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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.

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seekthelight: (1622889)

Sora | Kingdom Hearts | No reserve

[personal profile] seekthelight 2016-05-03 06:30 am (UTC)(link)
Player Information

Name: Wolfeh
Age: 29
Contact Info: [plurk.com profile] AllintheBones
Other Characters: N/A!

Character Information

Name: Sora
Canon: Kingdom Hearts
Age: 16
Gender: Male
Canon Point: End of Dream Drop Distance
Background Link: His delightfully crazy history here!
Inventory:
♔His outfit in KH2/End of DDD as seen here!
♔Several potion bottles stored in his pockets. (Now empty)
♔The Wayfinder that Kairi made for him.

Personality:
Sora is a young man that has the heart the size of the world. Not only does he does his best to see the good in everyone, he's more than willing to go out on a limb for those he considers friends no matter how complicated the situation might be. He doesn't hesitate to fight for what's right and believes that there is good everywhere; it's just a matter of freeing it from the darkness! He doesn't like hating people and would much rather just be on neutral ground with them, not really the type to believe that people are inherently evil. (Though Xehanort does test those limits regularly.) Sora tends to care for the well being of his friends and loved ones more than he does for his own safety and has to be reminded--constantly--that he needs to look out for himself. Everything he does is for the people he holds dear and he won't stop fighting until all of them are safe.

His positive outlook on the world has a bit of a negative side to it. Because he's always looking for the good in things, sometimes he can be a bit oblivious to the danger he's getting himself into. He's getting better about it! Really! He just has this bad habit of ignoring the warning signs because he's trying to be a hero for everyone around him. This obliviousness also comes into play with everyday things in life as well. Considering he's been world hopping and fighting heartless since he was really young, Sora never really got the same sort of real world experiences that most people get. His knowledge in regards to some subjects is a bit skewed and a little too innocent given that he's a teenage boy. It can, at times, make him seem a lot younger than he really is--especially when he starts pouting. The boy can't help but pout whenever someone's poking fun at him or calling him out on something stupid he did. It's just his natural state of being.

Just because he can be childish at times--have a child-like innocence is a better way of stating it--doesn't mean he's not mature at the same time. He's been involved in what is essentially a war against the darkness for several years now and he's seen the best and worst of people of all kinds. He understands the reality of the situations he gets himself into but tries to keep his positive outlook, tries to keep the spirits of those he's with up by looking on the bright side of everything. He can get bogged down just as easily as the next person but Sora fights hard to keep his sunny disposition, never wanting to let others see just how much things are getting to him. He's also well aware that every decision he makes effects everyone on the grander scale and that's a lot of weight for a young man to bear on his shoulders but he does it the best he can. Sometimes Sora has a nasty habit of taking on too much weight and those are the times that one may actually be able to notice that he's crumbling. But he'll fight it until the end because he doesn't want others to worry about him.

Underneath that sunny disposition is a young man that fears failing. He fears not being able to complete what he's set out to do and failing those that are rooting for him; those that are depending on him. Failure haunts his dreams and every time he ends up in battle it's a nagging voice in the back of his mind. The idea of losing, of not being able to complete his goals and letting down the people counting on him is something that Sora really doesn't know how to deal with and the few times that it's almost happened left him reeling. His facade of being constantly happy broke and it was clear that he was struggling to keep moving forward; to keep fighting because he was starting to doubt what he was fighting for and if he was good enough. This fear and the prospect of feeling that way again is why Sora clings so desperately to the friends he makes, finding strength in them; the strength to keep going until the end.

There's also a heavy sadness that weighs on Sora's heart that he does his best to manage without letting it consume him. Sadness for the worlds that have already been lost and for the people that have suffered so much already. His heart, being as big as it is, aches for each and every one of them and Sora tends to become personally invested in every situation he comes across, whether he gets actively involved or not. The loss of any life--any heart--hurts him and makes the weight on his shoulders feel heavier each time. But this sadness is just another part of the force that drives him to keep going, reminding him that there have already been sacrifices and he can't stop now. Not yet.

Now, Sora is not without a temper and it tends to flare up whenever people question his decisions and actions especially. He doesn't like being treated like a child, either, and will get rather defensive if anyone tries to tell him he's too young to handle something. He won't hesitate to remind them that he's already been through hell and back and is more than capable of dealing with anything life has to throw at him. He also doesn't take kindly to his friends being hurt and will fight whoever he has to in order to protect them. This temper of his can sometimes blind him from the real dangers of situations sometimes, as he tends to act before thinking it through when his temper flares. (Though he's nowhere near as bad as he use to be, especially after the events of 3D. He's learned to tame his temper and use it in more productive ways...most of the time.)

Long story short is that Sora is a young man that is still growing and learning; still coming into his own as a person. Helping people and protecting the worlds connected to his own is what drives him and keeps him going even through the worst of days and this isn't going to change, no matter what any world or person throws at him.

Flavor Abilities:
Sora has never had proper training when it comes to fighting but he's spent the past few years battling his way through the worlds so he's retained quite a bit from just sort of..trying things and seeing what works! Stick a sword in his hands (or a keyblade) and he'll have no problem fending off enemies. He's not so great at the whole hand-to-hand combat, though.

Knows basic survival skills so even though he doesn't have a duck and a dog following him around he should be okay! (Aha...)

Suitability:
Ending up in strange places and having to figure out how to survive and find his way out is kind of Sora's thing. It's what he's been doing since the day the Heartless attacked Destiny Islands and he's never really stopped since then. No matter how tough the situation is Sora keeps a positive outlook on things and he would do just that in Snowblind. He'll actively try to figure out the mystery of the place while attempting to help out anyone and everyone that he can because that's just what a hero does.

His ultimate goal is going to be finding a way off the world so he can track down his own companions to pic up his adventure again. The fact that he's stuck in this place is going to really test him, as is everything Norfinbury has to throw at him. While he has experienced a lot in all the time he's been traveling, it's never really been anything like this so it'll be fun to see how this place influences his development.

RP Samples:
Network:

Norfinbury.

[The video isn't steady but it's on at least, and Sora is fumbling around with his tablet as he attempts to make sense of it.]

I don't think I've ever been to this world before.

[Once he manages to get it settled the way he wants it, he smiles slightly and gives a slight wave.]

Um, I'm hoping someone out there can help me. I'm looking for my friends Donald and Goofy--or Riku and Kairi.

[Because they had to be somewhere, right? Hopefully...sure he'd kind of run off on his own but he couldn't have ended up that far away. And if he had this tablet thing, they might too!]

I'm Sora, by the way!

[He's trying to keep his spirits up even though waking up in a strange place with no idea how he got here is bothering him. A lot.]

...Any chance someone has a Gummi ship I can use?


Third Person
TDM with Zack and Leon!
efficio: (Default)

clarke griffin | the 100 | unreserved/re-app

[personal profile] efficio 2016-05-03 01:47 pm (UTC)(link)
Player Information

Name: elle
Age: over 18!
Contact Info: regnant @ plurk
Other Characters: previously Clarke Griffin ([personal profile] coleader) / Malia Tate ([personal profile] animalize) / Hawke ([personal profile] fictionalised)

Character Information

Name: Clarke Griffin
Canon: The 100
Age: 18
Gender: Female
Canon Point: Post-2.16
Background Link: x
Inventory: The clothes on her back and her gun. I'm not sure if she'd be keeping her original inventory? Let me know!

Personality:
Four more space-locked generations, and man can go home, back to the ground. The ground, that’s the dream. This is reality. Reality sucks.


Clarke Griffin has lead a privileged life. Daughter to the top Engineer and Doctor on the Ark and best friends with the Chancellor's son, Clarke enjoyed the perks of high status. Her status, however, was not enough to save her when her father discovers a fatal flaw in the Ark's structure. For conspiring to alert the masses, her father is executed, and she ends up in solitary confinement, to be tried when she reaches the age of majority. Goodbye privilege, hello prison.

This changes her worldview. Clarke becomes bitter towards her former best friend, Wells, seeing him as responsible for killing her father. Alone and isolated, she spends her time in solitary drawing and dreaming of the ground, a place she has never seen herself due to the levels of radiation. She believes she'll never see it, but that changes when the Ark's life support fails. Hoping to find the Earth livable again, 100 juvenile delinquents are sent down in a dropship to test the waters. This begins the next phase of Clarke's life, the part that will change her forever.

She takes on a leadership role though her fellow delinquents are mistrustful of her due to her privileged status. The most rational and mature of the group, she proves herself to the others by using her survival skills. She forms an uneasy alliance with Bellamy Blake, the charismatic de facto leader of the unprivileged, securing her position as the brain of the operations. Her logical thinking and medical skills prove her to be indispensable on the Earth; without Clarke, it's likely they never would have survived at all.

When she first arrives on the ground, Clarke acts very privileged. Her personality garners her the nickname "Princess". She looks down on the others, seeing them as silly, misbehaving children. (They sort of are.) She takes on a quasi-parental role with them, scolding and chastising them when they fool around.

She's bossy at worst, confident at best. Uptight to some, sensible to others. All of her traits can be a double-edged sword. Her heart is in the right place, but she's not perfect — sometimes she genuinely can act bossy, uptight, privileged, etc.


They didn't arrest my father, Wells. They executed him. I do hate you.


She isn't without fault — still upset with her friend, who she wrongly assumes told the Chancellor about her father's indiscretion, she acts bitter and resentful towards him. Despite his attempts at apologizing, she refuses to mend fences. Her attitude towards him is pretty awful. When she feels truly wronged, she doesn't hold back. Betrayal and lies are the things she hates most — funny, considering she doesn't have a problem lying when she needs to. She freely tells Wells she hates him, constantly brings up her father's death, and generally acts like a jerk towards him.

With Finn's help, she realizes that it wasn't Wells who told on her father at all. It was her mother. Clarke becomes flooded with guilt for how she treated Wells; she may have seen it as justifiable at the time, but she clearly realizes it was awful. She forgives Wells, begging for his own forgiveness, and turns all of her resentment towards her mother. She acts uncharacteristically immature, destroying the wristband that communicates her vital signs to the Ark to punish her mother, hoping she will think her dead. This is spontaneous and impulsive. Previously, she had been hell-bent on making sure everyone kept their wristbands on so the Ark would follow them down to Earth. Rationally, she knows their chances at survival are better if they do. This is an example of the intensity her emotions overriding her desire for logic.

Clarke takes orders from no one. She is independent, making her own decisions regardless of what others may want. Though she's a kind person, she isn't above lying to achieve her goals (for example, telling Finn that she wasn't bringing weapons when she ordered Bellamy to follow them with guns). If she's doing what she thinks is right, she won't let anyone get in her way. Her determination and independence will win out every time.

She can be stubborn, self-righteous, uptight — but she can also be brave, selfless and smart.

After time spent on the ground, Clarke becomes one of the 100. She accepts the others, who now take their predicament seriously, and cares for them. She has to treat their wounds and, at one point, even mercy kill one of them; to a girl who before lived in the lap of luxury, it's a big change. She grows into a hardened warrior as they deal with the Grounders, a clan of humans who survived the nuclear apocalypse. Against hurting anyone at the start, she ends up killing her first man on the ground. Clarke may have become less idealistic and more realistic when the Ark arrested her, but the ground pushes her over the edge. She becomes a realist, doing things she isn't proud of to survive.

Still, Clarke never loses her sense of selflessness. She looks not only after herself — she sees the rest of the 100 as her people to protect. She has a duty to them, being head of their little clan. As her mother tells her before she boards the dropship, "Your instincts will tell you to take care of everybody else first, just like your father."


You may be the chancellor, but I'm in charge.


Clarke is a true leader. She is not only selfless, not only a skilled healer — she is intelligent and resourceful, exactly what is needed on the ground. Clarke works around their limited supplies even in the most dire of moments, is the first to realize that they're on the wrong mountain, the list goes on. She prefers to deal with things rationally rather than emotionally; Clarke is the head of the 100, Bellamy is the heart. However, especially as time goes on and her bonds with the 100 strengthen, her emotions can cloud her judgment. She often goes with what she knows she has to do rather than what she wants to do, but her actions often come back to haunt her when she goes against her emotions. Still, it's likely that making the hard choices is the only reason she's still alive today.

Clarke is also gutsy. Though she lived a privileged life on the Ark, she adapts to the ground. She keeps up a brave face throughout, though she breaks down once while alone and hallucinating, saying that "everybody's counting on [her] and it's so hard". Still, she doesn't fear danger. She meets with the leader of the Grounder clan she unwittingly started a war with, knowing they could kill her.

It's all for her people. The ones she saw as foolish idiots at the beginning are now so much more. Her relationships with the 100 become the most important in her life. Earlier, her relationship with her mother, father, and best friend Wells were — at least, they were the only ones the show ever showed us. Wells dies, her father dies, and Clarke becomes resentful towards her mother. The only people she has are her fellow delinquents, and her duty to them comes first.


You may be a total ass half the time, but I need you.


Her relationship with Bellamy Blake starts off rocky. They butt heads due to her serious, rational approach and his "whatever the hell we want" approach. The delinquents respect him much more than her in the beginning; he uses her privilege to turn them against her and ally them with him.

However, the two of them have to work together to keep the 100 alive, growing closer and each finding a happy medium somewhere between complete order and chaos. They end up working well not only as a team of leaders but as friends. He's arguably one of the most important relationships in her life — when Clarke says she cares about all of the 100, Lexa replies "You care about him more." Due to her relationship with Bellamy, she develops as a person and a leader, becoming less of a stick in the mud. The two of them live up to their nicknames, the "Princess" and "King" of the 100.

Then there's Finn Collins. She begins a romantic relationship with him, a typical teenage response to being unchaperoned and surrounded by other teens. But she's realistic; when asked if she loves him, she responds that she hardly knows him. And when his girlfriend from the Ark comes down and Clarke realizes he wasn't single when they began their relationship, she rejects his advances despite still having feelings for him. He claims to love her, but she refuses to be with him, saying he broke her heart. For that, she won't take him back. She sticks by her decisions, not the type to waver. After being burned like this, relationships leave Clarke cold. She doesn't want to be with Finn, but she's not ready to move on, either.

She doesn't feel like she's competing with Finn's girlfriend, Raven — on the contrary, she appreciates Raven's talents and cares about her despite their uneasy start. Clarke is as diplomatic as she can be, even in matters as personal as those of the heart. Though she may not be ready to be best friends forever, she is unbiased in her treatment of people.


Maybe life should be about more than just surviving.


Throughout the second season, she forms a quasi-romantic relationship with the Grounder leader, Lexa. Although she asserts that she isn't ready to have a relationship after Finn's recent death, the two of them have feelings for each other. Then Lexa betrays the Sky People and gives them over to Mount Weather to save her own people, leaving Clarke heartbroken. It's unlikely that she'll be able to trust again so soon.

If there was any optimism left in her after the first season, the second season does all it can to destroy it. She "tried to be the good guy", but Clarke has done terrible things. There are difficult choices that she has to make. She knows the Mountain Men will strike Tondc with a missile, but does not warn the villagers in fear of alerting them to her spy in Mount Weather. She doesn't want to let all those people die, but she does. Clarke also allows radiation into Mount Weather, killing the entire population. She feels guilt about this, but again, she still lets it happen.

This is all because her people come first. When the Grounders want to kill Finn to cement their alliance, she refuses. Finn gives himself up; knowing the Grounders will make his death slow and painful, Clarke asks to say goodbye and kills him quickly herself. Finn's death continues to haunt her, but she believes it was the best course of action. She'll do anything she must to take care of her people, no matter how unpleasant.


I bear it so they don't have to.


Her actions during the second season don't come without a price. She's so burdened with guilt she leaves camp, saying that "seeing their faces every day is just going to remind me of what I did to get them here." At the moment, she's a broken person. She's lost not just one, but two loved ones, been responsible for the deaths of countless people and compromised her morals.

To Camp Jaha, the Grounders, and the Mountain Men, Clarke is the leader reigning over the 100. She is smart, brave, and reliable. But at her core, she's just a scared girl thrust into a stressful position against her will, trying her best. No matter how much Clarke grows, she is still that girl — she is the girl everyone is counting on to make everything okay, and she is the one that can't always do that. She is the girl who loves art, who falls for boys and girls she shouldn't fall for, who misses her dad more than anything. Although she tries to be as brave as possible for her people, she's just Clarke. All of her experiences wear on her, every life she's had to take haunt her. In another universe, where she never went down to the ground, she would be an entirely different person. It's her experiences on Earth that shape her into who she is today.

In the end, Clarke can be boiled down to a few things. A flurry of contradictions, a constant war between head and heart. Courageous, not because she's unafraid but because she keeps going even when she is. Willing to take on responsibility, with a burning desire to protect others. More and more morally grey as time goes on — not good, not bad, just doing what she can to ensure the survival of her people. Her loyalty is unwavering, and although she may deceive people she cares about, she only does it when she believes it's in their best interests. (Whether or not they agree is debatable.) She can be fun, silly, romantic, but rarely gets the opportunity to be as her duty always comes first. If you had to pick one word to describe Clarke, it's "leader".

Flavor Abilities: n/a, she's a normal boring human.
equal_shots: (Let's go soul resonance)

Death the Kid | Soul Eater | Not Reserved

[personal profile] equal_shots 2016-05-04 02:02 am (UTC)(link)
Player Information

Name: Bizzy
Age: 29
Contact Info: brb.herding.cats@gmail.com; brb_herding_cats @ plurk
Other Characters: Zippo!


Character Information

Name: Death the Kid
Canon: Soul Eater
Age: 14? Kid appears to be about fourteen-ish years old, but his age is arguable and it’s unclear if he ages the same as humans. I have always played him as having aged the same as humans before connecting the lines of sanzu, and since I’m playing him before then, then fourteen it is!
Gender: Male
Canon Point: Shortly after the kishin Asura is revived. Kid’s last clear memory will be of attempting to keep Asura from attempting to escape from beneath the DWMA. His attempts to retaliate against the kishin result in him unconscious—this is about mid-Episode 24.
Background Link: Bam, the Soul Eater Wiki, and the good old fashioned regular wiki page too, just in case. As Kid is coming from fairly early in the overall canon (manga and anime), the Soul Eater wiki is going to give a lot of background information that is kind of irrelevant. Disregard everything after “post timeskip”!

Inventory: The clothes he’s wearing—black slacks, a white button-down collared shirt and undershirt, a uniquely-designed black suit jacket, black shoes, and the caricature-skull broach he wears at his neck. He’ll have his student ID in his pocket, but no wallet. Two handkerchiefs—one per pocket and one on each side. He will have a small mirror in his pocket, as well. That’s all!

Personality: ”I do not deny evil, nor do I believe that any human is completely free of malice. Everything must be in balance. As long as evil and good maintain an equilibrium in this world there is no problem. Perfect balance is the key to everything.”

Much of Death the Kid’s behaviors, eccentricities, quirks and personality traits can be related to his quote above. Kid is the future Grim Reaper, the next god of death. His father has failed once in bringing forth an heir to his position, resulting in the creation of one of the world’s greatest evils. Kid is an additional fragment of Death’s soul, and this time Death himself is determined to not make the same mistakes.

Death the Kid is being raised far more like a human child, in hopes to foster an understanding of and an attachment to those over whose lives he will ultimately preside. Death’s attempt to instill a great deal of respect and care towards humans in his second son is clear in Kid’s actions towards humans. While the next grim reaper looks like a frightening miniature undertaker, he turns out to be a very compassionate and respectful youngster who has a great deal of respect and concern for others. Kid’s attentiveness to detail and kindness is advanced for his presumed age: more like an experienced adult handling a wary stranger, Kid expresses his concern for others with subtlety and in private. While he does occasionally take drastic action—joining the DWMA on a whim so he would be permitted to step in and help the students fighting Stein in an extracurricular lesson—he also takes care to cater his concern to the situation.

Kid’s sense of morality is far more intense than most, perhaps to be expected of one whose role is to maintain order. While he is frequently idealistic in his expectations of morality in humans, it is born of the childlike naiveté that Death in part forced upon him by raising him much like a human. Regardless of Kid’s compassionate nature, there are things the young reaper will not tolerate. Falling very much in line with his very black-and-white understanding of balance, he outright states that he will not allow anyone the right to kill. While Kid does not fully ascend to his status as the grim reaper until the very end of the manga (and will not be entering Snowblind as such), it is understood that a large portion of his lot in life is the protection of human souls from potential kishin. Kid takes this burden very seriously.

Despite looking like a fourteen year old, Kid behaves more like an adult. He presents himself as composed the majority of the time and exudes confidence, the cool and collected picture of a wealthy heir to a very important position. Kid places a lot of importance on good manners and propriety, to a point where his father’s nonchalance and cheerful attitude does occasionally irk him. Still, Kid is prone to losing each and every bit of calm control should the situation call for it. In line with his strict understanding of morality, his reactions to violations of such are the moments in which Kid truly loses all composure. Kid at his angriest is the Kid who has seen his friends threatened, his father’s name spoken defiled, the souls that he is duty-bound to protect in harm’s way. Only one other thing gets the next grim reaper quite so flustered—

The absence of symmetry. Most likely the greatest hindrance in Kid’s daily life is his obsessive-compulsive tendencies. His obsession is for symmetry, balance, order, equilibrium; his compulsions are almost always somehow connected to striving for that balance. His behaviors can absolutely go beyond what is rational, and he is not completely unaware that they are irrational. Still, he’s unable to help himself when caught in the throes of his own anxieties and either needs to attend to the compulsion or, should he not, feel intense shame and guilt. Kid’s reactions to his various eccentricity-related thoughts range from the comical (“If you don’t think about it, it won’t bother you!” “I’m thinking about it, I’m thinking about it!”) to the ridiculous (spitting up blood and passing out) to the outright dangerous (abandoning his weapon partners to check on the status of a painting in his hall).

I want to touch upon something that will be very important for Kid in Snowblind, but hasn’t been discussed in the SE canon because it doesn’t come up. In Snowblind, Kid will be human. And while Kid is not arrogant, he is shown to be very proud of his lineage as the son of Death. He’s ready (though not overly eager) to become the next Grim Reaper. He has lived his entire life as a being with supernatural healing, an ability to perceive the souls around him without so much as an extra thought. Suddenly, he will be thrust into an environment very much unlike his home (he lives in the desert!), unable to sense souls, unable to use a mirror to call his father, unable to survive in the way he has his entire life. What other name could there be for the fragment of Death’s soul but Death the Kid? By placing Kid in an environment where he is not Death the Kid but simply Kid, we’ve stripped him of the biggest part of his identity. Struggling with this absence of self is going to throw Kid for a substantial loop. To what end is he going to fight his anxieties, if there is no greater name to uphold? How far will Kid go to fight for his morals without his defining compass? I do imagine that Kid will continue to feel very much connected to his roots in that he doesn’t want to lose the connection to his honorable father—who the series does lead us to believe he does truly care for. That said, Snowblind’s setting and the absence of such a substantial part of who he is lends itself to the potentiality of Kid losing himself as a person. Who is he, if he is not Death?

Flavor Abilities: Kid is one of the top three EAT meisters in the DWMA and the next grim reaper. While he will not be at his strongest without his abilities as a reaper, he is a formidable fighter and not an opponent to take on lightly. He’s fast on his feet, and he’s a quick thinker—frequently able to quickly adapt a strategy to the situation at hand, he’s an asset to his team in combat not only for his physical strength but for tactical advantage.

Suitability: I talked a little bit in the personality section about Kid as a human, because I think that will be one of the most interesting aspects of putting him in the setting of Snowblind. Kid isn’t human. Kid is a reaper. He has lived his entire life with supernatural healing abilities, an ability to sense souls and know a wealth of information about them simply by focusing and “reading” them (soul perception). While I have always believed, because he has lived with a human-like body, that he has experienced hunger/thirst/fatigue/injuries/etc., they have never required urgent intervention—his body has always been able to manage on its own and without significant intervention. While one average human would require eight hours of sleep a night, Kid could go a good few days without or might just do a bit better with some rest under his belt. He doesn’t really need to eat, but it’s not going to hurt if he did. He’s been injured, sure, but he heals far faster than the average person and with far less medical intervention. Five crushed ribs, a collapsed lung, a concussion and a massive bleeding head wound? Most people would be unconscious, all things considered (shonen anime protagonist or not). Kid just needs a little extra rest (two hours of sleep that night instead of zero), and he’s fine.

That will not be the case in Norfinbury.

He needs to get his act together. Do his weapon partners really sleep eight hours a night? Fingers do get very cold when it’s minus thirty degrees out. How do humans manage?! He definitely just ate yesterday, how could he be hungry again?

A lot of Kid’s survival issues in Snowblind will be twofold. First are the same as everyone else: find what he needs to survive. Second, however, is getting used to the fact that he can’t simply ignore those physiological needs for so long.

Add to this humanness the fact that humanness leaves an absence of being Death and…we’ve covered the physical horror and the psychological horror. Kid…will have a lot of bad days in Snowhellblind.

RP Samples:

1. I played quite a bit at the test drive and have 40 comments already…there may be more by the time I get the courage to actually post my app.

2. How ironic that now a word that before held no fear for him can now strike such terror within him.

Death no longer conjures up the familiar image of his father’s mask, the expanse of the afterlife in his eyes, the warm vibrations of a soul slightly resonating with his. He shares no namesake with death, not here in Norfinbury where the snow is as deep as he is tall in places, not here where the temperature drops into negative digits overnight. Here, he is just Kid, and death is not on his side.

He is so much slower like this. Did he forget to eat something today? Knowing the sensation of hunger is not enough; he is so used to simply ignoring it and pressing on without regard for consequence that he’s found himself dizzy and lightheaded more than once. Was last night the night he did not sleep? He doesn’t know. Every snowy day blends into the next, and each physiological need is as pressing and complex as the one before and yet as easy to forget. Kid has meant it sincerely each and every time he has looked at someone questioningly and asked How do you manage?

The snow is up to his knees here and his pants would be soaked if it weren’t so cold that the flakes simply remained crystalized against the fabric. Ice settled into his shoes, though he didn’t notice the cold. Find somewhere warm. Lockdown is soon. Past? He has to get inside, has to be inside or he will freeze. Freeze, freeze—

When he finds a door (and it takes an agonizingly long time to do so), he can’t get it open. His fingers won’t turn the knob. Pressing his weight against it won’t get it to open. He bangs against the door, once and then twice, but nothing. It doesn’t give against his slight frame and he doesn’t have the energy to try a second time. Slogging his way through the expanse of snow, he finds a portion of the partially collapsed house that creates a small burrow.

It’s better than nothing.

If Death the Kid—Kid, Kid, he reminds himself. He is not Death here, he is just Kid—is going to die of exposure, he will do so while at least making some effort to survive.

Crawling into the small space, he finds shelter from the wind, and the respite is enough for him to suddenly realize the ache in his chest. It hits like a freight train, and he lets out a choked gasp, golden eyes wide in shock. Stillness brought pain everywhere. The toes that were previously numb began to prickle with discomfort. His fingers burned with pain every time he tried to move the useless appendages. And every breath hurt, grew increasingly painful.

He is unsure of how long he sits, sinking into the snow, burrowing deeper. He has no idea of when he fell asleep. But when he opens his eyes, he sees Death coming for him. And in spite of his fear, he is happy to see his father again.
advanced: (Default)

Bucky Barnes | MCU | Not Reserved

[personal profile] advanced 2016-05-05 04:00 pm (UTC)(link)
Player Information

Name: Fossil
Age: 29
Contact Info: [plurk.com profile] bibbety
Other Characters: Alphonse Elric

Character Information

Name: James Buchanan Barnes / Bucky Barnes
Canon: Marvel Cinematic Universe
Age: Technically pushing 100, chronologically approx 30
Gender: Male
Canon Point: Post-Winter Soldier, pre-Civil War (between films)
Background Link: Here
Inventory: One baseball cap, one face mask with filter, one set of clothes (worn), one set of clothes in a rucksack.

Personality: At his current canon point, Bucky is caught in a transitional period. He's not the Winter Soldier any more, but neither is he the man he used to be. He's closer to Bucky than the Winter Soldier by this point, but it's by no means a cut and dry situation and to properly explain who he is now, it's necessary to talk about both of the people he has been in the past.

First, Bucky Barnes.

The core of Bucky's personality is probably his loyalty. No matter what else might be going on, no matter the overwhelming odds or the social implications, Bucky is loyal to his friends and to his ideals. He sticks with Steve Rogers even when the going is at its toughest in their youth, and that then carries forwards to being willing to follow Steve into the heat of the fiercest battles as a Howling Commando during World War II. The evidence of his unwavering loyalty is seen most clearly through something Steve says about him ('Even when I had nothing, I had Bucky'), and three instances of his behaviour in the first film. Firstly, he makes sure to be with Steve during and after his mother's funeral, refusing to take no for an answer in helping. It's then that he coins the line that will come back to haunt him later: 'I'm with you 'til the end of the line, pal. Secondly, he refuses to run and save himself when the HYDRA base is collapsing, saying he won't leave without Steve. And finally, he states that he'll follow the skinny kid from Brooklyn (Steve) into war, rather than Captain America. As proud as he is of all his friend has achieved, it's Steve Rogers that earned his loyalty, and that holds true whether he's skinny with health problems, or able to bench press three women atop a motorcycle.

He is an easy-going charmer, often preferring to focus on the fun that life has to offer rather than the grim reality facing him. While Steve was desperately trying to enlist, going so far as to lie on his forms, Bucky only wanted to go dancing and enjoy the last night he had before being shipped off overseas. He is a man who enjoys all the pleasures of being a young and athletic soldier, mostly with the women. He is a flirt and a charmer, someone with a quick wit and a ready laugh. He enjoys being the life of the party, and it even irritates him slightly when Steve becomes more popular with the ladies after his transformation.

He does, however, know when to be serious if the situation calls for it. He's a soldier, so he's used to taking orders and obeying them as well as working in a team. He will listen to Agent Carter despite her being a woman in a time when women were not seen as suited for positions in the armed forces, and he is always there to help Steve fight off the bullies - whether they come in small-minded cinema goer or Nazi form.

Above all, Bucky is a survivor. It's stated that nobody who is taken away in the HYDRA base to be experimented on returns, but Bucky is still alive when he is found by Steve. He forces himself to move, to fight, and to ultimately escape. This is, perhaps, the trait he shares most strongly with the Winter Soldier. The Winter Soldier is what happened after Bucky Barnes fell from a train and was presumed dead. He was not. He was, instead, rescued by HYDRA (an organisation that began life as a Nazi research division), and trained into the ultimate assassin.

The Winter Soldier bears little resemblance to Bucky Barnes.

In order to create the perfect soldier, someone who would be obedient, efficient, and ruthless, the scientists at HYDRA subjected Bucky to severe mental conditioning and torture. His personality, memories, and free will were constantly being erased whenever they began to surface, leaving him a blank slate to be controlled. As the Soldier, he was merely an asset, not a human being. His conditioning was so severe that he doesn't resist the mind wipes, even though he knows they will be agony for him, even placing the bit between his own teeth in preparation.

He is vicious and without conscience as the Soldier, caring little about collateral damage in pursuit of his target. It is that, combined with his single-minded focus and extensive training, that make him one of the most dangerous assassins of his time. He is a man who has been brutally tortured, conditioned, and frequently kept in storage like a tool between missions. He bears so little resemblance to Bucky Barnes, that he doesn't even recognise his name the first time he comes face to face with Steve (his target at the time).

However, Bucky was not completely gone from the Soldier. Repeated exposure to Steve Rogers allowed the programming to begin to fail and memories to resurface. This led to a conflict of interest where he initially tried to kill Steve with everything in his arsenal, and ended in saving him from drowning. By the end of the fight he isn't sure who he is, and so he takes off. He flees HYDRA, he flees from Steve Rogers, and he goes underground to try and figure out who he is.

This is where Bucky is at his current canon point. He's not the Soldier any longer, but neither is he completely Bucky Barnes. He has a lot of his old memories and he no longer wishes to be an assassin, but he is a man heavily damaged by trauma and decades of programming. He survives, but he is not trusting and his priority is not his well-being. The Soldier is still inside him, and so he is still dangerous and if attacked will likely retaliate with extreme prejudice. He is distrustful, wary, and confused. He will likely not make allies or friend easily, and he could be triggered into becoming the Soldier again under the right (or wrong) circumstances.

Flavor Abilities: Bucky has a highly advanced metal prosthetic replacing one of his arms, he will keep this though it's strength will be diminished to that of normal human (rather than super soldier) levels. He has been highly trained in the abilities needed to be the perfect assassin; he speaks numerous languages, can operate most weaponry and vehicles, and is an expert at several forms of hand-to-hand fighting.

Suitability: Bucky is used to survival situations and psychological torture, albeit of a different nature. It will be interesting to see how he manages to cooperative aspect of surviving in Norfinbury, as he's so used to working as a lone assassin.

RP Samples: Three threads here
brbtalkingtogod: (with Michael; Carry on)

Lucifel | El Shaddai | reserved (late)

[personal profile] brbtalkingtogod 2016-05-06 10:10 pm (UTC)(link)
Player Information

Name: Ally
Age: 26
Contact Info: handing that in if accepted, if that's ok
Other Characters: None

Character Information

Name: Lucifel
Canon: El Shaddai
Age: You know when God created light? Lucifel was born that moment. Like: there was light and the shadow that came from God? That was Lucifel; He appears to be in his late 20's - early 30's though
Gender: Male
Canon Point: Post-Game

Background Link:

Okay, I’ll go and try make this smooth like Lucifel, just adding a few comments here and there. Where do I even start though, because this story is a tiresome one. And no, you had all the history stuff with Enoch, so you can’t accuse me of spoiling this for you. I’ll add the things Lucifel did while he wasn’t playing games on his cellphone. Anyways…

Let me tell you a tale. It took place 360.000, no, 14.000 years ago. Well. To me it seems like it was only yesterday. To you it could be tomorrow. It’s the story of a man, known by 72 different names… and the guy assigned to look after him since the big guy upstairs ordered to have him taken up before he dies. The man known by so many names - Enoch being his name at the time - was taken to Heaven by Lucifel, because God seemed to be wooed by how pious a man he is for a human. So the archangel did as ordered, but he wasn’t really happy about his daddy God liking someone else more than him. On top of that he was told to look after Enoch, which didn’t sit well with him either, suddenly being the babysitter of a puppy-like scribe felt like degradation and he didn’t even think of rebelling at that time, due to that they didn’t get along that well at first. To make things short and we get to the actual events of the game: Enoch fucked up by being a nice guy and the Watchers went stage diving. Except that it actually went like God had planned. What a troll.

So with all that shit happening and to save humanity, they set off to a journey to find and annihilate the Fallen Angels. Sometime after 80 years Enoch notices he became Immortal. Surprise! But to keep the journey going Lucifel has to get him back on his feet and he makes his first promise to Enoch: that he wouldn't be going anywhere. I know, you can feel all the guy love starting to blossom there. Occasionally during the journey and as they are in the Tower Lucifel keeps God updated on what happens - mostly because God is a worrywart and keeps calling the Archangel.

This is where I skip forward, since Lucifel isn’t doing much more than sum up Events after each chapter, being the save point and some trolling in between (such as showing Enoch what a vinyl umbrella is before getting attacked by giant pigs). Let’s get to the juicy part that happens after Enoch and Armaros met: Getting Enoch back. You heard right, that guy actually manages to get himself captured by - scratch this, he JUMPS into the Darkness to save a little girl. Always a goody two-shoes. But by acting like every protagonist does, he fucked up things, AGAIN. They need Enoch back so Lucifel does what he can do best: Talk. After he convinces Armaros that he would be useless downstairs Lucifel gets him to enter the Darkness and collect Enoch - and Nanna along the way of getting the huge puppy back - for them. There’s a catch though, but we get to that soon enough. Before they get to Enoch, Belial calls Lucifel on his cellphone - how the fuck did he even get his number - foreshadowing what might have happened to Enoch. (It’s easy to tell it’s not the Lord that once because for once the Archangel seems shocked, Le GASP!) As soon as Enoch is found and knocked out, Belial is extremely pissed and intends to keep both Enoch and Armaros there. If you think this is where everything is over then you are so wrong. It’s Lucifel’s moment to shine: by picking up Enoch and leaving Armaros behind, not without saying that “he should be happy that at least Enoch is safe”. Lucifel just had Armaros do all the dirty work and got Enoch back with the most little of effort. I told you there is a catch, he can be quite the asshole for an angel.

But we’re not done here, sadly, because Lucifel has to wait 10 years for Enoch to recover from the corruption he suffered when he had been in the Darkness, so his soul is sent to heaven and his body goes Han Solo while they wait. Look at that guy, he can be such a loyal soul if he wants to, he even grows impatient.

Aaaand we make another time skip, but this is the last one! So if you put up with it for so long, then congratulations! After many more battles you reached the end of the game!

Just to notice that the jerk that led the whole revolt has been dead all along. Well, fuck. All that’s left to do is take the girl, get out of the Tower and have the hero do his thing and destroy it.

Inventory:

- 1 pair Jeans (EDWIN, black) + Belt (black + silver)
- 1x See-through shirt (black)
- A Cellphone (black)
- 1 pair of Shoes (black)
- 1 Vinyl umbrella (transparent)

Personality:

Lucifel is one of Heaven’s greatest Archangels, if not the greatest of them. Despite his high position in Heaven, he is laid-back and calm all the time, even at the most desperate moments. He is shown to be cold when it comes to something like emotions or the Grigori, a group of fallen angels. (See the beginning of Chapter 8 and Chapter 1) Aside from that he always appears self-confident and is a sly guy, a trickster if not THE Trickster. He stops time at some points of the game to explain something, probably also to troll the player and Enoch. Towards the end of Chapter 2 he is even shown breaking the 4th wall by saying the player could beat the game within a few hours, although this doesn’t happen only in the game but also in the official prequel Manga of the game "Exodus", where he is seen to be holding a copy of the issue in which the serialization began. In the alternative timeline Manga “Ceta” we see him defy physics by walking vertically on walls.
I take back the trickster part, he’s a troll. And so is God, but that’s another story.

One of the archangel’s duties when descending to earth is to simply observe and report about the progress of the mission to God via his cellphone, during his talks with the Lord he is usually trying to keep him calm and telling him not to worry. Imagine that to happen for as long as he lives, it’s a miracle he hasn’t revolted yet. The other duty of his is to support Enoch during his mission and he does everything that would serve the purpose by supplying him with armor or a vehicle once. (During the 6th Chapter) He even suggests to serve with a better armor and (after proving to Enoch that his current armor is not good enough) provides him with the best armor he has – along with a pair of EDWIN jeans. It shows that he cares - not mainly about the scribe’s looks - and it’s not only this, also by saying that he "is not going anywhere" after Enoch was told that he is granted immortality. And he keeps this promise, during the whole Chapter 9, which takes ten years; he doesn’t leave his side until he had recovered. Aside from that he is forbidden to interfere. Even though he is forbidden to act on his own accord, Lucifel is able to find someone to use for the purpose of returning Enoch after he fell victim to The Darkness. And by use I mean leaving the guy behind after he served his purpose, but they had to get Enoch back at any cost.
Another time where we are shown that Lucifel actually is supportive and caring (towards Enoch) is during “Grigori 7” (the continuation of “Ceta”) once they had entered the Tower. The Archangel actually comforts Enoch and shows some form understanding the misery the scribe is in. It only lasted a moment though, he managed to mess up that heartfelt moment by telling Enoch that he “has to make his own happiness”. You tried Lucifel.

In the IC interview from “Flowers for Lucifel” it is stated that he is interested in the accomplishments and development of mankind. Things such like cellphones, umbrellas and modern day clothes like jeans – especially EDWIN Jeans, that guy loves them – hairstyling products or buildings fascinate him and hint that he is inquisitive as well. We also get to know through this interview and in Chapter 10 that God’s opinion about him is important to the archangel, it even goes so far that he is offering favors or talks down the other archangels and Enoch (he DOES say that he is impressed of his piety though) when it comes to God’s favor, except his brother Michael of whom he never speaks ill of. It’s either a sign of being a little overprotective of God’s favor, jealousy or he might even be afraid of losing God’s favor on some level. (But what child doesn’t towards their parent?)

Speaking of which, his little twin brother (we do not talk about how light and thus Michael was there first, because Lucifel gained consciousness when created before he did, so Lucifel is the big brother), might be the only angel he actually gets along with. At the beginning of Enoch's journey in the Game we actually see this guy smile genuinely towards the sky where the other archangels are, but it's very obviously directed at Michael.
In the interview from the additional game info book “Flowers for Lucifel” when asked about the Archangels he doesn't leave a single good word on any of them, except Michael. Imagining not to exist next to the other is a thing neither of them could, as they have been together since creation.
I got to spoil the novel here, but Lucifel's brotherly love and deep connection to his younger brother shows towards the end when he feels Michael vanishing from existence and he starts to cry. You heard me right.
But it's in the nature of all younger siblings to be a pain in the ass sometimes, believe me when I tell you that Lucifel would beat some sense into Michael if necessary. It's been the case in Ceta, when the Grigori had just escaped to Earth after their Fall, Michael had wanted to stop them at any cost even if it had meant the destruction of it and all living beings, going as far as to summon his strongest armor. (Did I mention it makes Michael turn into a Giant?) Now you can all go thank Lucifel because he stopped him with just a single punch, unarmed and just in casual wear. The impact ripped his shirt, but he actually saved the world before Enoch had to.

A good example for how he interacts with other characters besides God, Michael and Enoch would be the way he speaks to fallen angel Armaros in Chapter 8. While he speaks calmly to him in the beginning, he could be considered being harsh as well, due to the lack of empathy. He is telling him to "stop crying because he has no idea what it is like to be sad" at one point but then talks him into going into the darkness to save Enoch, because were he to go he could only watch. Eventually at the end of the Chapter Lucifel takes Enoch and leaves Armaros behind, telling him that the fallen should be glad that he saved Enoch at least.
His whole opinion of the Grigori or demons isn't the best and we are constantly shown that at every possible occasion. Be it snarky behavior or time stopping shenanigans, nothing tells you more that this guy looks down on you if he uses you as a couch, in a literal sense, as seen in Exodus and Ceta. When BORED. Regarding demons... let's just say one was trying to get too close to a dying Enoch in Ceta and didn't live to see the next day.
His interaction with humans other than Enoch seems to be different. When speaking to Nanna in Chapter 9 he doesn't seem very interested in talking with her, but notes that she could sense him and that she should pray if she wants Enoch to awaken faster, acting friendly if slightly annoyed. In the same Chapter he is seen to be listening to the dying leader of the Freemen, Sin, not saying a word when he even when he asks if Lucifel is actually God, until the man died and he was called immediately by God himself. Lucifel tells about being mistaken for Him - AGAIN, it seems to happen a lot - and starts to laugh after that as he talks to God on his phone, appearing more than amused about the confusion of the just recently dead man.
Edited 2016-05-06 22:10 (UTC)
prayers: (Default)

apollo justice | ace attorney | reserved

[personal profile] prayers 2016-06-01 12:57 pm (UTC)(link)
Player Information

Name: Nami
Age: 23
Contact Info: [personal profile] prayers
Other Characters: n/a

Character Information

Name: Apollo Justice
Canon: Ace Attorney
Age: 22
Gender: male
Canon Point: dual destinies - cosmic turnabout
Background Link: http://aceattorney.wikia.com/wiki/Apollo_Justice
Inventory:

◘ A bracelet
◘ Attorney Badge
◘ Various clothing
◘ A notebook containing information on law cases
fiduspear: (Default)

tavros nitram | homestuck | reserved

[personal profile] fiduspear 2016-06-02 05:21 am (UTC)(link)
Player Information

Name: Shikki
Age: 23
Contact Info: fetchmodus @ plurk
Other Characters: n/a!

Character Information

Name: Tavros Nitram
Canon: MSPA Homestuck
Age: 6 sweeps (13-14 years old) physically, 16 chronologically. He's a dream ghost who doesn't really exist in any linear fashion so mentally, who even knows.
Gender: Male
Canon Point: After flying off Vriska's ship // Page 7944
Background Link: Here!

Note that nothing in the new timeline applies to this guy!
Inventory:
☆ Black taurus t-shirt
☆ green vest
☆ kerchief
☆ dumb little hat
☆ shorts
☆ socks
☆ sandals
☆ belt
staytunednext: (Default)

Cecil Gerschwin Palmer | Welcome to Night Vale | Reserved

[personal profile] staytunednext 2016-06-02 10:10 am (UTC)(link)
Player Information

Name: Fossil
Age: 29
Contact Info: [plurk.com profile] bibbety
Other Characters: Alphonse Elric, Bucky Barnes

Character Information

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

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

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

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

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

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

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

Flavor Abilities: None.

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

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

Also from the last time in the game: Here
pinnedbangs: (She is the last true mouthpiece)

Rin Okumura | Blue Exorcist | Reserved

[personal profile] pinnedbangs 2016-06-03 05:07 pm (UTC)(link)
Player Information

Name: Cyndi
Age: 26
Contact Info: @seaknowsall
Other Characters: n/a

Character Information

Name: Rin Okumura
Canon: Blue Exorcist
Age: 15
Gender: male
Canon Point: Canon Point: Impure King arc – the end of chapter 33
Background Link: here!
Inventory:
- The Koma sword (a useless old sword that might be good for hitting things)
- The Kamikakushi key (a uselessly huge key)
- A large (empty) travel bag
- He’s wearing the clothes he slept in that day before his arrest

Personality: A kid like Rin Okumura could be easily dismissed as a hotheaded youth with too much spare time on his hands. He’s as brash as he is passionate, an empathetic young man who has a slight case of tunnel vision. In some ways, he is as typical as any fifteen-year-old in a boys’ manga: he’s starting to notice the opposite sex, his confidence is low, and he has moments when he feels as if he can do anything. He is invincible! Nothing could possibly hurt him! The world belongs to him!

Rin loves reading dramatic manga with super dramatic plot twists and engaging characters that make him cry, watching movies (like Star Wars), and listening to music (sometimes). He can (and prefers) to sleep for 10 hours a day and he has slept through class more than once. If asked to describe his study habits, he’d say something along the lines of “hands-on practical learning!” which easily means he can’t stand to be locked in a stuffy room all day long. Rin also enjoys pulling pranks on his friends, has something of a rivalry with his twin brother, and can be sarcastic when the need arises. Rin enjoys cooking, being outside, and he has a tendency to disobey direct orders. But like other kids his age, there are factors that help influence his actions, and events in his life that have shaped him into the individual he is becoming. Despite the fact that he is the son of Satan, Rin works hard to prove that he much more than just another half-demon. The results are usually mixed between the reactions of others and his own self confidence. He has learned to accept himself and how others view him, and focuses instead on becoming the best person he can be.

Rin has always been the odd one out. As a child, he felt ostracized from his peers because of his volatile temper. He would become vicious when angered, and his strength (impressive even at a young age), would lead others to label him as a demon and a monster.

It was difficult for him to understand the connection between his strength and their fear, but he knew that it was his actions and his power that alienated them. To him, their words were unfounded. He believed it had more to do with how he had been able to cause that much pain to his classmates and show no remorse (or sentience) while doing so. His temper as a child was as wild and unrestrained as the strength he displayed. These factors led to a small confrontation between Shiro Fujimoto and Rin, father and son, which damaged a few of his Fujimoto’s ribs and left Rin with a resolution he could attempt to stick to. After the incident, Rin resolved to use his strength for something good, in emulation of his father. Try as he might to abate his initial hotheaded reactions, it was his willingness to help others (whether they wanted his help or not) which proved to be his undoing. He was too strong to be seen as human by the townspeople and he often fell into trouble by causing more destruction than needed. While Rin would feel as if there was little he could do to change the image already constructed for him, he never stopped trying to find a way to be helpful to those around him. While in middle school, he helped less and less. He skipped class and barely kept his grades up. Yet his temper remained unchanged and his attitude became more rebellious. Rin no longer cared what others thought of him as the years went by. He felt as if he should just accept that being “a cool and respectable person” just wasn’t in the cards for him. No matter how much Father Fujimoto believed in him, Rin had a hard time believing in himself.

After graduating from middle school, Rin started looking for a steady job rather than pursuing higher education. He felt that schools would be better off without his personality and he doubted that he would learn anything, or be of use to anyone while inside of a classroom. A part time job seemed to Rin like a better place to start, but he soon found out that he was unable to hold down a job. It always came back to something he had done, in one way or another.

However, after the death of his father, joining an Exorcist cram school, and coming in contact with classmates he would later consider friends, his temper was put to the test. Rin found himself smiling a little more than before as he slowly began to realize how much it meant to him to finally have close connections with others. As much as it filled him with good cheer, it also greatly frightened him. Rin could not accept that he was a demon, and he wasn’t sure how his companions would react to his parentage.

Rin tried to pull back his anger (and felt it dissipate) as he grew closer to his classmates and through his studies. Yet, he would always remember who and what he was. He feared their reaction if they ever found out that he was the son of Satan. As he grew closer to his friends from the Exorcist Cram School, the calmer he began to feel. His outbursts changed from angry declarations to childish proclamations. His conflict between hiding his parentage and protecting his friends from himself came to a peak during a fight with the Earth King, Amaimon. His relation to Satan was revealed to his classmates, and soon followed their open distrust towards him.

When he reveled himself through his fight with Amaimon, his fears were realized. His friends rejected him and, in turn, Rin decided that he would rather earn their friendship and trust again than to live life without that companionship. He knew that they were afraid of him. He had dealt with other people’s apprehension before, but he had not been close to them. While his classmates were taken away for a proper explanation of Rin's condition, Rin had been taken to a religious counsel to have his fate decided. Unwilling to bend to the will of those aging exorcists, Rin fought back with his ambitions and promised to himself to train harder so that those around him were left unharmed by his flames.

But his new resolve could not convince his companions. To them he was a dangerous creature and Rin felt their animosity more acutely than he had before.

It took a memorable trip to Kyoto to help Rin see that he was a person worthy of recognition by those who wanted his attention and that he need only to accept who he was in order to take hold of his life and find meaning within himself. As the group headed to Kyoto for their mission, Rin worked on his flame control. He was able to speak to Izumo and Shima, but the fear and anger amongst the others still lingered. Rin could hardly blame them for it, but as the mission continued, it began to grate on his nerves. He had already dealt with that behavior for most of his life. He wasn’t willing to see it repeat itself with the friends he had gained.

During the Kyoto arc, Rin did what he could to redeem himself in the eyes of his companions. While the cram school gang and the other exorcists worked on the case at hand, Rin was busy with other tasks that were (initially) much more prevalent to him. He trained every day under Shura’s surveillance, performed many menial tasks, and made sure that he was as helpful as he could be. Rin was diligent in both his training and daily interactions with the others, so much so that he was able to speak to Shima as well as Suguro’s father. For a moment he even managed to gain a semblance of control, but his joy was short lived. The trouble in the Kyoto base had reached its boiling point. Rin witnessed Suguro’s argument with his father, immediately spotting the similarities between his own final words to Father Fujimoto. Rin didn’t want anyone else to suffer the same pain he had experienced that day. Rin’s words towards Father Fujimoto haunted him, even when he tried hard to move forward.

Impulsive as always, Rin rushed forward and demanded that Suguro apologized to his father. Rin reacted with anger towards Suguro’s apparent lack of concern. He didn’t know how he could possibly say the words to make Suguro understand, so he responded in the only manner he knew how. Rin revealed his flames and charged right at Suguro, breaking right through the barrier Suguro put up. As before, his behavior only got him into trouble, yet each time it happens to him, the consequences become worse and worse.

Rin believed that after his confrontation with Amaimon, he had grown and become a better person. Yet his outburst at Suguro, his inability to control himself even when he had seemed to master it, weighed heavy on his mind. His actions towards Suguro sealed his fate, and sentenced him to death. He lost complete confidence in himself after the declaration of the sentence. Though he tried to fight against it, to prove that he could still draw his sword and help others, it was a futile effort.

It was while he was in his holding cell, waiting for the death sentence did he come to terms with what he had tried so hard to push away: that he was a demon, that he was feared for his flames, that he could not control himself even when he tried to do something good, that he was afraid of himself. He was crushed by the gravity of his situation. Within that holding cell, Rin began to believe that he did deserve to die. He asked himself “Why was I saved?” but he would have to find the answer to that question himself. Shiro’s death still haunted him. His very existence haunted him. Rin didn’t want to be a monster, he didn’t choose to be the son of Satan or to be feared or hated by all who saw what he was. As much as he wished against it, he couldn’t go against what was far too true. He was a monster. It was as he was waiting to die in that cell that he was confronted by Shiemi. Her words brought him back. She showed him that she was not afraid of him – and that she was sorry for not realizing his pain sooner. Rin accepted her apology and found some confidence in her fearlessness but he could not draw his sword. Slowly but surely it gave him the courage to continue fighting, despite his lack of self-confidence.

After a grueling battle with the Impure King, Rin regained his confidence by realizing that he had to accept who and what he was. He managed to fully control his flames and rescued those he cared about. While his fears still linger he is determined to move forward. He accepted who and what he was, the son of Satan, a monster to himself and others, but a monster who wanted to help out everyone he knew. He wants to become a much better person than he is by being true to himself, rather than parading about like something he isn’t. Rin is a half-demon. He has connections with Mephisto. He understands fear. These are the tools he uses now to better himself and help those around him, even when they are not connected to the Cram School. He’s comforted by those he surrounds himself with.
mightyratslayer: (Default)

Charlie Kelly | It's Always Sunny in Philadelphia | Reserved

[personal profile] mightyratslayer 2016-06-03 08:43 pm (UTC)(link)
Player Information

Name: Mippins
Age: 25
Contact Info: @mippins on Plurk
Other Characters: None

Character Information

Name: Charlie Kelly

Canon: It's Always Sunny in Philadelphia

Age: 38

Gender: Male

Canon Point: End of season 10

Background Link: Here's his whole story, but the top overview bit is all you really need. Always Sunny is more episodic than linear.

To sum up: Charlie is the janitor of a bar (Paddy’s Pub) he bought with Mac and Dennis, two of his friends from high school. He’s lived in Philadelphia all his life. He has a somewhat strained relationship with his mother and he never knew his father, though there’s a good chance that Frank, his roommate and another part-owner of the bar, is his biological dad. He’s aware of this but the two are still more friends than father/son. Charlie is “in love” with the Waitress, a waitress at a coffee shop whom Charlie relentlessly hits on/stalks. She constantly turns him down (to the point where she has a restraining order against him), but he won’t be deterred.

Charlie currently lives in a crappy apartment with Frank and spends the majority of his time singlehandedly keeping the bar running, stalking the Waitress, and orchestrating various schemes dreamed up by himself and the gang.

Inventory: As far as items go, Charlie just has the clothes he's wearing: old sneakers, white tube socks, white (used to be white, anyway) thermal underwear with a bunch of holes in it, a ratty pair of jeans (also with holes), a black t-shirt with a really cool horse rearing up over his chest, and a green denim jacket with a lot of pockets.

He doesn't have a pet, per se, but there is... The Rat. Before ending up in Norfinbury, Charlie was locked in epic battle with the biggest rat he'd ever seen in Paddy's Pub. As if landing in this town wasn't bad enough, his nemesis appears to have followed him here.

Personality: Charlie is known as the “Wild Card” in his group of friends, and that about sums up his personality. At a glance, Charlie is unpredictable; his gang of friends never quite knows whether he’s an idiot living blissfully in his own warped reality or if he’s just feigning naivete to pull off an elaborate, multifaceted scheme. He’s a carefully balanced contradiction, and his wild card tendencies are born from his two most notable personality traits: his delusional optimism and his apparent lack of intelligence.

Charlie comes off as incredibly stupid and is often considered to be the dumbest member of the Paddy’s gang. Really, though, he’s quite smart when it comes to learning from lived experience and understanding how other folks operate. He excels at multitasking and micromanaging, improvising schemes in high pressure situations, and predicting the priorities and actions of others. Charlie appears to be far less intelligent than he actually is because he has trouble communicating with others and critically digesting information he learns in ways other than through personal experience. He doesn’t have amazing comprehension skills and will often completely misunderstand whole conversations. Instead of asking for clarification in these situations, he’ll often just pretend that he gets the point and will parrot information without actually understanding what he’s saying. On the flipside, Charlie has difficulty conveying his own thoughts to others, frequently jumping rapidly between thoughts without explaining the connections to whomever he’s talking to. His usual style of conversation is to just assume everyone else can follow his train of thought, and he’ll quickly grow frustrated if others ask too many questions about his mental process.

He also tends to live in a world of extremes. He’s never just “average” at anything; he’s either completely inept or the best of the best. When it comes to orchestrating machiavellian plots to manipulate all of his friends into sleeping with each others’ mothers or single-handedly hoodwinking health inspectors into allowing Paddy’s to pass every inspection with flying colors, none can match him. But, ask him to hold casual conversation with a stranger, or, uh, read... and you can expect him to crash in burn in ways you hadn’t thought possible. His catastrophic failures are just as shocking and sometimes even more impressive than his masterful successes.

Despite his failures, Charlie remains optimistic to the point of delusion when it comes to real hardships in his life. His childhood was pretty dark (the show heavily implies that Charlie was sexually abused as a kid, which is important to his development as a character but isn’t something I’d want to dig into for the purposes of this RP), but he covers up those memories with happier and unrealistic explanations. For example, his mom was a prostitute when he was a kid and she would invite a bunch of men over on Christmas, and Charlie explained this to himself as a bunch of Santas coming to over to spread the Christmas cheer to his mom. More notably, Charlie has been obsessed with the Waitress for eons and even though she’s very clearly rejected him hundreds of times, he won’t recognize that it will never work out and thus he refuses to move on. He lives in denial, but even though Charlie would never admit it, he does understand that bad shit has happened to him and that his life is kind of a mess. The delusions are his way of coping, and because he is who he is, those delusions snowball until it effectively becomes his reality.

However unhealthy his coping strategies are, they’re certainly effective. Charlie manages to be remarkably resilient and tends to accept less-than-appealing situations as they are, partly because of his denial and partly because of low standards caused by his low self-esteem. Charlie is the janitor at Paddy’s even though he bought the bar with his friends, and he’s responsible for the grunt work (literally referred to as “Charlie work”) like cleaning the bathrooms, taking out the trash, and waging war against the bar’s rat infestation. To top it off, he’s woefully unappreciated for the work that he does, so much so that his relentless efforts to keep the bar afloat are met with ridicule. Charlie takes pride in his work at the bar and he does a lot of rigorous upkeep that drains him both physically and mentally (he often mentions the psychological toll of constantly bashing rats), and the constant unappreciation wears on him heavily. Charlie is deeply self conscious about his mental capabilities and worries about his worth as an individual, which leads to a lot of defensiveness and overcompensation when challenged. As long as he’s left to his own devices and allowed to maintain his delusions, Charlie tends to do alright for himself. If he’s confronted and forced to recognize reality, though, he panics and either has a meltdown or does something drastic to overcorrect. Outwardly, he bounces back quickly, especially if he’s allowed to retreat back into his imagination, but not before he does serious damage to everything around him, including himself.

Finally, Charlie doesn’t take well to change. Because of his communication issues and his low self confidence, he’s sort of agoraphobic and doesn’t like to meet new people. He makes snap judgments about others and he’s especially resistant to anyone attempting to get close to him or his friends. He views new people as a threat that might finally oust him from the Paddy’s gang and leave him with nobody.

All of that said, Charlie is still a wild card, first and foremost. He’s full of surprises and has been known to totally contradict his typical behavior for reasons only he really understands.

Flavor Abilities: Charlie has a couple of unique traits, but none of them are superhuman. He’s still just a regular guy.

High tolerance: Charlie is an addict. He’s an alcoholic and he huffs glue/spray paint/pretty much anything that can be huffed on the regular. Because of this, he has a higher than average tolerance for drugs, particularly sedatives.

Perfect pitch: Charlie has a strange knack for music despite his other intellectual deficiencies. He can play a couple of instruments (mainly piano), write his own music, and he has perfect pitch.

Illiteracy: This isn’t exactly an ability, but it’s worth noting as a special trait of his anyway. Charlie can’t read or write. He can sort of approximate spellings and gets some words almost right (for example, he keeps a dream journal titled DRAM BOK, his attempt at spelling “dream book”), but in his own writing, he’ll fill in the blanks with sloppy (often nonsensical) illustrations.

Suitability: Charlie’s ability to handle life in Norfinbury will vary depending on the situation. Up until the past couple of years, he had never even left his hometown of Philadelphia, and even when he did manage to travel, the gang had to basically kidnap him to keep him from panicking. Ending up in a totally unfamiliar place all alone with no knowledge of how he got there will be pretty traumatic for him, and he’ll be a total wreck for the first few days in Norfinbury. Once he’s able to shake off that anxiety, though, his resilience will kick in and he’ll find a way to make the place feel like home. His endless quest to destroy The Rat will help him cope too, since it will give him something to work toward.

Mentally, the transition will be tough for him, though he probably won’t show that hardship outwardly and will instead try to keep up his optimistic and easy-going front. Physically, Charlie will do just fine in Norfinbury. He’s used to harsh (albeit self-imposed) living conditions and his body can take some serious abuse.

In terms of interacting with other people, he’ll likely cling to the first couple of folks who reach out to him, regardless of whether the friendship is reciprocated, and would become possessive and dependent on them until he’s fully adjusted to this new situation. After he’s better acclimated and feels more in control of his life, he’ll likely befriend others that don’t challenge his way of thinking. Given the circumstances, Charlie would be happy to communicate with others over the network and in person when he runs into people. The claustrophobia and loneliness of the town would definitely outweigh his reluctance to get close to others, especially because he’s no longer running with the gang he’s been friends with since high school.

Overall, plopping Charlie in a setting like this is bound to be interesting since he’s a character from a comedy. He has some heavy undertones to his character, like his history of multiple forms of abuse and his self-loathing, but Always Sunny isn’t the type of show to delve into those issues. He’ll bring an element of fun and lightheartedness with him to this snowhell that sorely needs some cheer, but I’m excited to see how he fares (or doesn’t fare) in a psychological horror story. It will bust up his character in new and interesting ways.

RP Samples:
Network
Action
Action
Action
Edited 2016-06-04 02:17 (UTC)
blueteamproblems: (I HAD A POPSICLE)

Leonard Church | Red Vs Blue | Reserved

[personal profile] blueteamproblems 2016-06-07 11:54 am (UTC)(link)
Player Information

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

Character Information

Name: Leonard Church/Alpha
Canon: Red vs. Blue
Age: 7 years, physical body late 20s
Gender: Male
Canon Point: post-death
Background Link: On the RvB wiki!
Inventory: Nothing but the inner bodysuit for his armour. It provides protection against moisture, but won't have its normal temperature-adapting technology so it'll functionally be the same as a normal set of clothes. Just sillier looking.

Personality: Church is a perpetually grumpy asshole with too much snark for his own good. Part of all that is due to the fact that he's surrounded by extremely stupid people most of the time, but mostly it's just who he is. His standard mood is mild irritation, and it doesn't take all that much to build it up to hate for the world and everyone in it, especially for his dumbass friends. He's also more than a little selfish and generally holds very little regard for the feelings of others. He says and does what he wants, even if it'll hurt feelings or get him into trouble.

All that said, underneath the dickish exterior he does care about the people close to him very much. When things get serious, he does everything he can to protect them and is even willing to sacrifice himself if necessary. This protectiveness sometimes manifests almost as possessiveness - nobody messes with his people (nobody except him). This was particularly evident in his original personality as Alpha, but it can still be seen even when those memories are gone.

When he's not letting his emotions get away with him, Church can be a surprisingly logical and efficient leader. Despite being the same rank as his teammates, he often defaults to taking charge due to being more responsible and patient than them. He's even prone to holding himself too responsible for everything and taking on too much blame, though he rarely admits it outwardly. Showing how much he cares would ruin his grumpy image.

Under all these layers, so deep that he's not even aware of it anymore, Church - or Alpha, to be more accurate - is thoroughly, fundamentally broken. He is quite literally missing parts of himself and is only able to function by ignoring anything that might remind him of the things he went through. Sometimes this leads to odd moments as he tries to reconcile his memories and feelings in a way that he can process.

Flavor Abilities: None! The only unusual ability he'd normally have is being able to jump between electrical equipment, but I'm having him stuck in a human body so even that will be out.

Suitability: Though Church isn't exactly used to harsh survival conditions, he has dealt with crazy dangerous situations before, especially concerning weird technology and AIs. I think his own special circumstances as an AI who spent years believing himself to be human could lead to some very interesting interactions with the setting and NPCs.

RP Samples:

Network:
[The voice feed comes on, but for a moment the only thing that can be heard is the heavy breathing of someone who's just been running for their life. Then, even when Church speaks, it's initially to himself rather than the network.]

Shit, when did- [huff] -when did I get this out of shape... [Finally remembering that his tablet's recording, he raises his voice to a more normal volume.]

Right, uh- [huff] -sorry, I'm a little out f breath, I was- [huff] -there was a monster. Or anomaly or whatever we're calling them.

[He huffs for a couple seconds more, finally managing to catch his breath properly.]

Anyway, the thing looked like... it kinda looked like someone I knew. And I was wondering if that's, like. A thing. That they do. Pretty sure I heard someone mention something like that.

[This is a completely casual and innocent request for information, that's all. He is in no way shaken up by what he saw because he is too cool for that shit. Yeah.]

Prose:
[Norfinbury is quite possibly the worst place he's been stuck in, Church is deciding. Sure, Sidewinder was just as cold, and he's had to deal with monsters and mystery bullshit and people dying pretty much everywhere he goes, but being stuck unarmed and out of armour and with barely any food really, really sucks.

And now he's digging in frozen ground with a shitty makeshift shovel in the hopes of finding some kind of clue or another because he doesn't even have anyone to do the menial work for him. He's a leader, not a digger, it's just not fair.

On the other hand, he supposes it could be worse. He's not dead for once. Which is kind of weird, considering the last thing he remembers before getting here was- was- not something he wants to think about. It doesn't even matter now. He's human, he's alive, and he'd be fine if he wasn't trapped in a stupid mystery town in Alaska.

The shovel (put together from a number of gardening tools held together with masking tape) breaks down for the third time, and he swears under his breath as he goes to put it back together. It's just like he learned after the whole time travel thing, he reminds himself. Things couldn't be better or worse, they're just what they are. He can live with it.

Although it is a bright side that none of the Blues or Reds are here. They probably would've gotten Church killed five times by now. Either that or somehow stumbled upon all the answers about this place while looking for a piece of pizza or something equally stupid. Or maybe both.

Yeah, he's glad his old teams aren't here. He definitely doesn't miss any of them. Not even a little bit.
]
moneyman: (Default)

Vaughn | Borderlands | expired reserve

[personal profile] moneyman 2016-06-07 11:58 pm (UTC)(link)
Player Information

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

Character Information

Name: Vaughn
Canon: Tales from the Borderlands
Age: 27
Gender: M
Canon Point: Episode 3, after Vallory's ambush
Background Link: Pitiful character wikia, game wiki
Inventory: 1 pair of weird enhanced math-glasses, 1 totally awesome (not really) Atlasio watch, the clothes he's wearing

Personality:
"The list of things that might kill us keeps getting longer... I hadn't even thought about moonshots. Rakks, skags, bandits, dehydration, heat stroke, regular stroke, stroke stroke... whatever that is, that murder pile. The list just keeps getting longer... I've never felt so alive!"

Yeah, Vaughn's a bit of a weirdo. Virtually no one in Tales from the Borderlands could really pass as normal, but Vaughn's... quirky, to say the least. From getting ridiculously excited about finding an old (pardon me, vintage) watch-calculator, to idly poking a former coworker's dead body with a stick, to sudden outbursts of loudly-proclaimed confidence (as seen in the quote above), he's definitely a lot more than just the nerdy sidekick. The story is primarily about Rhys and Fiona, the two main characters, but it's also very interesting to see Vaughn go from an excitable but insecure accountant to a leader over the course of the story.

The game introduces him as Rhys's best friend, "the money man." He's babbling enthusiastically about the promotion Rhys is about to get (supposedly), how they're moving up in the company, how he's going to buy a gun—one of the things about Vaughn that you learn early on is that he's very chatty. He talks when he's excited, when he's nervous, when he's totally grossed out, when he's pretty sure he's about to die (which is pretty often on a planet like Pandora)... really, it's when he gets quiet that you know something's off.

Vaughn's kind of an insecure guy, at least for the first three episodes. You get the feeling that he's fully aware he's a nerd. He's pretty short, made worse by the fact that his posture is usually slouched forward, and yet when he and Rhys get separated from the girls on Pandora he takes his shirt off and ties it around his head, revealing that he's... surprisingly ripped. When questioned, he waves it off that he had an exercise bike put in his office. While it's possible he simply wanted to get in better shape, it also seems likely that his decision to try to bulk up may have been motivated by insecurity. He also tends to point out when he does something even mildly impressive, hoping to be acknowledged ("This is so cool, right? D-did you guys see me? I mean, how cool I was?"). A lot of this comes from comparing himself to Rhys, who's been the Cool Friend at least as far back as college. This isn't to say Rhys isn't himself a giant dork; the difference is that Rhys looks like he might be cool, whereas Vaughn's look pretty much screams "nerd." Back then, Vaughn was often left out of things (like parties) that Rhys had no trouble getting into. At one point in the game he actually approaches Rhys about this, afraid he might end up being left behind:
"Down here on Pandora, I've seen how amazing you are at all this stuff. I mean, hanging out with Vault Hunters, crazy Atlas technology, fighting insane mobsters... and—and you've just been playing it totally cool the whole time. So I—I guess... look... I'm not gonna get left out on the curb again, am I?"

He's a loyal friend, but his loyalty does come into question once early on when it's revealed that he went in on a deal to sell Rhys out. Vaughn vehemently denies that he would have gone through with the deal, claiming it was only to get Vasquez off of them. Whether Rhys believes him (and whether he forgives him) is dependent upon player choice, but it seems likely that he was telling the truth based on his past dedication to helping Rhys achieve his dream of running a company (which apparently involved some unsavory things—he makes an offhand comment about it "haunting his dreams"), and the fact that he doesn't show any sign of disloyalty throughout the rest of the game.

The chaos at the end of episode 3 marks a turning point: he gets separated from the group, and he's MIA for episode 4. This is the last you see of the nervous and insecure Vaughn as he had been. When you meet him again in the final episode he's a new man: the leader of a large group of Hyperion refugees called the Children of Helios. As the only one among them with any actual experience surviving on Pandora, Vaughn quickly assumed the role. Deep down, he's still the chatty, friendly guy he's always been, but he finally seems confident in himself. It's some really satisfying character development, to say the least—a transformation, perhaps, into the kind of person he always wanted to be but was too weighed down by insecurity and a tendency to exist primarily in Rhys's shadow. The faithful (mostly) number-crunching sidekick finally steps into the spotlight as a capable leader of a group of people who look to him for guidance in their new home in a dangerous land. It's really pretty heartwarming.
"Man, if it wasn't for the smell of this rotting monster carcass, this hug would be perfect."

Also, he really likes hugs.

Flavor Abilities: None! He's just a regular dude.

Suitability: As mentioned, Vaughn's character development comes primarily in the form of being forced to go from a "Hyperion desk-jockey" to someone who's capable of surviving in an extremely dangerous place, and later to a leader of people who used to be just like him. While the canon point I've chosen is before his big transformation into a leader, he's still had plenty of time to adapt to life on Pandora, which is not entirely unlike Norfinbury (a little warmer, perhaps). He'll still be jumpy and prone to panic mode, but he's made enough progress to move past thinking he's going to die constantly, allowing him to be feasibly able to get by in a setting like this.

RP Samples: TDM threads!
coyoteking: (Default)

Charles Yvry | Original Character | Not Reserved

[personal profile] coyoteking 2016-06-08 03:20 am (UTC)(link)
Player Information

Name: Leu
Age: 27
Contact Info: @Leucrotta on Plurk
Other Characters: None

Character Information

Name: Charles "Coyote" Yvry II (what a mouthful)
Canon: Original Character (the working title is Renaissance if that helps)
Age: 20
Gender: Male
Inventory: Wearing a white button-down, an askew black tie, and black slacks. Sensible, yet very expensive black shoes. He isn't carrying anything incredibly special, just a wallet with some petty cash and cards (no ID; woohoo, no federal control!) and a now non-working cellphone, though it would probably look strange to anyone not from his world/timeline. It's essentially the size and shape of a modern smartphone (a larger one) but in appearance, it's a thin silver frame with an entirely clear middle. As in, you can see through it when it's not on. Sort of looks like a pointless tiny window now.

World Description: Charles comes from Chicago, in an alternate timeline version of our world. The divergent point was the end of World War II; instead of the Cold War, there was an Actually Very Hot War between (primarily) the United States, the USSR, and China. Things got tore up pretty bad. Between various countries dropping bombs (and yes, a couple nukes) and someone (no one's quite sure who) unleashing a deadly biological weapon that essentially cut the planet's population by a third, the world is not quite the same as it used to be. World War III is currently considered over (as of about 25 years ago), as the major parties involved have called a cease-fire.

In the aftermath, large swaths of the United States are no longer under federal control, or are only loosely so. Chicago is partially one of those places. Since in this timeline, the power of the mafia was never even mostly broken (the FBI had better things to do, and the mob actually assisted in wartime efforts), the city is largely run by their descendants, as well as the heads of varying other former and current criminal organizations.

As the only positive outcome of having a sudden necessity for rapidly advancing technology, things are just a few steps ahead in Charles' world than they are in our own. No flying cars, and cybernetics are still in their infancy, but it's enough to be noticeable. A lot of the advancements are military-related, as you can imagine; weapons, computer networks, medical and genetic technology. As for the condition of his immediate environs, Chicago is mostly intact compared to other places; the damaged sections have typically been rebuilt, at least around the general downtown areas. That's not to say everything is great, though; there's still a lot of poverty and crime, and basically if you're not associated with the mafia in some way, you're on the outs. Outside of Chicago it's a wasteland/wilderness in most every direction; civilization doesn't show back up until you hit St. Louis or go further East. As one of the most heavily-populated areas of the country, the Midwest didn't fare so well once the virus broke out, and so much of it is ghost towns these days, with the occasional homestead or commune here and there.

Background: Charles (along with his twin sister) was born into the (technically) illegal organ trade, and his early existence was basically just as a host for products that would theoretically be sold to other people. As you can imagine, it's not a great way to grow up, and he didn't come out unscathed; he's missing a kidney and part of his liver, and a botched third surgery left him blind in one eye. He and his twin were "rescued" at approximately age 11, by a man named Archer who ran an entirely different sort of technically illegal business. Based in Chicago, he had a tendency to sort of collect kids from violent circumstances (those inclined to violence themselves) and raise them as mafia soldiers, in the service of one Charles Yvry, a criminal upstart who made his fortune as an underhanded mercenary during and after the War.

Charles the Second and his sister weren't exactly suited to this sort of work, though Charles did try for the sake of not being abandoned to their own devices. He was fine at the majority of tasks, but when it came time to kill somebody, he wasn't as great at it; his first success sort of wrecked him for a while. This didn't exactly endear him (and his completely-unwilling-to-cooperate sister) to Archer, and they might have just been left on a sidewalk somewhere, if the Charles in charge hadn't intervened. As might be obvious by the fact that he now shares his "father"'s name, Charles II was brought up from that point to be his namesake's successor. He was a lot better at this bit, since it relied more heavily on his people skills instead of his murder skills, even if he was still pretty closely connected with shady stuff and not as good as he thought he was at people skills.

Things went fairly swimmingly until recently, when Charles II discovered quite by accident that Elder Charles had a hand in the corporation that originally used him as an object. In a fit of rage, he murdered his father, but he got caught. Archer saw the whole thing, and it was only the fact that Charles has spent the better part of a decade getting close with the people around him that allowed him to convince the rest of the "family" that Archer was the killer instead. Now Charles is stuck in the sort of awkward position of being in charge of a large criminal empire and several murderously-inclined teenagers/young adults, despite not wanting to actually really be a criminal and/or have anyone murdered. The other mafia heads in the city don't trust him or think he's just a child, meaning he's probably become a target, and not being used to having his own agency, he has no idea what to do with it all.
Canon Point: After passing out drunk on the night before his father's funeral.

Personality: Charles is one of those contradictory people who is simultaneously an asshole but also very friendly. He has an open manner about him, even if he seems grumpy, always acting like everyone he meets is already a friend or at the very least, in on whatever he's up to. Even if he's being sarcastic or rude to someone (which is typical), he does it in the way that people do when they've known you forever and can get away with it, even if he hasn't earned that right yet. Naturally, this means not everyone is going to like him, because that can come off as way too forward or annoying. He's blunt and frank and sometimes crude, but almost never malicious. He just says what he's thinking, most of the time, and doesn't bother to filter out the unpleasant parts.

Speaking of being blunt, he's not great at hiding his emotions, either. If he's angry, he'll seem angry. If he's upset, he'll seem upset. Fear is the only feeling he can hide, and even that, not forever. Usually it winds up disguised as more anger.

Perhaps a terrible quality for someone in the business of organized crime, he's always honest about his intentions, even if he's lying. Which sounds like another contradiction, but it's not; he might lie about the details of why, what, or how, but the intent is always clear. He's not actually a very good manipulator, and he's certainly no criminal mastermind. Despite being in a position of authority in a very unsavory aspect of the world, Charles is not actually very... well, evil. He's more neutral than anything. In fact, unless he's got a stake in either side, he'll usually pick the mediator position instead of the aggressor.

While he's quick to irritation and even anger (and he certainly is), the desire to actually hurt people isn't really on his radar. He might do it by accident, or in a "just business" way, but usually he'll regret it later. Unless you manage to make him hate you, which is surprisingly not easy. He forgives slights against himself pretty easily, and for the most part his own safety is not his highest priority, but heaven forbid you mess with somebody he likes. As in, genuinely likes, not just acts the way he does with everybody.

Charles is an extrovert at heart, and he doesn't like being alone, though he doesn't often make lasting connections with people, nor does he tend to inherently trust them. Friendliness is easily given, but trust has to be earned. There are very few people he does trust, and this list is essentially confined to his twin sister, Xivia (she got to pick her own name and she was 11, oops), and a handful of the other kids (mostly no longer kids) Archer raised. His sister is his absolute closest connection, since they've been in it together their entire lives, though recently there's been some turbulence in that relationship, mostly due to Charles' seeming indifference to the violence and horror around him. In general, he trusts young people easier than capital-A Adults. In fact, he has something of a soft spot for children in general, and will probably endeavor to protect or assist them more than anybody else. Even if they're annoying.

Speaking of which, yet another bad trait for a crime boss, but Charles is a natural protector. Even if he doesn't trust or especially like you, he'll try to keep bad things from happening to you unless you've like, super earned it (standing in his way can sometimes count as earning it). He has a tendency to just sort of gather people, as he can't bear the thought of abandoning them in the long term. Again, this especially applies to kids.
Of course, all of the above makes him sound like some sort of philanthropist, which is only partially true. He doesn't want to kill people or hurt them, but he will if he thinks he has to, and if you're on the other side, whatever that may mean, he won't hesitate to go through you to get what he wants or needs, or to protect the people who are with him. Serious violence doesn't come easy to him, at least not after the fact, but if he's genuinely pissed, there's no telling what he'll try. (He did kill a person in a rage pretty recently.) I mean, he's lived half of his life among organized crime and hasn't made much of an attempt to stop it or even leave, so there's that. I wouldn't classify him as a pacifist, he just doesn't like getting his own hands dirty. But again, he'll do it if he thinks he needs to, or if you had it coming.

Although I guess it should be noted that while he's willing to start a fight, he doesn't always mean to hurt the other person, if that makes sense. Sometimes people just need to fight to communicate with each other, or at least that's how he sees it. He doesn't have a great grasp on how real interpersonal relationships should work, seeing as how he's almost never had a "normal" or "healthy" one.

And on that note, please remember that Charles has only been out in the "real world" for about nine years. Prior to that, he and his twin were kept like merchandise, so they didn't exactly get the greatest exposure to learning and socialization. He's done a lot of catching up, but the fact remains. He's missing a lot of pop culture knowledge, he's missing a big chunk of formal education, and his grasp of history is limited to the relatively recent past. He knows a good deal about the War and all that, because people talk about it constantly, but he's not super clear on the causes, or anything before it. If you ask him, though, he'll probably make something up.

That's another thing: Charles is a pretty good liar, most of the time, and that's probably partially because his actual emotions are so obvious. He seems like he's not hiding as much, but he can spout complete bullshit facts with an utterly straight face and not flinch. He's not good at lying about what he's feeling or planning, but why he's feeling that way might be easier to fake. For example, he might make it obvious he's pissed, but then tell you it's about something completely different than what it actually is. He might seem scared, but if asked, he'll lie his ass off about why. Or just deny that he's scared, but that doesn't usually pass as true.

And speaking of fears, he has a surprising amount of them for someone who comes off as so confident most of the time, and who ignores his own safety for things he needs. The major one, for reasons that may perhaps be obvious, is anything related to surgery or medicine. He won't take pills unless he's dying, he will not allow anyone to treat his injuries (not that he knows how to do this himself), and needles are absolutely out of the question. Just being in a hospital-like environment totally wigs him out and makes him super jumpy. Being injured makes him very uneasy.

For not nearly as obvious reasons, he also as a Thing about the number 12. He's borderline neurotic about it. He hates seeing it, and associates bad things with it. Be it the 12th day of the month, the 12th hour of the day, or just there being a dozen of something tends to make him super nervous. He will also avoid saying it, and will ask other people to do the same (though probably not exactly politely). Instead of "twelve" he'll say "noon" or "dozen" or "midnight". If he can't avoid saying it, he just won't talk about that thing.

As a further note on fears, Charles is very claustrophobic, which may be a problem in Norfinbury. He can't stand small spaces or being trapped or held. Being underground is also bad, like caves. Drives him nuts, and he may employ physical force to get out of the situation. The "may apply physical force" also extends to the medical stuff. Basically if he's trapped in a fear situation for too long, he is going to do whatever he can to escape it, his confident image be damned. His threshold for the medical stuff is much lower than the claustrophobia, so that'll get a reaction more than anything. The number 12 stuff is bothersome but he probably won't flip out unless it's relentless or very, very significant.

And as a final thing about fear and related issues, I should probably talk about his very complicated relationship with the idea of control. Charles has never really been in control, not until now. He's only technically had autonomy over his own body in the last nine years, and even then, other people have always controlled what he could do or where he could go. This infuriates him to a large degree; he desires control, he resents having it taken from him, and he fears losing it completely again. But at the same time, if he's in control, he doesn't always know what to do. He's inexperienced at it. If deferred to on an important (ie, life-or-death) decision, he tends to freeze up and potentially panic. So basically, he desperately wants the option to do whatever he wants, but then he has no idea what to do.

That said, he does prefer to look like he's in control, or at least to act like it. He likes to keep up the image of a level-headed person who just rolls with the punches. He certainly has his pride, and for the most part he really is confident in his own abilities, though he shouldn't always be.

And that brings me to the issue of defiance. Charles is tenacious to a fault; if he really wants something, he's going to get it, come hell or high water. He's stubborn and has an incredibly strong will, even if it's directionless most of the time. He usually won't back down, even if he really, really ought to. This tendency to throw caution to the wind and just go for whatever he desires is what earned him the nickname Coyote, for that animal's similar reputation of having a near-complete lack of self-preservation. Sometimes he's defiant in what you could consider a really bratty way; he might do things just because he was told not to, or to intentionally spite the person giving him orders.

(cont.)
redrooms: (055)

Natasha Romanov | Marvel 616 | Reserved

[personal profile] redrooms 2016-07-01 04:18 am (UTC)(link)
Player Information

Name: Jenny
Age: 25
Contact Info: [plurk.com profile] cephalopods
Other Characters: Fiona (Borderlands) and Tifa (Final Fantasy VII)

Character Information

Name: Natasha Romanov
Canon: Marvel 616
Age: Looks to be late 20s, is actually about 80.
Gender: Female
Canon Point: Captain America vol 5 #35 (for reference this is immediately post Civil War, when Bucky becomes Captain America)
Background Link: Here!
Inventory:
- a black catsuit and gloves made out of a strong, protective kevlar-like mesh.
- a pair of black boots and socks
- her belt (some of the segments are compartments to store things, while others are tiny discs that she can throw to electrocute enemies, but these will be removed, if that's okay)

Her weapons and fancy spy gauntlets will be confiscated!

Personality:
Natasha was born in former Stalingard (now Volgograd) around 1928 as Natalia Romanova. Her history has changed over decades of comics retconning and revising, but the gist of it basically stays the same: She was orphaned and rescued by a man called Ivan Petrovich. By the late 1930s, she had attracted the interest of the Soviet government, who began to train her in espionage. This would chart the course for the rest of Natasha's life.

She witnessed the worst of Soviet Russia and World War II, and has undergone an incredible amount of hardships in her life, as well as sometimes brutal training. For a long time, this is all Natasha knew. Her loyalty was to Russia, made perhaps unavoidable by KGB brainwashing. When Natasha entered the Black Widow program following World War II, she rose quickly through the ranks to become the best operative in the program's history.

This means, of course, that Natasha has a bloody past. She started off as something of a villain, and after escaping KGB control with the help of Clint Barton, really struggled with how to reclaim her life. She's gone through years and years of figuring out how to come to terms with her past and who she is, and this has shaped her heavily.

Natasha is a very private person. She has secrets, and there are parts of herself and her life that she will never, ever share with anyone. None of the people she knows, even her closest friends and lovers, know everything about her, and that's how she likes it. For all her difficulty, though, she has come to accept her past and doesn't regret most of it. Unlike similar characters with such backstories, she's moved past her guilt and made the decision to atone by becoming better. Natasha wants to be a hero, and wants to be "one of the good guys", but she is fully aware that the only reason she can help the Avengers, or SHIELD, or any number of people is because of her spy training and the serum that the Red Room gave her. This leaves her in a grey area, and she is aware of this and accepts it. She admits to being a killer, but says that this is distinct from being a murderer. Natasha will kill, or torture, or threaten, but never without reason. It's important to note that Natasha never wanted to be a spy—she was manipulated into it. She didn't grow up dreaming of it like Sharon Carter or Yelena Belova. In fact, she actively discourages young woman from pursuing the career, and is always very up front about what it means, or at least what it means to her: becoming a tool to be used.

Killing is something Natasha has an interesting relationship with. She's witnessed a lot of death in her life, from growing up in Russia during World War II to working for the KGB. As she says, she's walked hand in hand with it since she was a child, but far from making Natasha view life as disposable, she views it as precious. She doesn't take killing lightly, but she is willing to make difficult decisions. At one point, she tells Clint that killing isn't always murder, but sometimes refusing to kill someone dangerous makes you responsible for their deeds through your inaction. This view sometimes keeps her distant from her teammates, and sometimes even scares them. She knows, however, that she's not a hero in the same way Steve Rogers or Matt Murdock are. She's willing to get her hands dirty, to do the terrible things they won't. Despite this, she grieves unnecessary loss of life deeply. In one instance, Natasha is threatening a man to get information out of him, but once she gets it, plans to let him go. Her enemies break in and murder him, and Natasha actually cries for the man's senseless death. Natasha is also the type who would die in an instant if it meant saving innocent lives.

This is a clear example of Natasha's compassion. It's one of her biggest traits, the thing that keeps her from just being a ruthless, thoughtless tool to be used. Natasha loves people very, very deeply, even if she always keeps at least some distance from them. She mentions multiple times that she doesn't view life as worth living if she doesn't let herself care for others. This love can sometimes translate into ruthlessness when the people she cares for are in danger. Natasha buries a woman alive for shooting Pepper Potts, and this sort of reaction is often an easy thing for her enemies to manipulate. Back in her KGB days, Natasha was married to a man named Alexi Shostakov. The Soviets faked his death, both so that they could make him into their own agent, and so that Natasha would be pushed to work harder against the Americans in a bid for revenge. It worked, of course. This love Natasha has for those closest to her sometimes pushes her to keep them at a distance, working by herself when she's in her most dangerous spots, because she knows her life is brutal and violent and is afraid of someone getting hurt because of her.

Much of Natasha's life has also given her an interesting view of trust. She does allow herself to trust people, although it often takes a while. Despite this, she is always intimately aware that someone she trusts might prove themselves to be untrustworthy in the future. She's gone through enough heel turns with her friends and fellow Avengers. In a way, Natasha is always expecting the worst as a survival mechanism. It drives her to do things like keep a chip in her stomach, filled with information on her fellow Avengers' and friends' deepest secrets as collateral in case they ever betrayed her, even if she never planned to use it otherwise.

Natasha always has back up plan upon back up plan. She's incredibly pragmatic, keeping a network of safe houses all over the world in case things go wrong. She's also always looking to be better, even if that means diverting from her orders or her mission, or decide it's not worth doing. She plans things meticulously, doing ridiculous amounts of research on situations or people. She's also incredibly tough; she tends to work through injuries, often brushing off concern or downplaying the seriousness of her wounds.

She also has a very dry and sometimes dark sense of humor. Natasha can be playful with people she cares about, but also sarcastic and teasing, too. She's an absolute flirt with people she's interested in, and throws herself into romantic relationships. She also plays a mentor role to certain characters with similar backstories, such as Bucky Barnes or Laura Kinney. On missions, though, or in dangerous circumstances, Natasha is often all business. She has a job to do, and rarely falls for distractions of any kind. She can be incredibly fearless in the face of danger, and often incredibly cruel when she speaks to her enemies. Her years as a spy have taught her to "belong everywhere and nowhere". She can slip into different roles as easily as breathing, and is a great liar and manipulator. She can read people, and knows how to play off of their expectations and desires. Natasha is often unflinchingly confident, as well, but is also a definite realist. She won't barge into a situation just because she knows she's skilled. It isn't uncommon for her to play a grounding role in most of her team ups, keeping her friends and coworkers from running into situations without a plan, or encouraging others to keep their emotions in check.

Flavor Abilities:
Natasha was given a serum when she was young that boosts her immune system and prevents her from aging, but these abilities will be taken away from her. Other than that, Natasha is very athletic and strong, and is in the peak physical condition for someone her size. She is relatively small, though, so it's not like she has a lot of weight to throw around.

Suitability:
Natasha has a lot of extensive training, and is an expert at using most types of weaponry, including explosives, firearms, knives, etc. She also has extensive martial arts training, and was trained as a ballerina and gymnast. The Red Room also trained her in hacking and taught her a variety of languages, as well as strategy and survival. She can handle harsh conditions and improvise, working with few supplies. Natasha is also great at working with people, and has been the leader of a few superhero teams in the past as well. Natasha was raised by a unit of soldiers during World War II in Russia, which was an exceptionally brutal time. She's used to living very lean and surviving despite all odds being against her.

She'll definitely do everything she can to help people, but the setting will also naturally put her on edge. She won't really trust many of the people in Norfinbury, and she'll try to compile information on as much as possible, both the town and the people in it. Another interesting thing to note about Natasha is that she really wants to be good and wants to be a hero. She can handle a lot, but when she reaches emotional breaking points, she has a tendency to isolate herself and slip back into a lot of old, brutal habits from her time with the KGB. It'll be interesting to see if the setting pushes her to that point.

RP Samples:
TDM toplevel
Another action thread
Network sample
empireofrats: (Default)

Emily Kaldwin | Dishonored | Reserved

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

Name: Anna
Age: 27
Contact Info: [plurk.com profile] moetan or PM journal
Other Characters: N/A

Character Information

Name: Emily Kaldwin
Canon: Dishonored
Age: 10
Gender: Female
Canon Point: Post-game; low chaos
Background Link: here
Inventory:

White girls' button-up shirt with a white jacket
White shoulder shawl
White knee-length trousers
White stockings
A pair of black Mary Janes
A red head-band with white flower ribbon
White ribbon choker
A silver bracelet

Personality:
This section contains spoilers for Dishonored.

Innocent, playful, and intuitive. The very first thing requested from the returning Lord Protector: a game of hide and seek. A wise understanding: "Mother is talking to that nasty old Spymaster," and "When you were gone, Mother seemed very sad." A curious inquiry: "Did you see any whales?" A brave desire: "Later, will you give me more climbing lessons? Some day, I'm going to climb up to the rooftop." A moment of sass: "I'm not sure that painting looks like Campbell."

Unlike most empress heirs, Emily rejects the usual royal and political standards even as a young girl. Her idolatry extends to Corvo, a man she has spent much time with as Lord Protector, a man she admires greatly. She isn't interested in playing house, or learning manners, or the politics of a ruler. Geography, Strictures, math--none of that is for her. Her dreams are grander, she thinks, almost childishly so. She wants to learn to fight, reminding Corvo he promised to teach her a Tyvian chokehold; she wants to sail; she enjoys adventurous stories laced with fantasy and magic; she wants to learn to use a gun and a sword.

And then Daud and his whalers came.

Emily watched the murder of her mother before being kidnapped and handed over to the Pendleton twins for political gain. She stays in the Golden Cat (a pleasure house) with them until Corvo comes to rescue her, and, afterward, it's evident she has grown a tad bit more serious following what has happened. (And telling Samuel, the boat driver, "Oh, I heard a lot of adult business in the Golden Cat.")

She is, however, still inquisitive and adventurous. She asks a great many questions of Corvo and the others of the Hound Pits, and can often be seen exploring or, more importantly, drawing. Her artwork varies greatly depending on the low or high chaos of the player's run. In low chaos, her pictures (and out-look) are whimsical or lighter recounts of things that have happened, and she is more prone to leniency and mercy; in high chaos, they are dark and morbid, and she frequently says rather startling horrific things for a ten year old girl.

Her speech also changes based on chaos level as well. With low chaos, her questions tend to be the curious inquiries of a child, though it's evident Emily has a penchant still for fighting, courageousness, and fantasy. In high chaos, the innocence is gone. Emily says Corvo smells of blood when he comes back, and will say things such as, "When I'm Empress, I want them to build two giant ships and crash them into each other. And all the men will drown. I'm allowed to do that, right?" In Snowblind, the influence from an atmosphere of discontent and various characters she meets will make her (being so impressionable) more likely to exhibit signs from a high chaos run.

One of the most interesting things about Emily is her perception (as shown in the first paragraph). Though young, she is well aware of the underlying intentions of people or events. The Heart tells you (Corvo), "She sees more than she is telling. Young Lady Emily." Emily notices the change in Corvo if a high chaos route is taken, but she also notices the change in the Loyalists at the Hound Pits following the Return to the Tower mission. (It's later revealed the Loyalists are, in fact, double-crossing Corvo by using him to get rid of people in the way of securing Emily as a figurehead.) These things she rarely ever reveals to anyone other than those she trusts, typically in jest unless it is a simple aside in conversation.

Flavor Abilities: N/A

Suitability: Emily would be great on a round through Snowblind to see how different horror/survivability aspects of the game will put a bit of blood on her hands, so to speak.

She is generally very accommodating and curious, a sweet girl who tries to be bold and understanding like her mother; however, in a high chaos run of her canon game, it's pretty shocking to watch her very slowly sink into power-hungry ruthlessness.

It probably wouldn't do to make her full-blown "high chaos" (maybe...), but it'd be interesting to see her mental and emotional ups and downs as she tries to process other people and the environment, not to mention how she accommodates certain characters trying hard to protect her "innocence" when she is persistent in wanting to be independent and strong.

RP Samples:
TDM toplevel
additional action sample
5 cmt network + 5 cmt network
bloodbrine: Icon - <user name=zornsable> (♠ 26)

Merlwyb Bloefhiswyn | FFXIV | Reserved

[personal profile] bloodbrine 2016-07-01 06:29 pm (UTC)(link)
Player Information

Name: Clamor
Age: 25
Contact Info: AIM - witcardsnribbons
Other Characters: N/A

Character Information

Name: Merlwyb Bloefhiswyn
Canon: FFXIV: A Realm Reborn
Age: Never specified, likely around mid-thirties.
Gender: Female
Canon Point: Post patch 3.3, Heavensward.
Background Link: Here
Inventory: Storm Admiral regalia (Minus the muskets), 1 quill, 3 sheets of parchment.

Personality: Merlwyb's affinity for the ocean and all it entails is embedded even in her name, by traditional Roegadyn standards (Merl = Sea, Wyb = Wife/Woman, thus Merlwyb = Sea Wife), and plays a crucial part of who she is and why she does what she does. As the Admiral of the Eorzean city-state of Limsa Lominsa, Merlwyb presides over what is effectively the Final Fantasy version of Tortuga: a haven for pirates and the scrapings of society to live a (relatively) normal life where judgement over lifestyle and/or occupation is little to none. Where Ul'dah has their noble Gladiators guild dedicated to valiantly defending others, Limsa Lominsa has their Marauder's guild - men and women who make butchering their enemies with an axe their one and only concern. After all, only a fool would ignore a bigger threat with a battleaxe over some namby pamby with a mage's staff.

The intrinsic nature of two guilds are theoretically identical - protect the weak - but are as day and night when compared side-by-side in practice. The Marauders are brutal, yes, but also considerably more practical. And they are very, very good at their job. Less Flash, more Smash. The best defense is a good offense, after all.

Which neatly slots in to Merlwyb's motto. "Impossible is a term coined by the weak." For Sea Wolf Roegadyns, the drive to succeed is the greatest measure of the soul. Money, respect, and a long life can all be amassed if you are strong and unwavering in your convictions. A pirate captain must always have control over their deckhands lest the whole ship sink; doubly so when certain buccaneer crews chafe under the Admiral's iron grip on Limsa's trade routes and various  restrictions on piracy. The law enforced by the Limsa Lominsan military is as fair as it is tough, reflecting Merlwyb's no-nonsense modus operandi; keep your hands clean, your nose out of shady business, and you'll reap the rewards that come with honest work. You leave your former life at the border once you become a Lominsan.
The city has flourished under her leadership even with the constant threat of keeping Sahagin fish-men at bay, which most of the citizens grudgingly acknowledge; partly due to the fact Merlwyb meets any and all threats levelled at her city with instant, unwavering brute force. Nothing irritates her more than pussyfooting around a problem when slicing clean through the Gordian Knot is the simplest solution.

In this manner, each of the three leaders of the Eorzean Alliance reflect the territory they control to some degree; Kan-E-Senna, the Seedseer for the Gridanian forests, is peace-loving and reluctant to take part in conflict, while Sultana Nanamo-Ul-Namo must rely on her subordinates to act for her, since royalty can't be seen to do much other than be a figurehead. Both are reactionary with little room to take action on their own unless the matter is urgent, but act as a steadying hand to offset Merlwyb's combative style of leadership. For example, with the Crystal Braves rebelling and causing no little amount of mischief, she's more than ready to pop Ilberd in the head to end the issue then and there - she is only dissuaded from that course of action when her aide hurriedly reminds her that murdering a neutral party on foreign soil would be a diplomatic nightmare to deal with afterwards. Later, she makes it expressly clear that the Warrior of Light is not to be taken into custody or impeded in any fashion while residing in Lominsan borders, effectively drawing a line in the sand for the Crystal Braves to cross if they dare.

In a nutshell: Merlwyb Bloefhiswyn is absolutely the most aggressive of the three and the most likely to take command at the front of their army. A captain must always lead by example as far as she's concerned, and the respect she's earned by doing so has served her well. Her second-in-command, a Roegadyn man named Eynzahr Slafyrsyn, is strongly hinted to be none other than the legendary dread pirate Mistbeard. After the Warrior of Light completes the quest "King of the Hull", a cutscene occurs.
"
The Storm Marshal unlocks the coffer to produce a mask bearing a menacing visage, which he explains has been worn by all the individuals who have borne the name Mistbeard. The legendary pirate, it would seem, is not one man, but many. Eynzahr goes on to say that the current Mistbeard will be the last, having chosen to consign himself and his predecessors to the pages of history-- all for the sake of one woman and her dream of a brighter future for Limsa Lominsa... "
Slafyrsyn's secret Mistbeard identity is somewhat of a running joke between him and Merlwyb. She openly teases him about it while debriefing the Scions of the Seventh Dawn, stating "Truly, Marshal, upon the subject of the pirate king, you are as a scholar". Slafyrsyn hurriedly changes the subject much to the Admiral's amusement. Despite his origins, he and the Admiral complement each other nicely. With their combined nautical and battle knowledge it's no wonder there's no fleet in the world that can hope to breach the city's defenses from the sea.

Anything short of a Primal, that is.

In the questline "Through the Maelstrom", Merlwyb risks her own safety to personally oversee the prevention of  the water Primal Leviathan's summoning, dispatching the Sahagin priest and his underlings with precise gunfire to save the Warrior of Light and Y'shtola from being overwhelmed. This is the first and only time players ever see one of the Alliance leaders actively participating out on the field since the Calamity, and a clear indicator of how seriously she takes that particular threat after Leviathan has already washed away one small coastal town in recent history. A great number of her fleet is severely damaged while trying to drive away the sea serpent, however Merlwyb expresses frustration over not having a viable strategy to go on the offensive rather than devoting her energy on defensive measures and damage control.
It's after Leviathan is defeated that Merlwyb admits in private as to the reason for the Sahagin summoning their god: Limsa Lominsa's rapid expansion into the surrounding countryside - slowly but surely pushing the Beast Tribe out of Halfstone altogether and thereby denying them spawning grounds to safely raise their young. However, she amends her apology with the statement:

"Eorzea has become as a raging sea. If we are to keep our heads above the waves, we cannot scruple to drown the man next to us."
Which is to say, attempts at peaceful coexistence is all well and good, but useless if conflict is a certainty... which it always is. She's not a woman to sit on her laurels when a threat approaches. Either force must be met with force, or superior strength must be turned aside by skill instead, and damn the consequences. She cares very little for those not under her protection or by proxy via the Eorzean Alliance.

TL;DR Merlwyb is the kind of woman to give anyone and everyone a fair shot at success, firmly believing that social constructs such as inherited wealth or noble bloodlines are nothing more than unnecessary restrictions on freedom - the one true cause she would gladly lay down her life for. In her city, every man and woman earns their keep through their own merits and the sweat of their brow, and attempts to impinge on that freedom (Primals via Tempering, the Garlean empire, etc) never fails to rouse her ire.
For a supposedly bloodthirsty ex-pirate, she has surprisingly resilient moral fiber. Whether or not that's simply Sea Wolf Roegadyn culture at work - strength of conviction, strength of body, strength of spirit - is somewhat debatable.

Flavor Abilities: Roegadyn are one of the tougher races to roam Eorzea, with inherent physical strength and hardiness to rival some beast tribes; in all but name, almost literal sea giants. Merlwyb relies mostly on her skill with firearms and her command experience rather than sheer muscle to win her battles, and so is probably slightly less bulky than the average Roe. Imagine her surprise when she finds out she's as limp-noodle-arms-y as any normal human.
Otherwise, she's a crack shot with most guns and accomplished with throwing axes or knives; capable of gauging the speed and angle of an incoming throwing axe, catching it between two fingers (Wtf, Merlwyb why...), and chucking it back at her attacker with unnerving accuracy. (Not even fronting, shit is canon.) Obviously that kind of animu stunting isn't gonna happen in Snowblind so she'll have to avoid being a complete dumbass or get a knife in the hand for her trouble.
Additionally she is an exemplary sailor born to a seafaring life, excelling in keeping morale high through demonstrative leadership. Her tactical knowledge is strongest when naval combat is concerned - Merlwyb's crowning achievement is methodically picking apart an "Invincible" blockade of ships from a foreign country known to previously be undefeated - but she is competent in day to day operations on land as well.

Suitability: Merlwyb will have absolutely no clue what to do with herself for the first little bit upon arrival. Unfamiliar terrain, no access to ships, the sea, weapons, manpower, basic comforts, anything even vaguely familiar... not to mention she's not fond of the cold. Like it or not, she's gotten fairly complacent after taking up the head honcho crown and needs to be knocked down a few pegs before rebuilding her confidence back up to where it should be.
Coordinating with others when she has no seniority over them will likely be another sticking point as well. "My way or the highway" doesn't fly in a crowd of strangers no matter how impressively she words it - the Admiral will have to buckle down and work on her rusty diplomatic skills after butting heads with the more sedate folks a few times first.

RP Samples:
Action
Network & Action

(Plus an extra Network post just in case I don't have enough replies in that thread!)

@ dreadnought, Text

this farce of a prison wears thin on the patience. is there nothing - no-one - against which we can readily resist? what is the purpose of trapping us here? it's simply not to be borne.

[ The cold and thin resources have not been kind to Merlwyb - struggling to contain her growing frustration is starting to take it's toll. Worse, she has no strategy to wriggle free of the snowy hellhole she's been dumped in, and for someone accustomed to winning almost all the time, she's not taking her failures well. Automatically, she stabs a string of text with her fingers and lets it stand for however long it takes for her to take in a deep breath through her nose and struggle for control. ]

damn the spineless craven responsible and piss on their swiving corpse

[ The previous line is promptly deleted once Merlwyb feels a little less like breaking something in her fist. ]

seven hells, i'm like to go mad. never before have i so sorely yearned to drown a man with naught but mine bare hands since last valentione's day.

pray forgive me my rancor. sleep does not come easily in such foul weather.
Edited (way to forget the header, self.) 2016-07-01 18:30 (UTC)
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dirtdevil: (Default)

Levi | Attack on Titan | not reserved/reapp

[personal profile] dirtdevil 2016-07-03 09:06 pm (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:
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

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