to see it through, and everything will be fine in the end. Probably. Even if it won't, what's the point in moping when there's still a chance to make things right? She’d rather waste her energy on a hopeless endeavor than accept that there’s nothing she can do. Tellingly, her initial reaction to John and Davesprite dying is to look for “...some power [she] had, in all [her] omnipotence, to bring them back.” Whether is was foreknowledge or sheer power, she’s had some advantage over her friends for most of her life. The one time she has neither of these in canon, not coincidentally, is the most agitated we’ve seen her.

On the lighter side of things, Jade is a great ally and a fantastic friend. She'd think nothing of helping someone (perhaps by, say, sharing valuable supplies) without expecting anything in return. Deeply empathetic, she tries to be patient with others even under duress. She's at her most supportive when she's sad or frightened, because she knows everyone else probably feels that way, too (see the earlier discussion of her sense of responsibility for the well-being of her loved ones.) It takes a lot to make her angry, and many, many offenses at that. Even when she seems to be at the end of her rope with someone, she’s happy to forgive and forget when given an apology.

Obviously, having grown up without human contact (among other reasons), Jade is... a little odd. She struggles to pick up on social cues, and can come across as rude because she doesn't quite understand certain norms. She also lacks discretion with her words, but not out of callousness. On the contrary, she's very considerate about bringing up painful subjects. What Jade struggles with is knowing when to keep a secret, or to lie. For example; when she used to see visions in the clouds of Skaia, she attempted to keep her ability a secret from her friends. She didn't want to ruin the "surprise" of Sburb, but it was no big deal if they found out; she had no problem mentioning that she was often asleep when they talked. She's a terrible liar, partially because she's reluctant to do things that she doesn't see the point in.

Another result of her lack of socialization, combined with her forgiving nature, is that she has trouble putting her foot down. She's all give and no take, to a degree that is troubling. When she informs John that Davesprite broke up with her (obviously still upset about this), she lets him make the conversation all about him; she even comes to Davesprite's defense when John starts insulting him. Jade genuinely thinks her feelings are unimportant to her friends. She always has time to offer encouragement and a sympathetic ear, but no one even seems to know that she lives alone, that she had to raise herself for thirteen years. It's also unlikely that she ever shared her hobbies; when she enthusiastically explains the relative physics behind their three-year journey, she admits to John that she's never been able to talk at length about one of her biggest interests before.

Important Note-type Thing: So... I'm autistic, and I headcanon Jade as being the same. A lot of her behavior reminds me of myself! I figured I should clarify how this affects her characterization, but... not a whole hell of a lot is different, if anything. Like, in case it needs saying, being silly, clever and friendly is not mutually exclusive with autism. :-/ We are in fact still human. Also, she canonically has difficulties with being inattentive, forgetful and somewhat impulsive that could be attributed to ADHD, which is often comorbid with ASDs (as it is in my case.)

Flavor Abilities: A pair of furry white dog ears atop her head that she acquired after merging with Jadesprite. If you were to examine them closely, you would notice there were no openings to the ear canal; they're purely superficial. Decorative flaps of skin. Kind of gross, when you think about it. Another result of combining with Jadesprite was acquiring her extensive knowledge of Sburb that comes from being a sprite, as well as vague memories of her time as a "ghost" of sorts. Her mundane abilities include horticulture, marksmanship, playing the bass guitar, and proficiency in multiple sciences (nuclear physics, mechanical and electronic engineering, robotics.)

This isn't an ability, but I'd like to think Jade's narcoleptic symptoms continued after Vriska's 'practice' ended. One theory I love is that the repeated attempts to control her mind (and the sudden unconsciousness that resulted) triggered an autoimmune response similar to the kind theorized to be responsible for narcolepsy with catalepsy. In other words, while the first few episodes were purely caused by Vriska's brain-meddling, eventually Jade had them regardless of her influence. I've spent an absurd amount of time researching narcolepsy, and by golly I wanna use that knowledge!! I'm probably pushing my luck with the autistic headcanon alone, but a girl can dream lmao

Suitability: Even without cabin fever, idling around for too long would be uncomfortable for Jade. She's spent the past three years in one long depressive episode; the last thing she wants (or needs) is more time alone with her thoughts. She'd want to occupy herself with things like exploring as much as possible for this reason, and to find out why she's even here. John and Davesprite's deaths served a purpose, even though they seemed pointless at first, but what could transporting her to Spookyville, USA even hope to achieve? Maybe she'll decide she came from a doomed timeline, so nothing she ever did mattered at all!

Jeez, she's beginning to sound a lot like a certain crybaby sprite.

(I'm also enamored with the idea of Jade making a garden of some kind-- or attempting to, at least.)

RP Samples:
Here and here!

Edited 2016-01-04 04:14 (UTC)

(no subject)

[personal profile] eclecticbassist - 2016-01-05 03:09 (UTC) - Expand
fictionalised: (Default)

hawke, dragon age, reserved.

[personal profile] fictionalised 2016-01-01 05:11 am (UTC)(link)
Player Information

Name: Elle
Age: over 18!
Contact Info: [plurk.com profile] regnant
Other Characters: none currently, but previously Clarke Griffin ([personal profile] coleader) and, for a hot second, Malia Tate ([personal profile] animalize)!

Character Information

Name: Garrett Hawke
Canon: Dragon Age
Age: Not stated, BUT using my powers of extrapolation, probably approx. 27.
Gender: Male
Canon Point: Dragon Age II, end of Act 2.
Background Link: HAWKE | DA II STORYLINE
Although the core of the character and the main storyline remain pretty constant throughout the game, there are some player-dependent choices! I'm only going to go over the most important ones, but the full list can be found here. I've included the links to the quest summaries on the wiki in case you're looking for clarification about something, but ngl I don't expect you to read them...

HAWKE
- Dagger-wielding rogue.
- Entirely sarcastic/purple personality choices.
- Owns a Mabari war dog.
- Didn't romance anyone.

PROLOGUE
- Carver killed during The Destruction of Lothering.
- Mercy-killed Wesley.
- Worked for the smugglers.

ACT ONE
- All companions recruited.
- All companion quests done.
- All side quests done.
- Became co-owner of the mine in The Bone Pit and offered the miners a raise in Get Back to Work.
- Gave the goods to Pryce and lied to Athenril in Loose Ends.
- Didn't blackmail Ser Thrask in An Errant Letter.
- Killed Kelder in Magistrate's Orders.
- Remained neutral in The Unbidden Rescue.
- Lied to the templars and freed the mages in Act of Mercy.
- Reinstated Keran in Enemies Among Us.
- Refused to hand Ketojan over to the Qunari in Shepherding Wolves.
- Sent Feynriel to the Dalish in Wayward Son.
- Made a deal with the Hunger Demon then betrayed it in The Deep Roads Expedition.
- Bethany was taken to the Circle of Magi.

ACT TWO
- All companion quests done.
- All side quests done.
- Bartrand survived Family Matter after being healed by Anders.
- Denied Merrill the Arulin'Holm in Mirror Image.
- Hired Orana as a paid servant in A Bitter Pill.
- Refused Torpor's offer in Night Terrors. Feynriel went to Tevinter.
- Let Gascard DuPuis go, but gave his location to the guards in Prime Suspect.
- Opposed Ser Varnell in Offered and Lost.
- Chose helping Isabela over giving the relic to the Qunari in To Catch a Thief.
- Isabela returned with the Tome of Koslun; refused to give her over and killed the Arishok in Demands of The Qun.
Inventory:
- 2 daggers, confiscated upon arrival.
- One armor set. ( this ridiculous shit )
- One Mabari hound, Dane. ( x )
Personality:

Although the player is given a choice of personality — diplomatic, sarcastic, or aggressive — Hawke's main traits stay largely the same, arguably being the least malleable protagonist in the series. The scale of Dragon Age II is much smaller than that of the other games in the series as well; it tells the life stories of Hawke and friends as they attempt to make it in Kirkwall. Hawke, in particular, seems to have a singular goal in mind: provide for and protect the family.

Would Leandra not have relinquished her noble status and run off to Ferelden, Hawke would be heir apparent of the family. His father is dead, and while Leandra does have a say when the family is making decisions, they all look to Hawke as head of the family. He's the eldest of the family, his other siblings twins who have barely reached adulthood at the beginning of the story. In fact, Hawke bears so much responsibility for his family that Leandra blames him for Carver's death by an ogre, certain that Hawke could have prevented it. In Inquisition, which is... a later canon point than this but shhh, it's still relevant, Hawke faces down a demon that preys on people's biggest fears; his is that he's a failure, and that his family died knowing it.

Hawke is so determined to provide for the family that he dogs a dwarven merchant, Bartrand, insistently, attempting to convince him to allow Hawke on his expedition to the Deep Roads, a risky endeavor that promises great riches. When Bartrand's brother, Varric, comes up with an offer Bartrand won't be able to refuse, Hawke raises fifty sovereigns in order to invest and become a partner in the expedition. It doesn't just end there, either; after discovering that his uncle, Gamlen, squandered away his inheritance and lost the estate, he becomes determined to find his grandparents' will. Hawke and Bethany break into the estate, now owned by slavers, and fight their way to the vault where they find the will. Everything Gamlen lost had been left to Leandra and her children.

Responsibility is a key trait of Hawke's, one that sticks whether they're a well-spoken, helpful citizen or one who prefers killing their way to the top. (Purple Hawke falls somewhere between the two extremes.) Responsibility sends Hawke into the Deep Roads, responsibility is what gets Hawke involved in the conflict with the Qunari, and responsibility leads to Hawke being named Champion of Kirkwall. He makes no actual effort to stick his nose into these affairs — he starts off as nothing but a Lowtown thug, after all, with no real political power at all — but it's this sense of responsibility combined with his penchant for being in the right place at the wrong time that gets him involved.

HAWKE: I'm really not trying to make a stand. I just keep ending up in these situations.

Once things have been set in motion, Hawke feels a responsibility to follow through. Unfortunately, the story is one of a hero who tries hard but can't catch a break. Bethany is taken to the Circle of Magi, where she's kept isolated from the rest of the world for being a mage, and Leandra falls victim to a serial killer Hawke had been hunting for Ser Emeric. By that time, the family has been extended to include Hawke's companions, though — the sense of responsibility is very much still there. On top of that, Hawke has now been dragged into Kirkwall's political affairs whether he likes it or not. His dealings with the Qunari are seen as him taking a stand, and suddenly everyone knows who he is.

Hawke never came to Kirkwall with any intentions of changing it. Hawke came to survive and nothing more. But the game takes place over a span of years, and throughout that time, he does become more invested. The Mage-Templar war becomes more personal: Bethany, a mage, has been taken. Fenris, an elf from Tevinter, has a multitude of reasons to distrust mages. Aveline, captain of the guard, doesn't want Hawke to dissent. Anders, a former Grey Warden, feels passionately about mage oppression. (Maybe a little too passionately.) He becomes well-acquainted with Knight-Commander Meredith of the templars and First Enchanter Orsino of the mages, the figureheads of both sides. Things start to get a lot more complicated now that Hawke's motivations are less selfish.

Delving into some of the more customizable traits of Hawke, players are usually given three options when it comes to responding to others. Diplomatic/Helpful, represented by blue; Sarcastic/Charming, represented by purple; and Aggressive/Direct, represented by red. This section is based off of a playthrough with fully purple decisions.

Hawke's humor is flippant in a way that blurs the lines between human being and weird, unfeeling joke machine. Sometimes, Hawke is genuinely funny, but sometimes, he's just a tryhard with no concept of when one should stop joking. He even cracks a joke as the Viscount holds his recently murdered son's body.

VISCOUNT: What hope for this city, when we fail our own so completely?
HAWKE: At least it can't get worse! Today, anyway. It's pretty late.
VISCOUNT: You'll pardon me if I don't see the humor in the death of my son.

Basically, Hawke toes the line between being sassy and being an asshole every day. And he crosses it. Often. Still, it's pretty evident that Hawke is less a sociopath and more somebody who sucks at dealing with serious situations. When it comes to finding and killing bad people, Hawke is at his best. When it comes to innocent people dying, he's not in his element. He seems to know no way to react to things without trying to interject some humor into the conversation, even when it's wildly inappropriate. Despite this, he does care deeply for his family and friends. Even if he does make them uncomfortable a lot.

While Hawke does want to do good by people, he doesn't actually care how it happens. If it means breaking a few laws and lying to some government officials, so be it. With Varric's help, he's an excellent bullshitter. He's pretended to be templar, lied to his employer, and framed Ser Conrad by claiming he saw him sacrificing a goat to the Great Demon, but it's all been with mostly good intentions. He shies away from turning anyone into the templars or murdering innocents, but doesn't hesitate to kill anyone if he feels it's justified. And he feels it's justified a lot, but in his defense, everyone in Kirkwall is trying to kill everybody all the time.

Long story short, Hawke is the kind of person who's often knee-deep in trouble but always manages to get out of it.

Flavor Abilities: None!

Suitability:

I mean, Hawke has had basically half the city against him at one point and survived?? Somehow?? It's kind of what he does, BUT it will be interesting to see how things go when he can't punch and stab his way out of every bad situation. I'm also interested to see where things go when his gang isn't there to back him up on anything, since alone is something he's never really had to be — even after Leandra dies, Bodahn, Sandal, and Orana live at the estate, and someone's always hanging around.

Also Norfinbury needs more doges.

RP Samples:
( 1 )
action thread i forced sey into doing w/ me

( 2 )

[ Being chased by shadow gremlins gets old fast. After an hour of them pressing their faces or lack thereof against the windowpane, it's not even scary. It's just a nuisance, quite frankly.

Unamused:
] What are you looking at?

[ A dog barks incessantly in the background. He squints at the monster before finally turning his attention to the tablet. ]

I think I'll name mine Steve — he looks like a Steve. Steve here and I are having a bit of a squabble. He very much wants to come inside, and I very much don't want to die.

Is there anything these things want, or is their only purpose to lurk outside the houses menacingly like some sort of annoyance demons? More importantly, does anything make them go away? Loud noises? Public nudity? The first person to come up with a decent idea can have their pick of any of the hideous sweaters I've found.

(no subject)

[personal profile] fictionalised - 2016-01-05 02:52 (UTC) - Expand
dirtdevil: (Default)

Levi | Attack on Titan | Reserved

[personal profile] dirtdevil 2016-01-02 06:18 am (UTC)(link)
Player Information

Name: Alison
Age: 18+
Contact Info: [plurk.com profile] solarhalfbreed
Other Characters: N/A

Character Information

Name: Levi
Canon: Attack on Titan
Age: Unknown (30-something)
Gender: M
Canon Point: Ch. 69 (end)
Background Link: Wikia
Inventory: Just the clothes he's wearing and one clean white handkerchief. Anything else he'd have on him would be a weapon and thus confiscated.

Personality:

There are a number of things one could assume about a person with the lofty title of "humanity's strongest." Levi is basically none of them.

From the beginning, it's easy to see he's not your typical "hero" character. First, there's the immediately obvious: he's small. He looks disgruntled and sleep-deprived almost all the time. It took almost 70 chapters before we finally saw him crack a smile. He has a difficult personality as well: he speaks brusquely and often makes rude remarks—he curses frequently and tends to use informal/disrespectful speech. However, it's quite a bit easier to understand his personality when you learn where he came from. He lived most of his life in what is essentially a giant garbage can. Born to an impoverished prostitute who loved him but fell ill and died and then "raised" for a time by her brother (a sociopath, of course), Levi's childhood was spent either starving or being schooled on how to survive (read: knife people) in their bleak environment by his murderous uncle. The chances that he would emerge from such a pitifully unfortunate backstory as a normal, upstanding individual are pretty low.

Perhaps due to growing up in an underground slum, he's very neurotic when it comes to cleanliness: he's the very definition of a neat-freak. In fact, this is one of the first things we learn about him when he is introduced: after dispatching a titan or two, Levi notices he has blood on his hand and blade and immediately stops to wipe it off with a handkerchief, despite the fact that titan blood evaporates after a short time. Later in the story, when his squad arrives at the old Survey Corps headquarters, Levi wastes no time giving his first order: the place is filthy and he won't be having any of that, and immediately divides up responsibility for whipping it back into shape.

He places a very high priority on the chain of command and expects his subordinates to be competent and obedient (though he does acknowledge personal choice at certain times). If he's being a dick to someone below his rank, it's probably not because of that, but rather because that's just his default disposition. The strict nature with which he commands his current squad is for their own good and not because of any bloated sense of power. Even having that power, it's just not in his character to flaunt or abuse it. As for those who outrank him, he holds himself to the same standard: while he sometimes protests at first, he always follows orders from the commander of the Survey Corps, Erwin Smith, whom he trusts implicitly despite a very tumultuous beginning between the two of them. Levi does not have any particular talent for strategy, and he fully acknowledges this—of his decision to stay and fight with the Corps, he states that Erwin "sees something that he can't see" (insert short joke), and he never knows how things will turn out in the end. In this way, he's more of a follower than a leader

With that said, despite his 2/10 official "teamwork" score (see abilities section), Levi is not that terrible of a leader. His original squad respected him immensely, and it wasn't just because of his reputation. He's not a lenient squad leader by any means, but neither is he flippant or disrespectful towards those he outranks. My interpretation of this score is that it's more representative of him actually working in a team, as opposed to leading one—unlike his first squad who worked together quite well, Levi tends to veer off and deal with things on his own. He does this even when he is leading a team, but only if he knows the others can handle it and/or he has no other choice; abandoning his squad is never a preferred course of action.

Mentally, his greatest strength is keeping a cool head in sticky situations, which is good since he's pretty much always in a sticky situation. The flip side of that is a perpetual state of emotional constipation, which lends itself heavily to him being an unpleasant person. He's not 100% ice queen all the time, but if you're looking for a shoulder to cry on, you might want to look elsewhere. Essentially, his personality is his greatest weakness—he has very few desirable traits and he isn't in any rush to change that. I mean, what's the point of being a friendly person when most of your friends end up dead, right?

Add all these things up and it looks like a recipe for a fairly unpleasant person. It's true that he is tough to be around, and that he seems like an asshole on the surface. However, while he may seem to dislike people in general, he does not undervalue human life. While he's stated himself that he's willing to be the bad guy if it's for the sake of humanity, Levi gets no satisfaction from having to hurt or kill people or watch soldiers essentially being sent off to die, even if they’ve consciously joined the Survey Corps and thus “dedicated their hearts” to humanity. It’s for the same reason that he doesn’t act recklessly—he has lost countless comrades to titans, after all. Despite the hefty title of humanity's strongest, it's important to note that he isn’t prideful about it. He's perfectly aware of his own capability, but he isn't cocky.

This is a complex character who isn't always painted in a complex way. He's not just the stoic warrior guy, or the potty-mouthed bad boy, or the strict disciplinarian captain. Under a prickly (but squeaky-clean!) exterior, there is a genuinely good guy—sometimes you just have to squint to see him.

(Get it? It's another short joke.)

Flavor Abilities: None!

Suitability: Existing in an environment that is actively trying to kill you will not be a new thing for him at all, though the weather usually doesn't have quite as much of a hand in it. He's used to being in a leadership role, but as a newbie it will probably be awhile before that becomes a possibility here. In the event of monsters, he'll be first in line to fight, even if he has to use household objects as weapons.

RP Samples: TDM threads, network sample, action sample 1, action sample 2

(no subject)

[personal profile] dirtdevil - 2016-01-05 02:56 (UTC) - Expand
heavensreader: (Default)

Kesara Freamon | Original | 1/2

[personal profile] heavensreader 2016-01-04 01:47 am (UTC)(link)
Player Information

Name: Jax
Age: 30
Contact Info: [plurk.com profile] lightsarestars
Other Characters: Beckett ([personal profile] bookofnope)

Character Information

Name: Kesara Freamon
Canon: Original
Age: 11
Gender: Female
Inventory: Kesara comes dressed in 1840s Afghan native garb, including a long shirt and undershirt, long baggy trousers, overcoat, a large sash around her waist, and over all that a pretty huge sheepskin coat meant to endure winter nights on the steppes. She also has a large Russian style felt hat with ear-flaps, thick wool gloves, and tall boots. Actually pretty Snowhell-ready!
On her, mostly stashed in that sash, she has:
1. A notebook full of scribbled Chinese and Tocharian characters, and charcoal sticks to write in it
2. Surveyor's compass, 1840 style
3. Canteen, made of tin and leather
4. A variety of coins (rupees, Afghan falus, Mexican dollars), mostly copper, some silver
5. Half a brick of cheap black tea
6. A wooden begging bowl
7. A rosary of Buddhist prayer beads, made of wood
8. A little paper bag full of sugar cubes

World Description:
Kesara's world is very much similar to "our" world circa the 1840s, with some tweaking around historical edges, and one massive fantasy-historical conceit that the characters only become aware of later on. On the surface, her story takes place primarily in Central Asia, which in her world is usually called Serindia, referring to the lands enclosed between China, Persia, India and Siberia. In some respects the political situation is as it was in real-world 1840 - the British rule India through the East India Company, and are fighting a cold war of sorts with Tsarist Russia across Central Asia, a match of diplomacy and espionage commonly called the Great Game. Though formally at peace, both empires consider the other an expansionist threat - the British being sure that the Russians have their eye on India, and work in a variety of ways to curtail each other's influence and occasional moves towards gaining territory. A recent move in that "game" at the time is the British invasion and occupation of Afghanistan (the historical First Anglo-Afghan War.)

The important tweaks take place further East, where two major things are going on. Thing the first is the continued, historically-not-quite-accurate isolation of China. While historically 1840 saw the first Opium War, in Kesara's world this has not happened and the situation is closer to the first years of the 19th century, with the China trade being extremely limited and Indian opium not yet introduced in force. China remains almost entirely closed to foreigners, and uninterested in most of the rest of the world. The second tweak, which is about the one thing that China is interested in, is the rebellion led by adventurer-general Yaqub Beg in Xinjiang, China's westmost territory, which he established as the Muslim kingdom of Kashgaria. Historically this happens in the late 1860s; in Kesara's world, it happened about a year prior to the beginning of the story. Those changes are historically significant, but don't do much to the essential nature of the world otherwise.

Then there's the big one. In Kesara's world, Serindia's trade routes, the Silk Roads, were dominated until about the 7th century by a single nation - the Tocharians (a real historical people, though I'm really just borrowing their name and cultural flavour - they haven't existed for 1400 years so I don't think they'd resent it.) While other peoples and their occasional kingdoms came and went within their territories, they were the mercantile, and thus essentially political rulers of the vast heart of the Euroasian continent. They were able to maintain this power through the magic of their language and writing. Tocharian writing, when placed on an appropriate vessel such as a foundation stone or a stele, can be used to give magical names to places (cities, kingdoms, buildings), geographical features (rivers, wells, mountains), and routes. These names were assembled in annals called Books of Heavenly Names, and those who could read the books, could hold an absolutely accurate, constantly updating mental map of the places named in them, including everything from weather, to the mood of the local people. This complete knowledge and control of the terrain and of military, political and popular goings-on through their territory allowed the Tocharians to exercise absolute control of it for hundred of years, through the jealous guarding of two secrets: the Books themselves, and the fact that they could only be "used" by people who have learned Tocharian as their first writing system. The language needed to set itself into the reader's mind. Anyone whose mind has been conditioned to another writing system first could still read the Books of Heavenly Names, but only as books, without any of their magical effects.

In the mid 7th century, the Chinese Sui dynasty managed to get its hands on a Book of Heavenly Names, and learn the secret of the Tocharian place-name seals. The Sui proceeded on a concentrated effort to destroy and conquer the Tocharians. The mercantile empire was overwhelmed and dismantled, and its people were reduced to living as a tribe within what was now Chinese territory, around their original homeland in the east of Xinjiang. As the Tang dynasty ousted the Sui, Tocharian knowledge was mostly wiped out, and their memory began to fade. The Sui, the Tang, and following them all Chinese and other rulers of the Tocharians' new country, imposed a harsh law to prevent the tribe from ever rising again - the Tocharians were, and are, strictly prohibited from literacy. Reading and writing are both forbidden, and books of all sorts, in any language, are banned in the country. Twelve hundred years later, while the modern Tocharians themselves - now knowing themselves only by their Chinese name, the Yuezhi - are confined to their bookless land, all that's left of the Tocharians' empire are the occasional place-name seals, found all across Serindia and fascinating the Western scholars starting to bring the "new science of archaeology" to the Central Asian steppes. The memory of an empire of magical writing is completely gone.


Background:
Kesara's story rightly begins with the story of her mentor, Dame Doctor Ariel Stein, who came to Calcutta while neither a dame nor a doctor, as a young woman with her Company finace, and ended up parting from him in favour of dedicating her life to exploration and Orientalist research. In Calcutta, the still young Ariel came to employ a servant named Isaiah Freamon, who had no education, but a natural knack for languages. They would be trusty companions on the road for a number of daring journeys of exploration that built up Ariel's expertise and reputation as a scholar-explorer. By the time they were both thirty, Ariel - now Dr. Ariel Stein - was only just getting started, but Isaiah's health had suffered in the service of exploration and he was ready to settle down. He retired to Simla, where he married a local woman of mixed Nepali and Punjabi heritage, and within the year the couple had a daughter, whom they asked Dame Ariel to name - Kesara.

Kesara's father was determined to raise her British, despite her mixed origins, and his and his wife's employ as servants to a British officer in the developing hill station helped. Kesara spent her earliest years within the British settlement famous for its high society and growing political importance, but there was stopping the curious, lively child from absorbing some of her mother's native culture as well - most especially, her mother's language. By the time Kesara was four, she was speaking her father's English, her mother's Punjabi and Nepalese, and Hindi. This was when Dame Ariel, visiting between one of her expeditions, first met the girl, and was astounded by her talent.

Over the next two years, Dame Ariel and Isaiah went back and forth, as she tried to persuade him to hand Kesara over to her for an education. Isaiah was reluctant - on top of remembering the hardship of his own life as an explorer, he also remembered the particular difficulty of being an explorer's servant, with no chance of ever winning any of his own credit. Kesara had not only her race to complicate things, as he had, but also her gender. What decided matters was that Kesara, herself, had quickly and obviously attached herself to Dame Ariel, who treated her with awe and fascination, but also with seriousness, not like the little child she was. Six years old, Kesara was packed off to Calcutta, to live in Dame Ariel's household as both a maid and a student.

A major problem revealed itself almost at once. For all her linguistic aptitude, and the high intelligence that made itself quickly known, Kesara just couldn't seem to master reading and writing. She tried hard, constantly, furiously; if at first Dame Ariel - a strict and demanding teacher - accused her of sloppy studying, even she had to eventually admit that something more essential was wrong. Kesara was already known for embellishing the truth even then, and it was hard for her elders to believe when she claimed that the letters just wouldn't stay still for her, that she could just see them mixing up on the page until they couldn't possibly make sense. Doctors were called in, but no one found a solution.

But even a seven years old, a defeated exile back to Shimla was unacceptable to Kesara, and her talent prevailed over her "defect". She devoted herself entirely to her studies, figured out memory tricks and techniques to compensate for her continued illiteracy, made herself useful in other ways when questions came up of her continued presence in the household. Dame Ariel had no particular gift for languages, herself, which could be a serious problem for an explorer; Kesara stepped in naturally to fill the space that her father had vacated. When she was nine, Dame Ariel took her along for a small scale expedition, travelling up the Indus into the Punjab, towards the mountain passes of the Lesser Himalayas. This was not real exploration - not what Kesara got to do, at least, as she didn't get much further out from Peshawar. But she learned a great deal among the porters, cooks and animal handlers, the soldiers and the body servants, and proved herself invaluable as an interpreter. The expedition sealed things as far as Dame Ariel was concerned. Kesara was staying, and coming along everywhere she would go.

The next bit of "everywhere" was Kabul, two years later. After the occupation of Afghanistan, Dame Ariel was invited to the city by one of her oldest friends, Lady Frances Gavin, wife to a senior British officer in the city and herself an Oriental scholar, who, on the side, played translator, coordinator and local informant for the Queen's agents in the Great Game - though Kesara didn't know this at the time. Kesara adored Kabul, and spent her time there learning Urdu and Farsi, as well as Russian from Lady Gavin, and coming to the slow and horrifying realization that she was going to be twelve in no time. She was swiftly growing into womanhood. And she had never forgotten what her father warned her of before leaving Shimla - that for anyone who was not Dame Doctor Ariel Stein, womanhood meant the end of ambition. Time to become civilized, marry and settle down. Kesara was not ready to settle down.

She was not destined to. Six months after her arrival in Kabul, Lady Gavin recruited her, along with Dame Ariel, into a scheme. Lord Gavin's men has captured a smuggler carrying something priceless: a page from a manuscript in Tocharian, Chinese and Sanskrit. If the manuscript could be recovered, it could be the key to unlocking the mysterious language that Dame Ariel had been researching for years. But the smuggler was naturally unwilling to talk to her British captors. Lady Gavin and Dame Ariel hoped to use Kesara, with her skill at languages and lying, to pose as a fellow captive and win the smuggler's trust.

However, once Kesara was in the cell, the smuggler, a Yuezhi woman named Roksann, quickly turned the tables on her. Seeing through Kesara's ruse, she instead played on the girl's empathy, telling her the story - the true story - of how the motive for her smuggling was to get books into her homeland, where all reading and writing were forbidden. Kesara was instantly fascinated by this strange and heroic woman, and Roksann easily got her to settle close - close enough to snatch the gun that Dame Ariel had given Kesara to hide on her person, and use it to hold her hostage and demand her own release. This may not have worked had there not at the same time been a mob gathered around the British mission house, demanding the release of the supposed local women that the British were supposedly holding captive. Lord Gavin was grudgingly persuaded to release Roksann, on the condition that Kesara slip out with her and follow her movements, which was easy to do as Kesara quickly made herself useful to the smuggler, who didn't speak Farsi, as a translator.

She was taken by Roksann back to the caravanserai, and to the smuggler's partner, the Chinese scholar and polyglot Lao Dian, who quickly figured out her connection to Dame Ariel - whose work he knew and admired. He got the amazed Kesara to reveal her original purpose in following Roksann. All Roksann herself cared for was getting her treasure back, and she was willing to trade the knowledge of where she had obtained it for the thing itself, but Kesara warned her that Dame Ariel would never deal with a mere criminal. Instead, she was able to persuade the two smugglers that her mentor would be most inclined to parley with a fellow scholar - Lao Dian.

The meeting, which started tense and difficult, ended on a note beyond all Kesara's dreams. Lao Dian revealed that he and Roksann already held the book from which the page had been taken - a full document in three languages, the Book of Heavenly Names. The two scholars struck a deal. Dame Ariel agreed to provide funding for the two smugglers in their effort to return to Roksann's homeland in Xinjiang with their forbidden merchandise, and they agreed to let her join them on the search back for the origin of the Book, which Lao Dian himself was eager to discover. Making good on her promise to Kesara to take her everywhere she would go, Dame Ariel allowed the girl to join the expedition.

The party's first destination was to be the independent khanate of Bukhara. Kesara is taken from some time into that journey, during which she had made a fantastic discovery. While watching Lao Dian and Dame Ariel begin to decipher and translate the Book of Heavenly Names, she realized that the Chinese and Tocharian idiomatic characters, unlike the English alphabet, stayed still and solid. She could focus on and remember them (Note: this is not a magical fix - people with language-specific learning disability are a real thing!) Trying to keep this a secret for Dame Ariel, hoping to surprise her, she asked Lao Dian to teach her, and he was only happy to agree. She'd been learning Chinese writing, and studying Tocharian, for a little over three weeks by now, but her genius for languages and memorization is already asserting itself. She has the highest of hopes for the future.

heavensreader: (Default)

Kesara Freamon | Original | 2/2

[personal profile] heavensreader 2016-01-04 01:48 am (UTC)(link)

Personality:
At the basis of Kesara's character is probably her high intelligence. She isn't a prodigy as such, except with languages, but she is a very, very smart kid, with a particular talent for rote memorization that helps a lot with compensating for her learning disability. She isn't only book-smart either, but is perceptive and quick to take stock of situations - her best thinking is on her feet, and while she isn't exactly happy under pressure, that is usually when she's at her most competent. Her thinking tends to be structured, especially due to the structured and strict education she'd received, so that she isn't always as imaginative and off the wall as many kids her age, but tends to be more analytic and logical, and straightforward in her conclusions. Her mental and emotional ages are pretty out of sync: she's very articulate, but full of bounce and energy, and prone to quick boredom and even sulking when she feels she's treated like too much of the kid she is. She can argue like a scholar and keep her head like a pro in a crisis, but when it's over she'll probably be blubbering in a corner. She's not great with games and doing things for fun; the whole concept is pretty lost on her. When she's in the company of other kids, she usually ends up semi-bullying them into much more complex endeavours than they ever wanted.

Kesara can be very astute, but also very naive, in that she's only recently really begun to grasp adult ideas of politics and power. She's unhealthily quick to trust and sympathize; in fact she's prone to feeling empathy with an intensity that stuns even her. It's the easiest thing in the world for her to put herself in another shoes, and she tends to assume that it's similarly easy for other people, so that she quickly comes to expect the best of anyone she interacts with in an even vaguely friendly fashion. This attitude came back to bite her a number of times so far during her journey, so she's begun to overcompensate by trying to be suspicious and standoffish. She's pretty bad at it.

She is, however, brilliant at fitting in and working with people who either are genuinely friendly, or don't suspect that she has any ulterior motive. She actually does have a spy's natural flare for melding right into a crowd, mimicking people's styles and following their habits, talking back to them the way they talk to her. She enjoys it. This skill, her high empathy, her immense talent for languages, and her fascination with stories are all part of the same thing - Kesara is good with other people's lives. Her budding closeness with the scholar-smuggler Lao Dian, who is similarly skilled and motivated, has made her more aware of her interest and more determined to pursue it consciously. She wants to know and understand as many people and their stories as she can, and likes to imagine herself as playing a part of these stories, too. She isn't a manipulator per say, but she loves the feeling of mattering, of changing the story somehow. This can be a benevolent, charitable tendency, but she's also quite young, and quite bright, and derives no small amount of pleasure from feeling powerful.

Kesara is tremendously ambitious. Her wits are more than matched with, perhaps even outmatched by, her determination to use them to make herself great. She's keenly aware of the disadvantages of her circumstances: her gender, her race, her young age, and she is set to defy them all. She wants to be at least a great a scholar as her mentor Dame Ariel - and hopefully greater, though she'd never consciously linger on such a treacherous thought. She very much hungers for fame and fortune, to be known, celebrated and, indeed, powerful. While her scholarly passion is absolutely genuine, she still has a rather immature idea of exploration and discovery, despite all her first-hand experience of both at Dame Ariel's side. She always imagined her moment to be right around the corner, her own Great Adventure, and the quest for the Book of Heavenly Names seems to be the realization of all her hopes and dreams. The fact of it getting a bit more complex than that is still dawning on her.

Nonetheless, Kesara is normally good with difficult realities. She's very pragmatic, not given to complaints, and largely unbothered by unpleasantness, hard work, mess and dirt, or even death when it isn't likely to be her own. Young as she is, she has been through a thing or two (though at a greater distance than she'd like people to know) and while she isn't cynical - she has far too much empathy for that - she's also very good at telling apart the things she can and cannot change and thus should or shouldn't worry about. Her upbringing has made her very much aware of more down to earth, material concerns, and she is materially greedy to a degree - she likes money and likes good food and interesting trinkets - but also casual, even stoic about physical hardship. Stiff upper lip. It's the bold British explorer way.

The final essential of Kesara's life is her genius for languages and her love for stories. The former is well and truly exceptional: not supernatural, but somewhere in the peak of human ability. At elven years old, she's fluent in eight languages and a number of regional dialects, a talent that stuns everyone she knows and is at the heart of her ambitions and hopes. She had made her peace with the fact that she can't, and possibly could never read or write, and saw it as a kind of trade-off - at least until she learned that there are languages she can master, at which point she became absolutely sure - with a child's unshakeable certainty - that she is destined to play a key role in the historical achievement of solving the mystery of the Tocharians. Her love of stories and storytelling is all-encompassing - any story. Legends, literature, personal stories and anecdotes, historical narrative, just gossip, she'll take everything as long as it has some kind of beginning, end, and meaning. When Kesara lies, which is reasonably often, that's what she sees it as - telling stories, making up a more interesting, useful, or meaningful reality than the one at hand. How can that hurt?


Flavor Abilities: None. While her learning Tocharian has begun to subtly affect Kesara's mind, the change is still negligible, and wouldn't come into effect in Norfinbury anyway. Her skill with languages is exceptional but not superhuman, and also isn't really relevant THANKS TRANSLATOR MICROBES.

Suitability: Although young, Kesara has some experience with physical hardship, hostile environments, and constant danger - the Central Asian deserts may not be quite Norfinbury-awful, but they can get pretty close. She's plenty practical and sensible enough to adjust with reasonable speed, and it'll be interesting to see how she takes to the aspects of the world that are vastly different from her own, such as the advanced technology (I have a huge Thing for characters-out-of-time, okay.) She should be all about Exploration and Mystery, and it should also be neat to play with her thirst for stories and others' experience around the variety of people you get in a multifandom game.


RP Samples:

Network:

[About as soon as Kesara figured out the tablet, she'd set it to always be recording video. Anything else seemed like a horrible waste of the most ingenious method of communication. If they had such things back home, in Calcutta or Kabul, by golly, the things they would do! But here and now, the best use of the tablet is that it allows her to record all her explorations better than writing in a diary ever could, and the whole network by now should be used to a small girl appearing with a very serious face, narrating her daily findings.]

Today's site appears to be a family home. One of the children was very interested in dragons. At least, I think they must be dragons. I don't know why this particular dragon is so very fat.

[She turns the tablet to carefully record a view of a child's room, full of pictures of toys of what she lacks the knowledge to identify as dinosaurs. The video lingers on the apatosaurus comforter on the bed. That is, indeed, a very fat dragon.]

I also found a book. [The view moves, so that said book is revealed - a children's book, which Kesara opens to show the large letters and dinosaur illustrations within, She sighs in longing at words she can't read.] It must explain everything. Would someone read it to me? I want to know if they're meant to be real.


Action:

She is cold, abominably cold. And used to the cold, of course; how much worse is this, really, than the great Karakum? But this cold has sharper, meaner teeth. It has intent. It is determined.

Kesara knows it isn't true. The cold is just the cold, it doesn't have any of these things - teeth, or intent - and thinking that it does only makes things worse. But it's a whole different story, being cold in the desert, and in an abandoned city. A city looks like it ought to be warm. She trudges through the snow and looks at all the windows, and pictures the drapes that should be hanging in them, and the foods people inside should be eating. None of that in the desert, and that makes things much easier.

But there is also what the desert doesn't have, like her tablet, always to hand. She walks and shivers, but sometimes she stops and listens to what it tells her. Very kind, how it reads things out. It should be hard to believe that there are people on the other side, speaking through it, but she knows that they are. The way they talk is real. The things they say about where they came from are real - she knows she can fall for a good lie, but when people tell their stories it's different. Listen to more than what someone says, Lao Dian had taught. Listen to how and when and why and everything around it. She's always been a diligent student. Everyone here is real.

It's good to stop under the remains of a roof - there was a house once, but all that's left is half a room, only close to winds that come from a certain direction - and listen to people, even if she has to fiddle with the tablet and call up the still difficult knowledge of how to go back and - play, that was the word, play things again that she's already heard. It doesn't make her less alone, but loneliness doesn't bother her by itself, as long as she can listen. Today someone is talking about how to mix chemicals together to make something that cleans, and that's one of the best sorts of talk. She listens and she learns. And there's to the cold, that wicked old toothy thing.

She listens for a while. When she hears a voice that don't come from the tablet, she doesn't realize it at first. The penny only drops when she realizes that the voice is calling her, and her head bobs up from the tablet, eyes and mouth wide with excitement. Not her name, her - what was that word? Username. Someone is mispronouncing it. "Siaok!" someone's calling, which is wrong, but she's willing to let it pass considering how long it has been since her last encounter with someone in the flesh.

She hugs the tablet to her chest and breaks into a run, heading for the voice. Listening can replace most things, but people are only warm in person.

(no subject)

[personal profile] heavensreader - 2016-01-05 23:01 (UTC) - Expand
inruins: (Pleased/happy/hello)

Toriel - Undertale 1/2

[personal profile] inruins 2016-01-06 03:50 am (UTC)(link)
Player Information

Name: Sora
Age: 24
Contact Info: AIM: TrixySonicsora, Plurk: Sonicsora
Other Characters: N/A

Character Information

Name: Toriel
Canon: Undertale
Age: Unspecified in canon. Safe to assume very old due to being a boss monster.
Gender: Female
Canon Point: Post Pacifist playthrough.
Background Link: Riight here
Inventory:
-Book of exciting Snail facts.
-The clothes on her back (Blue robe with white sleeves).
-Blue dress with white flower pattern.
-Reading glasses.
-(Dog slobber covered) Cell phone.
-Loose bits of paper (grocery list, phone numbers, directions, etc).
-Stretched out purple cardigan

(Spoilers below for Undertale, avoid it you haven't played the game!)
inruins: (Laughter/punster)

Toriel - Undertale 2/2

[personal profile] inruins 2016-01-06 03:50 am (UTC)(link)
Personality: ‘Motherly’ tends to be the first word that pops into people’s heads when it comes to describing Toriel. If anything, that rings incredibly true, Toriel is compassionate and kind to monsters (and people alike). In game she encourages Frisk to use mercy. She wants to handle things peacefully as possible and ensure others safety.

She is empathetic and genuinely wants the best for people, she will consider others feelings before her own a good amount of the time. Even then, she knows peaceful solutions won't always happen. She has grown past the age of believing things can always be solved peacefully. Whilst diplomacy is always her first move, she won't hesitate to protect herself when threatened. Self preservation is not something she will throw aside without some serious consideration.

When given the chance Toriel is the sort of boss monster who honestly wants to solve things diplomatically. Toriel was the backbone of the monster kingdom for a reason, whilst Asgore hesitated, Toriel would step forward and make a decision. She would rather do something than sit on her hands more times than not. In one of many neutral endings Toriel will step up to take up rule to try and keep peace with varying results depending on who the player has killed/has not killed. If a rebellion takes place in a neutral ending, Toriel peacefully steps down and heads back to the ruins. If unopposed she will step in and take control, implementing kindness towards any humans and being more active when it comes to ruling the kingdom.

Toriel isn’t all business of course, she has a sense of humor. She relishes in terrible jokes. Toriel is genuinely a dork when it comes to puns. Given a chance she’ll excitedly lob a joke or two herself. She finds joy in something silly and so simple. She befriended Sans in game purely on terrible knock knock jokes. The two readily tease each other and send Frisk ridiculous texts in the Pacifist ending. Toriel will send Frisk texts ranging from genuinely checking in on them, to terrible jokes about forming a band with Sans.

Even with all the good, Toriel buries a lot of undealt with anger and sorrow. The death of her children along with her disgust at Asgore has left a hole behind that she cannot mend properly. Toriel deals with all of this by isolating herself, in turn pushing away from Asgore and monster society as a whole. Her frustrations at them for whole heartedly accepting the new war left her feeling embittered. She would rather be alone than go along with more bloodshed. She lets her anger guide her decisions when it comes to her ex.

Toriel is the kind to hold anger close to her chest and not let go of it very willingly. In the pacifist end game, any dialogue that involves Toriel remotely talking to or about Asgore tends to be her stonewalling his presence/outright insulting him. Forgiveness is not something that is easily earned in some cases when it comes to Toriel. Violating a principle she holds dear will set her on holding a pretty solid grudge.

Toriel naturally is incredibly emotionally compromised thanks to her children's deaths. Toriel knows what humankind is capable of, even then she still tries to save human children from dying. All of this has led her to acting with grief as her driving factor, building her new life around the goal of saving even one child. Each failure only makes things incredibly worse for her, amplifying the issue each time. It makes her more stubborn and more upset, but she keeps pushing herself to try and make the situation work somehow. This is very clearly shown by the fact her first reaction to Frisk asking to go home is to rush off to try and destroy the only exit to the ruins to prevent Frisk from leaving. Even if saving a child means acting irrationally or refusing to let them leave the ruins without some kind of fight. She demands Frisk prove themselves to her when they follow after her.

She knows deep down she isn't being fair, but the urge to protect them overrules her rational thinking completely. When in the thick of her emotions, she can lose herself and rationalizes poor choices in order to make herself feel less guilt. In the end she knows it's wrong and will admit it to herself given time. For all the anger and sadness, Toriel cannot lie to herself which only makes the weight she's feeling worse. This shows very clearly in the Pacifist playthrough when Frisk has to fight Toriel. She laments during battle, 'Pathetic, is it not? I cannot save even a single child.' Reluctantly ending the fight and letting Frisk go out into the underground. Even in the No Mercy run, Toriel still offers guidance to avoid Asgore as she is dying. Offering a final 'Be good, won't you?' before turning to dust.

By the end of the Pacifist playthrough, Toriel has been given freedom she never expected and a new life. New friends and a child to care for. It's put her in a somewhat better state of mind and back in contact with the world as a whole.

Flavor Abilities: She’s a giant goat. Toriel is covered in heavy white fur, small budding horns atop her head. Its implied heavily in game she's incredibly old/has been alive since monster kind has been sealed into the mountain for centuries.

Toriel is also adept at fire magic (which won't work here).

Suitability: It is heavily implied Toriel survived through the human monster war before in game events and the trek to build a functioning civilization underground. Alongside that she also has dealt with large amount of isolation whilst living in the ruins. She's a hardy kind of person who makes the best out of a bad situation.

Emotionally she’s incredibly stable when it comes to survival. Even if she'll likely be annoyed/upset at being displaced, she'll manage. She's only emotionally fragile when it comes to children somehow being in danger. Even with the Pacifist ending in affect, she'll react incredibly badly to the death of a child. It won't destroy her but it will anger her.

Toriel would be definitely interested in other monsters and want to find some answers regarding anomalies. Alongside that she would want to find out just why and how everyone ended up here.


RP Samples: Some threads with Sans & Frisk!

Network Sample:

@Snailfan89 [Text]

I suppose this is an odd request to make, but what would you say your favorite pie flavor is? I'm curious. I also would not mind exchanging recipes if anyone wishes to. If we save up enough supplies I'm sure we could make a pie or two.

I am partial to snail pie myself. With this weather, it is very unlikely I will find any snails to make pie. Very sad but true. Snails are not ones for weather this extreme. Lets hope it clears up soon! A meal from home would be very comforting indeed.

Sincerely, Toriel.

(no subject)

[personal profile] inruins - 2016-01-09 03:36 (UTC) - Expand
beanstalk: art by <user name=1529296 site=pixiv.com> (Default)

kanda yu . d.gray-man

[personal profile] beanstalk 2016-01-07 06:02 am (UTC)(link)
Player Information

Name: hoshi
Age: over 18.
Contact Info: [plurk.com profile] crumbling
Other Characters: none.

Character Information

Name: kanda yu
Canon: d.gray-man
Age: 19
Gender: male
Canon Point: end of chapter 217
Background Link: http://dgrayman.wikia.com/wiki/Yu_Kanda
Inventory: The clothes on his back, his worrywart of a golem, and Mugen, which will be unavailable to him in Snowblind.

Personality: Kanda can be considered a loner of sorts. He's anti-social, cold, stoic, arrogant, and wants nothing to do with anyone. He prefers to work alone, to keep himself at a distance from everyone else. He doesn't need or require friends, after all. When he's around people that openly show emotion he's unfamiliar with - like Allen or Johnny - he flat out doesn't know what to do. Though he's seem moments later after such display of emotion,for example, hitting Johnny with the hilt of his sword to get him to knock it off. Chances are he'd do something similar to everyone else, save Lenalee. She's most likely the only exception for everything Kanda Yu.

Things are done, for him, his way, and thus often goes onto missions alone, often leaving behind the accompanying Finder. Exorcists are not saviors, in his eyes; it is not their job to play God. It is their job to collect the Innocence and kill whatever Akuma happen to get in the way. If someone got injured, that was their problem, not his. He claims not to care, but as the series progresses, deep down he actually does care about his comrades, although he almost never shows it. However, if his fellow Exorcists get in his way, or don’t want to let him do things his way, then he isn’t afraid to let them know. He’ll even go as far as activating his Innocence to get his point across.

Kanda also isn't the brightest, either. More often than not, he'll forget about what's in front of him in favor for arguments and stupid rivalry. This is shown the most whenever Kanda is referred to by his given name, Yu. It's one of the many things that he hates, and because of such he only introduces himself as Kanda. Lavi, surprisingly, along with General Tiedoll, have been the only ones to call Kanda by his given name and walk away from the ordeal (though, Lavi is the only one Kanda manhandles) relatively unharmed. Other than being called by his given name, Kanda hates a lot of things – in fact, he says there’s too many things he hates, he can’t even list them all. Among his 'most hated' list are people who are cursed and those who cannot keep their promises.

Let it be known that he's like this for...most of the series.

While it's unknown as to why Kanda hates those who are cursed (such as Allen Walker, for example), guesses can be made about Kanda's hate for those who break promises. Kanda made one to himself - practically making it his life's goal - to search for and find someone from his past life. Watching as simple promises, such as protecting a life, get broken pisses him off to no end. In fact, Kanda even states that he hates people who break their promises more than idiotic, naive people. Who can one trust - or even rely on - in war if a simple promise can't be kept, after all?

Kanda can also be considered to be in the "rebellious teenager phase," what with his lack of respect toward others, and especially authority. In fact, the only adult that Kanda actually respects is his teacher/master/general, Froi Tiedoll. He'll easily go against orders from other figures of authority, such as Komui or the head nurse, as it just goes against doing things his way.

While Kanda was fighting against Alma Karma, he was seen to only express one single emotion: anger. He completely shut down his thinking process, focusing – embracing – only on the anger he felt towards Alma, and as the fight wore on, it became obvious that Kanda would not stop until Alma was dead. Allen tried to interfere, however, even commenting on how Kanda had a "funny face" (perhaps to tentatively lighten the mood or to get a reaction from Kanda – which failed) and observed that Kanda had shut down because "it hurt too much to think."

Once Allen managed to snap Kanda out of it (getting stabbed in the process). Kanda is seen losing the will to continue the fight. Rather, he tries to protect him whenever Allen's Noah starts to awaken by getting him out of harms way.

After recovering from Alma's failed self-destruction attempt, he's seen escaping with Alma with Allen's help – to which Kanda says "Thank you, Allen Walker." It is the first time Kanda has called Allen by his rightful name and not "beansprout," and to this day it is the only time he has done so.

With Allen's help, the two flee to Martel, where they could be alone during Alma'as last moments without the church, without Innocence, without anything to do with the war they were created to fight for. It is to be speculated that sometime between the Noah Wisely tampering with their memories and Allen's interference during the fight, Kanda came to the realization that Alma Karma holds the soul of the woman he had been searching for his entire life. Together, they spend time together with Alma in Kanda's arm until Alma finally succumbs to the dark matter consuming him. When he does go, Alma tells Kanda that he loves him, and Kanda returns the sentiment in his own way, while tearing up, to both Alma and the woman whom he was in his past life.

When Kanda returns to the Order three months later, he doesn't seem to have changed much. He's still rude (shown by calling Lenalee 'ugly' from crying so much), still butts heads with authority (particularly Lville), and still prefers to do things his own way. The changes in Kanda seem to subtly show, though. Where he most likely wouldn't have done anything before, Kanda saves Johnny from a bad run-in with the Crow, however after rudely declares he's joining Johnny in his search for Allen Walker by literally getting in his face.

Later, after a brief run-in with an Akuma, Johnny asks Kanda why he came back when he was finally able to free himself from the Order. Being the one to awaken the Fourteenth inside Allen, Kanda tells him that "this regret simple won't let me die peacefully." His hatred for the Order had outweighed his hatred for the Noah to the point where he did absolutely nothing when faced with Allen's Noah transformation during their mission in Paris. He didn't even care enough for the Order to report it to Komui. It's something that now weighs heavily on Kanda's shoulders, and is something he wants to settle seemingly as soon as possible. Even though he's wearing the Order's uniform again, it's something that he has chosen to do, orders be damned.

Allen and Kanda have...a special sort of relationship, starting from the very first day they met. They never got off on the right foot, always at each other's throat. Kanda had made it more than obvious that he hated Allen for various reasons, and more often than not, when they argued they would start fighting and have to be pulled apart by other members of the Order. The longer Allen was around, though, and through the few missions they had been sent on together, though, they gained not only an odd rivalry of sorts, but an equally odd - if not more dysfunctional - sort of... comradeship. Enough so that Kanda does thank him and address him properly, eventually, and does seek him out after returning to the Order.

You could say that their odd rivalry friendship ...relationship has lead Kanda to get the urge to slice up a seemingly innocent street performing clown - poor clown! - which only grew stronger the longer he looked at said clown. The clown was eventually revealed to be Allen, and after preventing him from running, the first thing Kanda did? Violently use a towel to rub the makeup off of Allen's face to check and see if the other had become a Noah or not.

When he's seen watching Johnny tend to an unconscious Allen, Kanda thanks him for being there for him before leaving. It could be that it's more than Kanda himself could offer (since his only offer was to yell at Allen some more to wake up), but though he left after giving his thanks, it could be implied that watching them stirred something. Kanda doesn't give his thanks out for free.

Though Kanda used to leave his comrades be, even if injured, he's shown at this point that he's willing to aid others, as shown by him giving Johnny some of his blood which has some (though depleted) healing abilities, something he had discovered after accidentally dropping blood into one of Noise Marie's head injuries and witnessed it fully healing him. It's not something he wants to be known, but it's also something he isn't afraid to use, either, should he feel the need to.

Kanda also declares the Fourteenth as “his to kill,” though doing so would also likely kill Allen in the process. Perhaps a kindness, as Allen had preciously told the other Exorcists to kill him should the Fourteenth awaken within him. As he was the one to fully awaken the Noah within Allen, he sees it as, not as his duty, but his responsibility to be the one to kill the Fourteenth.

Flavor Abilities: Nothing particularly flavorful. All of his abilities revolve around his blood and innocence detailed further here.

Suitability: Kanda was born into the Black Order as a soldier. He was grown into that role, and is used to fighting for his life and traveling. Though he is a loner, he's reluctant to allow people to work with him. He's harsh, much like the conditions of Snowblind. He's a jerk with good intentions, even if it rubs the wrong way. He enjoys a good fight and would have no objections to fighting against any monsters that get in his way. He's also spent several months of his life out of his environment canonically, presumably living on the streets and fending for himself during his absence.

RP Samples: Test drive! Network one, network two.

Re: ACCEPTED

[personal profile] beanstalk - 2016-01-09 04:21 (UTC) - Expand
prazerbutterfly: (Default)

Tyki Mikk | D.Gray-man

[personal profile] prazerbutterfly 2016-01-07 07:38 am (UTC)(link)
Player Information

Name: Desh
Age: 29
Contact Info: [plurk.com profile] mister_hyde, this journal or AIM @doctorkazu
Other Characters: N/A

Character Information

Name: Tyki Mikk.
Canon: D.Gray-man.
Age: Estimated 26. Birthday Unknown.
Gender: Male.
Canon Point: End of Chapter 211.
Background Link: http://dgrayman.wikia.com/wiki/Tyki_Mikk#History (Manga Only).
Inventory: -Noble's Attire
-Cigarettes & Matches.
-Pack of Poker Cards.

Personality: One of the most important things to Tyki is his family which, in his eyes, are the other Noah besides himself. This especially is true for Road Kamelot, his adopted niece. He also generally gets along with the Millennium Earl without any consequences or signs of punishment when he is lazy, screws up, goes against orders, or fails missions. Even going so far as to call the Earl names or make jokes on his part, the Earl tolerates him to a high degree, even assigning him the adorable pet name of ‘Tyki-pon’. Largely because of this odd amount of acceptance and support, Tyki doesn’t seem to fear anything or anyone, enjoying and making the most out of the pleasures of a good fight. He enjoys the taste of apples and, even when portraying a gentleman, will eat a raw fish right out of a stream or pond.

Tyki was once human and, like every other human, contained the genes of Noah. Before the beginning of canon these genes awakened inside of his human body, and with them he obtained extraordinary powers and the supposed memories of Noah. Unlike his fellow Noah incarnations, he looked strangely like another Noah before him named Nea, though didn’t seem to have any recollection of how or why until Wisely (another Noah) mentioned it to him. His Noah memories give him a very deep and well-known hatred for God, Innocence, Exorcists, and humans. Contrary to that, Road calls it ‘frightening’ when the other Noah ask if it is hard for Tyki to kill humans when he has human friends. He generally is different from the other Noah, seeming more human and reluctant to acknowledge or accept the Noah (his is named Joyd ) inside of him to the point of repressing his Noah all together. Even the Earl was happier when Tyki’s Noah awakened further, remarking how he couldn’t wait to see more of it and claiming that Tyki had so much potential if only he would bond with it more.

Tyki carries on with both his dark (Noah) and light (human) sides. Once having obtained the title of Noah, most completely rid themselves of their former human sides. Having both sides is what Tyki considers fun and what makes life interesting and enjoyable, but he’s extra careful in keeping both sides apart as much as possible. Tyki doesn’t want to lose either his human or his Noah life.

His white side seems to be your everyday, average Portuguese joe on the streets. Working from job to job, he travels with three other friends, picking up any odd job to pay for their dinner for the night. In canon, their most frequent way of making a living was mining. Basically a hobo, he’s friendly to others around him and takes care of his friends, especially Eeze, the youngest of the group. Following that appearance of a wayward man, he generally looks fairly messy, from his bulky clothes to his shaggy, shoulder length broom-like hair. His speech changes hovers at an informal drawl, rude and full of slang. He seems generally happy and well off even with this choice of lifestyle. Not willing to accept handouts from Allen and not attacking Exorcists clearly marked with the official coat, his determination to stick to this way of life and keep both sides of himself apart shows clearly. As a side hobby, Tyki has fun gambling, mostly with cards at random places, or even on trains. When apart from his friends, he wonders how they are doing and hopes they are well off without him. Knowing he’ll be playing with his dark side a little more than usual, he remarks on how he cannot wait to see them again.

As for his darker side, Tyki is the Noah of Pleasure. Cleaner, neater, and formally dressed with a proper way of speaking, he portrays an upstanding gentleman well, bearing the title of Lord Tyki Mikk. Still rather laid back in his own way, he’d rather keep things at his own pace and, most importantly, to his own pleasure. As a good example, he complained that the distance was too far when the Earl wanted him to travel with him as his servant, but he was ready and willing to go immediately when given a list of names to ‘delete’. Cruel and cold, he enjoys killing humans, unlike his white self. His methods are rather sadistic, long and tortuous, usually ending with his victim and prey being thoroughly mocked, teased, and harassed. He wants them to know they are going to die and wants to see them fear him in their last moments. When Allen Walker doesn’t exhibit any fear at all when threatened with death from having his heart removed, it ruins Tyki’s mood completely. Another note to mention is that Tyki never really gets ‘serious’ during a fight until his Noah is threatened. Only then will he use powers he doesn’t normally utilize to protect it. At that point, his mind is focused only on the kill and his usual methods of teasing and taunting are removed.

Unfortunately, having two sides can cause a great deal of conflict, and Tyki will often contradict himself. At times he won’t lift a finger to save a person no matter how much they beg, and yet if he cares about the person, he’ll risk his life to save them. To some, he can be rather relaxed, sitting down to talk and share the information about himself and what he knows, before attempting to murder them in the next breath. Rather selfish, Tyki will usually only do and act on things that suit him over others, but he can be giving if he likes the person at the moment. Or if he is in the mood to be giving. Or if he is outright flirting. He’ll lie, cheat, steal and manipulate any situation to get what he wants. While he hates Exorcists, he seemed reluctant to hurt a female Exorcist when first confronted with them. Using a female mostly as bait, he goaded their fellow Exorcists with a threat to kill her but didn’t when given the right reaction. Blending usually occurs the most when it comes to his vices or the things that give him pleasure. As a human and as a Noah, he smokes, drinks and gambles- both with cards and the lives of others.

One of the biggest cases of contradiction yet again involves Allen Walker. While looking at the boy he generally makes Tyki want to punch him in the face. He often greets him with a warm smile and a small quirk or two upon arrival. When saving Allen within Black Order Headquarters, Tyki was a little jealous that the exorcist paid attention to Road more than him. Because Allen shows no fear towards him when they first meet while Tyki is in his dark side, he makes him suffer by tearing off his arm and allowing a Tease to bite a hole into his heart. He wanted Allen to bleed out slowly and die. Right before Tyki is exorcised, he tries in earnest to kill Allen again. Later on, when Allen is taken captive by the Black Order, Tyki breaks into their headquarters (along with Road) to rescue him from Apocryphos, ultimately risking his life against the dangerous weapon of Innocence.

Despite the contradictions, Tyki’s actions are usually taken on a whim no matter which side, light or dark, is currently on hand. This whimsical style of his is often influenced by who and what is around him at the time.

Flavor Abilities: His glamour usually allows him to blend in with normal humans by replacing his grey Noah skin with a soft tone of Portuguese brown. He can switch from grey skin to brown skin in an instant. While it also allows him to change forms from his White side(hobo appearance) to his Black side(noble appearance) I will be limiting this to his Black Side only as not to give him too much of an advantage of being able to switch clothes and forms.

He won't be able to change clothes and will be limited to changing his skin tone from grey to brown to grey again.

Suitability: Tyki is use to traveling a lot in both jobs he receives from the Earl or on job hunting missions as a hobo with his friends. As a noble he usually gets around with the use of the Earl's Ark but while at his destination he is often the information gatherer and hunter. Most of what he does is purely on a whim or if he's bored enough to want to. During his hunt for Innocence or Exorcists he is use to harden fights and extreme conditions from blood loss to pain. He can take out just as much as he can dish out. While snowblind doesn't have any monsters in its setting currently Tyki is a survivor and will do whatever it takes to do so.

As a hobo travels in his white side form he spent a lot of time scavenging for money, food, jobs and shelter with his three comrades/friends even if it meant spending a night around a fire barrel or the back of a train cart under hay. While he will dearly miss his family and their comfort and presence he can and will survive on his own or will seek potential people to travel with.

RP Samples: Sample One & Sample Two

Re: ACCEPTED, NOTE

[personal profile] prazerbutterfly - 2016-01-09 04:40 (UTC) - Expand
meteorrains: (That Boy Is A Monster)

Cloud Strife || Final Fantasy VII: Advent Children || Reserved

[personal profile] meteorrains 2016-02-01 05:13 am (UTC)(link)
Player Information

Name: Anya
Age: 26
Contact Info: [plurk.com profile] appropriatemetaphor
Other Characters: None

Character Information

Name: Cloud Strife
Canon: Final Fantasy VII Compilation
Age: 23
Gender: Male
Canon Point: Post Advent Children Complete
Background Link: Cloud Strife Wiki || Final Fantasy VII Wiki

Inventory:

- Pair of black combat boots along with a set of utterly useless straps
- Pair of thick black socks
- Pair of jeans
- Zip up black sleeveless sweater vest
- Leather gloves - one is longer than the other
- One ear ring, shaped like the head of a wolf
- One pauldron
- Leather straps that hold on his pauldron
- One decorative wolf head that attaches to the pauldron
- One piece of dark fabric with leather straps that has literally no function what so ever which wraps around his waist and covers his left leg
- One piece of dark fabric that wraps around his left arm like a sleeve
- One leather belt
- One pair of sunglasses
- One utterly ridiculous harness which is meant to hold all six fusion swords which make up First Tsurugi at the same time
- One pink ribbon

Personality:

There are two very distinct, very different Cloud's that need to be discussed when talking about his personality and the many factors that come together to make him who he is.

Suffering from severe memory loss brought on by mako poisoning, he is originally presented as being cold, arrogant and uncaring. Someone who is purely in it for themselves and is only willing to help whoever can pay the desired price. He doesn't seem to truly care what happens to the planet, weather it's destroyed or not really doesn't have anything to do with him. Not remembering his actual identity or any of his past relationships, he takes on the personality he imagines is most fitting for a First Class SOLDIER - a mixture of what he recalls of Zack with a hefty side of selfishness.

Although he knows, deep down, that something isn't right with the way he's acting, he chooses instead to surpress it, changing aspects of the past as he goes. It's only after Tifa helps him reform the pieces of his shattered memories that the true Cloud actually emerges.

Cloud's true personality is a sharp contrast to everything stated above - kind, caring and opened minded. Completely loyal to a fault, fiercely protective and utterly selfless, often hiding his own emotions and pain in order to better help those he cares about. And he does care, immensely, about those he's formed bonds with. As he states himself during his last battle with Sephiroth - there isn't anything that he doesn't cherish.

Cloud is kind to just about everyone he meets - he didn't give a second thought to helping Denzel, a boy who had been left abandoned and suffering from Geostigma after the destruction of Midgar. Determination is often the only thing that sees him through - the knowledge that if he stops fighting, everyone he cares so much about will suffer greatly because of his failure. It's determination that's carried him through most of his life, forcing him to keep going even when he didn't think he could.

In Advent Children, we see a more somber and almost sad part of Cloud. Crushed by the enormous weight of guilt over those he's lost (Zack and Aerith, more precisely) and his inability to protect those he cares about as much as he would truly like to. During this period he contacts something known as Geostigma - and it truly becomes the straw that broke the camels back. He becomes more reclusive, deliberately staying away those he cares about most as his feelings of helplessness grow despite how much he dislikes being alone.
He struggles greatly with trying to live up to the promise that he once made Zack - that he would, in essence, be his living legacy. That he would remember his pride and his honor as SOLDIER. Zack died in order to protect him, because he was too weak to do so himself, and the guilty hangs heavily on his shoulders. A huge bulk of his guilt comes from Aerith's death and not being able to protect her when he should have done so - he states that he let her die, taking the blame entirely for another of his perceived failings.

In the end, it's his friends and their show of loyal that give him the strength to keep fighting and help him realize that the only person he needs forgiveness from is himself. This is a reoccurring theme in Advent Children - Tifa is the first to push him, reminding him of what he stands to lose if he continues to lose himself in the past and his own memories. During the battle with Sephiroth, there's a brief moment where Zack appears behind him reminding him that he is strong enough to help those closet to him and to beat whatever opponent he faces. All of this combined, along with confirmation from Aerith herself that she didn't blame Cloud for her death, helps him to start the healing process and to begin to move on.

There is, however, buried deep within all of that, a much lighter side to Cloud. He's down right sassy from time to time in the original game and displays a sort of dry, ironic humor. He calls Barret a bear wearing a marshmallow at one point, and even willingly cross-dresses in order to save Tifa from Don Corneo.

There's a stubborn streak about a mile long - once he puts his mind to something, nothing has any hope of changing it. He also displays an ability to be optimistic and to reassure those around him. He also makes some pretty reckless decisions and sometimes reacts without thinking things through. He tries to hide his illness instead of seeking the help of his friends - and while he did it, mostly, to protect them from the pain and sorrow his suffering and death would bring, he doesn't really think it entirely through, using a series of excuses that only ends up hurting them more
meteorrains: (Can I Read Between The Lines)

Cloud Strife || Final Fantasy VII: Advent Children || Reserved

[personal profile] meteorrains 2016-02-01 05:14 am (UTC)(link)
Flavor Abilities:

While Cloud will lose all of the shiny enhancements he gained from being injected with a mixture of mako and Jenova cells, he will retain his naturally honed skills: He's proficient with a sword - we see him primarily using a broad sword in the original game and a mixture of great swords and katana's in Advent Children - and it's where the bulk of his natural fighting strength lies. He does know hand to hand combat, although certainly nothing exceptionally specialized. As far as technology goes, he knows his way around a cell phone, even if he never seems to answer his own. There's nothing advanced there, just the essentials of how to operate them. He grew up in a small mountain town, so he likely has some basic survival knowledge and knows how to handle himself in the snow.

His eyes are also a bright, shining blue. Literally shining. They could probably be seen from outer space. Or, more seriously, could at least be picked out in the dark, given the other person was close enough.

Suitability:

Cloud's story is one of perseverance, if absolutely nothing else. He's been through a lot in the short span of his life, and he's always come through the other side - although typically worse for wear. He doesn't always make the greatest of decisions, and can often react to something with out thinking it completely through. However, he truly cares about the bonds that he's formed and is firecely loyal to and protective of those he calls his friends, even going so far as to hide his own pain and emotions in order to help them.

This all plays in very well with the setting in Snowblind - especially when it comes to exposure effects. He's already shown once that he's more than willing to hide an illness from those closest to him, and would no doubt try to do so again. It's also been stated that he dislikes being alone, so prolonged isolation will likely have some interesting effects.

It's also been an exceptionally long time since he's been (what is considered) normal. He relies pretty heavily on the abilities given to him by mako and the Jenova cells - enhanced stamina, increased strength - as well as the magic wielded through material, something which he'll no longer have. It'll definitely change the way he goes about things, from being forced to constantly think about survival to the way he would handle a monster attack.

While not particularly good at making friends, he is pretty kind to everyone he meets (until given reason not to be, anyway). He has a pretty diverse group of friends back home, and works well with others. Searches will also be something of interest to him and something he will likely participate in often.

RP Samples:

Sample One: Test Drive Top Level || Sample Two: Action Sample

REVISIONS

[personal profile] meteorrains - 2016-02-07 23:09 (UTC) - Expand

(no subject)

[personal profile] meteorrains - 2016-02-12 03:43 (UTC) - Expand
betterlogoutand: (//136)

Haseo | .hack//G.U. | Reserved

[personal profile] betterlogoutand 2016-02-01 05:41 am (UTC)(link)
Player Information

Name: Lavvy
Age: 23
Contact Info:
[plurk.com profile] BlueFlewFedUQueen
Skype: BlueFlewFedUQueen
Other Characters: N/A

Character Information

Name: Haseo (Real Name: Ryou Misaki)
Canon: .hack//G.U.
Age: 17
Gender: Male
Canon Point: Early vol.2, after escaping the AIDA server
Background Link: .hack//WIKI

Inventory:
Only his clothing, which is mainly composed of belts, tight leather, more belts, and bits of heavy armour attached to the belts. He has a minimum of 52 belts on this outfit so if anyone ever needs a belt DAMN does Haseo have you covered (literally, in belts).


Personality:
Haseo is, first and foremost, a huge antisocial jerk. He's brash, rude, and selfish, always working to become stronger and taking down anyone who gets in his way. He prefers to play solo, rejecting and pushing away others when help is offered, and quick to complain whenever he's forced into playing as part of a team anyway. Despite his abrasive attitude, however, Haseo is actually a pretty decent guy all around (even if he gets super embarrassed when he's caught being nice to anyone). For all his complaining he's never the type to ignore a person in need, and he always shows up to help when asked. He's extremely protective of his friends and despises people who look down on others. He started his career as a PKK to obtain information on Tri-Edge, but protecting the weaker players of The World was also part of his motivation. Children are another soft spot for him, and he tends to act like slightly less of a jerk when talking to kids.

It takes a long time for him to open up to anyone, but when he does he's a very honest person. Haseo is incredibly blunt and to-the-point, and though his criticisms are usually harsh he's always looking out for the best interests of others. He is also extremely emotional oh my god this kid cries so much it's unreal. In a way, his jerkish selfish attitude is just a sad attempt to cover up how much of a delicate crybaby he is. He is so tsundere it's probably unhealthy. He might act tough and uncaring when beating people up in video games, but that act shatters into a million goddamn pieces the second someone is in real, actual danger—hell, when someone might be in real, actual danger, considering how badly he flips the fuck out when Shino gets killed by Tri-Edge, long before Haseo should have any idea what's actually going on there. Apparently, seeing someone's online avatar explode is grounds for spamming their voicemail and bawling all over your computer while screaming their name dramatically. Yeah. Haseo doesn't deal well with people getting hurt.

He is also super-competitive, and very easy to rile up. When Haseo sets a goal for himself he doesn't stop until he succeeds, often reaching a point of unhealthy obsession. Whether it's gaining more power, rescuing his comatose friend, or grinding for days to reach the top PvP rankings just so he can beat up some jerk who told him off, once you get Haseo going he's guaranteed to keep at it until he succeeds. He's very hard working, never the type to cheat his way to victory or lie about his accomplishments.

Haseo also tends to repeat things. A lot. He likes to remind himself of things out loud so he doesn't forget. He usually does this in his head but sometimes it creeps into his speech. It's kind of annoying.

There is also the small matter of Skeith. Skeith is an AI connected to Haseo within The World (who is also actually himself through shenanigans, .hack is confusing). Being an AI programmed only to destroy and invoke fear in others, Skeith encourages Haseo to act more genuinely assholish and violent, and also causes him to be more emotionally volatile when under its influence. It tends only attempt to take control when its host is in extreme distress or under highly negative emotional states, although Haseo is also capable of resisting those attempts if needed.

Skeith is intelligent, but very shortsighted. It will do whatever it takes to preserve its own existence, so its unlikely to be drawn out unless Haseo is met with something that he can't handle on his own and his life is at risk. Otherwise, Skeith is perfectly fine with remaining a backseat observer and pushing its negative influence on Haseo's mind.


Flavor Abilities:
  • Since he's inhabiting the body of his MMO character, he is actually very fit physically despite being a lazy teenager IRL. He also has a bit of muscle memory for combat. If you handed him a scythe/broadsword/twinswords, he could give a pretty decent impression of having any idea what he's doing without actually having any idea what he's doing.

    Sadly, his skills would fall apart completely in any real combat scenario. A more experienced fighter should easily be able to tell he's inexperienced, though they might at least be convinced he's had some form of training.

  • Haseo's Avatar, Skeith, remains connected to his character's mind. While he may be unable to summon Skeith's Avatar body or use any of its abilities, he still receives influence from Skeith and can call out for its assistance in emergencies (though it may take some time for him to figure out this is an option, since at this point in his canon he's not really aware of Skeith's intelligence). Skeith can still take over Haseo's body, and Haseo can likewise resist Skeith's attempts to do so.

    As for what Skeith could actually do that Haseo can't on his own... Skeith is an advanced AI, so it's not held back by things like fear or morals. Skeith's influence isn't inherently a bad thing, since it can also be used to push Haseo forward even if he's on the verge of a breakdown. Skeith can fight a hell of a lot better and prefers scythes and staves, though its also been known to straight up claw the shit out of people. It has a very wild, barbaric fighting style.

    Although it can't use Data Drain, Skeith is still skilled with hacking and working with computers. It would probably take a hell of a lot of convincing to get the AI to cooperate with anything, though (and Haseo isn't about to ask), so this may or may not ever come up.

    Also, calling for Skeith causes Haseo to light up like a Christmas tree, so that's something.

  • The amazing ability to speak in emoticons.

  • He can still access all his game menus. Except they don't actually do anything now, and no one else can see them, so all it really means is that he can make himself hallucinate on command.


Suitability:
Simply put, Haseo is not at all prepared for survival under extreme conditions. His notable skills include being really good at video games, screaming loudly, and maintaining an entry-level customer service job. He tends to panic very quickly when people get hurt around him. He is bad at dealing with stress. He is bad at dealing with people. He is right smack-dab in the middle of his rebellious teenager phase. His default outfit is composed almost entirely of belts, metal, and uncomfortably tight leather. There is pretty much no way he is going to handle anything well on arrival, he is doomed to be a trainwreck from the start.

But despite all of his weaknesses, Haseo is a determined individual. Okay, so maybe he's bad at being a survivalist, but if it's a choice between being a burden on others or getting his shit together, damn right he's going to find a way to improve himself. It's going to take some time and hard work for him to adapt, but he's not the type of person to give up easily. Combined with his selfless tsundere personality, he's bound to end up being that guy who takes pity on every helpless newbie that shows up.


RP Samples:
One (Network/Action)
Two (Network)
Three (Action, a little old and crusty)

Re: ACCEPTED

[personal profile] betterlogoutand - 2016-02-06 07:31 (UTC) - Expand
harlequinofhate: (Go big or go home.)

The Joker | DC Comics | Reserved

[personal profile] harlequinofhate 2016-02-01 06:08 am (UTC)(link)
Player Information

Name: Psi
Age: well over 18
Contact Info: [plurk.com profile] PsiYamaneko or Private Message
Other Characters:
Lord Haurchefant Greystone | Final Fantasy XIV | [personal profile] silverfuller

Character Information

Name: Joker (real name unknown)
Canon: DC Comics (New Earth continuity)
Age: ?? (going by the sometimes confusing timeline of the Bat books, his own guesstimate would place him in his mid fifties)
Gender: Male
Canon Point: Shortly after the events of Salvation Run
Background Link:
Batman Wikia article
DC Wikia article
Inventory:
-his clothing
-a deck of normal playing cards
pretty much anything else on him at the time would have been weaponized and thus confiscated (poison lapel flower, razor blades, pistol, bladed cards, lethal joy buzzer, assortment of knives)


Personality:
I can tell you this though, he loves what he does. I've seen him saunter into a room and then stop just to listen to those first curious whispers and savor how quickly they turn into screams. It's candy to him, a sip of rare wine, the chorus of a favourite song. Blood in the water. Then his eyes dart around until they lock with the person who is scared of him most. His grin widens, he moves forward like a comic going into an old routine, and God help the poor soul he chooses.


Who is the Joker?

Ask anyone in Gotham and they will respond with either "a monster" or "incredibly annoying" depending on what side of the law they're on. Either way, it's not much of an answer.

To their credit it's a hard question. Michael Shurtleff once said “Consistency is the death of good acting”. The Joker certainly is an adherent to this rule as he seems to alter his methods whenever convenient, making him an unpredictable criminal. Some days he is a harmless prankster, others a violent murderer and he can rapidly vacillate between the two depending on his emotions and what he thinks is funny. This fluidity makes him dangerously adaptable. Some people even suspect that he has gone so mad that he is coming back at sanity from the other direction. He is clearly hyper aware of himself and the world around him and even of his own role in said world. On the stage of life he's the bad guy. He knows this, accepts this, and celebrates this.

Joker is consistently sadistic, nihilistic and narcissistic. He values “comedy” beyond anything else and believes that there is no order to anything, even to his own actions. With this as a guiding principle he can behave very erratically. He may not be as likely to jump off a bridge as cross it but he is just as likely to blow it up, provided it’s funny. His obsession with what his fevered mind deems "humorous" is such that he doesn't mind falling victim to unpleasant circumstances as long as it's funny. If the joke is on him then so what? He's been known to giggle being hit by trucks or laugh at his own reflection after taking a particularly horrible beating.

Joker's views of the world stem from his birth. He was born from suffering into what he thinks of as a world of torment and darkness. To him his own existence is nearly proof that something in the universe is diseased. If the world were an inherently good place why would a creature like him be created and why would the world continue to let him live? Yes, it all must be just nonsense when you get right down to it. To him life is a horrible, nasty gag and he considers his crimes to be invitations to others to join in on the joke and see how pointless the world really is. He does not fight against suffering, he embraces it with joy as an inevitability.

Many people from Gotham think Joker's devotion to "comedy" is aimless. The man is mad so there is no true motivation for his actions. He just causes suffering because it amuses him...Right? That idea is understandable but inaccurate. Joker does have motives but he is seldom willing to share them with anyone. Why explain the joke? Most of what he does he does for the sake of humor, but in his mind the funniest things are often the most horrific. The more damage is done to a human psyche or to social standards the better. He commits his crimes without prejudice, going after men and women and rarely children with murderous intent. Killing the already disempowered and downtrodden does little to sow seeds of chaos so he rarely targets them specifically (and if he seems to he is killing them to annoy whoever his real target is) but he takes no care to make sure his crimes have no collateral damage either. His art (or criminal record as most people consider it) has a definite absurdist quality to it. Sometimes the gag only has meaning to Joker and Joker alone but the general idea behind it tends to have to do with the futility of finding reason in a chaotic world. Each new crime spree is a new performance piece. Since he does take such pride in his crimes and in messing with people he considers himself a man with artistic standards. He may joke about doing rotten things to animals but when one of his goons actually does threaten a dog in his presence he gets upset because there is nothing actually funny about killing a dog. At times his devotion to art can almost be mistaken for morality but that mistake can be a very dangerous one to make. As a comedian his sources of inspiration usually come from vaudeville acts and the comedy and radio shows of the 20s and 30s. Most modern comedy he thinks is vulgar and amateur and he feels that way about most modern criminals as well.

Though he is usually amused with whatever the situation at hand may be it takes very little to trigger his explosive temper. Even at the best of times his moods are mercurial and his emotions unstable. His better moods occur when he truly believes he is in control of a situation and, thanks to his narcissism, he usually does believe he is in control. Even when being beaten up he sometimes believes that he is losing only because he is allowing himself to. (If he isn't allowing it, then, well, it comes with the territory doesn't it? Being a comedian means taking hits from people who don't get the jokes.) People questioning his humor are sure to set him off. He has little tolerance for anyone implying he is anything less than a genius. So big is his ego that it is very easy tell if he or has not actually committed a crime. If he is guilty he owns up to it with enthusiasm and if he's innocent he will get very angry that anyone could think he'd lower his artistic standards.

Joker thinks little of his fellow humans and, in fact, seems to see the entire human species as a massive flaw of creation. Since he has no memory of his own past he has nothing that emotionally ties him to this world and the people in it. He can take lives without feeling even the smallest bit of remorse. That said, he remains a social creature by nature and craves human companionship and attention (though not necessarily affection). He is, after all, a performer and always on stage in his mind. Every performance needs an audience and it will always take at least two people to get a joke. In fact, Oracle believes this to be his primary weakness. When left to himself with absolutely no contact with humanity he becomes miserable and powerless.

Of course his lack of connection to humanity does not give him a lack of understanding. He may be constantly on the outside of society and looking in but he is a very attentive and astute observer. When it comes to working out how different kinds of people think he is a master and he loves exploiting this knowledge to make people become unhinged. Scaring people is not quite his agenda, ruining lives is. He enjoys killing but sometimes getting people to kill each other is even more fun as it demonstrates how anyone could potentially become as damaged and monstrous as he is. Really, his best gags in his mind leave people angry, guilty and ashamed if not outright insane. Someday he hopes to make Batman, a man who has vowed to never kill, kill him. It will be his crowning achievement.

In many ways it is easy to see the Joker as a complete monster but he is not. He is monstrous, certainly, and he passed his own moral event horizon ages ago. There is no hope of redemption for him and there never will be. He knows this and he celebrates it. He loves what he does and has no regrets. At the end of the day, however, he is human and has human wants and human weaknesses even if he tries to deny it. As a human he makes mistakes. His crimes may be many and horrific but ultimately he loses and ends up back in Arkham Asylum. Often, his disdain for people causes him to underestimate just how resilient and clever they can be. This error in judgment extends to superheroes. Outside of Batman he considers them all beneath his genius but many of them have dealt with worse in their day and are capable of knocking him down when the need arises. He never does wisen up about this.

Bonus Reading: Blurbs on his relationships with Batman and Harley Quinn
harlequinofhate: (One by one they'll hear my call)

The Joker | DC Comics | Reserved (part 2)

[personal profile] harlequinofhate 2016-02-01 06:12 am (UTC)(link)
Flavor Abilities:


poisonous blood: The Joker's physiology is all wrong. It was altered the day he fell into the chemicals and the fact that he tests his weapons on himself hasn't helped it much. Because of this his blood is poisonous, having properties of his Joker Venom to it. Small amounts of it are not enough to kill someone but it can still induce paralysis and a rictus grin if it enters the body. In canon he is highly resistant to all forms of poisons and chemical attacks (not just his own) but he'll lose that upon arrival. He will remain immune to poisons and chemical weapons of his own design.

pain suppression: The chemical bath means he is also in pain. He's mentioned that he is in pain all the time but he has no memory of life without pain so it doesn't bother him. In fact, no amount of pain bothers him which means he can keep fighting even when badly injured unless the injury is inherently incapacitating, like broken limbs. Not being bothered by pain doesn't mean he takes less damage, of course. He'll die as easily as anyone else. This can be a disadvantage in the long term for him since he does not instinctively know when to flee based on physical pain meaning he tends to sustain a lot of damage. That's especially a problem given that, though he fights with cunning, agility and no sense of fairness, he is not at all a physically powerful combatant. Most enemies can overpower him if he is locked in melee range without his gadgets.

long recovery time: None of the above should give him any sort of advantage in survival but it does all come with a major disadvantage. Medications have unpredictable effects on him meaning it's hard for him to find treatment when sick or injured and it can take longer for him to convalesce because of it.

He is also extremely intelligent (more on that below) and a master at deductive reasoning but this all falls into normal human boundaries.


Suitability:
Joker is a genius engineer (he can rewire TV remotes into tasers) and chemist and he has experience in biochemistry and nuclear engineering so the science of the place will intrigue him, especially once he realizes it really does have him trapped. He is also an expert at turning anything within reaching distance into a weapon. Basically, he has an extremely high intellect and can learn to be competent at many fields of study very quickly. Beyond this, however, he is an alley cat. While he is an expert at life in the city streets, in wilderness survival situations he does very, very poorly. He usually tries to bully his way into a leadership position so he can force people to scavenge for him but even that won't be an option here. Eventually, he will be forced to begrudgingly play nice with others...for a while at least. Until it stops being funny.

He will never be able to achieve the mass panic and chaos that he normally enjoys but he will still try to get under people's skin and drive people apart in this place where cooperation is key. All in all, he will be a villainous presence, but not someone who is likely to be at the top of anyone's list of concerns when just surviving another day is a massive undertaking (which will annoy him because he loves attention). Being an antagonistic character he will also have an extensive permissions and opt-out post.

The setting will make for an interesting exploration of the character. He is very clever and adaptable but isolation is his biggest weakness. This, combined with the lack of a city-wide "audience" or the presence of his beloved nemesis Batman will initially leave him declawed. He will eventually launch into some sort of new performance with time. It would be hard for him not to.


RP Samples:

Test Drive (action and network)
Bonus sample from the literal beginning of time but showing a prolonged non-violent interaction

The Joker was used to the occasional lapse in reality. It had become increasingly common practice at the Asylum to try and keep him comatose. Most attempts at landing a cure had been forgotten. Keeping him confined was more important. Unfortunately for the doctors, the clown's biochemistry was so peculiar that he routinely woke up at inopportune times. So it was that waking up with pain in his limbs and no concept of time was not alien to the Joker.

But this time when he awoke it was with an intense, painful pounding in his head. It hammered away between his ears and he curled up tightly into a ball. He was not in a bed; that was immediately obvious. He was lying on some sort of floor, he finally determined. It was unyielding and uncomfortable. And cold. The area around him smelled like ice and frozen metal. However, there were also no voices around him, nobody saying "Go through his pockets!" or "Give him another shot of Thorazine!" and he took this as a good enough start to his day.

Still, he kept his eyes closed and refused to move in case there was anybody close by who, upon seeing him awake, might want to drag him off someplace unpleasant.

When he finally decided to move, he stretched and looked around, seeing nothing familiar. Something had sprung him from the klink and dumped him somewhere else. He was not sure where. The very idea made his sides itch and he decided he'd have to find whoever was responsible and beat them silly. Ideally with a blunt object but he was not in a picky mood.

It was not that he minded being free, simply that he preferred freedom on his own terms. He thrust his hands into his pockets and stumbled through door into the bitter cold, thinking dark thoughts.

Not Gotham. He knew the skyline of his preferred habitat and this was not it. The distinct lack of buildings could attest to that.

If there had been any doubt in his mind as to whether he was still in his home, it was gone now. Something had ripped him away. Away from his gameboard, away from the pieces on it and away from Batman. Now he was God-Knew-Where. All at once he felt enraged, then depressed, then, suddenly, highly amused. It was a pretty funny joke, in a cosmic sort of way. Cruel, yes, but funny. And even if the joke was on him he had to appreciate the humor of the situation.

The clown threw his head back and his body shook beneath the force of his own howling, hysterical laughter.
Edited 2016-02-03 01:26 (UTC)

(no subject)

[personal profile] harlequinofhate - 2016-02-06 06:50 (UTC) - Expand
ratherastory: (Default)

Tiny Tina | Borderlands | Reserved

[personal profile] ratherastory 2016-02-01 10:46 am (UTC)(link)
Player Information

Name: ratherastory
Age: 37
Contact Info: mousme@gmail.com
Other Characters: N/A

Character Information

Name: Tiny Tina
Canon: Borderlands II
Age: 13
Gender: Female
Canon Point: Post-Tiny Tina’s Assault on Dragon’s Keep
Background Link: (for basic information). Tina was born on Pandora and lived as normal a life as is reasonably possible to live on Pandora with her parents, until the day Hyperion decided that they would make perfect test subjects for their experiments with slag-induced mutation. The whole family was captured by a Psycho named Flesh-Stick and brought to a not-overly-secret laboratory, where she watched as her parents transformed into violent monsters on the orders of Handsome Jack. Tina was able to escape by using a grenade that her father had urged her to hide under her dress, beginning a lifelong obsession with explosives and demolition. Roland, one of Pandora’s greatest resistance fighters, says she is the most talented demolitions expert on all of Pandora. She has been on a lifelong crusade against everyone who hurt her family since then, starting with Flesh-Stick (who met a gruesome end at one of her infamous tea-parties) and moving on to blowing up important bits of Hyperion infrastructure. Following the death of Handsome Jack and the beginning of Hyperion’s downfall, she made her way back to her surviving friends, Lilith, Mordecai, and Brick. She has been with them ever since, mourning the loss of Roland, their comrade in arms, mostly by sublimating her feelings into running an extended campaign of Bunkers and Badasses.

Inventory: Tina wears a patched mini dress over orange overalls. Her shoes and socks are mismatched, and she wears a Psycho mask as hat. She has a pink apron with a bunny stencilled on it, and has a matching pink pin. She doesn’t have much by way of personal items, except a small toolkit (a small screwdriver, not big enough to be used as a weapon, some needle-nosed pliers, a small wrench—something like this, with whatever alterations are needed to suit the game), that she would carry in her tiny backpack. Here’s a reference image: Tina.

Tina has a pet, Sir Reginald Von Bartlesby. He is a tiny varkid in a jar (basically a butt-ugly flying bug). He’s bigger than the average insect (say, about the size of a child’s clenched fist), but by varkid standards that’s pretty tiny. Here’s what varkids look like. He has no abilities, save maybe that he glows in the dark (but doesn’t provide enough light to do anything but be annoying to people trying to sleep).

Personality: Tina is a product of genius combined with extreme childhood trauma. She lives halfway in a fantasy world of her own devising, refusing to acknowledge reality when it doesn’t suit her vision of how things should be. Denial, extreme imaginative play, and blowing things up is how she generally deals with the world. She’s fiercely loyal to her friends, is alarmingly bloodthirsty for a thirteen-year-old, but is oddly childlike in a lot of her mannerisms (in a way that suggests she is emotionally much younger than her chronological age). At thirteen, she’s just beginning to figure out the world of puberty and sex, and developed a fierce crush on Maya, a Siren who helped her avenge her family’s death.

Flavor Abilities: None. Tina is a human girl, although no one in their right mind would ever call her “normal.” The only thing she has going for her is savant-like abilities in jury-rigging machinery and explosives, but that requires parts and equipment, so she’d be limited to whatever she can find.

Suitability: Tina hails from Pandora, where daily struggles against horrifying conditions, psychotic killers, and gruesome monsters is par for the course. She’ll be pretty well suited to dealing with the more horrifying aspects of the setting, and she’s resourceful enough to not freeze or starve to death as long as she can find materials to work with. Tina makes friends easily, but she also seems to make enemies just as easily. She holds a grudge like nothing else.

Tina is likely going to find it difficult to deal with the emotional adversity of losing any new friends and allies she makes. She can’t handle death at all, preferring to pretend that everyone she loves (except her parents, oddly enough) is still alive and well and just “away” for a little while. Since death appears to not always be permanent in this place, this will mess with her mind even more.

Since she’s not especially emotionally or psychologically stable, it will be a bit of a crap shoot how she handles reality when it doesn’t go her way. She’ll either lock herself away in a fantasy world of denial in her own head (this will work out well when she convinces herself that the food rations are actually crumpets, her favourite food), or else she’ll try her best to mow down the obstacles in her way however she can.

Also, since Handsome Jack is in the game, if she ever actually meets him in person she will probably try to rip out his jugular with her teeth (it won’t work, because she’s tiny and has no hand-to-hand combat training. It would be like fending off an enraged squirrel: annoying and mildly painful, but certainly not life-threatening). If they don’t actually meet, then she’ll probably just act as if he isn’t there, because denial is Tina’s go-to method of dealing with unpleasant realities, as previously mentioned.

RP Samples: Make it RAAAAAAAAIIIINNNN!
majorlazer: (Default)

Zach Spencer | Lazer Team | Reserved

[personal profile] majorlazer 2016-02-01 12:14 pm (UTC)(link)
Player Information

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

Character Information

Name: Zachary ‘Zach’ Spencer
Canon: Lazer Team
Age: 24
Gender: Male
Canon Point: End of Lazer Team
Background Link:
Lazer Team Wiki Page

Inventory: Zach is wearing a grey Henley under his dark red, Milford Mustangs letterman jacket, worn and stained jeans, and a pair of scuffed, old red Converse. He's also wearing a necklace; nothing more than a leather strap looped twice around his neck and a small wooden trinket dangling from it, resting right in the dip between his collarbones. In his pockets there’s his phone (a Samsung Android s5); his wallet (containing student ID, driving license, debit card, a rewards card for Torchy’s – missing two stamps to offer him a free sandwich, a cinema ticket stub for Jupiter Ascending, and $12.84 in change); an old Zippo with his father’s initials scratched out from the bottom of it – it doesn’t work; and a wad of bloody tissues.

Personality: Zach likes to think of himself as the typical jock; the star quarterback of the Milford Mustangs, he is in the spotlight every Friday night, and basks in it. He loves winning above all else, and he also loves the attention and popularity it brings him. He’s been one to take the easy path – when Milford High School offered him to redo his senior year so he could continue to play for them, he went along with it. Multiple times over.

Even though he’s screwed up his chances at going to college and/or play college football, Zach’s not devoid of ambition. He doesn’t plan on spending his life as a quarterback in a Texas small town; he had plans and ideas of coaching. Peewee, probably. He likes kids.

Through it all, however, Zach’s still a bit of a loner. Suffering from an attention deficit disorder and anger management issues, his peers tend to avoid him more than anything else when he shows up at school, the age difference not helping much either. He’s generally okay with it – he’s not great at people, faking bravado and cockiness to get out of most social situations, when he can’t use his fists.

In more recent history, Zach’s realized that sometimes, when it matters, he can actually be brave, and strong, and helpful. He’ll complain about it the whole time, as is his right, but when he has to step up, be it to save a friend, or save a lot more than this, he will do it.

His issues with interpersonal relationships, though, are also part of why he’s actually very earnest when he allows himself to trust someone. Behind all the posturing, Zach’s got a big heart and tends to latch on to people that give him the time of day, digging behind the façade of dumb jock. Zach is often reminding himself that, in all honesty, he’s kind of an open book; he’s good at pretending he’s not scared, but he’s pretty terrible at lying – he doesn’t like it, either, and doesn’t feel like he’s really got to.

Zach enjoys a good laugh, and nothing is too serious for him not to take a dig at if he feels like it. Some people find it cruel, and it can be, but often Zach is only looking for someone that can give back just as good as he can. His jabs have landed him in many a fight over time, but that’s another thing he never backs down from; he’s shorter than most football players he’s ever faced, but he throws a punch better than most of them.

Overall, Zach considers himself one of the good guys. He’s far from perfect, and he knows it, but he’s not mean, and only wants to be happy with his life. He doesn’t trust easy, because he’s learned young that the world is full of jackasses, but he’s loyal to the few friends he has, and his moral compass is generally pointed towards doing the right thing.

Flavor Abilities: Zach sort of stole a laser cannon from an alien race when it crash landed to Earth – it’s the right arm of a four pieces suit of armor and it locked onto his arm when he put it on for the first time. The cannon is extremely powerful, and Zach doesn’t control it very well. Upon entering Norfinbury, he’d leave the cannon behind.

Suitability: Zach is very fit just by way of being an football player. While not overly big, he’s an excellent runner and is generally athletic, which helps with the harsh conditions of Norfinbury. He’s also resourceful and scrappy, so scavenging for food and items would come naturally to him as a means to survival. While not trusting other people entirely – at least at first – Zach has no issues working with a team; football taught him how in more ways than one.

The cold and forced confinement will take a toll on him; despite being born in New Jersey, he only lived there for a short time and spent most of his life in Texas, where he’s barely ever seen snow. He’s used to damp heat and big spaces. And while the monsters probably wouldn’t surprise him that much after having recently encountered aliens, Zach’s distrust of others might ratchet up a notch due to the mere presence of monsters and his own fear, increasing his propensity for violence instead of dialogue.

Over time, Zach would definitely be worn down by effects like depression, isolation, paranoia, and obsession, which are feelings he could easily take over if he lets himself.

RP Samples: Network and Action Samples
Edited 2016-02-02 10:36 (UTC)

Re: ACCEPTED

[personal profile] majorlazer - 2016-02-06 10:35 (UTC) - Expand
poppycock: (Default)

klaus mikaelson / vampire diaries-verse / REAPP WITH MEMORIES

[personal profile] poppycock 2016-02-01 04:24 pm (UTC)(link)
Player Information

Name: Crystal
Age: 27
Contact Info: [plurk.com profile] provenance
Other Characters: n/a

Character Information

Name: Niklaus Mikaelson
Canon: Vampire Diaries-verse
Age: >1,000
Gender: Male
Canon Point: The Originals, mid-3.06, “Beautiful Mistake”
Background Link: »»
Inventory: The clothes (including a light jacket), shoes, and necklace he was wearing. I also have a list of his inventory before I dropped, if he’s allowed to still have those items. On his person was the coat he was given, a grey wool scarf, men’s winter boots, mittens, a quill pen, a steak knife, and a jagged piece of wood. He had food rations, a blanket, a fork, a butter knife, a palm-sized notebook, and a black wash cloth in his backpack. He also had a pillowcase where he carried a green toothbrush, mint-flavored toothpaste, rubbing alcohol, a box of blue and pink bandages, scissors, three white candles, two rubber erasers, a can opener, and a paint brush.

Personality:

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



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

Esther, who was a very powerful witch, turned Mikael, Klaus, and his siblings into immortal vampires so they could protect themselves against the werewolves who lived in their village. She also performed a spell to suppress Klaus' werewolf side at Mikael's behest. Spurred by rage after learning the truth of his parentage and heritage, Klaus killed his mother and kept this secret from his siblings for centuries out of fear of hatred and abandonment. These paranoias have continued to haunt him and drive him to extremes, as did the continuing threat of Mikael. Their father chased them down for centuries with the purpose of killing them for being the monsters he created. Klaus eventually succeeded in killing him first.

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

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

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

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

The slow acceptance of his emotions/vulnerabilities and the realization of his destructive motivations/actions has never been more apparent since Rebekah left him and New Orleans behind. This has served as a turning point for Klaus, as has the birth of his daughter. For the first time in his long lifetime, Klaus has something to fight for that is not himself; someone to fight for whom he feels complete allegiance and love without doubts or paranoia. Hope is (and yes, Klaus is as subtle as an anvil here as per usual) his hope: for family, for acceptance, and for some semblance of a fulfilling life, though not a redeemed one. Hope is, as Elijah has put it, their family’s hope; she has united the Mikaelsons and her mother, Hayley, in a way nothing else has, arguably since they were first vampires. She is the home Klaus has always longed to create.

However, not even these recent events can alter Klaus entirely. He is still shaped and motivated in large part by his selfishness, by his pride, and by his wrath. He still punishes any betrayal with severity. For instance, in response to Elijah incapacitating him, Klaus brutally killed his paramor in front of him. He is not a good person though he may have a good heart; he chooses to not act like one, and is typically unconcerned about it until it negatively affects him. He often feels and expresses entitlement to such actions.

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


Flavor Abilities: n/a

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


RP Samples:
Game Setting/Network Sample @ [community profile] snowblindrpg
Prose Sample @ [community profile] teleios

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[personal profile] poppycock - 2016-02-06 14:14 (UTC) - Expand
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Vriska Serket | Homestuck | Reserved

[personal profile] fairygodtroll 2016-02-01 11:18 pm (UTC)(link)
Player Information

Name: Louise
Age: Old. Old as BALLS
Contact Info: [plurk.com profile] derpriffic
Other Characters: Tim Wright and Angel

Character Information

Name: Vriska Serket
Canon: Homestuck. I'm sorry.
Age: 6 sweeps (13-14 years old) at her canon point
Gender: Female
Canon Point: [S] Vriska: Watch street tough maverick with nothing to lose.
Background Link: Let me tell you about Homestuck.
And Vriska in particular.
Inventory: Just the clothes she's wearing - a t-shirt bearing a scorpio symbol, a grey overshirt with one arm ripped off, jeans and a pair of sweet red sneakers. Everything else was in her sylladex, which isn't coming along with her for obvious reasons. SUCKS TO BE HER.

Personality: Awful. You can honestly just stop reading now, the rest of this section is just reinforcing that.

Still here? Okay, your choice. As I was saying, Vriska is awful. Troll society tends to encourage a level of awfulness in general, to be fair, but - as with everything she does - Vriska takes it to extremes. She can't be content with just being an aggressive, selfish little brat: she has to be the best at that. Fortunately for her (and unfortunately for everyone else), she's exceptionally talented at being an unlikable little shit. Vriska thrives on attention, both good and bad, and it's just so much easier to get people to hate her than it is to get them to love her. This mindset betrays the deep insecurity and lack of self-worth that lies at her core, but shh. We'll get to that later. For now, we're concentrating on the fact that she's a complete shitbird.

So. About that shitbirdiness. As well as being self-centred and attention-hungry, Vriska is completely and utterly rubbish at thinking her actions through. Sure, she's good at coming up with ideas and wild plans - but accurately predicting (or even considering) the consequences of them? Yeah, not so much. She'd like to think that she's an accomplished schemer, but in reality she's a very impulsive child and that bites her in the ass on a regular basis. Mad at Tavros being a wimpy spineless weenie? Mind control him off a cliff! Omnipotent spacedog trying to track the trolls down and murder them? Well boy howdy, it sure does look like it's time to make sure that Vriska is personally reponsible for creating him so it will be suitably dramatic when she goes off by herself to kill him!

Vriskalogic is special. And leads to her doing a lot of bad things. She is often quick to apologise for the things she does (albeit not necessarily in the most heartfelt way), but doesn't quite grasp the fact that a quick "sorry" doesn't instantly make everything alright again. Similarly, she will often try to "help" people in incredibly hurtful ways and then fail to understand why they aren't grateful for it. An example of this would be her treatment of Tavros. Part of the reason behind her bullying him was to make him stronger, even though she clearly also had less altruistic reasons for her actions (see: attention-seeking mixed with the tremendous emotional clusterfuck that is troll romance). Sure, she's an abusive sack of shit! But the ends justify the means, right?

(No, they don't, Vriska is awful. AWFUL. A W F U L.)

It's a wonder she ever managed to make friends at all, really. Even Doc Scratch tells her that he doesn't know why the other trolls waste their camaraderie on her. Vriska can be a lot of fun, though, despite her huge heap of personality defects! Her all-or-nothing nature is often tiresome, but it also manifests in boundless enthusiasm when she enjoys something. As long as people can keep up with her jumping into situations headfirst and taking all the risks (all of them!), it's incredibly hard to be bored with her around. Even if that's not necessarily a good thing.

Vriska isn't all bad, then. Just mostly bad. As stated, many of her actions are well-meaning in theory if not in practice. She desperately wants to be a hero, not only for the prestige involved but also because she wants to be able to protect people. At one point John calls her out on her mass sacrifice of the dreambubble ghosts, being understandably shaken by her throwing their unlives away with very little regret. Vriska is genuinely hurt by this, frostily explaining that it's their best shot at stopping Lord English and that she has done it for the greater good. She believes that you don't have to be a good person to be a hero, and that someone like her has to ignore people judging their actions and to do their best regardless.

A statement like that shows pretty clearly that Vriska doesn't think of herself as a good person. She seems to dislike troll society as a whole, to the point where she's described in-story as an "apocalypse buff." This is a girl who dislikes her culture so much that she researches world-ending mythology and produces (shitty, malfunctioning) doomsday devices in her spare time. This dislike is particularly evident after Vriska is able to compare her life to the way humans live, and it's pretty clear that she regrets what life on Alternia has made her become. Not that most people would ever realise this, of course - Vriska has a massive ego when it comes to the things she's good at. She's obsessed with "8eing the 8est," exaggerating her own self-confidence in order to draw attention away from parts of herself she is less thrilled about. Predictably, this only serves to make her seem even more self-obsessed and abrasive than she really is. Her fear of being seen as weak is a major factor here, as she is prone to both talking herself up and putting others down in her efforts to avoid that.

Her need to avoid being "weak" is also at the root of Vriska's belief in fate and luck. She's fine with admitting that she has problems, but she has the need to blame them on forces outside her control. For example - she stands on a d4 shortly after her introduction, hurting her foot. Does she accept this as a natural consequence of her leaving her things all over the floor instead of tidying up after herself? Hell no. It's because of her shitty rotten no-good luck, of course! Similarly, while she's quick to apologise to her friends when she mistreats them, she's always full of excuses when doing so. She shouldn't have crippled Tavros, but it was the White Text Guy's fault. She's sorry for killing Aradia, but she was totally left with no choice. She's sorry for blinding Terezi, but... The list goes on and on. Learning to accept responsibility for her actions is a large part of her character arc, and it's notable that she only manages to do so late in the story - after she gains the power to influence luck, showing her that it's not as all-powerful a force as she always imagined.

Also she's awful DID I MENTION SHE'S AWFUL.

Flavor Abilities: Uhhhh. Trolls are hilariously hard to kill (until plot demands otherwise), so I'd like her to retain a little of that? She'll no longer be able to shrug off losing an arm or anything of that nature, but she's not as fragile as an adolescent bundle of twigs should be.

Nothing else, though. All her god tier shit (including the wings) is outta here, as are her mind control powers and vision eightfold. Fuck you, Vriska, you little shitbag this is what you fucking get fuck you fuCK YOU

Suitability: The trolls' homeworld, Alternia, is fucking awful and Vriska is used to surviving on her own in incredibly hostile conditions. She's not used to the snow part, but whatever. Not being able to fight the monsters here is going to be weird as hell, but she'll deal.

She also spent most of her childhood killing other trolls (to feed her mom) and taking their sweet loot. That habit is something she's fallen out of recently, but it's not something she'd shy away from doing again if she had to. Morality!!


RP Samples: YEAH!!!!!!!!

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[personal profile] fairygodtroll - 2016-02-06 15:05 (UTC) - Expand
ecks: (downcast)

Ecks (Subject 437) | Original Character | Reserved | CW body horror

[personal profile] ecks 2016-02-02 02:56 am (UTC)(link)
Player Information

Name: Kathryn
Age: 28
Contact Info: PM this account, or get me at [plurk.com profile] YawningDodo
Other Characters: n/a

Character Information

Name: Ecks / Subject 437
Canon: Original universe created by a group of my friends for a tabletop game.
Age: Two years old
Gender: Female


Inventory:
  • Long-sleeved tunic, trousers, scarf, and soft leather boots in a mottled gray suitable for rudimentary camouflage in a rocky and/or urban setting. The clothing includes a multitude of hidden pockets.
  • Lightweight leather armor, also in mottled gray.
  • A small journal, most of its pages blank; a few pages near the start are populated by a table of contents, a short list of basic ethical concepts, and brief rules regarding murder and theft, all handwritten (the linked page will continue to be updated as Ecks compiles more rules in game).
  • A forger's kit containing inks, pens, papers, templates for certificates, and tools for modifying or copying official seals.
  • A primitive first aid kit containing bandages and herbs.


World Description:
Once upon a time, a new pantheon of minor gods sought to supplant their elders. The war they waged extended to the mortal plane, and the upstart gods sought advantage by recruiting five extraordinary mortals. Unmatched in their evil and unsurpassed in strength and guile, these mortal men changed the face of the final battle between old gods and new. The war was won, but when the moment came for the emerging gods to take their ill-gained places in Olympus, everything went wrong.

In the maelstrom of uncontrolled divine power that followed the deaths of the old gods, four of the five turned on the new gods and seized godhood for themselves. Those of the gods who had recruited them they did not kill they drove out from the world and into the void, taking absolute control over the mortal plane from which they had arisen, each carving out his own kingdom.

It was then that the four turned on each other. Each was convinced of his own superiority over his former comrades, each sure that he and he alone was the rightful ruler of the world. For a thousand years the mortal realm has served as their battleground and its living things as their pawns. The landscape itself bears the scars of their savage war; the world itself is dying as they continue to fight for mastery over it.

The Archmagus, God of Magic, Weather, and Destruction, rules over the Blasted Lands to the west. The only true citizens of the Blasted Lands--and the only beings suited to live there--are the elementals who wrack its landscape with storms, earthquakes, flash floods, and volcanic eruptions. Nomadic tribes of elves, driven from their homeland by the drow, eke out what an existence they can there.

Neraku, Minotaur God of Law, Strength, and War, rules the Eternal Empire to the east. Though it combines all the worst traits of a theocracy and a fascist state, it is the most hospitable place that remains, and the closest thing the world still has to a functioning mortal society.

The Mind-King, God of Magic, Knowledge, and Community, rules over the Island of Perfect Thought, which houses the portal to a demiplane of his own creation. A psion in his mortal life, the Mind-King surrounds himself with like creatures; any being without psionic ability is considered less than a person by the Island's standards.

Finally, there is Vin, God of Madness, Death, and Trickery. Vin's kingdom is an underground network of spies, assassins, and mad scientists. His followers have spread themselves throughout the world in secret, sowing discord wherever they go. Their one stronghold is the Fleshworks, a literally underground complex hidden beneath the City of the Dead in the Blasted Lands. The City of the Dead was Vin's masterpiece in life, a place of such concentrated evil that even a thousand years later none dare to disturb its legion of vengeful ghosts. The Fleshworks underneath carries on the experiments Vin began as a fleshcrafter, the gnomes that make up most of its population ever striving to perfect new methods and applications for the horrific 'art' of grafting.

The population of the world from which Ecks hails is made up of many familiar fantasy races, but a thousand years under the rule of the Dark Quartet have altered many of them. Pure-blooded humans have long been on the decline, supplanted by the green races (that is, orcs, goblins, and the like) due to the latters' violent natures and better suitability to the altered world. As mentioned, the dark elves, or drow, have come to live on the surface of the world and to push out the surface elves. Dwarves have been all but hunted to extinction by agents of the Mind-King due to an ancient grudge, and halflings have disappeared from the world entirely by means unknown. All four gods have experimented in creating or altering races to suit their purposes with varying degrees of success; the world is awash with warped, unnatural creatures.


Background:
Subject 437 came into being in the Fleshworks, the life's work of a gnome known as Subject 1. She was a unique creation; the gnomes of the Fleshworks typically used their graftwork to make alterations to existing creatures. Though Subject 437 was not the first flesh golem to be made entirely out of the grafted body parts of dead creatures, she was the first flesh golem ever to be imbued with conscious thought (and, as a byproduct, free will). As the first successful prototype she was subjected to a barrage of painful and traumatic tests in an effort to create sufficient documentation to repeat the experiment, up to and including vivisection. Though she was something of a special case due to her unique nature, this general type of treatment was not all that unusual within the Fleshworks; even the natural-born gnomes who made up most of Vin's stable of scientists might well find themselves Subjects of each others' brutal experimentation, to say nothing of the unfortunate beings "harvested" from nearby settlements and camps.

Later, Subject 1 came to look upon Subject 437 almost as a daughter. As he became aware of the extent of her intelligence he made an effort to educate her and to have her trained for field work. It's likely that he felt some actual affection for his creation despite his willingness to be cruel in order to advance his own work; by establishing Subject 437 as a field agent he guaranteed her ongoing usefulness and therefore her livelihood. That assigning her a series of increasingly complex tasks also improved her utility as a case study, however, would not have been mere coincidence.

Field work, in Subject 437's case, meant reconnaissance and assassination. She took to the work like a duck to water; while she lacked the social skills and forgettable face required for actual espionage, her creators found that she was quite adept at moving unseen through hostile territory...and at taking her targets unaware. As far as Subject 437 could tell there was never any rhyme or reason to the observations she was ordered to take, nor any pattern to the targets she was assigned to eliminate. Invariably, the people she killed were perfectly ordinary and seemingly harmless, and invariably one of the requirements of each mission was that she must flay off the victim's face and bring it back to the Fleshworks for some hidden purpose never explained to her.

The lack of logic or reason to her work was what first troubled Subject 437. A creature of logic herself, she struggled to reconcile the orders she was given with some larger purpose, and was unable to identify sound reason for it. That unease and doubt laid the groundwork for a series of epiphanies to follow. Concepts like "other people almost certainly dislike being stabbed as much as I do" initially required significant leaps in logic, but once her mind started down that path it was impossible for her to ignore the thought that her given purpose might not be a worthy one.

She began questioning the purpose of her missions, but no explanations were forthcoming. As far as she could tell she was merely being used as an instrument of random violence, and over the following months she came to decide that she did not like it (the conscious formation of an independent opinion was, in itself, a significant mental leap). She made up her mind that she would cease to participate in the work of the Fleshworks and find another way to live, and secretly gave herself the name Ecks (a meaningless but pleasant mouth-sound) to mark the start of her new life. An opportunity presented itself in the form of a mission to investigate a nomad camp in the Blasted Lands, and Ecks used that opportunity to simply walk away with no particular goal in mind apart from distancing herself from her creator.


Canon Point: Age two / Pre-campaign. Ecks has departed the Fleshworks for what she intends to be the last time, and will be transported to Norfinbury rather than meeting and embarking on a quest with the other player characters from the tabletop rpg version of her story.


Personality:
Though Ecks has rejected her creators' mission to sow chaos and their proclivity for murder without cause, her two years as an experimental prototype and as a servant of a severely deranged evil god have left her with a skewed view of life, the universe, and everything. What she knows of "normal" society (such as it even exists in her world) she learned mainly from biased historical records and from her education in how to stalk and kill members of said "normal" society. She's pragmatic, sometimes to a disturbing degree, particularly in regards to various uses for the dead.

Ecks has a strong philosophical bent and a deep need to understand the world around her and to find some justification for her own actions; had she been educated in ethics and morality from the start she would likely have become a paragon of virtue, if an inflexible one. As it is, she is more or less attempting to reinvent the wheel, starting with a somewhat uneven application of the golden rule and working onward from there. Because of her early experiences following instructions and obeying rules she later decided were unjustified, she distrusts ready-made systems of law and ethics, preferring to continue compiling her own system of personal rules. She has low tolerance for ambiguity; either a thing is right or it is wrong. When faced with a nuanced ethical problem, her solution is generally to attempt to identify all the conditions which would tip the balance in one direction or the other (notably, her book of rules includes a two page flow chart on the topic of theft).

A golem is, by nature, an obedient creature--or rather, construct. While Ecks possesses free will and is fully capable of direct disobedience and of forming her own opinions, she is most at ease when she has clear directions to follow. She's unlikely to obey an order that clearly contradicts one of the rules she's established for herself (at least, not without some fairly convincing justification), but will often obey simple commands unthinkingly and is more open than most people to letting herself be ordered about in general. When faced with two or more conflicting but apparently reasonable orders at once she often finds the demand to choose one to follow overwhelming; under such circumstances she may withdraw and become unresponsive.

Ecks is highly intelligent in terms of analytical skill, and excels at logical thinking and puzzle-solving. On the other hand, she has very poor emotional intelligence; while she does have feelings (and recognizes that other people do as well), her emotions are underdeveloped and poorly expressed. She does not intuitively change her facial expression from its blank default or her voice from a bland, flat tone, though she is capable of mimicking the emotional expressions of others with some effort, and enjoys adding new mannerisms to her repertoire. She's a poor judge of people; while she's aware of what various facial expressions and tones generally mean, she is unlikely to catch the nuances that would indicate that a person is being dishonest with her. She has a poor grasp of sarcasm, and does not understand most humor due to her tendency toward highly literal interpretation of the things she is told. As a result of her inability to gauge the sincerity of others, she can be painfully gullible. However, repeated abuse of her trust will naturally make her cagey around the culprit(s), as she is more than capable of learning from past mistakes.


Flavor Abilities:
  • Trained in the use of a rapier and dagger
  • Trained in the use and identification of poison
  • Trained in stealth and sleight of hand (namely, pickpocketing and concealing items)
  • Knowledge of multiple languages from her own world, including Common, Drow Sign Language, Orc, and Goblin

Suitability:
Ecks is accustomed to suffering. Though Norfinbury will present her with a new flavor of suffering, eking out an existence in a harsh world is right up her alley. Like as not she won't particularly understand why other people are so upset to be there at first; while she won't be exactly thrilled about coping with the cold and running from unbeatable monsters, the general setting will not be a big step down in quality of life for her. In some ways, the transition will even represent a twisted sort of freedom due to her complete removal from the influence of her creator and his ilk. The one aspect that's likely to confuse and frighten her is the loss of some of her innate abilities; prior to arriving in Norfinbury Ecks did not require sleep in order to function, and she possessed natural resistance to poison and to the elements.

Depending on how other characters answer her when she asks them about ethical matters (as she inevitably will whenever she witnesses dubious behavior and/or meets anyone who seems particularly convicted about their moral beliefs), Ecks will continue to add new rules to her journal. Sometimes those rules will be broad and sensible and sound almost like the kinds of rules a normal person would live by. Other times, her rules will be so specific and esoteric that they might have no application beyond the situation that first inspired them. Ecks will do her best to live by her own rules, so her interactions with other characters may significantly impact her baseline behavior as the game goes on.


RP Samples:
Sample 1 (Snowblind test drive meme)
Sample 2 (this is an older, more experienced version of Ecks)

Revision

[personal profile] ecks - 2016-02-06 23:05 (UTC) - Expand

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[personal profile] ecks - 2016-02-12 21:05 (UTC) - Expand

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